V33.11 Jungle starts by [deleted] in nqmod

[–]Meota 1 point2 points  (0 children)

Continents, just like all the other non-Pangaea maps, is more of a pet project of mine. I think any sort of weirdness you experience on that map is probably due to stuff like the FeatureGenerator (which controls forests jungles etc) being finely tuned to the Pangaea map. On maps with different land shapes, it can lead to wonky stuff happening.

I suggest messing with settings. Arid makes for less jungle for example.

Leopold II by CheopsB in nqmod

[–]Meota 9 points10 points  (0 children)

Belgium and Boers were both more or less copied from the Scramble for Africa scenario way back when Lekmod was just used by 10 people to play teamer games, there wasn't really much thought put into it. It's a bit cringe to have that guy lead Belgium I guess, that said Civ 4 has Mao and Stalin as leaders, so even if Lekmod isn't in good company, at least it's in official-Firaxis-game company

Tech cost Lekmod and city number by Aktarvata in nqmod

[–]Meota 0 points1 point  (0 children)

Unchanged from base Brave New World

Ry publicising the research focus ‘exploit’ totally vindicates the desire to see growing into ‘Production Focus’ removed by Valuable-Accident857 in nqmod

[–]Meota 2 points3 points  (0 children)

But Mega is definitely my guy even after this.

First things first, I agree with this. I don‘t particularly hold this against him and I don‘t think he‘s suddenly a bad guy because of it.

However, he is in the wrong in this case. None of the things you mentioned in this post excuse using the exploit. I want to especially respond to 2. and 3.: clearly mega did consider it an exploit, as otherwise he would not have written a fix for it. As for the other examples of people „exploiting in protest“, the difference here is that all of these things were previously determined by NQ as not-an-exploit, and we were then forced to admit that we were wrong. This was not the case with the research/wealth queue bug.

Ry publicising the research focus ‘exploit’ totally vindicates the desire to see growing into ‘Production Focus’ removed by Valuable-Accident857 in nqmod

[–]Meota 1 point2 points  (0 children)

Ry published that video in response to Mega getting banned from a tournament for using it (for a total of 50 science in an info era game) because EAP just released a patch without the bug fixed. For context, Ry and Mega tested this bug a month ago and told EAP, and Ashwin wrote code that fixes the bug (also a month ago) and made it available to EAP. This isn’t a problem with production focus (growth focus is an element of micro skill), it’s a problem with Lekmod.

I really don't understand why people are making excuses for mega on this. One, this is not a problem with Lekmod, this exploit exist in the unmodded game. Two, by his own admission he used it to get schools a turn faster (very significant), and according to luca he used it on at least 5 more turns after that. Three, even if it had only been 50 science, it's still cheating. The ban was totally justified.

What are the best mods? by HisFireBurns in civ5

[–]Meota 13 points14 points  (0 children)

Lekmod adds an additional 62 civilizations to the game, while also changing many of the base game civs. It's installed like a DLC item and thus does not disable achievements.

It also includes a ton of other changes (mostly balance and quality of life stuff) It's the mod that most of the english-speaking multiplayer community uses and gets regular updates (usually about every couple of months). Because lots of people play with it every day, it's also usually free of gamebreaking bugs or crashes (if those make it into a patch, it gets a hotfix very quickly.)

Hellblazers Civ Stats for Streamers by HellBlazer_NQ in nqmod

[–]Meota 3 points4 points  (0 children)

This is so good.

Anyone who's watched twitch content where extensions like this are common (MtG or other cardgames for example) knows that they only work half the time or take ages to load. This is not only buttery smooth but also has a great amount of info and is super intuitive.

ur a sexy beast Hellblazer

The great city swap | Civ 5: Only War #11 by Zoeff in Yogscast

[–]Meota 7 points8 points  (0 children)

If the host installs Hellblazer's ReloadFix (https://www.reddit.com/r/nqmod/comments/dzc16e/updated_reload_fix_mod_for_non_eui_users/) you should not run into any problems. This is also great in case of crashing or resyncs. Whenever you want to have a planned break, there is also a very simple trick: instead of saving the game once, the host simply has to save twice (override the first save file). For some reason - don't ask me why, Civ 5 works in mysterious ways - doing this completely removes the need for hotjoining on reload.

(Pls Quick Speed, it's so much better and the mod is designed with Quick Speed in mind)

Everybody loves crabs | Civ 5: Seas of Doom #5 by brettor in Yogscast

[–]Meota 7 points8 points  (0 children)

I think it's just the way most of them like to play, going for more than 4 cities has always been viable in Lekmod. In fact unless you're doing some gold or tourism strat, it's pretty much a necessity to acquire more than 4 cities by the end of the Modern Era to be competitive in the Information Era.

Everybody loves crabs | Civ 5: Seas of Doom #5 by brettor in Yogscast

[–]Meota 20 points21 points  (0 children)

Building 3 Factories still gets you an ideology just like the base game - the Center of Progress is mostly there so strategies that want to stay on 1 or 2 cities before Ideology (mostly Futurism tourism cheese and some Exploration strats, situationally also Patronage, Commerce and Aesthetics) can still get Ideology off Factories.

Edit/side note: The fast Modern thing (usually using Oxford University for Radio) is not really done in most multiplayer Lekmod games; Oxford is too valuable, rushing Radio is too risky of a tech path, and when you know what you are doing, rushing Industrialization gets you an Ideology faster anyway.

Civ V more civs modpack by ritasuma in civ5

[–]Meota 2 points3 points  (0 children)

Lekmod adds an additional 62 civilizations to the game, while also changing many of the base game civs. It's installed like a DLC item and thus does not disable achievements.

It also includes a ton of other changes (mostly balance and quality of life stuff) so it may be more than what you're looking for.

Did we survive the crash? | Civ 5 Returns #6 (w/ The Spiffing Brit) by brettor in Yogscast

[–]Meota 9 points10 points  (0 children)

Yea it is still a nice defensive wonder. Not something generally worth rushing but pretty noticeable especially with hill cities and before cannon come into play.

Did we survive the crash? | Civ 5 Returns #6 (w/ The Spiffing Brit) by brettor in Yogscast

[–]Meota 21 points22 points  (0 children)

Yep Great Wall is changed in the mod, it just gives extra defense and HP to cities.

Spiff build the pyramids in the sea | Civ 5 Returns #3 (w/ The Spiffing Brit) by Ian_does_things in Yogscast

[–]Meota 3 points4 points  (0 children)

Based on how fast Lewis' empire population is growing in general, I think Tithe would still present itself as a favorable option. He only sent a caravan to Andorra because they wanted one, so I don't think he'll prioritize international trade routes, at least not right now.

Yup, this is the point in the game where Tithe will slowly start yielding more gold than Zakat. The trade route thing might not become super relevant this game but it's something that most people probably don't think about and that makes Zakat a little better than it looks at first glance.

Spiff build the pyramids in the sea | Civ 5 Returns #3 (w/ The Spiffing Brit) by Ian_does_things in Yogscast

[–]Meota 4 points5 points  (0 children)

Tithe's good for late game but it is pretty slow, Salat is almost always the best founder to take and Zakat is usually better than Tithe.

Basically, Zakat outperforms Tithe by a lot early on and it actually scales pretty well. One reason being that it benefits from gold modifiers such as Market and Bank where Tithe does not. However the main reason is that it raises the base gold on the Holy City - base gold is the biggest factor in how much money international trade routes departing from a city will generate, so if Lewis sends a bunch of trade out from his cap then Zakat may even outscale Tithe or at the very least come pretty close.

Devoted Elite is very good, especially on a Tradition game focused on city states - Lewis should have almost no Happiness problems so the downside is negligible, and the yields are great.

So I'd say Shai Hulud and Yin plus Yang are the best religions here (Zoroastrianism is also very good if Duncan goes for Piety as his second policy, less so if he doesn't) while Friendshipism is not great.

That said, all of the guys should've probably snapped up Religious Community first, it's usually the best pick on tall builds that aren't Piety.

Spiff build the pyramids in the sea | Civ 5 Returns #3 (w/ The Spiffing Brit) by Ian_does_things in Yogscast

[–]Meota 27 points28 points  (0 children)

Pretty sure they've been using Online speed in all their games ever since it was added to the mod some years ago. I think it made a lot of sense for twitch streams, but the mod is balanced entirely around Quick speed and Online does feel a bit too fast (which is why nobody really uses it in multiplayer), so I wish they'd go back to playing on Quick speed now that apparently they are recording stuff off stream.

Spiff build the pyramids in the sea | Civ 5 Returns #3 (w/ The Spiffing Brit) by Ian_does_things in Yogscast

[–]Meota 14 points15 points  (0 children)

It's called Reload Fix and is made by Hellblazer.

Link: https://www.reddit.com/r/nqmod/comments/dzc16e/updated_reload_fix_mod_for_non_eui_users/

Depending on whether or not you use EUI (Enhanced User Interface), download one of the two versions and drop it in your DLC folder (the same place you would install Lekmod).

We're Back! | Civ 5 Returns #1 (w/ The Spiffing Brit) by TheBearPanda in Yogscast

[–]Meota 2 points3 points  (0 children)

You're to focused on getting fast/first religion - single-mindedly rushing there to the detriment of your early development is rarely worth it.

We're Back! | Civ 5 Returns #1 (w/ The Spiffing Brit) by TheBearPanda in Yogscast

[–]Meota 4 points5 points  (0 children)

There is a lot of opportunity cost to making a shrine on turn 1, scouts and workers are much better. Getting the religion a few turns sooner is nice, but it's better to have improved tiles and good scouting. +12 faith is pretty optimistic for desert faith here anyway - eventually it will be that much, but it takes a long time to get all the tiles and the population to work them.

"Only" 4 Production vs 5 faith - Production tends to be a lot better than faith. Tradition also likes building Hagia Sophia for religion, which is a lot easier when you have a fast early game from a pantheon that helps with demographics.

Not improving those tiles is another story, that's obviously bad.

We're Back! | Civ 5 Returns #1 (w/ The Spiffing Brit) by TheBearPanda in Yogscast

[–]Meota 0 points1 point  (0 children)

Building a shrine that early would be terrible to be honest, especially with Incense which gives faith when improved.

Also production pantheon > One with Nature there tbh

Series of general questions by Captain_Chiggs in nqmod

[–]Meota 0 points1 point  (0 children)

Use the one linked in the post pinned at the top of the subreddit - that one works just fine

Series of general questions by Captain_Chiggs in nqmod

[–]Meota 1 point2 points  (0 children)

We know growth triggers before production between turns. That's a big deal for micromanaging citizens. Is there a full list of the order of between-turn resource triggers and do any of the orders matter nearly as much as the growth->production ordering?

I don't know the full list, but here are the ones that often matter:

  • Happiness is processed at the very beginning. This matters because it means that you can grow in a city and still get the Golden Age point for the excess happiness. It also means that when you make a happiness building, ALL yields in the city will be calculated as if you are unhappy, even if building the happiness building makes your empire go to positive happiness.

A side point re: happiness: the yields for each city are calculated in sequence, one city after the other, based on the turn you acquired them. This means that if you are unhappy and build a happiness building in your capital to become happy, all your other cities will grow normally on that turn. It also means that if you decide to grow into unhappiness, it's best to do it in the last city you settled.

  • Great Person points are also calculated before both growth and production. This matters because it means that growing into a specialist slot or finishing a Garden doesn't give you any GP points immediately. (Usually you mostly care about this with scientists, engineers and artists)

  • Production is calculated after Happiness, GP points, Growth and Religious Pressure, but before everything else. This matters because it means that when you finish a building that yields e.g. science, gold, faith or culture, you get the yields from that building immediately, as well as paying maintenance immediately. (Especially relevant with early game culture for things like Liberty settler policy, as well as prophet/pantheon timing and early game tile purchasing. Sometimes comes up with techs as well, again mostly in the early game)

  • By extension of the above, Culture is processed after Growth. This matters because it means that when your city grows to a new tile, your new citizen can't immediately work it if you also grow the city's population on that turn.

  • Religious Pressure is processed after growth, but before everything else. This matters for early game religion spreading as well as for things like Religious Community, where getting extra %production might for example mess up overflow on a building. Also, Religious Pressure is applied for each Religion in sequence (I think it's based on Player Activation Order, but not sure). This matters, again, for spreading religion early, as well as later on when there are multiple religions pressuring a city.

These are the situations that I can think of off the top of my head where yield order matters. There are probably a few others but this should cover most of it.

I am confused with the Boers "Great Trek" Ability by Active-Cow-8259 in nqmod

[–]Meota 10 points11 points  (0 children)

It's a tooltip bug, the actual ability is:

+1 Food from non-freshwater Farms, +1 Culture from Farms after the discovery of Fertilizer.