New Version - Nov. 20th, CBP v. 12.3/ CP v.66.1

Status
Not open for further replies.

Gazebo

Lord of the Community Patch
Supporter
Joined
Sep 26, 2010
Messages
18,399
Location
Little Rock
Hey all,

Here's the latest version. Changelog below. Will be uploaded as of 9:35pm, 11/20.

Is not compatible with EUI until Stackpointer merges the lua changes.

There is also a new version of CivIV diplomacy that removes a few errors from the database.log (nothing major).

Changes:

New Trait:

William: +3 Gold per turn for every Resource you Export to other Civilizations, and +2 Culture for every resource you import from other Civilizations and City-States.

Buildings/Terrain/Units:

Wheat restored to former glory (+1 food at start)
Fishing boats -1 food (now just +1 food)
Adjustments to tech increases on improvement yields
Bowman moved to Engineering
Research moved back to Education
Warriors (and warrior UUs) upgrade into Spearmen, basic warrior obsoletes at Bronze Working
Fixed bugs related to free policy buildings
Horse units now more expensive (10-15%, roughly)
Promotions for City Attack reduced to 15%, Boarding Parties to 10%, and Wolfpack to 15% combat bonus
Removed 'Air Ambush' promotions (AI chose these often, used them poorly)
Mint buffed (+2 gold per resource, from +1)
Worker speed increased slightly (up to 90, from 80)
Broadcast tower Culture modifier removed.

LUA:

Economic Overview Panel now allows you to sort by Unhappiness (replaced 'sort by Strength')
Changes to other lua - reorganized (Will need to be re-meshed with stackpointer's EUI)
City banner text given flavor - more like Civ IV citizens (unhappiness expressed in thoughts, instead of generic numbers and adjectives) - only shows local unhappiness on an as-needed basis (a happy populace is a quiet populace!)
Modified files: Cityview.lua, CityList.lua, CityBannerManager.lua, EconomicGeneralInfo.lua, HappinessInfo.lua, TopPanel.lua (same content modified in each - ~10 lines.

Religion:

Faith and Culture Follower beliefs reduced to +5 Max (per city) - was 10
All 'founder buildings' (Stupas, etc.) and religious national wonders (except grand temple) provide 20% of resistance against conversion, thus making it harder for outside players to change the religious majority in those cities. Only works for 'enemy' (non-owned) units, so friendly missionaries will still get the full benefit of converting a city. They also help with religious unrest.
Buffs to Founder beliefs with action-based yields.
Small tweaks to Pantheons
NWs no longer purchasable with Faith (was causing AI problems)

AI:

AI more intelligent about faith purchases, and should manage its missionaries and prophets much, much better (should build faith buildings and buy great people, etc. much, much more often)
Spy-related diplomacy messages can now spawn only once every 40 turns (limits spam)
Flavors optimized for new policies and ideologies
Adjusted Deal AI to trade resources for gold more often
AI will more intelligently use trade routes to combat poverty, famine, and illiteracy
Improved AI belief choice algorithms
AI defense of CSs during rebellion events optimized
AI workers won't scatter across the map to do tasks as often (Whoward's 'Local Workers' mod)
AI more intelligently builds great person improvements (removed ninaroku'h hardcoded stuff, added flavor-based system)
AI much more intelligent regarding belief choices (randomization removed)

Trade:

Land/Sea trade route modifiers less stark - Sea Routes are 75% (was 100), whereas Land Routes are 50% (was 0). Big difference now is range, speed, unit cost, and danger (seas are usually more dangerous). (Whoward's Trade Scaling mod)

Happiness:

Citizens in cities can now only be 'unhappy' for one source at a time, based on precedence - If there are 4 citizens, and all 4 are poor, they cannot be 'bored' or 'illiterate,'
The tiers are as follows:

Famine
Pillaged
Poverty
Defense
Isolated
Religion
Education
Culture

As each of these 'buckets' fills up with unhappy citizens, the ones below have fewer and fewer citizens to make unhappy. If there are no unhappy citizens left for later tests, the source(s) won't cause unhappiness.

Other:

Added Process 'Arts,' which allows conversion of Production to Culture (at Drama).
Improved CSD compatibility
Improved E&D compatibility

Policies:

Conquest now called 'Might'

Tradition:
Aristocracy grants +1 Gold per 5 citizens in Capital (removed culture from world wonders)
Oligarchy grants +1 Culture per 5 citizens in Capital (removed production from pop and free food)
Landed Elite also grants +1 food in all cities
Legalism unlinked from Oligarchy (like old tree)

Liberty: unlocks Great Writers with Faith in Industrial
Parthenon now the Liberty unlock
Piety: unlocks Great Artists with Faith in Industrial
(all trees now have a unique GP, even Patronage if using CSD)

Aesthetics: improves your ability to generate Culture and Tourism. Adopting Aesthetics allows you to earn Great Writers, Artists, and Musicians 5% faster, with each additional Aesthetics policy unlock increasing this by 5%. Receive a large amount of Culture every time you expend a Great Person. Unlocks building the Uffizi. Adopting all policies doubles the theming bonus you receive from Museums and Wonders, and grants all Great Person Improvements +1 Culture. It also allows the purchase of Great Musicians with Faith starting in the Industrial Era.

Humanities: All Culture buildings that can hold Great Works produce +1 Culture and +1 Science.

Public Galleries: 50% of excess Happiness added each turn to the amount of Culture that may be spent on Social Policies. All Great Works produce +1 Gold.

Flourishing of the Arts: Culture increased by 20% in all cities which have built a World Wonder and the empire immediately enters a Golden Age.

National Treasure: A Great Person of your choice appears near your Capital.

Cultural Exchange: Increases the Tourism modifier for shared religion, trade routes, and open borders by 20% each.


Industry: provides bonuses to empires focused on Gold and Production. Adopting Industry will grant 30 Gold every time you construct a building. Purchasing items in Cities requires 5% less Gold when you adopt Industry, and an additional 5% less for each Industry policy you adopt. Unlocks building Big Ben. Adopting all Policies in the Industry tree will grant +1 Gold and +1 Production from every Trading Post. It also allows the purchase of Great Merchants with Faith starting in the Industrial Era.

Mercenary Army: Allows the purchasing of Landsknechts, Foreign Legions, and Mercenaries as their prerequisite technologies are researched. Gold maintenance for all military units reduced by 15%.

Turnpikes: +4 Gold from all your land trade routes. Maintenance for Improvements reduced by 25%.

Mercantilism: +1 Science and +1 Culture from every Mint, Market, Bank, and Stock Exchange.

Entrepreneurship: Great Merchants are earned 25% faster, and all specialists grant +2 Production.

Protectionism: Receive an additional Trade Route, and receive +2 Gold from naval Trade Routes.

Imperialism: enhances your ability to spread your empire through military power, particularly naval (and later air) supremacy. Adopting Imperialism gives +1 Movement for Naval units and +1 Sight for Naval combat units. Receive a +5% production speed boost for all naval and air military units, and +4% for each additional policy unlocked in Imperialism. Unlocks building the Louvre. Adopting all policies grants you 1 additional Happiness for every owned Luxury, and all Air units start with either the City Siege I or Sortie Promotion. Lastly, it grants all Ocean, Coast and Lake tiles +1 Science, and allows the purchase of Great Admirals with Faith starting in the Industrial Era.

Organization: +2 Production and +1 Gold from Seaports, Workshops, and Factories.

Exploitation: +2 Food and +2 Production from Snow, Mountain, and (non-Floodplain) Desert tiles.

Military Tradition: Earn Great Admirals and Great Generals 33% more quickly. Barracks, Armories and Military Academies provide +1 Science and +1 Culture.

Exploration: Receive two free Archaeologists near your Capital. Allows you to see Hidden Antiquity Sites.

Civilizing Mission: Receive a free Factory, and a large sum of Gold, when you conquer a city. No Gold maintenance for Garrisons.

Patronage: enhances the benefits of City-State friendship and Global Diplomacy. Adopting Patronage will cause Influence with City-States to degrade 25% slower than normal and raise the resting point for Influence with all City-States by 5, with each subsequent Patronage policy you unlock increasing this by 3. Unlocks building the Forbidden Palace. Adopting all policies in the Patronage tree will cause allied City-States to occasionally gift you Great People. If using CSD, also grants Great Diplomat purchase with faith.

Philanthropy: Receive double Influence from Quests completed for City-States, and +10 Influence with all known City-States every time you expend a Great Person.

Consulates: Gain two additional votes in the World Congress, and the change of rigging elections in City-States is increased by 33%.

Scholasticism: All City-States which are Allies provide a Science bonus equal to 33% of what they produce for themselves. If using CSD, also grants +25% Great Diplomat production.

Cultural Diplomacy: Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 100%.

Merchant Confederacy: +3 Gold and +1 Influence (per turn) for each Trade Route with a City-State.

Rationalism: focuses on maximizing Growth and Science output. Adopting Rationalism immediately begins a Golden Age. Receive +1 Science in every city, and an additional +2 Science in your Capital for every Rationalism policy acquired. Unlocks building the Porcelain Tower.Adopting all Policies in the Rationalism tree boosts your Great Scientist rate by 33%, and increases the Growth of all cities by 25%. It also allows the purchase of Great Scientists with Faith starting in the Industrial Era.

Enlightenment: +10% Science when your empire is Happy.

Scientific Revolution: +1 Science and +1 Production from all Strategic Resources.

Academics: +1 Science and +1 Gold from every Specialist.

Sovereignty: +1 Happiness for every city Connection with the Capital, and +5 Happiness in your Capital.

Free Thought: +1 Science from every Trading Post, and +1 Culture from every Great Work.

Ideology changes:

Order

Academy of Sciences: Reduces Illiteracy by 10% in all cities. Receive a free University in every City.

Cultural Revolution: +34% Tourism to other Order civilizations. Spies steal technologies at double the normal rate.

Dictatorship of the Proletariat: +34% Tourism to civilizations with less Happiness. +1 Happiness from Factories.

Double Agents: Receive an additional Spy. Spies twice as likely to capture enemy spies attempting to steal a technology.

Hero of the People: Your Great People increases by 25%. A Great Person of your choice appears near your Capital.

Iron Curtain: Free Courthouse upon city capture. Internal trade routes provide 50% more Food or Production, and City connections generate +3 Gold.

Party Leadership: +2 Food, Production, Science, Gold, and Culture per city.

Guerilla Warfare: +15% attack bonus when fighting in friendly territory. 2 Infantry units spawn near your Capital.

Resettlement: New Cities start with an extra 3 Population. All cities gain 2 Citizens immediately.

Communism (was Skyscrapers): Gold cost of purchasing buildings reduced by 33%. +10% Production when building Wonders.

Socialist Realism: Receive a free Museum in every City.

Worker Faculties: Factories increase City Science output by +3. Build Factories in half the usual time.

Great Leap Forward (was Young Pioneers): Receive a free Technology.

Peace, Land, Bread (was Universal Healthcare): Reduces Poverty by 20% in all cities.

Freedom

Arsenal of Democracy: +15% Production when building Military Units. +20 Influence from Military Unit gifts to City-States.

Avant Garde: The rate at which Great People are born is increased by 33%.

Capitalism: 5 Specialists in each of your cities no longer cause Unhappiness.

Covert Action: Chance of rigging election in City-States doubled. Receive an additional Spy.

Creative Expression: +1 Culture from Great Works. Culture buildings that can hold Great Works provide +1 Culture.

Economic Union: Receive an additional Trade Route. +3 Gold from trade routes with civilizations following Freedom.

Media Culture: +34% Tourism and +1 Happiness generated by cities with a Broadcast Tower.

Their Finest Hour: Combat Strength of Cities increased by 33%. A Great General appears near your Capital.

Universal Healthcare; Receive a free Hospital in every City.

Universal Suffrage: Golden Ages are 50% longer, and all Cities produce +1 Happiness for every 10 Citizens.

Urbanization: Farms, Plantations and Camps produce +1 Food.

Autocracy

Legacy of Clausewitz: Receive a 25% attack bonus to all Military Units for the first 50 turns after this policy is adopted, and receive one free Policy.

Cult of Personality: +50% Tourism to civilizations fighting a common enemy. A Great Person of your choice appears near your Capital.

Elite Forces: Wounded Military Units inflict 25% more damage than normal. Newly created Military Units receive +15 Experience.

New World Order (was Fortified Borders): Reduces Disorder in all Cities by 20%. Police Stations and Constabularies provide +2 Culture and +1 Production.

Futurism: +250 Tourism with all known civs when a Great Person is born.

Lebensraum (was Industrial Espionage): Receive a large sum of Culture and Production every time your City borders expand. Citadel tile-acquisition radius doubled.

Lightning Warfare: +3 Movement for Great Generals. Armor and Gun units gain +15% attack, +1 Movement and ignore enemy ZOC.

Air Supremacy (was Militarism): Receive a free Airport in every City. +25% Production when building Air units.

Military-Industrial Complex: Gold cost of purchasing units reduced by 33%. Defense buildings and Citadels produce +2 Science.

Police State: +3 Local Happiness from every Courthouse, and +1 Happiness from Police Stations. Build Courthouses in half the usual time.

Third Alternative: Quantity of Strategic Resources produced is increased by 100%. +10 Food and +10 Science in Capital.

Total War: +25% Production when building Military Units and Workers construct improvements 25% more quickly.

United Front: Militaristic City-States grant units twice as often when you are at war with a common foe. +10 Influence from Military Unit gifts to City-States.

Autarky (was Universal Healthcare): Internal Trade Routes grant +10 Gold, and City Connections provide +3 Production.

Cheers,
G
 
This is spectacular work.

You're pushing out big updates like a boss... and at record speed.

Will we be getting any +embarked unit speed effects in the policies?

Also, I think I saw this somewhere but I want to be sure: Is Smart AI included in the CP, or do I need to download that separately from whoward's site?
 
This is spectacular work.

You're pushing out big updates like a boss... and at record speed.

Will we be getting any +embarked unit speed effects in the policies?

Also, I think I saw this somewhere but I want to be sure: Is Smart AI included in the CP, or do I need to download that separately from whoward's site?

Smart AI is included, but caveat: I've ripped a lot of it out. It wasn't all that it was supposed to be in many areas. Some, but not all. Still, it was a good base of code to improve on.

We'll see about embark improvements. For now, I rest on this version for a bit. :)
G
 
Now... We shall wait to see what is borked on this one :D

Dont get me wrong, I am loving these updates, its just with such a massive mod its very easy to replace a single line of code and end with it all crash and burn.

The major example is League of Legends. The game is huge code-wise, but when they started it, due to inexperience, most of the code is written in "Spaghetti Language". Its amazing, they tried to have a spell icon display the damage it would deal and it ended up breaking Flash (small TP spell). Its everywhere, they change a champion and another one gets it. Problem is, fixing this is not that easy.

Considering the massive ammount of changes and how little people work on this, i am trully amazed that nothing has come burning down on me. Keep up the great work!

PS: I am using the dynamic eras mod, but i am still getting new techs every 4 turns, cant even build stuff, anything funny in that?
 
Wow this is way further along now! I've been away for a while and the work that has been done is spectacular.

I really like how organized the policy trees are now, and I REALLY like that Exploration has been replaced with something more broad than just a Terra / Archipelago map niche. The progression system that Gazebo had laid out before of an Ancient foundation, Renaissance specialization, and Ideology victory looks ready to rock!

I can't wait to play some games on this, it really has the look of what CEP could have been but wasn't.
 
Wow, awesome work! Hoping to finally find some time and start a new game and report my feedback.
 
After installing the new patch along with EUI, I cannot enter the city screen. I can't see a city banner, too. EUI and
EUI Compatibility Files - maintained by Stackpointer are not compatible again.
 
After installing the new patch along with EUI, I cannot enter the city screen. I can't see a city banner, too. EUI and
EUI Compatibility Files - maintained by Stackpointer are not compatible again.

Its written in bold on first post.
 
Awesome update! I really apreciate your work! I love this game and I love this mod!

Thank you very much!
 
That Imperialism finisher seems pretty amazing.

I see the Turnpikes policy has been nerfed. It seems pretty weak compared to other choices now.

In Communitas the overall policy rate was increased a bit so that you ended up with 4 - 5 extra policies over a game compared to vanilla. Is that boost in the CBP too? Customizing our civs is fun.
 
Hotfix (12.3.1) uploaded with fixes for small bugs mentioned above.

That Imperialism finisher seems pretty amazing.

I see the Turnpikes policy has been nerfed. It seems pretty weak compared to other choices now.

In Communitas the overall policy rate was increased a bit so that you ended up with 4 - 5 extra policies over a game compared to vanilla. Is that boost in the CBP too? Customizing our civs is fun.

Turnpikes reduces improvement maintenance by 25%, which can be pretty big. I think the policy acquisition boost from the CEP is in the CBP, but I'm not 100% sure on that.

G
 
This is me with the fishing boats nerfed --> :cry:

Where can I edit to bring the fishing boats back to their former glory? They only provide a paltry +1 food now.
 
This is me with the fishing boats nerfed --> :cry:

Where can I edit to bring the fishing boats back to their former glory? They only provide a paltry +1 food now.

At first, but they gain more food from tech boosts (up to 6, I believe, with buildings).

If you have a way to search the CBP folder (using Notepad+ or another program), just search for 'FISHING_BOAT' and you'll find it. The changes to it are in the Balance Changes/Terrain Folder.

G
 
On the policies per game part: I believe that we are below the curve of CEP. I would love to be able to have 4 or 5 extra policies until the end of the game.
 
On the policies per game part: I believe that we are below the curve of CEP. I would love to be able to have 4 or 5 extra policies until the end of the game.

I think the current numer is a good compromise. They never managed to get the cep-system right because they kept changing stuff around it but in general you gained way too many policies with that system. I mean, I remember filling 5 policytrees plus the entire freedom pyramid in some games, and that's just silly.

One thing that could be done however is reduce the policypenalty for expanding somewhat. IMO if you have a good location for a city it should always be worth grabbing it.
 
OK, just started a new game with this mod. My only real concerns-so far-are when items like production to wealth & building of trading posts occurs. Mostly because you run the risk of making gold too easy to come by IMHO. If you're not keen to move the first one back to currency, then I'd probably suggest moving it to somewhere like Bronze Working or Iron Working. As for Trading Posts, I'd be inclined to move that back to Horseback Riding or perhaps Currency.

Also, I might have asked this before, but are there any plans to make courthouses available to be built by non-conquerors? Perhaps with slightly different abilities if built in your own cities? Not entirely sure what.

Last of all, I noticed this in the previous updates, but I am kind of disappointed that there is no Reformation in the game in this mod. Even if it's not part of the Piety Tree, is there any way to make it a 3rd level Great Prophet Ability? So your first prophet founds the religion, your second prophet enhances the religion, & your 3rd prophet reforms your religion. What effects Reformation might have, though, I'm not too sure, but it would be cool to have it back in the game, if only from an immersion point of view.

Aussie.
 
Status
Not open for further replies.
Top Bottom