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A new mod enters the ring - Introducing "Close to Home"

Killing 13 units in a series of 55% battles instead of winning ~7 battles would not be good for the game.
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Yeah, that is one issue with this. You would need to change other things like letting units that are close in combat strength bounce off each other, both heavily damaged. Otherwise, the discontinuity at equal combat strength is too stark. Another issue is collateral damage.

On topic of barbs, there is already the option of turning them off. Like some others I don't really like the free win fix.
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Quote:- Add Vassal as a trade option under "True AI Diplo"

Sorry, what? We play with No Vassal States.
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Ok, I have to admit I totally forgot about the "No Vassal States" option. But I just tested it and as I have suspected, if both "No Vassal States" and "True AI Diplo" are on then you can't trade vassal in the trade screen. Same behaviour as if "True AI Diplo" is on and any one of "No map trading", "No city trading" etc.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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We now have 5 (soon 6) games of CtH running. The traits haven't changed much except for minor changes to Protective and Aggressive from PB53 onward. I will soon (T100) be able to reveal more and interesting data from my tracking tool in PB54s lurker thread. But before that happens I want to take the chance and collect some unspoiled data from you players and lurkers of this mod. For this I provided this survey, which should be fairly quick to fill out:

CtH 1.5 Pre-Tracking Survey

Thanks in advance for all the feedback and thank you for playing this mod.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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I was thinking about the new "No unit gifting" option. Now obviously we played without unit gifting for a long time now. I was thinking if there should be exceptions to the "No unit gifting" rules, specifically these non-military unit types:
  • Missionaries
  • Executives
  • Great Persons
  • Workers/Workboats
  • Spies
Now I'm pretty much convinced that the last three should still fall under the rule, but what about the others? Also do you think it is worth it to invest time into making those unit types tradable via the trade screen?
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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Is there a point to gifting missionaries, once you give OBs they can convert your city with a missionary without gifting right?
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(November 3rd, 2020, 06:21)The Black Sword Wrote: Is there a point to gifting missionaries, once you give OBs they can convert your city with a missionary without gifting right?

My thinking was maybe the other person doesn't want a missionary spying in their territory. You can also do an actual trade for it.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

Buy me a coffee
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(November 3rd, 2020, 06:21)The Black Sword Wrote: Is there a point to gifting missionaries, once you give OBs they can convert your city with a missionary without gifting right?

I can see one, in a game without diplo you gift a missionary and the other can use it on what city consider the best.
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(November 3rd, 2020, 05:18)Charriu Wrote: I was thinking about the new "No unit gifting" option. Now obviously we played without unit gifting for a long time now. I was thinking if there should be exceptions to the "No unit gifting" rules, specifically these non-military unit types:
  • Missionaries
  • Executives
  • Great Persons
  • Workers/Workboats
  • Spies
Now I'm pretty much convinced that the last three should still fall under the rule, but what about the others? Also do you think it is worth it to invest time into making those unit types tradable via the trade screen?

I absolutely do not think GPs, workers, and spies should be giftable if unit gifting is banned. If anything gifting GPs is one of the biggest reasons to ban unit gifting.

I could see an argument for the other two because they can directly benefit the gifting player. However I don't see a big enough difference between allowing gifting of those units and just having the gifter use them themselves as mentioned, so I don't see a need to make a change like this and bloat the mod or potentially confuse people.
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