Serious QoL improvements and BUG fixes

I have already talked about these ideas in the context of treaty, but I think a more in-depth explanation is needed.

QoL:

Chinese Village gather limit
As of now the Villages have 5 gather limit, which only supports 30 herdables to be fattened in Villages at once. My proposal is to add extra 5 gather limit to Villages, so all the 20 buffalos and 30 goats can be fattened at the same time. It can be done through tech - the Provincial Goverment (the last tech in Village that adds pop cap).
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2024-10-21 103709

Sioux infinite 13 Bisons - Settler gather logic improvement

Bisons have gatherer limit of 8. This means when auto-gathering, maximum of 8 Settlers can cluster around a single Bison and cause pathing issues. My suggestion is to lower the gatherer limit to 4 or 5. This way Settlers will walk less to gather a Bison that is already occupied by other Settlers (Imagine a situation where a Bison is 5/8, another 3 Settlers will try to walk across the whole mass of Bisons and get stuck). From my own observations, by lowering the gatherer limit, it also forces Settlers to start a new Bison rather than finding a Bison that is already low on food.

I would make this change only to 13 infinite Bisons, as only this card causes pathing issues when sent multiple times. The Infinite 13 Bisons would send unique “Sioux Bison” that have all stats same to the original Bison, just the gatherer limit is lowered. This is a simple change, but improves the gaming experience so much.

BUG fixes:

Broken Hotkeys
I know that a lot of people use user.con, but this is not a reason to leave some default hotkeys broken. So far I have found out that these hotkeys are broken or dont do what they are supposed to:

  • Single Ordinance Rifleman in TC
  • Multiple Ordinance Rifleman in Barracks
  • Single and Multiple Rekrut in Fort
  • Single and Multiple Poruchik in Fort
  • Single and Multiple Strelet in Fort
  • Single and Multiple Tengri Tatar Archers in Native Embassy (both deNatTatarArcher and deNatMercTatarArcher)
  • Multiple Royal Dragoon in Native Embassy (deNatMercRoyalDragoon)
  • Single and Multiple Jaguar Warrior in Native Embassy (NatJaguarWarrior)
  • Single and Multiple Eagle Warrior in Native Embassy (NatEagleWarrior)
  • Single and Multiple Wagner the Pet White Tiger in Hero hotkeys (YPPetWhiteTiger)

Italian and German Team Cavalry Attack
This is how it is:
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The Lakota Rifle Rider do benefit from this card twice since they carry both Heavy Cavalry and Light Ranged Cavalry tag. (note that Hand Cavalry + Ranged Cavalry wont work either, because Hakkapelit do have both tags)

This is how it should be:
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As far as I know, only Missionary carries Cavalry tag without other Cavalry subtags. The Shadow tech between Italian and German version of this card should also change according to the new description. (the extra 5% includes both Cavalry and Shock Infantry, it is just not written)

German Prince Elector Population cost
When activating the Hanover tech in Native Embassy, it adds 1 pop to Drummers (both Native and Merc), making them 2 pop, which I see as a bug, because the British Drummers cost only 1 pop. Drummers naturally cost 1 pop. It might just be wrong coding since other Hanover units cost 0 pop, thus adding 1 pop is right, but Drummers already cost 1 pop, they should remain 1 pop.

Another example that im not sure about is Royal hunter. The Royal Hunter becomes 2 pop unit after Oldenburg tech is activated. My intuition tells me that this unit cant be worth of 2 pop, but it might be linked to some strat I dont know about.


Some extra thoughts

0 pop military units

This is going to be very controversial, but I still want to talk about this.

Mexico/Ethiopia Conquistadors, Nat Eagle Warriors, Nat Jaguar Warriors, Ethiopia Somali units, and USA Cree Trackers all cost 0 pop, which is not that fair and makes these civs too OP in treaty, as they simply have more military population. Just imagine how would it be if German Prince Elector units and French Bourbon units also cost no pop (It actually makes sense for European native units to cost pop for Germans and French, as these units are not seen as “(native) allies”, but simply their own troops).

One might argue that most other civs have some other way of accessing 0 pop units, for example through Infinite Industrial Native shipments. But the problem is:

  • Some civs dont have Infinite Industrial Native shipments or any Infinite Native shipments at all: Italy, Japan
  • They dont have enough card slot for the Native shipment card: Russia, French, British, Port, Aztecs, Malta
  • Most Infinite Industrial Native Shipments are worth of 1700 res, but some dont: 10 Rattan, 15 Tupi, 13 Cherokee, 13 Cree etc.
  • Infinite Native shipments requires 60 reseach points (equivalent to 40s at Imperial Age) + 1 shipment + occupying the shipment queue, which cant be compared with just training units from Native Embassy that takes roughly 10s
  • The build limit of Merc Native units is same to the shipment amount: The Infinite shipment can only be sent when no single Merc Native unit is alive on field. This basically demands players to find the one or two units alive and manually delete them for next round of shipment

All these problems combined are the reason why most civs dont take Infinite Native shipment cards at all, except for Germany and Sweden that heavily rely on them.

This is a serious problem that needs to be adressed. Whether by adding pop cost to Native Embassy units just like Germans and French (Im actually in favour of this despite it would basically remove the units from roster) and/or by buffing the Infinite Native Shipments and/or give other forms of compensation.

I pray not to see Denmark or Poland getting only 50 vills that are as productive as 100 vills + another 10x Winged Hussars that cost 0 pop.

11 Likes

Nice work!
Pretty good set list of requests

I like to manually have my villagers target a single animal to kill and gather from so I get the maximum amount of food from it but with such a limit there would be less total food gathered because of decay so I am totally against such a low gather limit on animals.

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You can still put as many vills on a single Bison as you want as long as there is enough space. The gather limit only affects auto-gathering.

Also, I suggest this to apply only on 13 Infinite Bison. This wont limit you from microing vills during boom, as there isnt time for one micro vills in late game. Id rather see vills gathering stably and efficiently rather than going idle every 5s due to being stuck.

Gathering limit of 5 makes the vills form a half circle around Bison instead of forming a 2/3 circle. This is actually very helpful because Bisons are often delivered to TC. The vills cant get to Bisons back as TC stands there. So this perfectly eliminates the scenario where a vill walks around repeatedly trying to find an angle to go behind a Bison.

Now this is a real good QoL request thread.

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When it comes to pop changes, I would like to see the French, Japanese and Dutch lose 20 pop. There has just never been a reason that they can field more units than other civs in the late game. Especially the Japanese and French who have all unit types, great units and great eco. Dutch with 180 pop, will have an extra 20 (assuming 60 vills) which is fine since they have a slow early game and do not have musks.

Unlike French, South Africa or Mexico the Dutch don’t have the eco of a normal civ in lategame so they need this pop to be somewhat effective

I wish this was revised.

1 Like