|
How well does the Greek UA stack with the Patronage opener and City States having your religion, with regards to influence degrading?
biscuits and crazy fucked around with this message at 23:27 on May 29, 2014 |
# ? May 29, 2014 23:23 |
|
|
# ? May 30, 2024 00:23 |
|
Pretty sure it's additive, so you can get somewhere in the neighborhood of -80% or -90% decay speed.
|
# ? May 29, 2014 23:34 |
|
I'm almost certain you can get influence decay down to 0 if you're playing as Greece, unless they changed things with the most recent patch.
|
# ? May 29, 2014 23:41 |
|
What advanced options do you guys usually turn on? I only play with quick combat it seems.
|
# ? May 29, 2014 23:48 |
|
TooMuchAbstraction posted:I'm almost certain you can get influence decay down to 0 if you're playing as Greece, unless they changed things with the most recent patch. You can get a thing in ideology (I think Freedom) where your influence increases with trade routes so if you set it up right your influence goes up per turn instead of down.
|
# ? May 29, 2014 23:51 |
|
Peanut President posted:You can get a thing in ideology (I think Freedom) where your influence increases with trade routes so if you set it up right your influence goes up per turn instead of down. I meant without using ideologies, sorry. If you want to influence city-states, Gunboat Diplomacy in Autocracy is even more crazy-powerful since you don't have to spend your trade routes, just expand your military (which you're probably doing anyway because Autocracy). Doltos posted:What advanced options do you guys usually turn on? I only play with quick combat it seems. Quick combat and no ruins are the two I generally go with -- ruins can be nice, but I find them to be rage-inducing more often than not (when I get sniped or I go to a lot of effort for a crappy one). Sometimes I turn on Raging Barbarians too, and I know people here occasionally turn off the diplomatic victory.
|
# ? May 29, 2014 23:55 |
|
Doltos posted:What advanced options do you guys usually turn on? I only play with quick combat it seems. Raging barbarians for military victories, adjusting the age of the planet for more or almost no mountains, more or less rainfall to make deserts and floodplains for the Netherlands or jungles for Brazil. I've clocked up enough hours to want to just play about with the options now.
|
# ? May 29, 2014 23:59 |
|
Ilyich posted:How well does the Greek UA stack with the Patronage opener and City States having your religion, with regards to influence degrading?
|
# ? May 30, 2014 00:02 |
|
Doltos posted:What advanced options do you guys usually turn on? I only play with quick combat it seems. One city challenge. It makes deciding where to put national wonders much easier.
|
# ? May 30, 2014 00:11 |
|
Poil posted:It goes all the way down to 0. Enjoy never losing influence and laugh at the other players as the world congress is your dictatorship and the vote farce is even less balanced than normal. Well, that explains why everyone seems to hate playing against them in MP. For advanced options, ruins off and both promotion and policy saving on. I've been meaning to play with more options on, particularly raging barbarians for a while, just keep forgetting to turn them on.
|
# ? May 30, 2014 00:17 |
|
Raging Barbarians plus playing on a map that's slightly too big for your number of civs and city-states leads to a hellish morass of savage humanity stretching from sea to sea, punctuated only by small islands of order in the chaos that slowly gutter and then fade as time marches forward. So, it's pretty cool.
|
# ? May 30, 2014 00:19 |
|
Pvt.Scott posted:Raging Barbarians plus playing on a map that's slightly too big for your number of civs and city-states leads to a hellish morass of savage humanity stretching from sea to sea, punctuated only by small islands of order in the chaos that slowly gutter and then fade as time marches forward. So, it's pretty cool. Activate a mod that gives full/unlimited xp from barbarians for maximum laughs.
|
# ? May 30, 2014 00:32 |
|
Pvt.Scott posted:Raging Barbarians plus playing on a map that's slightly too big for your number of civs and city-states leads to a hellish morass of savage humanity stretching from sea to sea, punctuated only by small islands of order in the chaos that slowly gutter and then fade as time marches forward. So, it's pretty cool. gently caress, that's the only way to play. With Montezuma
|
# ? May 30, 2014 00:42 |
|
I need some help here: anyone kind enough to point out how to do the "Continents plus without having the city-states on the island chains" map? I had to re-install...
|
# ? May 30, 2014 01:10 |
|
Crazy Ted posted:I need some help here: anyone kind enough to point out how to do the "Continents plus without having the city-states on the island chains" map? I had to re-install... http://forums.civfanatics.com/showthread.php?t=453587
|
# ? May 30, 2014 01:32 |
|
Are there any mods that remove Rationalism from the game, or at least significantly change it to not be so automatic? I hate how it's such a default choice when it comes to social policies.
|
# ? May 30, 2014 01:58 |
Sarah Bellum posted:Raging barbarians for military victories, adjusting the age of the planet for more or almost no mountains, more or less rainfall to make deserts and floodplains for the Netherlands or jungles for Brazil. I've clocked up enough hours to want to just play about with the options now. Small correction here. Rainfall setting affects amount of jungle and forests. Temperature affects amount of tundra/ice/snow and desert.
|
|
# ? May 30, 2014 02:10 |
|
HappyHelmet posted:Are there any mods that remove Rationalism from the game, or at least significantly change it to not be so automatic? I hate how it's such a default choice when it comes to social policies. This one here does a bunch of rebalancing which I like. If you search by that guy's work you can get the social-policy-only version if you disagree with the other changes. To save you time, the change to Rationalism is to halve the "science per specialist" bonus Rationalism gives from 2 beakers per specialist to 1. Another major science change is that he made the National College give only a 25% bonus to science, and moved the other 25% bonus to Oxford University. Gort fucked around with this message at 03:27 on May 30, 2014 |
# ? May 30, 2014 03:02 |
|
A while back I saw a mod that made barbarians capture units that they killed (military ones). Not sure if that's in the workshop t all, I think it was pre workshop.
|
# ? May 30, 2014 03:08 |
|
Gort posted:This one here does a bunch of rebalancing which I like. If you search by that guy's work you can get the social-policy-only version if you disagree with the other changes. Thanks, I'll give that a look. Sounds like some pretty solid changes. Kinda still sounds like Rationalism will still be really powerful as it still has the +15% to during peacetime and +1 for trade posts though.
|
# ? May 30, 2014 03:39 |
|
While it's a lot more ambitious with its changes, I think Reform and Rule does a better job at balancing out the various social policies. It's pretty much designed to be used with Race for Religion, though, so if you like how the various beliefs and pantheons are now, it might not be as good as it could be. Still good even without RfR, though.
|
# ? May 30, 2014 04:03 |
|
I'm starting to really like Spain because it makes most natural wonders go from an interesting landmark somewhere on the map to amazing tiles worth fighting over and setting up distant colonies for. The free cash for a settler early on helps, too, of course. Why, yes, I do enjoy making GBS threads out 20 faith per turn from one tile. Skipped Stonehenge because who cares at that point.
|
# ? May 30, 2014 10:11 |
|
Gort posted:This one here does a bunch of rebalancing which I like. If you search by that guy's work you can get the social-policy-only version if you disagree with the other changes. Some of those changes look interesting, but I'm hesitant to try a mod whose author doesn't even know how to spell "engineer" (among many, many other things).
|
# ? May 30, 2014 14:10 |
|
Flagrant Abuse posted:While it's a lot more ambitious with its changes, I think Reform and Rule does a better job at balancing out the various social policies. It's pretty much designed to be used with Race for Religion, though, so if you like how the various beliefs and pantheons are now, it might not be as good as it could be. I pretty much only play with those two mods and they made the game 100% better. RfR gives you an actual realistic reason to spread your religion and compete over it while Reform and Rule really cuts down on auto-openers for social policies. Both make the game way more enjoyable.
|
# ? May 30, 2014 15:29 |
|
I'll say that one of the minor complaints I had with Reform & Rule was that the one policy in Patronage that decreases your Friendship Point decay with city-states and increases it for other people actually stacks globally, so for example if you're in a 10 player game and 6 civs get it, everyone will be losing ~2.5-3 relation per turn with citystates. It can really really poo poo on people like Siam or Sweden who want to do big business with the little guys. I wound up just taking out the entire modded patronage tree for my own use. Also you can do multiplayer with mods like Reform & Rule/Race for Religion by doing this weird modpack trick along with the JDH multiplayer mod. I've been doing it with friends and we've only had 2-3 resyncs per game total over a 400 turn Epic round. It's easy to do and the modpack creation details can be found here. DangerDan fucked around with this message at 15:40 on May 30, 2014 |
# ? May 30, 2014 15:38 |
|
SlightlyMadman posted:Some of those changes look interesting, but I'm hesitant to try a mod whose author doesn't even know how to spell "engineer" (among many, many other things). I think he's Spanish or Italian.
|
# ? May 30, 2014 16:17 |
|
Gort posted:I think he's Spanish or Italian. Yeah, English is definitely not that guy's first language.
|
# ? May 30, 2014 16:38 |
|
DangerDan posted:the one policy in Patronage that decreases your Friendship Point decay with city-states and increases it for other people There’s a reason that Firaxis removed that from the Patronage finisher. Why would someone mod it back in?
|
# ? May 30, 2014 16:53 |
|
Platystemon posted:There’s a reason that Firaxis removed that from the Patronage finisher. Why would someone mod it back in? As a terrible, cruel joke?
|
# ? May 30, 2014 18:56 |
|
The worst part is it's not even a finisher. You can get it for just 3 policies and taking it sends a big flashing alert to everyone else in the game (if you're playing with other humans) that you just hosed over their city-state plans. I think the lowest I saw it go in one of my test games was -4.34 influence per turn.
|
# ? May 30, 2014 19:00 |
|
DangerDan posted:The worst part is it's not even a finisher. You can get it for just 3 policies and taking it sends a big flashing alert to everyone else in the game (if you're playing with other humans) that you just hosed over their city-state plans. I think the lowest I saw it go in one of my test games was -4.34 influence per turn. Hope you didn't get screwed out of coal.
|
# ? May 30, 2014 19:34 |
|
Yeah, despite the relatively-frequent balance changes and alterations, the mod creator has apparently never noticed how loving annoying that policy is.
|
# ? May 30, 2014 19:50 |
|
Is there a mod that lets spies do all the cool poo poo they used to be able to do in Civ II? Poison cities? Propaganda? Suitcase nukes?
|
# ? May 30, 2014 20:12 |
|
Poopy Palpy posted:Hope you didn't get screwed out of coal. Coal is IME only really useful for factories, and while factories give some nice benefits, their primary use is getting an early ideology. But I've literally never gotten coal from city-states before I'd gotten my ideology "the hard way" (i.e. teching to Modern Era). The tooltip that indicates what resources each CS has access to is a lying bastard.
|
# ? May 30, 2014 20:17 |
|
TooMuchAbstraction posted:The tooltip that indicates what resources each CS has access to is a lying bastard. It indicates resources physically within either two or three tiles of the CS. It does not mean that those resources are yet within their boundaries (and if someone else expands there, the resource drops off of the list), nor does it mean that the CS has improved those tiles yet if it does own them. Or can, you have to wait for that CS to develop the technology before you get the option of buying it for them, for yourself.
|
# ? May 30, 2014 20:38 |
|
I think you can send a worker/work boat to just do it yourself if it's within their borders but they can't make an oil rig, for instance.
|
# ? May 30, 2014 20:55 |
|
Yeah you can go poo poo up their only farmland with an aluminum mine with your own worker if you have to. It's not your problem they settled on tundra, the layabouts.
|
# ? May 30, 2014 21:52 |
|
DangerDan posted:Also you can do multiplayer with mods like Reform & Rule/Race for Religion by doing this weird modpack trick along with the JDH multiplayer mod. I've been doing it with friends and we've only had 2-3 resyncs per game total over a 400 turn Epic round. It's easy to do and the modpack creation details can be found here. Huh. This looked hard but was actually easy. Thanks for the link!
|
# ? May 31, 2014 01:43 |
|
Played as England for the first time last night. Holy poo poo are they overpowered or what? 3 range crossbowman? Overpowered frigates that have +2 movement? I fought off an early wave of Astanibul invaders with 3 units. Speaking of that game - I played terra for the first time, and usually AI's are gungho about settling every inch of land. Yet I had the New World to myself the whole game. Even France of all people didn't settle the 3 islands 10 squares off his coast that were full of resources. I play on Emperor so this was utterly baffling to me. Made the game pretty easy as everyone else was constantly at war and I was just chillin.
|
# ? May 31, 2014 19:14 |
|
|
# ? May 30, 2024 00:23 |
|
limeincoke posted:Played as England for the first time last night. Holy poo poo are they overpowered or what? 3 range crossbowman? Overpowered frigates that have +2 movement? I fought off an early wave of Astanibul invaders with 3 units. Yeah I find on standard or quick that the crossbow era is when you can be really lethal without your units going obsolete in 10 turns, so England and China are just devastating. That's also been my experience on Terra, which is a bit disappointing. Yet on archipelago they'll go halfway around the world to settle a one-tile island.
|
# ? May 31, 2014 19:24 |