Beta v4.X - General Discussion

@Txurce
Yeah... if the gold resource is not even tradeable it's definitely a vanilla issue. The only thing I do with resources is alter how they're displayed on the top bar, which should have no gameplay effects.


@SlightlyMad
The research from DoF's still requires Philosophy. If you notice any problems with this please drop by the Reporting Bugs thread. :thumbsup:


@Txurce
We got a new 'beta testing' forum recently for bug reports, it helps keep this thread focused on discussing content. There's details in the reporting bugs thread linked above. :)

I found the error with maritime citystates, thank you for bringing it up. I'd done some major internal code rewrites to optimize things recently and had some bugs.



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v4.32 beta
  • Fixed some critical bugs from the code changes in 4.31. If you noticed stuff not having any effect in .31, try .32 and see if it works.

v4.33 beta
  • Fixed a bug where promotions were not correctly converting melee <> ranged status when units are upgraded.
 
Unit maintenance costs have really been scaled back in the latest beta. Was this by design or is it a bug? I liked how it used to be a challenge to afford large armies.
 
Trading post income was also reduced from 2:c5gold: -> 1:c5gold:, among other things. It's part of adapting to the next patch's changes. I'm also planning on slightly reducing gold income from other sources, so overall both income and expenses will be reduced equally, and large armies should be just as challenging to afford as before.
 
I noticed that the new Legalism and Hospitals both have an interesting effect I haven't seen before of + % food, a multiplier which takes place before citizens eat. I think this is a good move for Legalism since that sort of effect really helps big cities grow in particular (supporting the Tradition tree theme), but since Aqueducts still effect food stored instead of adding a food % I think the Hospital thing may be unintentional [4.30 build]
 
Ok, makes sense. I've also noticed that the workshop was switched to a 20% overall production increase. The windmill has been changed to adding 40% building production for cities on flat land. In my opinion that percentage seems high and unfairly penalizes cities built on hills. Is this also in anticipation of the patch?
 
Ok, makes sense. I've also noticed that the workshop was switched to a 20% overall production increase. The windmill has been changed to adding 40% building production for cities on flat land. In my opinion that percentage seems high and unfairly penalizes cities built on hills. Is this also in anticipation of the patch?

Yes. Is the windmill a general production modifier or just for constructing buildings? It should be the latter.
 
@Rhys DeAnno
The before-eating food modifier has actually been in the game since release (for the Aztec unique building). The tooltip was wrong, however: it displayed this as an effect after eating. I corrected this recently so modifiers to base food and surplus food are shown separately on the tooltip.


@antdog
Yep, those are all changes to adapt to the patch. In the patch the workshop and windmill bonuses are switched. In addition, post-patch cities on hills will get +1:c5production:... that early bonus will probably balance out the mid-game bonus of a windmill in flatland cities. You have a good point the bonus might be a little high now, but we'll see how things work out after the patch.

One thing to point out is windmills aren't far ahead of factories, so cities will have about a 45% modifier for buildings, 85% with a windmill. That's only a 1.85/1.45 = 27% increase, so it's not a particularly big difference once we reach the industrial era. The +1:c5production: on hills will probably be of equal long-term gameplay value since it's available much earlier.
 
Using India and an NC-first start in 4.33, I got lucky with 2 culture huts, and wound up taking Legalism for the first time in this new configuration. This allowed me to use 3 specialists and spend the first GS on an Academy. Combined with one barb camp leading to two alliances, my three-city civ reached Astronomy in 100 AD. In 300 AD, Delhi is size 19. I am kinda shocked, just because I've never had these results before.
 
That's my goal, to set up small empires as science leaders - making up for the fact they're behind in most other ways, especially army sice. All three of the center tradition policies improve science directly or indirectly. Small empires are also more likely to have lots of friends for DoF science.

Ideally this is balances out with AI's more willing to go to war against a small empire, to keep the game challenging as a defensive but technologically-advanced civilization.
 
I notice a small bug in \ CiVUP - Civ V Unofficial Patch \ Core \ Misc UI \ CityList.lua, in v4.33
Citylist only lists capital, and tuner reports a runtime error "ModdedFoodDifference() is a nil value".

For it will call ModdedFoodDifference(), maybe it's needed to include "CiVUP_General"?

(Bug show itself when I wanted to see unit list, but clicked city list.:lol:)
 
v4.34 beta

Overall compatibility updates for patch 1.0.1.217. I'd like to get this out to the public no later than Thursday, so all beta testers please start a new game (with cleared cache as always) and report any bugs you find via the Reporting Bugs thread.

Included in patch 1.0.1.217:

  • Aqueduct building added for early food storage.
  • Moved an artist from Temple to Opera House.
  • Moved a merchant from Bank to Stock Exchange.
  • Liberty tree policies give free units.
  • Colossus no longer goes obsolete.
  • Permanently fixed the Krepost/Angkor Wat bug so they use independent plot cost attributes.
  • Mine and Trading Post improve yield with techs.
  • Lumbermill improves yield with earlier techs.
  • Improves yield of nearby resources:
    • Granary.
    • Stable.
    • Forge.
    • Lighthouse.
  • Buffs:
    • Market.
    • Stable.
    • Workshop.
    • Nuclear Plant.
    • Solar Plant.
    • Lighthouse.
    • Palace.
    • Great Person improvement base yields.
    • Tradition tree.
    • Liberty tree.
    • Aztec culture gain from kills.
  • Nerfs:
    • Paper Makers.
    • Base yield of fish.
    • Food from Sugar plantations.

v4.35 beta

  • Aesthetic improvements to the mod description and folders in preparation for public release.

v4.36 beta
I forgot a critical change was included in the patch, and updated to remove it from this mod. If you downloaded 4.34 or 4.35 please update immediately or you'll have quadruple tech costs in the late game. :lol:

  • Scaled up tech costs throughout the game (slight change for early eras; close to double for Modern)
 
  • Scaled up tech costs throughout the game (slight change for early eras; close to double for Modern)

Im assuming this is a change and not the bug that 4.36 fixes? If so then you are amazing once again, lol. It was really bothering me that techs were going by so fast, even in epic.
 
Im assuming this is a change and not the bug that 4.36 fixes? If so then you are amazing once again, lol. It was really bothering me that techs were going by so fast, even in epic.

What Thal is referring to here is that the Balance mods have increased tech costs for a couple months now, but the new patch included the same changes, so it's not necessary here any longer. (Still, I feel that a further minor increase to tech expense would not be out of place.)
 
What Thal is referring to here is that the Balance mods have increased tech costs for a couple months now, but the new patch included the same changes, so it's not necessary here any longer. (Still, I feel that a further minor increase to tech expense would not be out of place.)

oh, ok. Yeah ive been pushing for one for a while but no one else really seemed like they wanted it as well which was why i was surprised to think thal had changed it
 
The new TBC policies (just before the patch, and then with it) allow you to build a monster NC+Academy capital and rip through the early techs. By 1000 AD I have found myself way ahead of where I ought to be. Of course, so is the AI.
 
Out of curiosity, how do people like the new Wonder costs? In one of my games, it seemed to really throw the AI for a loop - they were all backwards from investing so many hammers into early wonders.
 
Out of curiosity, how do people like the new Wonder costs? In one of my games, it seemed to really throw the AI for a loop - they were all backwards from investing so many hammers into early wonders.

I didn't build any in the early game, and lost out on ND, TM and BB.
 
First time I saw the GL cost, I immediately gave up on it. However, I like the costs. I just need to take a look at flavor values, and possibly tone them down, so the AI doesn't immediately stagnate in its only city for 40 turns.
 
Whoa, were those wonder cost increases documented anywhere? It's double... sometimes triple! I hadn't realized things had changed so drastically...

It seems they made a clear design decision to only allow Liberty players to get early wonders... which is bizzare if you consider the Aristocracy policy. :dubious:
 
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