3.16 possibilities

Funak. I'm going to do a leaders thread after this gets working and up. I'm setting up code so there's a bug-fix version to submit first this evening and then the others should go up after that as different patches of the whole. I'd like to keep changes modular moving forward so players can decide "hey I don't like stories" and turn them off easily or "I love stories", which they can already. That should work for most of the rest too so players can decide "I like the policies and units but don't like X", and turn it off without crashing things.

If you want to create a leaders thread generally yourself to get ahead of that, that's fine with me certainly. I want to keep individual topics split off so they're easier to discuss individually and then bring back to the whole later.

For leaders there are two aspects I'd like to have addressed
The "this leader doesn't work correctly" - the most important and pressing concern is that all the leader features correctly show up and work, which would deal with the bourse UA effect you're describing as not showing up/working. There's a lot of leaders and all of these effects need to be tested. I have fixed the ones I can find for now, but this is not the same as running lots of actual test games versus checking that it shows up.

The "this leader's effect is weak/lame/terrible". - The trade office was definitely terrible as a caravansary as they have a coastal UI, so they should have a coastal UB too. The general advantage should be not just longer trade routes, but better ones. A merchant slot also would be useful for sure. I have several such leaders that I'm interested in making these kinds of changes to (Rome, US, Songhai).
 
So what you're trying to say is that you're really busy and I'm posting this in the wrong thread? =D
 
lol. not exactly ;) Just I'd like it to be a new thread because the Dutch probably aren't the only one who are like that or who players have issues with. And leaders and policies are always the things that the threads just go on and on without dying, they'd take over this one too.

Something else I'd point out about a UB harbor is that there are policies that impact those (in exploration/commerce, depending). There aren't for caravansary. That's another reason I found that more appealing.
 
One problem with harbor compared to a caravanasary however is that it requires a coastal city (duh). And buildings requiring specific cityplacements to work are usually way harder to balance, you have to either make them strong enough to make up for the cities you can't place on the coast because of reasons(Barbary port, you really don't need it in every city, just in the ones building ships) or have the entire civ based around having to place every city on the specific location (Carthage).

As mentioned before I have no problem with the caravansary building at all, I think it's awesome actually, it's the unique effect or more like the lack of a unique effect on it.
Honestly I think the first step before even deciding what sort of building to make it into would be deciding what it would do.
 
I find that many maps (especially the communitas map) tend to be ultra coastal and the only way that becomes a major hindrance is if I were to pick a very landlocked map style and/or a very large map.

A coastal start bias also gives it a bump. A harbor with a merchant slot (none by default), bonus length routes (land or sea) and bonuses to routes (land or sea) and some free gold (none by default), should be decent.
 
Bug fix version up first.

Install should be to overwrite the files for now. Expired can integrate these (I hope) on github for a fresh version based off 3.16. For now, back up your copy before overwriting anything. This should work with the 3.16 version from the unit-mod-mod thread or 3.15, but I can't be sure on the latter (didn't bother testing it with 3.15).

Other group will follow shortly. I accidentally deleted a line in the leaders file and it took forever to isolate it (plus it was the weekend and I had some other stuff to do. ;) )

Bugs fixed
Spoiler :
1) Bomber duplicate promotion versus navy removed (intended 50% bonus)
2) Fighter receive promotion versus air/gunship (intended 100% bonus, reduced from 150% in vanilla)
3) Frigate/galleon unit costs reversed appropriately so both should cost the same now.
4) Austria had 3 uniques, removed one (mountain infantry)
5) Ottoman Barbary Port did not give +1 food to sea (lighthouse)
6) Air Logistics promotion had two different settings listed (removed -25% for consistency with -10% on other 2x attack promotions)
7) Unique ranged Knights and melee UU Dragoons were not set at appropriate unit strengths (Keshik, Cossack, Camels)
8) Hussar flanking promotion required unit changed to Lancer from Dragoon
9) Dragoon did not upgrade to anything, currently set to Tank
10) Candi has bonuses from garden (previous) and shrine (current), set to shrine bonus only, no bonus food too
11) Ironclad city attack bonus consolidated with other ranged ships (fire support promotion removed)
12) Fixed Arque-Gatling Gun upgrade path to Arque-Musket and removed recon tags from arques (this isn't a bug, but it may as well be considered one).
13) Fixed Basilica upkeep cost to 1 (temple)
14) Odeon adds +1 culture (less than amphitheater in current mod design, but also gives 200 instant yield)
15) Removed some redundant or long obsolete code
 

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  • Communitas Enhanced Gameplay (v 3).7z
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I'm running a couple of test games over the next couple of days both to look for ideas and catch anything still awry. What I have is otherwise ready to go after I caught most of the rest of the glitches and put in the ideology changes as active. I'm running to the ideologies to test but also to play through to catch anything else. I didn't have time for any play testing over the last couple of weeks while doing the changes I proposed. It was all "did that load", and not yet "okay, how does that work in the game/balance wise".

Quick balance issues: National Wonders were unchanged and I didn't modify them yet in any balance pass. National College (50% science is way too high with academies early) and Iron Works (could use a % bonus) are the standouts. I'll look these over and set some of them up or down in addition to bonus value from the ideologies.

I'll have to set up the techs for the freshwater-nonfreshwater on (non-farm) improvements a little more, but those will likely have to be shifted around more later anyway based on any feedback. More to get a general feel of where they should be era/tech wise and then rearrange for balance as needed.

Tech costs aren't increased very much to go with the change in tech rates (science from population is higher). I'd say they need to be bumped up about 10-15%, but the main issue was the national college. Toned down academies helped some already. I was playing as Babylon on the first test game, and I think they were fine with the free GS at writing and one GS slot plus some science on the walls (obviously that's one reason I would notice an academy+national college issue)

I've noticed various bugs that I may or may not be able to fix or help identify their source, but which mostly come from the UI and not from the changes of the files I put in.

- unhappiness penalty shows up as a "bonus" on the production mouse-over in the city screen. It calculates correctly as a penalty on the production menu and per turn. city yields in general doesn't split out well as to the sources of modifiers (instead of 20% from here, 15% there, it just says 35%). Again, the production menu seems to do better here.

unit ranged/melee attack strength both appear on the combat calculator. Only one is used (for most attacks, Impi?). it appears to calcuate strength correctly, but is a misleading effect.

CS rewards appear to be double counting for food, happiness, and culture? Belief yields from buildings also appear to be double counting (food on shrines/temples for example). Terrain yields appear to be working correctly. - both of those last two were persistent bugs in GEM as well. It's possibly something with the UI as a result.
 
For the moment these seem stable with the bugs mostly coming from lua or UI functions that I haven't tampered with. These would include bug fixes from the earlier posting.

Change logs
Economy
Spoiler :

Economy
General Economic changes
Set forest chop to 40 (was 80)
Set city connection value formula to 2x per connection + .7/population, was 10x per connection + .25/population. This formula restores some wide-tall balance while still making roads/harbors valuable
Set engineer and scientist specialist yields to 2 (was 3)
Reduce culture costs for borders/policies somewhat (culture income increases pushed back mostly to later in the game).
Set great hall bonuses to 0 (moved happiness to palace and reduced costs slightly for early game)
Reduced most building costs (some up) and most unit costs.
Removed the ability to build farms on jungles.

I think there's a bug with CS yields (food/culture/happiness/faith) double counting. I will confirm this and then see what we can do about it but if so, that's a major issue.

Buildings
Culture - Amphitheater reduced to 1 base culture +1 on resources (was 2 on latter and 3 on former)
Opera House increased to 3 base culture and 1 upkeep (was 1 and free)
Broadcast Tower increased to 4 upkeep, 50% culture.

Production - Smith reduced to 1 upkeep
Workshop receives engineer slot, moved from walls.
Factory 15% production
Hydro Plant upkeep reduced to 2
Solar/Nuclear Plant 25% production
Iron Works +25% production

Happiness - Arena upkeep increased to 3
Theater upkeep increased to 4
Cinema upkeep increased to 4
Circus upkeep increased to 2 (also adds gold to horse/ivory so it partly pays for itself)

Science - University 30% (+15% from knowledge tree) increased to 3 upkeep
School - upkeep increased to 5
Laboratory - upkeep increased to 8
National College reduced to 4, +25% science

Growth - Hospital - provides 8 free food (was 5)
Aqueduct - 40% food kept and upkeep increased to 2
- Placeholder - med lab gives +1 happy, should give +1 population also

Religion - Mosque set culture to 3, faith to 3
Moved wine/incense bonus to temple from shrine - shrine is for cheap and early faith accumulation. Temple is for using the Piety tree (currently) and larger scale faith accumulation.
Grand Temple also gives +25% faith

Gold - Caravansary reduced to +4 gold/route
Circus provides +1 gold to horse/ivory
Harbor bonus to sea trade route length and +2 to sea routes, upkeep increased to 2
East India - +15% gold

Total upkeep increases possible 16 for a coastal river city, 17 for a coastal city, +2 with horses/ivory cities.
Total culture increases +17%, -1 per resource
Total production increases +15% for factory+power plant
Total science decreases -5% (with knowledge, -3% without), +1 -25% in national college city.

Tile value
Set GI values to (roughly) 6 base +3 from tech, +3 from policy trees and +6 from late game ideologies (citadel and holy site will work similarly to this, but not quite the same)
Wells have a tech bonus at plastics (I don't know if this showed up or not as it didn't in my test games)
Rearranged tech bonuses for freshwater/non/overall for villages, in general delays bonuses except on freshwater, which is sooner.
All improvements have at least one policy improvement, one building improvement, and some have belief improvements (villages have 4 different +1 yields in that way). Almost everything starts the game +1 and can end up late game at at least +4 (+2 tech, +1 policy), but may not based on policy choices.
Setup freshwater/non bonuses for pastures, camps, quarries, mills, plantations (removed a +1 to mill and replaced with these, others this adds +1 to yield). - I would appreciate some input on where these should go on the tech tree from where I have them now.

The net result is that wheat, fish, cows, and horses should be the "best" tiles" most games (because of the available bonuses and food), and that other bonus tiles and resources generally should be very good, something you would always want to work if you can afford the happiness/growth, and then farms, lakes/coast, mines and villages and mills to fill out the rest of the space will compete against specialists later on a mostly even basis yield wise.


Research
Spoiler :
- added about 10-15% to tech costs, more for what looks like a bug in calculated medieval era tech costs in the mod. This does not add very much early. It's mostly to slow down the late game tech rush (free techs from knowledge/heidelberg and scientists/faith buying GS and RAs added up fast).
Reduced spying rate increase to about 25% instead of 5x


Beliefs
Spoiler :
Mostly scaled back pantheons. Just War reduced to 25% attack/defend faith. Otherwise, it was pretty much the same as before for now. This needs to be the next major phase of adjustment is the beliefs (and Piety).


General Notes on those changes for future balance adjustments and discussion
Spoiler :
After a couple of play through the increases in building upkeep here did not faze my gold accumulation. They can probably go up further even, but the primary source of this issue is much larger.

Inflation is disabled, which was intended to be a change that worked with military unit costs being adjusted upward later in the tech tree. This is probably a source of most of the extra gold. This change has been active for months in the mod. It maybe acceptable to reduce inflation instead of remove it, but for now, we should test the modifications with it active.

Opportunities and CS are something of a money sink, but really the amount of gold available was substantial for most of the game. The solution that hasn't been implemented from previous versions was the military units scaling upward in cost such that they're cheap earlier but get more expensive to maintain for better units. This could also help the Honor tree and later the Oligarchy policy and Autocracy tree. I have not yet looked into implementing that change but it may be needed. Gold was never a major rate limiting factor for me at all even with some changes increasing upkeep, adjusting city connections, and so on. Having to pay more for a good army/navy would have been a factor, or would have been a factor in deciding whether or not to upgrade it.

City connections and trade routes accounted for about half of my income overall with an empire of 10-11 cities. I think that is probably a desirable amount at that stage. This seemed to give the AI some economic ability (eg, they had gold to spend on things like RAs, CS influence, opportunities, and buying things).

Culture border costs are hard to evaluate in connection with the tradition finisher. They're basically a non-factor at the previous rates anyway by the mid game. Culture policy costs were running about a policy every 10 turns or so once I got going in the mid game with the guilds popping out great works for a heavier culture play (I took the belief plantations +1 culture one game also and that added up considerably by later on). I think this should be toned down to 15 turns or so, but it can probably stay higher for now so we can test the policies and ideologies to see which are in need of work.

To do- change police station to a global espionage modifier but as normal building that sums with the others, reduce constable local modifier. Test it.
Fix NIA cost/upkeep.


Modified

This zip includes the text changes that may be needed for the other two zips to work "properly" (in as far as they're needed to tell what policies do, and not get TEXT_UNIT style issues and complaints). Those can be separated out and only copy the relevant files if these other changes are too drastic.

The leaders changes some would be needed for the UU armies to be correct, but I believe those changes are active on the bug fix version.

Leaders
Spoiler :
1) America - NASA center reduced to large instant bulb instead of free tech. (currently 4k, can adjust as needed). Minutemen buffed slightly to 26 strength from 24.
2) Arabia - set Camel Archer stats to 21 melee strength and 26 ranged, costs the same as regular knight
3) Austria - removed third unique (mountain infantry)
Changed Hussar to Lancer at 40 strength with flanking promo
Coffee House to 10% production
4) Babylon - reduced scientist slots on Wall to 1 from 2
5) Byzantium - reduced upkeep on Basilica to 1, reduced its cost slightly also.
6) Carthage - removed free sailing tech - consider setting to give no warrior to start and/or a free promotion for naval units at sailing. Fixed AFE cost.
7) Egypt - reduced War Chariot to 16 ranged strength, 5 move, no horse, and desert power is powerful enough - Basin Irrigation to 2 upkeep as with regular Aqueduct (still gives substantial food bonuses on rivers/lakes/oasis)
8) England - replaced 30 XP for ships with +2 move ships and free combat promotion at an age of sail tech - increased Steam Mill to 15% equal to Factories.
9) India - set Indus Sanitation to 2 upkeep/40% food kept (default stats+happy bonus) - changed harbor +1 population to +1 population from lighthouse. Reduced vedi faith to +1 (gets instant faith).
10) Indonesia - removed +1 food from candi, reduced faith to +2 (bonus culture instant yield). Kris Swords gets +20% strength as intended (text error bug).
11) Japan - reduced Samurai to 28 strength, removed free production on Dojo (barracks doesn't get it anymore).
12) Korea - reduced science from farms to 1, buff specialists to +2 instead (synergy with farms, encourages taller playstyle than spamming farms wider)
13) Mongolia - set Keshik to 20/21 strength with decreased unit cost from Knight
Removed free animal husbandry tech, added mounted +1 move. Keshik has no city penalty as in default too (Songhai have city bonus). Mounted units are -20% discounted on upkeep
14) Netherlands - set Trade Office as a unique harbor with bonuses to land and sea trade and a merchant slot.
15) Ottomans - fixed Barbary Port bug
16) Russia - set Cossack to 30/50 strength
17) Zulu - set upkeep reduced on melee units as well (-25%)
18) Iroquois - increased the Longhouse cost somewhat - Smith cost came down so it should cost about the same just less of a reduction than before.
19) Rome - replaced liburna with Forum - unique market with +1 happy and 10% production
20) Removed free horses in Byzantium and Greece starts. Greece Odeon gets +1 culture but still costs 2 upkeep (instant culture yield).
21) Huns - Battering Ram should be a melee class unit for access to promotions for defence or more city attack power.
22) Songhai - slightly increased cost of Mandeluku Cav
23) Spain - slightly decreased cost of Conquistadors and Tercio
24) Sweden - Folksola should properly appear sooner than Public Schools

To do - more discussion of other changes or weakness/strength. I'd like to replace the immigration effect for the US with just a flat GP rate increase and maybe a gold per city or gold per city connection bonus so immigration can be removed from the mod.


Unit Changes.
Spoiler :
Lancer 38 (-1)
Musket 34 (-3)
Dragoon 24/45 (+4)
Gatling 34/27 (-6/-3), reduced ranged defence bonus to 25%
Artillery 29/45 (-1/0)
Tri/Bi 36 (-4)
Airborne 55 (+5)
Gunship 50/100 (0/-5)
MG 55/44 (-5/-6) reduced ranged defence bonus to 25%
Bazooka 84/67 (-6/-3) reduced ranged defence bonus to 25%
Mech Inf 95 (-5)
Armor 110 (+5)
Missile 75 (-5)
XCOM 125 (-15)

Removed anti-city promotion from early ranged ships (frigate before it starts)
Set Airborne and XCom to soldier class
Removed unneeded airborne AI behavior references to infantry (bug?)
Swapped frigate/galleon to default BNW roles
Carrier added 3 range to AA intercept and AA bonus reduced -4 to 66
Dragoons upgrade to tanks, Chariots to knights
Arque upgrade to muskets, pikes to arques.
Medic promotion available to melee units
Fixed various promotion bugs.

Reduced unit costs to 1.8 scale (easier to reference unit costs at 10x strength).

Adjusted city strength formula - tech should play a factor in city strength, but will not be a large one until later in the game. Garrisons and defences (and the extra HP) will be more important. City strength should be somewhat higher than the current mod, especially later. But still much lower than in default, particularly without a garrison. City hit points are higher in the mod, especially with defences. It takes battleships a while to knock down a city. I did not change those.

There seemed to be an issue with cities taking a lot more damage from melee attacks than ranged/siege. If this is intended, I approve that it makes melee units valuable for city assaults than mass archers, but it means siege units may need a bump and the AI needs to have a good force mixture of melee units. I believe the basis for this is a ranged defence modifier set to 25% by default for everything in the game. Considering archers have a penalty against cities, ranged units have built-in defences against ranged attacks, and most melee units are a bit stronger here or there, this could be experimented with leaving it at 0% by default and just using unit strengths and unit penalties against cities or against units to provide the rock-paper-scissors value instead of this more hacky approach. I believe naval units get a built-in modifier defending against land units, which is fine to keep that in as it encourages building a navy.

Slightly increased embarked defence (until/if AI stops embarking pointlessly)
Added some policy promotions (exploration, honor, autocracy)



Policies
Policies
Spoiler :
Liberty - removed +1 production on walls line
replaced as +10% production for buildings
moved +4 happy from piety to Republic
- will need to add a prereq to Republic

Tradition - added +2 culture for garrisons (from honor) to Oligarchy
reduced surplus food bonus Landed Elite to 15%
reduced finisher GPP bonus to 25%
+2 food capital on opener
reduced capital food/pop to 1/5

Honor - Changed gladiators to instant free arenas (could be free arena in x cities and/or free arenas in conquered cities) instead of +1 happy on arenas
Changed Military Caste (garrison bonus) + production on barracks line (1-2-4), 50% production bonus to barracks line and 25% bonus XP
Changed finisher to free 15% strength promotion on melee units, 25% GG rate
Removed move on purchase
Removed garrison bonus effects (happy and culture)
Added +2/2 to citadel on discipline
Removed +1 happy on arena and barracks
(opener needs something still, probably something like food from kills, with spoils also getting culture from conquests)

Piety - Removed 4 happy
Added temple 100% production bonus to shrine bonus
Reduced faith cost reduction to -25% (33%)
Removed +1 happy on shrines

Commerce - Removed production bonuses
Bumped gold bonus to 15%
Removed mercerary army effects - replaced as guilds (and mercantilism)
Added 25% to city connections (mercantile)
Moved coastal buildings and coastal cities picks to exploration
Moved +1 luxury happy to finisher (from exploration)
Moved -50% road costs to caravans (from exploration)
Added +3 to Customs Houses
Added +1 to Plantations
Added +2 to gold buildings (for now, will be +1 trade route)
Moved -20% purchase cost reduction to protectionism (from exploration)

Patronage - Removed 10% reduction to other influence (annoying rather than helpful), removed reveal CS.
(needs to replace reveal all and 10% reduction with other effects, plus CSD effects)

Exploration - Moved luxury happy to commerce (finisher)
Moved purchase cost to commerce (mercantile)
Moved road upkeep to commerce (pioneers)
Moved building upkeep to order (mercantile)
Moved coastal city +4 production and coastal building +4 gold to mercantile infrastructure (moved back to exploration) - reduced gold to +2
Replaced Homestead act as 100% bonus to some buildings and +1 yield on them, no more free buildings (granary, smith, caravan, stable are the relevant buildings)
Added +1 camp gold to Pioneers, +1 food to lighthouse and harbor also
Added 15% naval unit production to finisher, free 15% strength to surface navy ships, +1 move on opener promotion restored
Added prerequisites for colonization

Knowledge - +4 science on national wonders on opener
+1 happy from national wonders instead of counter-intelligence (all espionage effects moved to ideologies)
Replaced +2 science on lighthouse with +15% on university
Reduced Secularism to +2 science from specialists (default)
Added +3 Academy, 25% faster GS, free GE, to the RA policy

Freedom - Replaced +1 happy from water mill with +1 to aqueduct
Avent Garde - GPP rate to 75%
Volunteer Army - adjusted FL unit strength to new infantry strength values (40, costs -25% less also)
Universal HC - replaced as ~+2x yield to Heidelberg, Nat College, East India, Hermitage
New Deal buffed to +6 CH and Academy yield (+9 to Landmark), probably needs a Natural Wonder tie-in style.
Replaced Economic Union with +1 to farms/pastures and 10% gold from airports and hotels
Moved the + gold from routes to treaty organisation (buffed to +5)
Creative Expression added +4 gold from guilds and broadcast towers

Order- Hero of People - gives GP of choice
5 year plan +1 production to mines/quarries/wells/mills/\work boats
party leadership - replaced as +15% production, moved to resettlement
Resettlement +1 all yields to cities + -20% upkeep on buildings
Worker faculties added power plant production speed 100%
Universal HC - increase manufactory +6, increase Iron Works 2x +1 happy on hospital/med lab


Autocracy - Add bonus healing promotion to Elite Forces (10) add bonus +15 XP to airports for air units
Industrial espionage Add "counter-intelligence" effects (+1 happy on constable/police, bonus to speed)
UHC - change to bonus to Hero Epic, Circus

Todo on ideologies and overall in policies
-rearrange the tiering for ideologies. Move influence on trade routes to patronage. Fix Piety/beliefs. Set AI flavors for policies. Add bonus to visitor center to Autocracy. Add espionage effect to 2x CS rigging in Freedom. Change city strength in freedom some (25% instead of 33% combined with another effect?). Add gold to Great Works yields in Freedom. Buff Patriotic War and United Front somehow.
 

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  • Communitas Enhanced Gameplay (v 3) modified.7z
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Initial thought: Either I messed something up, or the forum doesn't work.
Also is the Candi supposed to have some effect besides the 2 faith/turn, or is it just supposed to be a worse verson of the Pyramid?
 
The candi is supposed to also be culture per religion but gives it instantly. Per city. And a good amount of it (I don't think that's in the text for it looking at my copy). It could go to +3 faith perhaps as well. +4 was crazy.

Forum doesn't work? I didn't play as Rome. Or is the text link wrong?
 
Didn't really play as rome either, but it doesn't show up in the leader selection screen, and the civpedia page for it is kinda messed up, also it isn't roman in the civpedia.

Also maybe tone down pyramids instead of buffing everything else? Just lower it to 1 faith 2 science and it should be fine, boring but fine.
 
No idea if this is intentional, or if it is even a change, but I'm able to build farms on jungle without removing the jungle(Looks horrible)

The dutch harbor doesn't seem to require coast, no idea if that's intended or not.

Haven't actually gotten that far, but that ideology tenet that adds food to farms and plantation needs to give food to terracefarms and polders aswell or things will get weird
 
The jungle change has been in the mod since GEM. I'll consider removing it as I believe it was put in when jungle tiles were changed to be base 1 food instead of 2. I don't think that change is active, so it can probably go.

The harbor was an oversight. I'll update those files in a couple minutes as it appears to have a couple of glitches (forum text reference was wrong).

Agreed on the terrace/polder too. That also hadn't come up. Good catch. :) (See how big this is that things are easily missed)
 
I've updated the post with the updated files. They're not quite as obviously in place as the others, but just overwrite the others with the more updated version.

I deleted the farms on jungles effect as jungle tiles do not have a loss of food as they did many versions ago. Plantations on jungles remain an option.

I did not update the text for the candi but the civilopedia should say what it does accurately.
 
Glad to assist, actually never noticed that farm on jungle thing, guess I never actually get much jungle.
I would still like to see polders getting a +1food with access to freshwater at civil service(like farms and terrace farms) not really because I think it's a balance issue but because it is just annoying that with freshwater access you might aswell build farms.(and for some reason all of my Dutch games are river galore, on my current one Amsterdam have one coastaltile that isn't riverside.)

Also did Morocco dodge the balancechanges again? Both the kasbah and their UA kinda need to be reworked/buffed. No idea if it's the dutch being overpowered or not but with my current gold/turn the Moroccan UA wouldn't do anything at all. I'm at around 450 gpt with 4 traderoutes, 12 gpt extra wouldn't really mean anything.
 
Leaders overall are going to have a be a separate push in "phase 2", along with beliefs and piety and maybe some more heavily coded elements.

I was mostly focused on bugs, but a few of the more annoying changes (liburna, dutch UB) snuck in there and a few of the changes were dealing with obvious balance problems (US).

So far I see the following that need to be looked over
USA - UA needs adjusted or replaced.
Rome - Forum functions balanced or adjusted
Morocco - Kasbah, maybe UA needs a buff.
Dutch - Polder
Venice - needs some method of helping the AI with the puppets, or a way to integrate them as non-puppets. Puppet penalties being reduced should have helped with this some already, but Venice is difficult for the AI to play.
Possibly a way to disentangle Austria/Venice CS for liberation.
Carthage/England - free ship at tech or free ship promotion at tech?
Minor adjustments to some of the existing UB/UU for balance with others available.
Minor adjustments to most of the UIs for tech bonuses or policy effects.
 
Do you want suggestions or is there anything specific you want me to test?
 
Suggestions would be welcome. I'll open up a leaders thread though now that those are basically done for now. I'd like to keep this one centralized as "here's where I dumped the files" and changes with immediate comments on that until we come up with a phase two.

We will also need to look at compatibility with the community dll patch and EUI I believe moving forward.
 
You're doing some excellent work there @mystikx21.

I've being keeping an eye on the progress of the Community DLL and some other mods that we will want to try and incorporate, I can't see any problems at all with using them, in fact the opposite. I think some of the strides made in the Community DLL will help us break free of a lot of lua bloat.

I can't as yet get to your files and see what you have done, (damn this is agonizing waiting to get back) have you made the changes as a mod-mod or edited the files as they are? Either way is fine, the latter is better though. Later we might look at whether we need to keep the three mod format, CAT, CEG, CIN, or consolidate some or all into a more manageable package. To my mind CIN serves no purpose at the moment and will become redundant if we move to EUI. But, as I said, at a later stage.

Sent from my GT-I9305T using Tapatalk
 
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