CBP v65, CP v11 - Release

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Gazebo

Lord of the Community Patch
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Hey all,
After a month of out-of-state business, I'm back, and the mod is back in gear! Stop playing Beyond Earth and get back to Earth!

Changelog:

- Integrated changes from October Patch of CiV
- Integrated v65 of Whoward's DLL
- Added building changes below
- Added leader changes below
- Optimized and edited DLL where necessary
- New artwork for all added buildings courtesy Nutty, Lord Tirian, and CEP
- New custom LUA for Culture Overview (courtesy KyteM)
- Small balance tweaks and changes to mod
-- Legalism buffed (+2 science, +1 per 4 citizens)
-- Faith value of religious NWs changed
-Spies causing rebellion now spawn barbarian units around the city they are spying on.
- New Goody Huts: Production boost and Golden Age Point boost. Deleted 'Map' Goody Hut, as was loathed.
- New version of CSD released (v25) - fixes issue where Barbarian capture of a city made the city's artstyle become invisible.

Building Changes
- Changes based on Community Balance Patch team:

Watermill - Maintenance reduced from 2 to 1.
Aqueduct - +1 food to Lakes, Oasis
Garden - +1 food to Citrus, Wine. No terrain prereq. 100 hammers cost
Hospital - -1 maintenance. 210 hammers cost
Medical Lab - 350 hammers cost

Temple - +1 faith on incense and wine, -1 maintenance. Shrine no longer a prereq

Amphitheater - +1 culture to Dye, +2 culture
Opera House - +3 culture, +1 culture with Silk. Amphitheater no longer a prereq
Museum - Opera House no longer a prereq
Broadcast Tower - Museum no longer a prereq

Armory - 20xp for new units
Military Academy - 20xp for new units, +5 to city heal

Stadium - +1 happy, -1 unhappiness from poverty. 320 hammers
Circus - +1 maintenance.

Stables - Add +1 production. All mounted units gain +15% production.
Forge - Grants +3 Production, moved to Iron Working (cost reduced).
Stoneworks - No longer has a terrain prereq.

Harbor - grants +15% naval unit production.
Seaport - +2 prod, +1 gold to sea resources. Harbor no longer a prereq, lost +15% naval unit production bonus.

Market - +1 gold spices and sugar
Mint - +2 gold, +1 gold to copper, silver, gems, gold
Caravansary - +1 gold, +1 gold to truffles, cotton, fur.

Library - 1 scientist slot (was 0) , no increase in maintenance
University - 1 scientist slot (instead of 2), +1 science to jungles (was 2), +1 maintenance.
Public School - +1 maintenance
Research Lab - +1 science to jungles (was 0), +1 maintenance.
Observatory - +4 science, +15% science. Can be built on a city within 2 of a mountain tile

Windmill -125 hammers (was 250, 50% reduction)
Hydro Plant - Requires watermill (no aluminum). -2 maintenance. 225 hammers

Courthouse - 140 Production cost, Additional cost based on number of cities. Higher rush buy cost.
Walls - 100 hitpoints (was 50)
Castle - 150 hitpoints (was 25)
Arsenal - 200 hitpoints (was 25)
Military Base - 250 hitpoints (was 25)
Bomb Shelter: +1 Happiness, +5 City Defense.

Royal Library - given two slows for great works, grants additional XP
Bazaar - grants 3 faith, but no longer doubles luxuries
Ceilidh Hall - moved to Classical, replaces Colosseum. Grants +1 Faith, +1 Culture, and +3 Happiness
Mud Pyramid Mosque - grants +3 Culture, +3 Faith
Longhouse - grants +15% Production, and is cheaper

New Buildings:
Triumphal Arch- unique Roman Monument - +1 Production, +2 Culture
Odeon - unique Greek Amphitheatre - no Great Work slot, but grants +4 culture and 1 gold. Grants +2 Tourism when you research Philosophy.
Well - more expensive Watermill, only buildable without access to Fresh Waster
Basilica- unique Byzantine Temple - no maintenance, +1 Gold, and grants additional faith based on city population
Indus Canals - Indian unique Aqueduct - retain 50% of food, cheaper and less expensive than standard Aqueducts
Dojo - unique Japanese Armory. Grants additional experience, and adds +1 culture to nearby horses and iron
Mission - unique Spanish Castle. Grants large amount of Faith when built, is cheaper/weaker than Castle, but grants +2 Production.
Skola - unique Swedish Public School - grants +25% culture, and +1 science for every two citizens in a city. Is cheaper and has lower maintenance than a public school.
Baths - Acts like a Garden, except is more expensive and it cannot be built next to fresh water
Wind Plant - +1 Production in every Grassland tile - only available when not next to Fresh Water.

National Wonder Changes:
National College reduced to +25% Science.

New National Wonders added:
Jelling Stones - unique Danish National Epic - has no Great work slot, but grants +3 Tourism, +3 Culture, and increases GP rate by 33% for the city. Grants a large amount of culture when completed, and starts a golden age.
Doge's Palace - unique Venetian Palace - has no great work slot, but grants +2 to all Palace yields and defense (except culture, which is +1)

Leaders (changes added to original bonus unless otherwise noted)
Ahmad Al-Mansur - Kasbah buffed (additional gold and culture)
Alexander - +2 Culture per each city.
Ashurbanipal - Royal Library buffed
Askia - Mosque buffed
Attila - Disorder reduced by 25% in all cities.
Augustus - Ballista removed, replaced with Triumphal Arch
Boudicca - Ceilidh Hall moved to Classical Age, buffed
Enrico - Galleass removed, replaced with Doge's Palace
Gajah - No unhappiness from isolation, Candi buffed
Gandhi - replaced ability: 'reduced unhappiness from Poverty and Illiteracy in all cities by 25%,' replaced Mughal Fort with Indus Canals
Genghis - Automatically annexes city-states that are very afraid.
Gustavus - Hakkepelitta replaced with Skola
Haile - Free Great Engineer at Industrialization
Harald - Ski Infantry replaced with Jelling Stones
Harun - Bazaar changed
Hiawatha - all land military units receive Woodsman promotion, Longhouse buffed
Isabella - Tercio replaced with Mission
Kameameha - Moai buffed (additional production)
Oda- Zero replaced with Dojo
Ramesses - Burial Tomb changed
Suleiman - replaced ability: 'Innovation Through Commerce: Recieve 40 science and golden age points every time you initiate a trade route, and a free Caravansary in your first four cities.'
Theodora - replaced Dromon with Basilica, no Unhappiness from Religious Strife.
Washington - B17 Replaced with Frontiersman
William - Polder boosted (+1 Production from start)


New Units:
Frontiersman - unique American settler. Moves faster, has better vision, and always evades capture by barbarians (unless it is trapped, at which point it is destroyed).

New versions will be uploaded around 10:30pm on Oct 30th. Happy Halloween!

Cheers,
G
 
Hello. I just found this mod today, and lo and behold a patch. It sounds very exciting. However when I tried to use it, all my tiles show only food. Like 2 production 3 food shows as 2 food and 3 food. I unchecked all my other mods and i removed the EUI mod but that didn't help. I then tried putting the EUI mod back in with the changes on the first page but that didn't help either. My buddy did the same thing as me and his is fine so clearly something about my configuration. Any thoughts? I am on the newest civ version.
 
That did the trick. To the author, probably should add that to the instructions in the EUI spoiler section. So far really liking this mod! Thanks for the hard work.
 
Here is a bug report. I watched turn after turn as Eliz just let barbs sit in her land. She had an archer in her city and the barbs were at like 80% but they wouldn't die. Since everything was pillaged, the barbs should not have been able to out heal the attacks so I am assuming she was not shooting at them.
 
There were actually 2 barb axemen, both almost dead. I waited for like 4-5 turns because I was trying to get my prophet in and didnt want the barbs to take him. I cant think of a reason she wouldnt be able to finish off them in that amount of time. I will post in the bug thread.
 
Hi Gazebo,

Quick question. Is there any chance of making this patch compatible with the Health & Plague mod? Your previous version of the Community Patch was compatible, but not this one. Of course, previous versions of CBP have not been compatible with H&P. That's a shame, as I really do love that mod too!

Yours,

Aussie.
 
- New Goody Huts: Production boost and Golden Age Point boost. Deleted 'Map' Goody Hut, as was loathed.

People really hated the map-hut more than they hated the "spotted barbarian activity" one?
 
Excited to see those building changes in the mod!

I'll take a more detailed look after the weekend and provide feedback.
 
Great changes but some of the new additions are a bit... Boring.

Triumphal Arch is probably the least interesting building idea ever. It is also just inferior to the Stele - I'd rather get a nearly certain religion than a production bonus I likely won't even notice once my city has more than 6 people. Liburna from Communitas was just superior to this and I think even the old Ballista is better than this thing. I fail to see the point of replacing an incredibly dull and boring UU with an UB which is even worse in this regard because you can't even see it.

You could just as well add +1 production per city to the UA - you'll get the monument everywhere anyway, it's not like it's a Stele in which case it'd be too powerful to be just given out instantly because you'd get the pantheon/religion way too quickly.

I could see the Triumphal Arch become interesting if it gained yields once a city is conquered and/or a GG is spawned by Rome/visits a city if such a thing is possible and/or plausible. It'd reward aggressive play which fits the historical Romans very well.

Also why is 1 iron per city gone? Or was it only in Communitas and I'm mistaken?

Other things I dislike are the Doge Palace (similar reasons to the Arch but at least it has a point) and the Yelling Stones (if they don't have the Morale Promotion, otherwise I don't really see a problem here - it's powerful, yes, but it's only in one city so no problem).

Also Suleiman's UA... If it is as described then it appears to be very easy to abuse with a developed city capable of quick Caravan generation and barbarians, doubly so if you went Conquest.

Just make a Caravan, send it through a Barbarian infested area, make another Caravan, send it through the same area, repeat infinitely, gain science/golden ages at an awesome rate, gain stuff for killing the newly spawned Barbarians who attack your lands, profit. Too abusable for how easy it'd be to accomplish and it's even worse since it actually gives you great benefits for doing stupid things which should, if anything, be punished.

Also I don't understand the Great Engineer for Ethiopia. Why? It seems like a completely random addition.
 
Hi Gazebo,

Quick question. Is there any chance of making this patch compatible with the Health & Plague mod? Your previous version of the Community Patch was compatible, but not this one. Of course, previous versions of CBP have not been compatible with H&P. That's a shame, as I really do love that mod too!

Yours,

Aussie.

I'll look into it, yep.

People really hated the map-hut more than they hated the "spotted barbarian activity" one?

That one has a guaranteed 'success,' at least. And yeah, I'd say so.

Triumphal Arch is probably the least interesting building idea ever. It is also just inferior to the Stele - I'd rather get a nearly certain religion than a production bonus I likely won't even notice once my city has more than 6 people. Liburna from Communitas was just superior to this and I think even the old Ballista is better than this thing. I fail to see the point of replacing an incredibly dull and boring UU with an UB which is even worse in this regard because you can't even see it.

You could just as well add +1 production per city to the UA - you'll get the monument everywhere anyway, it's not like it's a Stele in which case it'd be too powerful to be just given out instantly because you'd get the pantheon/religion way too quickly.

I could see the Triumphal Arch become interesting if it gained yields once a city is conquered and/or a GG is spawned by Rome/visits a city if such a thing is possible and/or plausible. It'd reward aggressive play which fits the historical Romans very well.

Also why is 1 iron per city gone? Or was it only in Communitas and I'm mistaken?

Other things I dislike are the Doge Palace (similar reasons to the Arch but at least it has a point) and the Yelling Stones (if they don't have the Morale Promotion, otherwise I don't really see a problem here - it's powerful, yes, but it's only in one city so no problem).

Also Suleiman's UA... If it is as described then it appears to be very easy to abuse with a developed city capable of quick Caravan generation and barbarians, doubly so if you went Conquest.

Just make a Caravan, send it through a Barbarian infested area, make another Caravan, send it through the same area, repeat infinitely, gain science/golden ages at an awesome rate, gain stuff for killing the newly spawned Barbarians who attack your lands, profit. Too abusable for how easy it'd be to accomplish and it's even worse since it actually gives you great benefits for doing stupid things which should, if anything, be punished.

Also I don't understand the Great Engineer for Ethiopia. Why? It seems like a completely random addition.

Triumphal Arch will be getting a nifty ability soon enough (I've avoided adding dll functions, as I had a lot of syncing up to do first). The +1 Production is handy, mind you.

1 Iron per city was a CEP thing.

Doge's Palace was chosen to help Venice's early game, and because a UB for Venice that you have to build feels odd (as they'll only get to choose that once). Making it the Palace is a nice flavor addition, and it is quite helpful.

Jelling Stones don't replace the Heroic Epic (they replace the National Epic) - that's a typo in my changelog.

Suleiman's UA declines in power as the game goes along. If you want to set up the perfect city and spend all of your city's production/time churning out Caravans for the slaughter...who am I to judge? 40 Science per Caravan becomes way less powerful after turn 100, and the GA loses efficacy after your first Golden Age or two. I'd say it is strong, and 'abuseable,' but only in very situational circumstances, and only if you want to invest the time into doing so.

Ethiopian Great Engineer was chosen because of Ethiopia's historical 'leap' forward in science and industry during the late 19th c. that, ultimately, allowed it to stave off Italian invasion during the scramble. Thus, the 'Spirit of Adwa' (or Adowa).

I'd give everything a play first before you offer too much critique.

Cheers,
G
 
Also why is 1 iron per city gone? Or was it only in Communitas and I'm mistaken?
Communitas only, it was never in "standard" Civ5.
Also Suleiman's UA... If it is as described then it appears to be very easy to abuse with a developed city capable of quick Caravan generation and barbarians, doubly so if you went Conquest.
Hah, there's some parallel evolution happening, I see. I basically thought up the same ability as possible ability for German and noticed the same problem. Easy fix: you get the bonus when you complete the route.
 
Communitas only, it was never in "standard" Civ5.

Hah, there's some parallel evolution happening, I see. I basically thought up the same ability as possible ability for German and noticed the same problem. Easy fix: you get the bonus when you complete the route.

Ha! Great minds think alike, but it was my idea first! :lol:

If abuse becomes an issue, we can adjust that, sure.
G
 
Triumphal Arch will be getting a nifty ability soon enough (I've avoided adding dll functions, as I had a lot of syncing up to do first). The +1 Production is handy, mind you.

1 Iron per city was a CEP thing.

Doge's Palace was chosen to help Venice's early game, and because a UB for Venice that you have to build feels odd (as they'll only get to choose that once). Making it the Palace is a nice flavor addition, and it is quite helpful.

Jelling Stones don't replace the Heroic Epic (they replace the National Epic) - that's a typo in my changelog.

Suleiman's UA declines in power as the game goes along. If you want to set up the perfect city and spend all of your city's production/time churning out Caravans for the slaughter...who am I to judge? 40 Science per Caravan becomes way less powerful after turn 100, and the GA loses efficacy after your first Golden Age or two. I'd say it is strong, and 'abuseable,' but only in very situational circumstances, and only if you want to invest the time into doing so.

Ethiopian Great Engineer was chosen because of Ethiopia's historical 'leap' forward in science and industry during the late 19th c. that, ultimately, allowed it to stave off Italian invasion during the scramble. Thus, the 'Spirit of Adwa' (or Adowa).

I'd give everything a play first before you offer too much critique.

Cheers,
G

It surely is broken with Suleiman. Caravan costs 75 (?) production and for sending it you get 40 science/GA points as well as the benefits for killing one more barbarian if you went Conquest. You could easily outscience Babylon and even Korea with it. Abusing barbarians is not even the best way to do it!

The only currently existing competition to such a thing is using the change Production to Science thing which IIRC only works at a 25% rate so it's always going to be inferior - it won't give you nearly as many benefits (science/gold/culture for the free barbarian, more science than the alternative, GA points).

Bonus on route completion is still a bad fix, it doesn't remove another way to abuse the UA which I didn't mention before - it's even more effective but can't be repeated as many times without becoming widely hated, unfortunately.

Why do I say it'd still be abusable? Well, just send all caravans to Gandhi, declare war on Gandhi, routes are all completed and returned, you get free science/GA points WITHOUT even losing production from the caravans. On the same turn you can send them all to CS X. Declare war on it. Free Science/GA points. Repeat as many times with as many CS/Civs as you can, easy profit without consequence.

I removed this UA myself, I'm sorry but it's just badly thought out. The fact it doesn't really seem to fit very much doesn't help - I'll be honest, scientific supremacy over all is hardly the first thing that comes to mind here.
 
Great changes but some of the new additions are a bit... Boring.

Triumphal Arch is probably the least interesting building idea ever. It is also just inferior to the Stele - I'd rather get a nearly certain religion than a production bonus I likely won't even notice once my city has more than 6 people. Liburna from Communitas was just superior to this and I think even the old Ballista is better than this thing. I fail to see the point of replacing an incredibly dull and boring UU with an UB which is even worse in this regard because you can't even see it.

You could just as well add +1 production per city to the UA - you'll get the monument everywhere anyway, it's not like it's a Stele in which case it'd be too powerful to be just given out instantly because you'd get the pantheon/religion way too quickly.

I could see the Triumphal Arch become interesting if it gained yields once a city is conquered and/or a GG is spawned by Rome/visits a city if such a thing is possible and/or plausible. It'd reward aggressive play which fits the historical Romans very well.

Also why is 1 iron per city gone? Or was it only in Communitas and I'm mistaken?

Other things I dislike are the Doge Palace (similar reasons to the Arch but at least it has a point) and the Yelling Stones (if they don't have the Morale Promotion, otherwise I don't really see a problem here - it's powerful, yes, but it's only in one city so no problem).

Also Suleiman's UA... If it is as described then it appears to be very easy to abuse with a developed city capable of quick Caravan generation and barbarians, doubly so if you went Conquest.

Just make a Caravan, send it through a Barbarian infested area, make another Caravan, send it through the same area, repeat infinitely, gain science/golden ages at an awesome rate, gain stuff for killing the newly spawned Barbarians who attack your lands, profit. Too abusable for how easy it'd be to accomplish and it's even worse since it actually gives you great benefits for doing stupid things which should, if anything, be punished.

Also I don't understand the Great Engineer for Ethiopia. Why? It seems like a completely random addition.

This feels like a discussion better left for the Leader discussion threads. But I do agree about replacement monuments being boring, that's why I suggested keeping the CEP Forum instead.

Doge's Palace is fine, but in my opinion is shouldn't replace the Great galleas since that is actually Venice' best way to expand. I don't think Doge's palace is strong enough to be a unique on its own, but then again I don't think the merchant of venice should take up a unique unit slot either since it is a product of your UA.
In my opinion having all 3 shouldn't be that gamebreaking.

Bonus on route completion is still a bad fix, it doesn't remove another way to abuse the UA which I didn't mention before - it's even more effective but can't be repeated as many times without becoming widely hated, unfortunately.

Why do I say it'd still be abusable? Well, just send all caravans to Gandhi, declare war on Gandhi, routes are all completed and returned, you get free science/GA points WITHOUT even losing production from the caravans. On the same turn you can send them all to CS X. Declare war on it. Free Science/GA points. Repeat as many times with as many CS/Civs as you can, easy profit without consequence.

I'm pretty sure traderoutes are destroyed upon wardeclarations, and not considered completed. So you would get neither your caravans back nor any science/GAP
 
This feels like a discussion better left for the Leader discussion threads. But I do agree about replacement monuments being boring, that's why I suggested keeping the CEP Forum instead.

Doge's Palace is fine, but in my opinion is shouldn't replace the Great galleas since that is actually Venice' best way to expand. I don't think Doge's palace is strong enough to be a unique on its own, but then again I don't think the merchant of venice should take up a unique unit slot either since it is a product of your UA.
In my opinion having all 3 shouldn't be that gamebreaking.

I must agree here, it wouldn't be broken. Great Galeass isn't exactly the best thing ever and so it would hardly break the game if Venice could get it too.



I'm pretty sure traderoutes are destroyed upon wardeclarations, and not considered completed. So you would get neither your caravans back nor any science/GAP

...I think you may be right here. I think the interaction here was a bit confusing though - I vaguely recall that several times I got my TR back but I could be wrong because I also remember losing them. Could've been a timing coincidence or some sort of a weird interaction.

But yes, it makes my complaint wrong if the UA was in the future changed to give the reward upon completion.
 
Garden - +1 food to Citrus, Wine. No terrain prereq. 100 hammers cost

Baths - Acts like a Garden, except is more expensive and it cannot be built next to fresh water

Either one of these are wrong, or you can hade 2 gardems in cities without freshwater access? :D


Also there is a line about Candi being buffed, but no actual buildingchange mentions Candi.
Gajah - No unhappiness from isolation, Candi buffed
 
I must agree here, it wouldn't be broken. Great Galeass isn't exactly the best thing ever and so it would hardly break the game if Venice could get it too.





...I think you may be right here. I think the interaction here was a bit confusing though - I vaguely recall that several times I got my TR back but I could be wrong because I also remember losing them. Could've been a timing coincidence or some sort of a weird interaction.

But yes, it makes my complaint wrong if the UA was in the future changed to give the reward upon completion.

I didn't pull the UA out of thin air – I've tested it many times with other tech-heavy civs to see how they all work together, and the Ottomans were never massively outpacing them. Is it perfect? No, but it is far more historically-relevant to the Ottomans (trade was an essential means by which the Ottomans innovated in the 14-15th centuries). Now, there are ways to make the UA less 'gameable,' but the UA is not inherently broken. In any case, we should take the discussion to the Leaders threads.


Either one of these are wrong, or you can hade 2 gardems in cities without freshwater access?


Also there is a line about Candi being buffed, but no actual buildingchange mentions Candi.

The garden is wrong - it still requires freshwater (changelog typo)
Candi gets a buff of granting a large boost of culture every time the city increases its population. I'll add to list.

G
 
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