Hello,
We have prepared a patch for you focused on squashing bugs and improving balance. Read below for details
Performance
Gameplay / Balance
Multiplayer
Bugs
Cities now require Durantium and Promethion to construct in addition to food.Seriously? designed resource restrictions are one thing, but this is somewhat ridiculous how everything in the game now needs one resource to advance... He or she who has the mines now wins....
That's not a problem as such. I thought it was intended to make resources something that's worth fighting over
The newly discovered problem with the AI not building farms bugs me a lot more, isn't that something that could also be fixed in this patch?
lyssailcor,
Can you refresh my memory on the issue?
While you are at it, would you mind reverting city level bonus from +10% to +0.5 flat? +10% makes cities ridiculously strong. The faster this is gone the better.
I think research improvements need a boost, too.
I agree with L. many games with 2.6, I see a few (2 max) on a world, and very few worlds have a farm. Hence few AI cities. Ai has no farming planets, which you kinda really need.
Thanks for the additional information. We'll look into it.
I believe the problem was written out in another thread... looks like it was the Beyond 2.6 thread:
Something like that, but:From what I can tell from the moddable files and having worked with them some months ago, the AI does something like this:The AI kind of has a shopping list (GovernorDefs.xml). There items are addressed like 'Manufacturing', 'ManufacturingHub', 'ManufacturingUnique'. These types are linked to the PlacementTypes in the 'ImprovementDefs'. The AI will pick the highest available item on its shopping list, select an improvement of the right PlacementType and build it in the spot witht he highest adjacency bonus for the improvement. '-Hub' and '-Unique' Types can actually replace normal types, so no the AI isn't helpless when the planet is full.Farms and cities have the PlacementTypes 'Food' and 'Population'. 'Food' is not an item on the recent 'GovernorDefs.xml'.It does not even consider building farms, and what few cities it considers, it is out of food for those.
So the issue is a disconnect between food as a global resource and population as a local resource? Or am I missing the boat here.
Ok, EazyWin beat me to it, I just looked for the original post he found
AI definitely builds farms. No changes were made in that area.
In my long game over the weekend, the AI built lots of them.
How does that then correlate with zuPloed's XML observations (and those of other players that just don't see a lot of farms on enemy planets)? Can you explain how farm building works if it's not determined by this "shopping list" in GovernorDefs.xml?
Another one that I just found and that probably is easy to fix (is it?):
Mercenaries that give a flat influence bonus still don't work (e. g. "The Auspicious Start", "+150 points to the base influence of any colony while ship is stationed there").
I feel like the game just gets more and more imbalanced with every patch. I think the Farms and Cities mechanic is cool, but I have had much higher populations in every game since this change. It's much easier to build up population with cities than it used to be with Farms.
Obligatory 'Fix the damn battle viewer'
Thank you for the update!
A few comments:
1. I think it is a good thing for balance to increase the costs of cities. Given how powerful the population factor is now, increasing the opportunity cost of investing in lots of cities makes the choice more meaningful.
2. Could we get more detail on what the AI does now, and how that justifies the reduction of bonuses they're afforded? Pretty excited to see what they do.
3. I've definitely seen the AI build farms and cities. They just don't go out of their way to dedicate entire planet of two to food production, which some players do to build up a high number of cities. Maybe the AI could benefit from a dedicated food governor?
Seriously, 1 Promethion and 10 Durantium to build 1 synthetic population.
If people have observed farms my theory is false. Unless:in 2.33 the AI still has Food in the GovernorDefs.xml but I presume the people having observed it play on more recent versions?
Durantium is really needed for too much.
Why the HELL this???
So it the final nail into the coffin of diversity and variability of the game. What is the difference between carbon based and synthetics right now?
Very bad "balance" (i.e. dumbing down) decision.
Wow! That might be a bit too much. On large maps no, but on smaller maps, that is a serious handicap.
Synthetics should use Durantium in the same way Organics use food.....Rather than a one time expense it should be a constant use based on population.... No per turn cost when TOTAL population is 5 or less... and then 2 durantium per turn per population point above that.... Research can lower that to 1 and then .5 or something.soft walls and steps are so much better than hard stops that look and feel artificial. **and yes I know the 2 per turn is rediculously expensive even on big maps or late game**
Missed this one! So, that is a super nerf...
I see that as a feature, not a bug. Providing a reason for conflict is great compared to just random warmongering.
How could I opt in for this 2.61 patch if I am using GOG Galaxy?
I tried to update it but it still says Patch 2.60 (12 October 2017).
If every game is nothing more than an incentive to go to war... why have other victory options? We've asked multiple times for balance in other ways of winning... but everything seems to push towards forcing the game to only be a slugfest...why have races if everyone ends up the same? and war is the only option? this is not a feature this is boring.
You do not have to fight for resources, you can just buy them from other civs.
There are many great features available to you once you register, including:
Sign in or Create Account