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The Definitive Warlords Change List

Sullla Wrote:war weariness in Always War games now dissipates at the same rate as a civ at peace normally. What that means in practice, I don't know ...

I'm not sure I understand what that means in theory....
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Something which is not clear from the description (even in the game), is that you can join multiple great generals to a city, just like any great person, and each one you add gives +2 exp to every unit made thereafter. So, if you join 10 great grenerals to a city, you get +20 exp, for every unit, in addition to +3 for barracks, civics bonuses, etc. {edit: corrected math error}

That said, you do not get that many generals unless you fight a lot. At normal speed, you get your first general after 30 kills, then 60, then 90, going up 30 each time. At marathon speed, it is 50/100/150/etc. If your typical game has under 200 kills, then even at normal speed, that is only 3 great generals total (and even less if you play at epic speed). So, to get 10 great generals at marathon speed, you would need to kill 2750 AI built units. (At normal speed, it is a much more modest 1650 kills).

Killing bararians does not count toward generating great generals, so no raging barbarian general-fests.

Being Imperialistic makes each kill worth 2 (so effectively 15/30/45 at normal speed). If you have the Great Wall and fight inside your borders, that is another doubling, to 4/kill, making it effectively 7.5/15/22.5 at normal speed. So if you only fought within your borders, were imperialistic and had the great wall, you would need 413 kills to generate 10 generals at normal speed (and 688 kills at marathon speed).

-Iustus
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VoiceOfUnreason Wrote:I'm not sure I understand what that means in theory....

WW will dissipate over time. If your levels start to get out of hand, you can turtle up on defense for a while and wait for them to cool off a bit. That's the theory. What it means in practice, though, nobody yet knows.


- Sirian
Fortune favors the bold.
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Additionally, there are apparently some tweaks in the combat AI which is causing some people to have to jump to an easier difficulty level:

http://forums.civfanatics.com/showthread...ost4328613

-Iustus
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Iustus Wrote:Being Imperialistic makes each kill worth 2 (so effectively 15/30/45 at normal speed). If you have the Great Wall and fight inside your borders, that is another doubling, to 4/kill, making it effectively 7.5/15/22.5 at normal speed. So if you only fought within your borders, were imperialistic and had the great wall, you would need 413 kills to generate 10 generals at normal speed (and 688 kills at marathon speed).
Actually, I believe it's based on experience earned, not pure kills. So, the massacre of helpless warriors with your Praets isn't gonna help any, but hitting the jackpot on a long-odds cat attack will help lots.
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Compromise Wrote:Nice list. Also worthy of mention is the fact that several exploits have been addressed: poprush bugs, worker-stealing, fractional science.

[threadjack]
Is it possible to support Realms Beyond by purchasing Warlords through the RB site?
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Erm, I'll admit I haven't played Civ in 6 months or followed it too closely until I heard a week and a half ago about the expansion going gold and shipping, but what are the exploits listed above?

Poprush meaning whipping and the "maximize your whip with the "perfect spot" that Blake demonstrated? What is worker stealing?

I notice I absolutely simply "move/attack" an enemy unit now inside their borders, I either have to declare war openly or move into an empty enemy territory to get the pop-up box asking if I want to declare war. Not sure if that's a bug or not but it is annoying.

I also seem to have had incredibly luck. I've had multiple attacks that said they had < 10% or even < 5 % for the calculator and still won 75% more than I've lost. Even down to under 1% chance, and still winning more than 50%. Not sure what's going on with that. Unit being used on my side (for whatever its worth) were the Numudian Cavalry, if that makes a difference.

How was fractional science? After reading Sirian's post where he said he didn't like binary science, I googled it and so know what that meant, but was there an exploit for that as well?
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Ozymandous Wrote:How was fractional science? After reading Sirian's post where he said he didn't like binary science, I googled it and so know what that meant, but was there an exploit for that as well?

Not sure I fully understood this one myself but BELIEVE it had something to do with taking advantage of how the game did a lot of "rounding up" to the nearest whole number in research being produced per city and that there assumably was a way to take advantage of this by switching back and forth between multiple research projects. Now the game tracks food, commerce, and research down to the .01 decimal (like a given city might be producing 5.32 beakers) so there is no longer any way to take advantage of the old rounding fun.
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My use of the term "fractional science" was misleading. I meant the fact that Warlords now tracks science (commerce?) to 2 decimal places. That gets rid of the rounding problems whereby you could lose science beakers (though they did get converted to gold, I think) by running science at 10-90%. It's confusing because in my phrase, the first two items were names of exploits, and the third was a gameplay change that addressed another issue.

Binary science refers to only running your science slider at 0% and 100%. Using two decimal points to track science eliminates the rounding problem, but still leaves binary science as an option.

The major benefits of binary science (even without the rounding) are still there: taking advantage of someone else getting the tech before you put many beakers into it (so you get more "they already know it" bonus) and the opportunity to change your mind (e.g. somebody else gets Liberalism and now you don't want it so badly) before putting too many beakers into it.

The only way to get rid of those issues is to have all science occur as if it were done using the binary method. To do this, the solution I can think of would be: by default you are always accumulating gold. When you get enough, you can set aside the necessary lump sum to a research project, which will finish in some number of turns. You can interrupt the research project before the tech is refunded and get the prorated fraction that didn't complete back as gold.

This is functionally equivalent to micromanaging binary science, but is a little awkward because you'd probably still want to use the culture slider in the same way that it's now implemented. So why get rid of the science and gold sliders when you want to keep the culture slider?
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