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(April 21st, 2014, 12:20)mackoti Wrote: (April 20th, 2014, 18:01)Krill Wrote: I think that this game is unique out of all of the games on RB in that it managed to reach this era without any single civ having multiple advantages in land, cities, pop tech and power. That's down to the map, the number of players, the mod, and player skill levels. Was a litle bit my fault too , on that bad atack on finhary which put me like an era behind otherwise i think i could had conquered them or at least get faster big tech adavantage(i could had won easily both comunism and phisics) and be faster like 10 turns to asembely line.I should ask for a reload...
Well on the bright side, if it's true that that attack made things more even between you and your rivals then it helped make this one of the most interesting Civ games ever played on the site!
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(April 20th, 2014, 16:40)novice Wrote: How do you sell units? Gift them and then demand gold? yes.And already woked once with WLP.
And i dont think krill taking over ichabod is a good ideea.
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(April 21st, 2014, 15:15)mackoti Wrote: (April 20th, 2014, 16:40)novice Wrote: How do you sell units? Gift them and then demand gold? yes.And already woked once with WLP.
And i dont think krill taking over ichabod is a good ideea. So 2mn took over, wel sometimes he has problems with playing but still faster then ichabod, and i played with him , if he has units is a very good general. so har time for the neighbours taking him out easy.
I didnt wanted Krill becasue finahry team would havee been forced to look somewere else, instead of ichabod and i want them focused there so i can do my busines.
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Yeah, fair enough, I really didn't want to do it, but it looked like the may have just died because Ichabod couldn't continue.
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Becasue of freaking tech bonus, i decided to research artilery until 1 turn to complete and i will research combustion till there as well so if scooter wants the tech bonus , to let me have DD with 5-6 turns earlier if not more.
Again i say this bonus is destroying the game gets to many people back in game, and makes everithing about the land, you cant get a tech adavantage cause you cost alot , and when you get it the one you want atack gets a 30-40% discount.Dont know what should be done but is just not good.
I know i dont have loads of fun casue of that , i think i will not play again if this masiv unfairnes keps going(becasue in 99% of my games i am tech leader and that nets me the win, and with this mod i realy get penalized).I sacrifice alot for science , early to have an adavantage and i get penalized and i feel is not right.
At some poit for example comodore had like 45 k beakers less, but he strat researching chemistry and all that line with 60% mutipliers so he gets all those in few turns .Same plako right now he gets 30% in near everithing he research... which is alot.
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Then change your playstyle. You've identified what the effects are, so you know how to take that into account.
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(April 22nd, 2014, 13:31)Krill Wrote: Then change your playstyle. You've identified what the effects are, so you know how to take that into account. Easy to say ,but you see this mod makes cotage even more stronger then before,and financial is the stronger trait, becasue with all tech costs.I think for example darius is stronger then any other leader in bts compared to others.
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Plako has kept a running log of the effect of FIN, ORG and AGG. It's not a spoiler to say that FIN is not all that strong, with empirical evidence to back that up. Or perhaps better to state that there are differences in strength at different times of the game, and complaining that something is strong at some point isn't exactly reasonable.
Cottages are still good, yes, but they have costs too, with the nerfs to slavery and the opportunity of using workshops. Maybe you could have invested in more of them rather than focussing on other tiles improvements.
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(April 22nd, 2014, 13:54)Krill Wrote: Plako has kept a running log of the effect of FIN, ORG and AGG. It's not a spoiler to say that FIN is not all that strong, with empirical evidence to back that up. Or perhaps better to state that there are differences in strength at different times of the game, and complaining that something is strong at some point isn't exactly reasonable.
Cottages are still good, yes, but they have costs too, with the nerfs to slavery and the opportunity of using workshops. Maybe you could have invested in more of them rather than focussing on other tiles improvements. yes you right in everithing you say, but i still think the bonus is to high , and yes traits are stronger at diferent times.
AGG has his time same expansiv or philo so thats a nice balance, but still they are behind to fin long run cause becasue how tech is made you cant take a decisiv advantage at least in large games using other traits.
For example i had oRG , i build ch very fast and that gave me an edge first to many first things.But now all what i ecomised so many turns is researched by someone else in 1 turns cause they get 60%-80% research.You know a solution migh be to put some more bonuses for first getting a tech.perhaps i am not made for large games, that can be truth too.
But i think i discovered a souluiton for this research a tech till near finish and if you dont need strat another branch and finish just when you need.I am fine with this for now.
April 22nd, 2014, 14:20
(This post was last modified: April 22nd, 2014, 14:23 by Krill.)
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The bonus is lowered in newer versions. Caps out at 8% per player that knows a tech in INd era, 80% max bonus. at 10 players knowing hte tech.
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