Thalassicus
Bytes and Nibblers
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--- Discussion ---
For conversation about beta features and content, please post in this general discussion thread here, or start a thread in the Thal's Balance Mods forum.
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In 4.03 beta I included the past day's work on the Unofficial Patch. Everything on the top bar is now clickable!

(Well almost everything! I've asked Alpaca for some assistance to link to another mod from the turn timer...)
If you have a Great Person coming up, clicking that section of the top bar will bring up the city where the GP will be born in. If there's no GP points generated in any cities, this section now shows current Great General progress, and clicking it brings up the military overview. In addition, the tooltip for this section has been reorganized to present more information in a way that's also easier to visually scan over at a glance.
Strategic and luxury resources have been combined into one resource section. The end result is visually very similar to before, but is much more optimized on the code side, and now shares a tooltip with uniform formatting. The gem icon now shows surplus luxuries instead of total. Resources completely absent from trade are now grayed out on the tooltip, so it's easier to identify which luxuries you need. Clicking the resource section now brings up the diplomacy overview.
Clicking happiness or golden age sections brings up the economic overview, where the happiness tab is located. I'm not sure how to tell it to focus on a particular tab.
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Today's v4.04 beta build brings you a balancing solution to Research Agreements.

I've seen a common feeling that vanilla RAs are overpowered and Declarations of Friendship underwhelming. I also feel Afforess's Tech Diffusion mod is pretty cool, having included it in a lot of distributions of the mod package. I've combined these concepts into a unified solution.
I have N set to 5% right now and will vary it based on play-testing feedback. All relevant interface elements has been updated to reflect this: the tech panel, tech tree, tech selection popup, top bar, and diplomacy screen. I also fixed a bug where several tech objects were not correctly displaying research overflow in general. Ideally I'd like this effect to be part of research agreements themselves, with RAs available only during a Declaration of Friendship, but since that option is not possible with current tools I settled on the passive bonus method.N% of the combined research of both players adds to yourScience every turn. This is active for any two players when the following conditions are met.
Both players must:
- Research the Philosophy technology.
- Be at peace with one another.
- Have an active Declaration of Friendship.
This has several advantages over traditional solutions to research agreements:
- Declarations of Friendship have practical value.
- Eliminates the exploit where the "random" free tech can be predetermined by putting research into particular techs.
- Helps players who fall behind technologically. (Conversely, for players far ahead it's still a bare minimum 5% research boost.)
- More flexible than all-or-nothing vanilla agreements, with an effect each turn.
- Most importantly, it avoids penalizing players with an isolated start location on an island or peninsula. These players have less opportunity to form research agreements in the early game, so if costs go up over time, they're hit harder than a player who can make lots of agreements in the early game. Isolated starts will also benefit more from the aid to technologically-backwards civs as described above.
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In 4.05beta the RA bug should be fixed, and citystates start with defensive units.
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Today's v4.06 beta brings two things:
- Maritime city-states now give total 2
:5
(friend:ally) split among the largest 5 cities. When captured, looting all the food stores at once gives an immediate 5
population boom split among the largest 5 cities.
- I've implemented the idea described in my first post of the National Wonders thread (also detailed as "Option B" in the archived posts). I'd like to see, through playtesting, if it makes the game more fun to increase our flexibility to specialize cities, while keeping NWs difficult to get for large empires. Details for each national wonder are on their tooltip ingame.
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The 4.08 beta build brings a lot of bugfixes, Maritimes are now 4


To explore balancing the economic advantage of start locations in the very early game, I delayed the gold bonus on river tiles from the base terrain to the Watermill. Realistically, this portrays how longer and more powerful rivers increase the commercial value of Watermills and Hydro Plants. I reinstated the 1


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Today's v4.09 beta build brings a few main things (I released a .08 but it had a small and important bug, which should be fixed in .09).
- Added the "Hover Info" mod by Adam Watkins to the unofficial patch (for compatibility reasons). This shows extra information when you mouse over unit flags.
- The bonus from Maritime city-states now improves over time, giving 1
friend|2
ally per era. For example, in the Medieval period (third era) Maritimes give 3|6 food, close to the previous value.
- Fixed a bug preventing city tiles from reverting back to vanilla's 1
(previously intended for v4.07).
- Auto-sorting for the production list.
Now units are automatically sorted by:
- Noncombat > combat
- Land > sea > air
- Tech cost
- Name
- Main flavor
- Tech cost
- Name
- National > world
- Name

Here's how I categorized the building flavors, in the order they appear on the list:
- spaceship
- happiness
- expansion, growth, tile improvement, naval growth, naval tile improvement, infrastructure
- production
- military training, offense, defense, recon, ranged, mobile, antiair, naval, naval recon, air, nuke
- city defense
- gold, water connection
- science
- culture
- great people
- wonder
- religion
- diplomacy
- default
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v4.11 beta has the following changes:
- The resource list now show how much is imported from citystates, and deducts these from the displayed "tradable" quantity.
- Promotions now update melee/ranged status as soon as a unit is upgraded, instead of when you end your turn.
- Flag promotions might work more reliably now.
I've also enabled some debug text for these. If you encounter a situation where promotions appear that should not be there, please open the tuner and end your turn, then copy-paste the tuner output to the Bug Reports thread. Please also include information on the promotions that are displaying incorrectly, the unit type, and owner of the unit. This is a very difficult problem for me to track down so detailed feedback is essential. - Clicking the turn timer or date on the top bar now opens InfoAddict if you have it installed.
- +1g on sea tiles from a Seaport, and moved +1f on sea tiles from the Lighthouse to the base coast terrain.
- The Maritime food distribution now prioritizes cities that are not on "avoid growth" status.
- Maritime food distribution now correctly calculates the era.
- Issues with erroneous "turns remaining" for techs might be fixed.
If you encounter a situation where a tech shows negative turns remaining, please post your current and required research for the tech in the Bug Reports thread. - Various other bugfixes I can't quite remember.
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v4.13 beta brings these changes:
- I reverted all National Wonders back to vanilla cost values. The main reason for abandoning the earlier experiment is I couldn't figure out a good way to deal with different map sizes with our current tools.
- National wonders now require the prereq building in 80% of cities. This requirement must be met when construction is started (or resumed), and is not interrupted each time a city is added to the empire (but the cost does go up as normal).
- Harbors
- Removed resource bonuses
- Returned maintenance cost back to vanilla 3
/turn
- +50%
for sea units (was 25%)
- +15xp for sea units (was 0)
- +15xp for air units with an Arsenal.
- Removed local resource requirement for Stables and Forges.
- +1
on Iron from a Forge.
- Reinstated 2
on Chinampas.
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v4.14 beta brings the following changes:
Thalassicus said:The GetYieldModifierTooltip function incorrectly returns growth modifiers in the string, which are not yield modifiers. The GetYieldModifierTooltip function is hardcoded so this bug cannot be fixed directly, though we can write a new function to replace the bugged version.
Second, the GetYieldTooltipHelper function in InfoTooltipInclude.lua is bugged. It should display:
- Base yield
- Base modifiers
- Surplus yield (<Base * YieldMod> - Consumed)
- Surplus modifiers
- Total surplus
It incorrectly displays #3 for #1 and does not show #3, which is significant if Floating Gardens are built in a city.
- Fixed the above bug with vanilla city view's display of food income. It now splits display of all yields into base, base modifier, surplus, surplus modifier, and total. Only relevant information is displayed. This was rather complicated, and took about a day to finish rewriting some rather jumbled vanilla code, so please point out any errors.
- Reverted Smokehouse cost back to vanilla 100
(was 80).
- 100
Watermill (was 120).
- Moved the Camp improvement to Archery to improve the value of the Archery tech. Reduced the cost of the Trapping tech.
- Maritime city-states (MCS) now give a fixed total of 1:friend/2:ally food per era. This total food is split among all cities, with each city's allocation based on its status (capital gets more, razing cities get none, etc). The food each city receives is detailed when you hover the mouse over the city's food total in the city view.
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v4.15 beta brings:
- Arabia's trait now increases trade route income by 10% (was +1
per city). Overall income is about the same in an empire of five 10
cities and five 5
cities, with less gold in a more ICS-oriented empire, and more gold in a highly populated empire.
- Knight tech now requires only Civil Service and Horseback Riding.
- Cavalry tech swapped with Fertilizer.
- Aqueduct and Baths of Trajan moved to former 'trapping' tech, which is now Sanitation. Sanitation is a Classical Era tech focusing on population growth and the economy, unlocking Aqueducts, Baths, and Villages. Civilopedia text:
============================The earliest evidence of urban sanitation was seen in the Indus Valley civilization (2600–1900 BCE). In the cities of Harappa, Mohenjo-daro and Rakhigarhi, individual homes or groups of homes obtained water from wells. From a room that appears to have been set aside for bathing, waste water was directed to covered drains, which lined the major streets.
Roman cities and Roman villas had elements of sanitation systems, delivering water in the streets of towns such as Pompeii, and building stone and wooden drains to collect and remove wastewater from populated areas. One example is the Cloaca Maxima (built c.600 BCE) draining into the River Tiber in Rome.
v4.16 beta:
Implemented a fix for a submarine bug BomberEscort pointed out in this thread here.
- +1 sight range for Submarines and Nuclear Submarines.
- To see submarines, destroyers now must be adjacent to the submarine or attempt to move onto its hex.
- Also, I fixed a bug with maritime citystate food distribution preventing them from working in 4.15.
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v4.17 beta:
- Reverted Destroyers back to 5-tile sight range for revealing subs.
- Reverted river-gold bonus on watermills back to 2
1
(on the building), and reduced maintenance back to vanilla.
- Reverted 1
on freshwater TPs/Villages back to Sailing.
- Reverted 1
on freshwater Mines back to Engineering (left the Lumbermill bonus on Machinery).
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Continued in post #3
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