v102 already

Rhye

's and Fall creator
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- Fixed infinite duplication of pirate ships
- Fixed bug of Philantropy introduce in v101
- added Zulus as major civ (no victory yet)
- uniformed movement boosts to some missing units
- upgrade cost halved
- fixed bug of stability button
- fixed a bug preventing some global happiness modifiers to be actually applied
- lowered Arabian ability chance
- Arabian ability does not apply to unique units anymore
- revised some settlers maps, with more emphasis on Africa
- Gatling Gun replaced with Grenadier, earlier in the tech tree (pedia entry still missing)
- Viking icon changed
- Inca victory condition should be fixed



pls test the grenadier, and also the drone
 
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I suppose this is because the Grenadier just reuse the Carolean assets but their guns are just floating there. I wish the combat animation featured a mix with a few of them throwing grenades and most of them firing their muskets. Also, the visual and audio FX feels kind of underwhelming, where are the explosions?

I like the Gatling Gun unit... I wish it stayed around.
Maybe it could return as a Mercenary alternative to the Grenadier instead? Like what the Landsknecht is to the Pikeman.
Instead of the ability to pillage without using movement points like the Landsknecht, the Gatling Gun could have extra Combat Strength and Ranged Strength (between 30 and 33, over the Grenadier's 25). I think it should get combat bonus in some way, I have a few ideas, pick one (or not, if you have a better idea):
- combat bonus outside friendly territory
- combat bonus when on a different continent / far away from your capital
- combat bonus against units from before the Renaissance Era
- combat bonus against city-states and Civilizations with fewer cities than you

But as a mercenary unit, it would be quite expensive to purchase and unable to be produced. It would still upgrade to the Machine Gun at Replaceable Parts.

Or maybe instead of being unlocked by Commerce's Mercenary Army policy, it could be unlocked by finishing the Exploration policy tree? Which I feel is kinda underwhelming. And be able to be produced normally (but would take extra Production and would not replace the Grenadier outright).
 
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I suppose this is because the Grenadier just reuse the Carolean assets but their guns are just floating there. I wish the combat animation featured a mix with a few of them throwing grenades and most of them firing their muskets. Also, the visual and audio FX feels kind of underwhelming, where are the explosions?

I like the Gatling Gun unit... I wish it stayed around.
Maybe it could return as a Mercenary alternative to the Grenadier instead? Like what the Landsknecht is to the Pikeman.
Instead of the ability to pillage without using movement points like the Landsknecht, the Gatling Gun could have extra Combat Strength and Ranged Strength (between 30 and 33, over the Grenadier's 25). I think it should get combat bonus in some way, I have a few ideas, pick one (or not, if you have a better idea):
- combat bonus outside friendly territory
- combat bonus when on a different continent / far away from your capital
- combat bonus against units from before the Renaissance Era
- combat bonus against city-states and Civilizations with fewer cities than you

But as a mercenary unit, it would be quite expensive to purchase and unable to be produced. It would still upgrade to the Machine Gun at Replaceable Parts.

Or maybe instead of being unlocked by Commerce's Mercenary Army policy, it could be unlocked by finishing the Exploration policy tree? Which I feel is kinda underwhelming. And be able to be produced normally (but would take extra Production and would not replace the Grenadier outright).

It was a hell to make them actually work. The available units made by modders are just firing their rifles and the only way to recreate "grenades" was to use on Gatling gun weapon settings the Spearman unit replaced by the Carolean mesh. Let's see what we can do
 
Could you borrow the Civ 4 grenadier units and sort of shrink and multiply them to give them a similar unit density, or would it look off?
 
It was a hell to make them actually work. The available units made by modders are just firing their rifles and the only way to recreate "grenades" was to use on Gatling gun weapon settings the Spearman unit replaced by the Carolean mesh. Let's see what we can do
If grenadier plan doesn't work out then you could just rename them to Marksmen instead of Grenadiers, and have them fire their rifles.
 
Anyway, adding on to my suggestions from https://forums.civfanatics.com/threads/v101-israel.700662/ after I started as Rome and then spectated until 1970 AD

- Philanthropy social policy still isn't working, says I don't have required prerequisites

- AI keeps going broke. I think this could be fixed by
1. dropping maintenance cost of a few buildings (Monument and Shrine, and maybe reduce Coliseum and Water Mill maintenance to 1 gold?)
2. dropping maintenance cost of roads (right now without any bonuses city connections provide less gold than it costs to maintain the roads to make them). Maybe halve the maintenance cost of roads to 0.5

- the French and Dutch (and to some extent Germany) suffer from their central position. for example Spain has conquered France all three games I've spectated so far (well, this time it got interesting because Germany conquered Spain later).
Similarly, Portugal keeps getting slapped down by Spain before they can get off the ground, they are just too close in proximity.

- Why do city states declare war as soon as you first meet them in early eras? You can just immediately make peace with them. I assume that is not intentional?

- AI should be more interested in ganging up against high scoring civs, in order to preserve the balance of power.

- Civs that are on Collapsing level stability seem to stick around for far too long... and then just fall apart in a single turn. I think civ collapse should start sooner, but be more drawn out/gradual progression

- When civs collapse into independent cities the city states tend to be very undefended and easily gobbled up. At least portions of the collapsed civ's army should pledge their loyalty to new masters

- Aqueduct bonus could be reduced to 20% food refund (but also Aqueduct made cheaper to produce and/or maintain), with another 20% instead being given by a new building somewhere in the Renaissance era (Sewers, unlocked by Scientific Theory technology?). Slow down growth in the eras before modern sanitation
 
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