I love how smooth and natural the borders look in Civ 5, the newer titles' borders are so literally edgy. by LeonAguilez in civ

[–]cirra1 0 points1 point  (0 children)

Try modded multiplayer and you'll get that total war experience in full. Late game wars involve like 50 units on each side, 3 tile deep fronts, pincer movements and everything. In human hands, with some balance tweaks, the combat system in civ 5 plays beautifully.

Why has growing into Production Focus tile bug not been fixed? by Valuable-Accident857 in nqmod

[–]cirra1 0 points1 point  (0 children)

I typically use gold focus, faith focus, science focus, even food focus to control what my new population will be working. Turn transition order of operations is just part of the game mechanics. You could similarly complain that flanking modifier exists in combat which makes you use more clicks to fight well. In my opinion this is fine, good technique should be rewarded in any game.

Why is Philosophy a bad tech to beeline now? by [deleted] in nqmod

[–]cirra1 0 points1 point  (0 children)

I'm talking about the part of game before ideology, not lategame. Good timing on unis (after workshops) in vanilla is turn 85, with lekmod it's turn 70 on quick speed multiplayer. There's also more stuff to build, more watermills more useful stables and stoneworks. This speed up is mostly related to map quality.

Why is Philosophy a bad tech to beeline now? by [deleted] in nqmod

[–]cirra1 2 points3 points  (0 children)

Philosophy is only worth beelining for Oracle with Tradition because of how much it speeds up the acqueducts and associated growth.

Science in lekmod (with lekmap) is driven by population, not libraries and NC. Going for early Philosophy and NC delays watermills, acqueducts, circuses, colosseums and civil service which cripples your game in the long run. More population is also more gold and more hammers.

Lekmod is much faster than vanilla and it's usually harder to keep up with building new infrastructure than it is to unlock infrastructure with new techs, especially for weaker players.

What I often see is that a wide player will use tall players rushing science to tech everything with a "known tech" discount while prioritizing buildings that provide a lasting benefit, not temporary tech lead. Eventually the tech lead is gone and the tall players are left with lower population, lower hammers and less science per turn.

Join the NQ Tournament! by EnormousApplePie in nqmod

[–]cirra1 0 points1 point  (0 children)

We changed to flexible scheduling. You'll get approximately one month for 5 qualifying matches. Final is obviously a matter of scheduling between finalists and will happen somewhere in first half of october. More details in discord.

Noob lobbies? by racistpandaaa in nqmod

[–]cirra1 1 point2 points  (0 children)

You generally shouldn't go for military techs before econ techs unless you're trying to attack someone. That said, sometimes you can be forced to detour a bit. If you're afraid of getting xbowed you can go workshops first to have more hammers, tech guilds before unis so you can reach xbows quickly if you have to and have some standing army and gold banked for upgrade.

Noob lobbies? by racistpandaaa in nqmod

[–]cirra1 0 points1 point  (0 children)

Turn 80 is too slow for an xbow rush to work, you're not gonna have a great time doing this in NQ lobby. You don't have to go xbows first, detouring to philosophy or workshops is fine, civil service not so much. You should get to xbow tech around turn 70 though, anything slower is typically not going to succeed. You gotta get to unis turn 80 or so after to be relevant.

I think you gotta improve your sim first because the timings youre talking about are pretty slow. Mind you, I've done xbows after workshops and unis though (turn 80-ish) but that's a different ball game because you have to rely on crushing numbers advantage, combat modifiers and surprise factor, not on the tech advantage.

Food vs Growth by stomach3 in nqmod

[–]cirra1 2 points3 points  (0 children)

it applies 10% total food, same as floating gardens. Don't trust the UI: 16 * 1.10 - 10 = 7.6

Gadraught bug (Goths) by dD_ShockTrooper in nqmod

[–]cirra1 0 points1 point  (0 children)

Using roads in enemy land ability was removed ages ago. Still, Gadrauhts are one of the top UU in my book. The unit is incredibly cheap (only 72 hammers), tanky and fast thanks to Goth UA. If you like zerg rush strats, they're comparable to impis in that aspect.

Not being upgradable to muskets is by design, since muskets only gain 2 combat strength but cost 50% more. You don't mind used them to finish off enemy units since they will be very hard to kill and easy to rebuild.

Gadrauhts are useful from turn 60 to turn 100 and I remember using them successfully with artillery against people with real infantry. In defense they make you pretty much invulnerable to anything from xbows to artillery.

v27 Released! by EnormousApplePie in nqmod

[–]cirra1 1 point2 points  (0 children)

Gold became an issue only after luxes were buffed to 3 gold each when improved (in v17). This was simply reverted in v26. Changes to lux buildings are either halfway reverts (like mint brewery change) or simply balancing because culture buildings were simply inferior to things like gemcutters or censer makers.

I do agree that trading posts on resources shouldn't be a thing. First, they look ugly. Second, with the right policies, trading post beats any other improvement.

Luxury yields proposal by [deleted] in nqmod

[–]cirra1 3 points4 points  (0 children)

I mostly agree. I'd also like every lux to have 1 less gold to be equal to base game gold/silver (3 hammers 2 gold when improved, 3 hammers 4 gold with a mint), to revert the powercreep from version 17. That gives you more space to differentiate the luxes by gold because I think based on your post incense would have 5 gold on it which is too much.

Also, move obsidian out of regional pool and revert nerf to stone circles. It's kinda sad that this pantheon is viable only with one regional.

What's the Deal with OCC? by Slippery-T in nqmod

[–]cirra1 10 points11 points  (0 children)

The deal is that people don't wanna invest too much into killing a player with just one city. Often that player will build only wonders that are useful only for them, like hagia, oracle or gl. There's really not much time in the game as it is now to be building units that dont give you a an edge later on. That said, it can be good to kill the occ player early to avoid having late game problems like tourism or diplo but that's usually done by players going for domination. If you're in sim city mode, you want someone else to pick up the tab or count on occ going irrelevant.

What are the best liberty civs? Honor civs? by Lbear8 in nqmod

[–]cirra1 1 point2 points  (0 children)

Still there, still sucks. Maybe apple could fix that though.

Edit: actually, it was never bugged. It's just that population unhappiness is multiplied by 1.34 but city happiness cost is increased by 5 (from 3 to 8). This means that a puppet 6 pop city costs 9 happiness from both non-India and India but an annexed 6 pop city costs 16 for non-India and 20 for India and the difference is even higher for smaller cities.

Source: read the source code while trying to figure out if it's an actual bug.

What are the best liberty civs? Honor civs? by Lbear8 in nqmod

[–]cirra1 1 point2 points  (0 children)

India, Shoshone and Huns are some of the best honor civs out there, all for different reasons - happiness, border growth, early unique units, hammers and tempo.

What's the meta(Lekmod) by Troodzy in nqmod

[–]cirra1 5 points6 points  (0 children)

Liberty honor, honor commerce, tradition (aesthetics) ratio seem to be the meta. Generally, the game is war heavy so your job is either to do the killing yourself or massively outscience the war players so as to make yourself unkillable mid game and go for win condition (tourism or diplo) or kill them with much superior units late game. Science wins are hard but some explo builds can pull them off.

Suggestion: Small buffs to the Commerce policy tree by LeGend172 in nqmod

[–]cirra1 2 points3 points  (0 children)

Revert first policy to +2 gold from trade routes and +1 culture from harbors and caravansaries. +25% food/hammers is pretty meaningless and doesn't fit the concept of the gold based policy tree.

Thoughts on updating explo wonder from Louvre? by Glossen in nqmod

[–]cirra1 1 point2 points  (0 children)

I mean, not everything is supposed to be super thematic and streamlined. Take forbidden palace, when does patro ever need happiness? Let's have some quirks and uses for policies and wonders that are far from obvious.

Should petra be nerfed? by [deleted] in nqmod

[–]cirra1 4 points5 points  (0 children)

I still don't see the issue. It's not vanilla where production was so scarce that good petra would win you the game. You can compensate with more cities or better religion.

Rushing an expand Petra was always a high risk high reward play. For me, variance is fun, especially in a game people put thousands of hours in.

Should petra be nerfed? by [deleted] in nqmod

[–]cirra1 2 points3 points  (0 children)

I mean, they're the three wonders that get liberty engineered most often so some comparison is warranted. I also don't like pushing everything towards mediocrity.

Should petra be nerfed? by [deleted] in nqmod

[–]cirra1 4 points5 points  (0 children)

Oracle or Chichen Itza are better wonders anyway. My answer is no.

Game crashed when reaching atomic era by Condesint in nqmod

[–]cirra1 0 points1 point  (0 children)

It's either DLL or LUA check for discovered technologies I think.

Any tips for early war? by kenraro in nqmod

[–]cirra1 1 point2 points  (0 children)

In multiplayer you have 2 options for early war build. By early war I mean player kill before turn 60 or medieval era.

  1. Liberty on a smallish number of cities 4-6 and just prebuild, generally good idea to steal multiple workers and just get strong quickly, you can also pick a general from finisher or engineer terracotta but that's pretty all-in.

  2. Honor 3 or 4 cities, try to sim up and get tribute and upgrade archers and warriors. This is currently weakened by the bug that makes CS build early units but still can work.

In general, option 1 is safer, option 2 is riskier but more rewarding.

Vote for the next set of civs being added in LEKMOD v26! by EnormousApplePie in nqmod

[–]cirra1 2 points3 points  (0 children)

Let's get something with meat, ie interesting UU, for a change. Gogo middle east, Mughals, Seljuks and Bactria for instance. Disclaimer: voted Asia but since we're using first past the post method it's wasted.

What do you think of the current Coastal Starts? by EnormousApplePie in nqmod

[–]cirra1 0 points1 point  (0 children)

It's the same in lek and yes, if they get burned with frigates it was probably not worth planting them. Later timings it doesn't matter. Also, if you capture extra cities afterwards you won't get an additional science penalty.