Misc Changes
- fixed slig contract help
- Oppression gives bonus to all mine upgrades
- Change Civics Popup checks for CivPrereq (Oppression)
- Carrier Loaded Wasp interception fix
- Faurfreluches adds two of each valid specialist type instead of unlimited (for noblemen/techmen/merchants -- same specialists as before)
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Zeal promotion tags working
- ForeignPlotModifier: gives %bonus to combat strength when in enemy territory
- ForeignCityModifier: gives %bonus attacking/defending cities based on the ]%foreign culture in the city
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Fighting barbarians can give great general points now, but you only recieve half the normal amount, and the Imperial trait doesn't double it
- This means only battles that will give at least 2xp or more to your unit will give even 1 great general point
- A unit has to earn 4xp or more to get 2 great general points, it adds up very slowly...
- New homeworld units have to wait a turn before making thier first move
Unit Changes
- Tweak to Beesting Interceptor's Wasp UnitCombat Bonus (50%->60%)
- slaves turned to workers on capture
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slaves given weak hurry production ability
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thopter's disabled from capturing cities/workers (dependant on feedback if this will be kept)
- later Suspensor units require holtzman generator tech to be built
- all thopters get flank attack verse maula mortars
- copied ExperiencePercent tag from promotions (Leadership) to units
- Ordos spies start off with 50% experience percent bonus using the above tag
- several balance tweaks to city raider and zeal promo lines
- Inquisitor unit is out until the next patch when I can sort through it
Building Changes
- Air/Nuke Defense moved from Water Cache to Guard Station(10%)/Force Shield(40%)
- filmbook archive gives 1 free scientist, 6 research
- Fai Water Tribute cost reduced (850 to 800), effect increased slightly (5% to 8%)
- Order of Mentats cost reduced (850 to 600)
- Guild Research Facility gives 2 research per spice
- Chamber of Visions gives 2 espionage per spice
- Academy(from great scientist) weakened to 35% science
- University of Arrakis becomes National Wonder(House Academy), bonus reduced (100% to 85%)
- Great Spy building gives only 75% bonus to EP's(from 100%), +2 experience to spies built in the city
- fVisiblePriority fix for House Shield Generator and Force Shield buildings (should always show up now)
- Spotter Control cost reduced (180 to 120)
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New early game culture building - 'political office'
- available without any technologies (not available to fremen)
- costs almost as much as a monument
- gives 1 culture
- designed as a weaker alternative to 'having' to research faith early
- Re-textured a couple of buildings (Atreides Palace no longer looks like it's made of plywood
)
Promotion Changes
- buffed Atredies National Promos, now add in addition to previous effects %combat like a combat promo
- Ducal Guard gets additional 15% combat mod
- Order of Ag. gets additional 10% combat mod
- Limited Promos now show how many you have left, not how many you can have
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Financial and Espionage Mentats buffed:
- Fin. gives 5 gold & +20% gold / 8 gold & +35% w/ Sapho Juice
- Esp. gives 5 ep & +15% ep / 10 ep & +25% w/ Sapho Juice
- Esp. also gives 1xp (2xp w/ Sapho) to spies built in the city
- reworking worm related promos
- gave sandrider promo 100% combat mod against worms
- thumper gives 900% (from 1000%)
- **planned** python function giving thumper at random to high xp sandrider units (fairly rare)
- modest 40% combat mod against worms for desert 1 & 2 (might not keep this)
- ginaz 1 & 2 given 10% city attack each (balancing against CityRaider promo line, may be too much)
Espionage changes
- stealth promos act as a negative multiplier to chance of being detected (updated AI weight) instead of subtraction from detection chance
- stealth promos changed to 35%(I), 30%(II), and 25%(III) (meaning with all 3, a unit is 90% less likely to be caught than without)
- Buildings with Spy Defense actually contribute to spy detection based on their bonus%
- before, any building with spy defense was treated the same as having a spy stationed in the city with a flat 15% bonus to detection, regardless of spy defense bonus
- now uses a formula to detirmine spy detection bonus based on spy defense, stackable with stationed spy unit
- uses a diminishing returns function that prevents too many stacked bonuses from becoming overpowered
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counterespionage mission available to all without security promo, security 3 is gone, security 1 & 2 add to visibility and enemy spy interception, counterespionage bonus
- security promos still only available to same civs as before
- counterespionage no longer always 100% success rate (difficulty mod changed from -100% to 0%)
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spies get experience (fairly small amounts) when in enemy territory based on chance of being caught
- spies recieve fractional xp based on difficulty of mission
- fixed game text to show dexterity bonus to mission cost
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internal changes to the way dexterity and stealth operate (to match their original intent better)
- Stealth makes getting caught in enemy territory less likely, and has a moderate impact on mission success (was quite overpowered in mission success before)
- Dexterity gives bonus to mission cost without having to fortify as long (or not at all with dexterity 3), and gives significant bonus to mission success, however unlike stealth gives no bonus against being caught
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Spy experience (independent of promotions) gives a moderate bonus to evasion chance/mission success
- Spy missions that create a building check to see if the building is already in the city
- Atreides recieve free 25% espionage defense in cities (changable in GlobalDefinesAlt)
- All civs recieve a minimum city espionage defense without buildings or spies(set to 5% for now). This is for balancing early game mission difficulty(adjustable in GlobalDefinesAlt).
- Early game non-passive mission cost scaling based on percentage of game turns completed. The discount and over what range of turns it phases out are all adjustable in GlobalDefinesAlt