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Upcoming Version Changelog

Discussion in 'Community Patch Project' started by Gazebo, Sep 29, 2020.

  1. JamesNinelives

    JamesNinelives Emperor

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    This is how I feel. I'm playing with 13 civs on Huge at the moment and it's not an accident or an oversight - it's intentional. I hate being forward settled and having to constantly war with other civs. I find that on recent betas it happens often enough already. I also have much more fun playing wide than tall.

    I'm happy for other people to play whatever settings they want. As others have noted, increasing the number of civs already has other side-effects, like making religions harder to found and wonders harder to build. It's up to each player where they feel the balance between these lies. On the other hand, civs that benefit from city-states are probably going to like having so many city-states in total (and it makes the associated buildings stronger), and there's no doubt that Brazil's UU gives more total yields on larger maps. Not to mention that having more trade partners affects the importance of diplomacy, and having more land to conquer affects domination games.

    Balance is imporant, but sometimes different map sizes just play differently. We can adjust for one aspect, but we need to be careful with how it affects the other aspects as well.

    With regards to tech... I'm not sure that we are correctly understanding the proposed changes. Would be great to have Gazebo clarify the intended effect. Otherwise it feels we may just be arguing in circles.
     
    ElliotS and vyyt like this.
  2. brutalz

    brutalz Chieftain

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    i changed to epic speed because i thought tech was too fast too. might be even too fast on epic too
     
    Novntis likes this.
  3. gozar

    gozar Chieftain

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    I agree with most comments about increasing tech speed. If anything, I would be inclined to slow it down. As I have moved up in diffulty levels, it seems to me that the game goes too fast. The AI bonuses mean they race through eras.
     
    Voremonger and vyyt like this.
  4. AndreyK

    AndreyK Prince

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    I agree with majority, tech speed need to be slowed and most considerably starting in Renaissance and later Eras (more in Industrial and etc)
     
    Voremonger and vyyt like this.
  5. skodkim

    skodkim Deity

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    Any chance for a release today'ish? There seems to be a consensus about the changes.

    \Skodkim
     
    danymatrix likes this.
  6. SuperNoobCamper

    SuperNoobCamper King

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    Let the ol' man do his thing without pressure I'm totally not saying this because i don't want to abandon my current game before i finish it at all.
     
    DaniSciB, Solic, Hinin and 2 others like this.
  7. skodkim

    skodkim Deity

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    Of course, but if I understand correctly the changes have already been made and its only a matter of tweaking a number here and there. Maybe I'm wrong and I know this is things being done for free, so I'm not trying to be disrespectful (and don't believe I am by asking) :)

    \Skodkim
     
  8. JamesNinelives

    JamesNinelives Emperor

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    Eh? I don't think that's what the changelog means. If it was ready, I think it would probably be available! Sure we'll see it soon though :).
     
  9. CrazyG

    CrazyG Deity

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    Is tech too fast on epic?

    or is tech too fast after the Renaissance (on all speeds)?

    I think it's the later, which could be addressed by raising the costs of those specific techs.
     
    Novntis, Snipergw, DaniSciB and 5 others like this.
  10. skodkim

    skodkim Deity

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    Maybe my mistake then. I thought the changelog reflected changes that was made and tested by G's in an internal build before release.

    Anyway, as much as I long to play again I know people put in a lot of free time and I don't mean to be disrespectful.

    \Skodkim
     
    JamesNinelives likes this.
  11. AndreyK

    AndreyK Prince

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    I think the techs are too fast on all speeds, but especially so after Renaissance on all speeds
     
  12. andersw

    andersw Emperor

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    My domination games used be (awhile back) decided by cannons and end around or slightly after getting field guns.
    Now gatling guns, cruisers and iron clads are deciders and the game usually ends in early modern era.
    This is mainly because AI are so much tougher (ie the bug fix for AI on epic speed).
     
    SwirlSlayer likes this.
  13. Grassland Farm

    Grassland Farm Warlord

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    Almost every line is a delight to read.
     
    vyyt, tu_79 and JamesNinelives like this.
  14. dpshw

    dpshw Chieftain

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    i wanted to start a new game tonight ... now i have to wait for celts cause that tall pantheon with +culture on population looks interesting to combo with cooperation :D
     
    vyyt and skodkim like this.
  15. tu_79

    tu_79 Deity

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    I am pretty sure that Gazebo has already tested them, but they are subject to late minute changes, since he is so politely asking.
     
    skodkim likes this.
  16. Deljade

    Deljade Warlord

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    Code:
    UPDATE Worlds
    SET ResearchPercent = '100';
    There is nothing to clarify here, the intended effect is very clear. And honestly I can not see any case when this does not make science go faster. Reducing the tech cost can only make techs go faster unless it comes with other changes that affect it (it comes with another change that reduces tech cost in Standard and smaller maps and a moderately spammable :c5science: improvement in Forts).
     
  17. tothePAIN

    tothePAIN King

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    No change to Ships of the Line for England?
     
    azum4roll and phantomaxl1207 like this.
  18. InkAxis

    InkAxis Prince

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    It should be 110% or 120% for every size, that way tech cost stays similar/longer.
     
    CrazyG likes this.
  19. ElliotS

    ElliotS Warmonger

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    I'd say 120%, and increases for techs as the game goes on. (To address concerns that later techs go too fast.)

    Then if that works well, scale all tech costs by 120% so we can set that value to 100% for modmod use.
     
  20. tu_79

    tu_79 Deity

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    I have been thinking about the empire size penalty, and I think there's a flaw there. No matter how easy we set the values, there's an inherent unhappiness wall upon reaching a certain number of cities, due to the exponential increase of its effect.
    To lower the exponential increase I think we could try using the square root of the number of cities, or even a logarithm, for calculating the empire size penalty. This way the effect of 'too many cities' will not happen so suddenly.
     

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