Wow these changes are amazing, keep up the good work! Can this patch be used in multiplayer?
Forgive my ignorance, I am sure I am way over simplifying the problem, but I want to ask this anyways.
Is the difficulty with setting up the CP, CBP, C4DF, and CSD and having them all work for multiplayer caused by the fact that these changes are created as mods and not files meant to be "hard wired" into the normal game folders? I love all these changes and I wouldn't want to play the normal version of Civ 5 again. So with no worries in preserving the "normal Civ 5 gameplay", couldn't there be someway where the mod files are imported and replaced over the real Civ 5 files? Would that help elevate some of the difficulty with getting them to work for multiplayer? Is this approach to changing the game even practical?
Regarding spies, they are 'the way they are' because of how the spy functions are already set up. Sure, interactivity is nice, but that's also another layer of micromanagement (esp. on big maps). The automation is the best compromise of new functions without a ton of new content to digest.
True, but with ALL the other changes that the CBP does, having a new semi-automatic system for the spies would be a drop in the bucket.
You could set it up by just clicking on a spy and selecting one of the advanced actions as their "preferred disruption". The spy would then try to do the chosen advanced option more often than the others and you could change it whenever you want. That way the system will still be just as automated as before, but now you have some control as to what they are going to try to do.
Also, do the spies gain any experience for performing these new advanced options or they they still only level up when they steal tech or assassinate another spy?
was there a change in happy-system?
in CBP 4-16/Modular Elements/Happines Mod/BuildingHappinessMods.sql
-- Poverty
UPDATE Buildings
SET PovertyHappinessChange = '-4'
WHERE Type = '-BUILDING_AQUEDUCT' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_BUILDINGS' AND Value= 1 );
... same with all other entrys
I haven't dabbled with making a multiplayer modpack yet, no.
G
There are a couple of duplicates in the first paragraph.
AI trained to better engage in naval warfare - more likely to land an army on the shore before attacking (as opposed to a pure naval operation). Will send more boats, and will be more likely to simply engage in a naval bombard before using land troops.
AI prioritizes protecting embarked troops, avoiding unnecessary embarkation, and staying out of ranged fire if possible.
Are listed twice. Thus making them Dups.
OK I will shut up now.
Awesome! I really appreciate your work and your attention to details! It's great that you collected all changes together. Even greater assuming how many changes you've made to this game.
I think that I'm addicted to reading changelogs
If you ask for bugs then I found this line:
"Submarines may now attack coastal cities (only if directly on the coast) in addition to units in the water. This should help the ."
cut strangely.
And if there is anything to change then it's a pity that there are no icons (like in civ wiki) because they make reading much better and funnier![]()