The new patch

I'll second the notion about resources. I forgot how much resourceless siege and less iron on the map makes it more fun. Even with their newly reduced strength I had something like 10 easily accessible iron and just made a fleet of longswordsmen to kill the seemingly more aggressive AIs (both Monty and Darius declared on me independently).

I, on the other hand, had zero iron - just horses. I bought a few at inflated prices, but bided my time with arrow units and then knights until I could build muskets and cannon.

More problematic was that there was no coal on my continent at all.
 
Policy, unit, building, wonder, terrain, and city placement balance are all tremendously improved from a year ago in vanilla. I feel the main thing left is leader balance. :)

I've uploaded 7.6, which is my first compatibility pass post-patch. You can get it from the website. I started a new game, placed a city, started production on a scout and moved a warrior. This all worked and the user interface seems to be working. I haven't had time to test past that yet, so there might be critical problems further down the line.

If you encounter any problems please take a look at the Reporting Bugs post. Also please play with Flag Promotions disabled, to help find the source of the crash bug (click here for details).
 
Policy, unit, building, wonder, terrain, and city placement balance are all tremendously improved from a year ago in vanilla. I feel the main thing left is leader balance. :)

Based on one game, I came to the same basic conclusion. Even where they went at things differently, it now makes roughly equal sense. Impressive on their part, and mind-boggling on yours.

I may not get to it until tomorrow.
 
@Seek
The stuff reverted to vanilla is mostly on the "Included" page. I'm starting to think it might be a good idea to only give a generalized overview of changes in the documentation, instead of specifics... the details can always be seen ingame after all.

So perhaps just condense everything into three lists for each mod component (combat, city development, policies, etc):

  • What the component buffs.
  • What it nerfs.
  • What's changed in some other way.

When I have time I'll change the Combat page so you can get an idea of what I'm thinking of, Seek.
 
@Seek
The stuff reverted to vanilla is mostly on the "Included" page. I'm starting to think it might be a good idea to only give a generalized overview of changes in the documentation, instead of specifics... the details can always be seen ingame after all.

So perhaps just condense everything into three lists for each mod component (combat, city development, policies, etc):

  • What the component buffs.
  • What it nerfs.
  • What's changed in some other way.

When I have time I'll change the Combat page so you can get an idea of what I'm thinking of, Seek.

Ok, I've been meaning to update the pages for a few days but I'm hesitant because I'm not sure what specifically is reverted to vanilla at this point. The more general approach sounds like a good way to go forward here (though my ocd loves exact numbers!:lol:) - it should make the updates much less daunting.:)
 
Is Stone resource actually needed for anything or is just a new thing included?

Unworked most stone ties are like plains - 1f, 1h. Build a quarry on it and you get an extra hammer. Build a Stoneworks in its city and you get an extra hammer and an extra happy point.
 
Unworked most stone ties are like plains - 1f, 1h. Build a quarry on it and you get an extra hammer. Build a Stoneworks in its city and you get an extra hammer and an extra happy point.

I was sure I saw 2/2/1 improved river stone tiles (in vanilla). Am I imagining it or did TBC remove one food?
 
I was sure I saw 2/2/1 improved river stone tiles (in vanilla). Am I imagining it or did TBC remove one food?

I'm sorry, you're right - it's generally found on grassland, in which case it's 2f, 1h. But the hammer yields are as I listed above.

And yes, Ahriman, it is definitely a low-key addition.
 
Does anyone else find the restriction for stoneworks of the city not being built on plains completely stupid? Plains doesn't have a higher yield than grassland for the base tile like a hill does, so there's no reason to punish it by denying a production building, especially one that gives happiness.
 
Does anyone else find the restriction for stoneworks of the city not being built on plains completely stupid?
I hadn't noticed that. That sounds bizarre. I would remove.
 
I'd love to know the logic behind it, because I can't think of any reason for something so arbitrary. The best I can come up with is that maybe if a city is on plains it's likely to also be surrounded by plains, and so have decent production already. But the stoneworks really only gives you +2 production in most cases, and no percentage modifier, so the +1 happy effect is the most noticeable benefit. Stone and marble are pretty uncommon as resources go anyways.
 
I'd love to know the logic behind it, because I can't think of any reason for something so arbitrary. The best I can come up with is that maybe if a city is on plains it's likely to also be surrounded by plains, and so have decent production already. But the stoneworks really only gives you +2 production in most cases, and no percentage modifier, so the +1 happy effect is the most noticeable benefit. Stone and marble are pretty uncommon as resources go anyways.

We know it can't be arbitrary, since they went out of their way to add the restriction. Your guess is the same as mine - an estimate that you don't need the hammer boost. I see your point, but not the need to change it.
 
Arbitrary meaning it was based on some personal whim without any really strong reason or logic behind it. For the same reason that I don't see the need for the restriction (the benefit is negligible), it's not a huge deal to me if it stays either. It's certainly not worth founding a city on a different spot to get a stoneworks, unlike the hill vs. flat decision which can take careful consideration.
 
Arbitrary meaning it was based on some personal whim without any really strong reason or logic behind it. For the same reason that I don't see the need for the restriction (the benefit is negligible), it's not a huge deal to me if it stays either. It's certainly not worth founding a city on a different spot to get a stoneworks, unlike the hill vs. flat decision which can take careful consideration.

I don't really care either - just lean toward giving the devs the benefit of the doubt where a resultant problem isn't glaring.
 
Good point, and it goes along with Thal's mantra of staying close to vanilla when possible. It's just one of those un-fun little niggles that bothers me in the game, even though it has no real impact.
 
Back
Top Bottom