Hey all!
New version inbound. Lots of fun changes here.
New version will be online as of ~12:25 am EST. Installers and standalone versions all updated.
New version inbound. Lots of fun changes here.
Bugfixes:
- Fixed some Deal AI quirks related to peace deals
- A few UI fixes and tweaks, mainly QOL changes
- A few small adjustments to AI deal behavior
- Fixed a few non-scaling yields (gamespeed/era where applicable)
- Fixed some rare bugs and crashes related to unit pointers and operations
- Fixed a bunch of smaller AI quibbles
- AI a little more restricted on third party war/peace/city deals it'll make.
Additions:
Warscore:
- Incorporated Whowards' CS Gifts Mod
- Warscore implementation complete - now, when at war, leader screen has warscore value and a general rundown of what the war has been like (and what the AI wants from you, peace-deal wise). See below. Eat your heart out, Civ:BE:RT.
Warscore is calculated by comparing the following values for the two warring players and finding the middle ground of this set of values:
These values are combined for each player and the median is found, so that the war score of one player is the inverse of the other.
- Military Might
- Economic Might
- Damage dealt to other player
- Current status/location of military units in general
- AI War projection algorithm (more specific, situational values, such as overseas wars, etc.)
(Example: if you have a war score of 10, and they have one of 20, your actual war score is -10 and theirs is 10)
Data is shown in main leader screen underneath 'WAR!' text. Tooltip gives you general information about your warscore (but not numbers, as that's too easy to exploit). If applicable, the tooltip will also show you the type of peace treaty the AI is willing to offer you, or if it refuses to make peace outright.
Why does this matter? This value corresponds directly to the kind of peace deal the AI will make. Peace deals now range on a scale from 0-100, where 0 is white peace and 100 is unconditional surrender. This makes it easier to see what you should expect from the AI. Note that the AI may still refuse to make peace, of course.
Is this cheating? No - it follows the same kind of logic as the spy system - this is simply a chance for players to peer 'under the hood' of the engine to see what the AI already knows/acts upon. Should make for more rational AI war/peace behavior.
Leaders:
- Arabian UA tweaked: Second bonus is now: 'Double movement in Deserts, double healing in Plains.' (Plains overperforming a bit)
- Harappan Reservoir tweaked: now grants +1 Food to Farms, and +1 Production to Flood Plains, but loses +1 Food on Lakes/Oases. (a much more guaranteed bonus from the Farms)
- Inca: all mountains (including unowned ones or those owned by others) create city connections. Bask in the glory of your mountain empire!
- Stele - now 33% plot cost reduction, +25% Faith from City during Golden Age
- Maya - new UI, replaces UB - Kuna (Pyramid) - can be built in owned jungles and forests, but not adjacent to each other. +2 Faith/Science. Available at Construction. Yield bonuses at Archaeology (+2 science), Astronomy (+2 culture), Flight (+2 gold).
Maya now have a jungle/forest start priority
Custom 3d art from Ekmek (Thanks a ton!), custom icon art from yours truly.
Early Era Wonders:
General Balance:
- Mausoleum of Halicarnassus rework: 'We Love the King Day' begins in the City. During 'We Love the King Day', City Production increases by +15%. Receive 50 Culture when a Great Person is expended, scaling with Era. Free Stone Works in City.
- Artemis - gains a free Granary in city when completed
- Zeus - free Forge in City
- Why? Opportunity costs of early wonders best offset if they include something free.
- Terracotta Army units get xp of founding city.
- First prophet now costs 400, second 800 (slow down early religion just a bit, giving players a chance to expand and catch up if need be)
- Completely reworked how the AI understands and handles war/peace values, especially when considering a war's current status and peace
- Effect: AI will get out of wars more cleanly, and humans will be less likely to wiggle out of wars not going their way
- AI now cares about pillaging, plundered trade routes, and civilian casualties of war (formerly did not add into AI's concept of a war's status)
- Adjusted warmonger values upwards slightly.
Policies:
Tradition:
- Opening three branches tweaked a bit. See below.
- Patronage renamed Statecraft (reflects recent shift toward spies and other civs, instead of just CSs)
- Cleaned up some text, clarified some policy descriptions, and fixed some errors.
Progress:
- Opener: added +2 food in capital
- +10% growth (was 5)
- Scaler: +4% growth (was 3)
- Splendor (Tradition) now reads: Expending a Great Person grants +50 Golden Age Points and Culture, scaling with Era. Palace Garden constructed in Capital, providing an Artist Specialist slot and additional Culture from Monuments and Gardens.
- Justice (was Authority) - +25% RCS in cities with a garrison (instead of +1 gold in all cities)
- Sovereignty - +15% GPR in all cities (was +1 culture)
- Devotion - 5 specialists in capital no longer cause unhappiness (Was 15% GPR)
- Liberty now renamed to 'Progress' (i.e. Tradition v. Progress)
- Opener Receive 30 Science when a Citizen is born in your Capital, scaling with Era. Receive 10 Culture when a Technology is researched.
- Additional: 10 additional Culture when a Technology is researched, scaling with Era. (this should have a bit more value early, when it really matters)
- Same Finisher
- City Planning: Cities Receive +10 Food and Culture when they construct Buildings. Bonuses scale with Era. (makes sense to have them both here)
- Citizenship now called Free Labor (same bonus)
- Civil Engineering: +15% Production towards buildings. Tile improvement construction rate increased by 25%. (lumped slow burn bonus of branch into one policy. more punch)
- Code of Laws: +2 Production in every City, +1 happiness per 15 citizens in non-puppet cities. (was good, is now better)
- Liberty: +2 Food in all Cities, and +3 Science from City Conections (scales fairly well, synergizes well)
Authority
- Might now called Authority (more generalized than Might, as it is the expansion branch, not just the 'war' branch)
- Same opener/scaler
- Finisher: Each City with a Garrison generates +1 Happiness and +3 Culture (helps with culture sustain)
- Logistics now called Dominance (same bonus, thematic change)
- Tribute now gives Food instead of Gold (Gold buff from maintenance reduction, needed some growth here)
- Expansionism now Imperium, grants Golden Age Points and Culture from founding/conquering Cities in addition to free settler. (this is the big change- should help expansionists keep up)
- Conscription same as before, except cities already over 6 citizens get a military unit instantly.
- Martial Law same as before (not great, but leads to a nice finisher)
Not savegame compatible!
New version will be online as of ~12:25 am EST. Installers and standalone versions all updated.