Hey all,
New version inbound. Good stuff here.
Online as of 11:40pm EST. Not savegame compatible with saves from prior versions.
Link to auto-installer here: Vox Populi 7-27
Communitas Map: Map Script
Also, as promised, EUI and No-EUI Modpacks for Multiplayer. Untested, so caveat emptor.
Modpacks (7-27)
Cheers,
Gazebo
New version inbound. Good stuff here.
CBO Balance
General:
- Increased # of votes needed to win Diplo Victory
- Modified Tourism (modifiers, values, theming bonuses, etc.) slightly to encourage longer-term requirements for influential status
- Flattened end-game tech curve a little.
- These three changes should bring Science victories a little closer to diplo and culture victories in terms of 'natural conclusion.' We shall see.
- UI updates for text in some areas
- Reduced Quest influence rewards from CS quests by a flat 5
- Revised CBO Difficulty modeling to scale a little less hard into the late game (explosive tech growth should be a bit more controlled)
Buildings:
- Removed maintenance from Customs House
Units:
- Reduced instant value of Great Writers, Merchants, and Scientists slightly
- Revised Great Musician Concert Tour:
- Now grants flat amount of Tourism with the Target civilization based on your recent Tourism per turn (12 turns on normal). # of turns increased by 1 for every owned work of Music (so 5 works = 17 turns of Tourism calculated). Also grants target player 3 Happiness, scaling with gamespeed.
Pantheons:
- Ancestor Worship - reduced ratio to 3 (was 4), Council now +2 culture (was +1), removed Faith
- Beauty - reduced Faith to +2 (Was +3)
- Wisdom - increased ratio to 15 (was 10), increased City bonus to +1 Science +2 Faith
- Stars and Sky - reduced Faith to 1 (was 2)
- Open Sky - shifted ratio to 1c per 2 (Was per 3)
- Craftsmen - Cities with specialists yield +3 Faith, Quarries/Stone Works yield gold/production
- Commerce - ratio now 30, connection now +3/+2 (was +2/+2)
Festivals - Reduced faith to 1 (was 2)
Policies:
- Exploitation: Removed CS upgrade element, added +25% modifier to bullying value for bullying CSs
- Exploration: Removed reveal capitals element, added ability to upgrade units in CS territory that is at least friendly.
- These change should theme Imperialism a little more around your relationship with CSs (good or bad) and removed the rather worthless 'reveal capitals' element
Leaders:
- Eki now gains +1 Food at Chivalry
- Added Gold to Portugal UA, upped UA values to +3 (Were +2)
- Russia: UA now affects tiles earned through culture, bonus reduced to 15
- Synergy on UA/UB combo was lacking. This should help.
CSD:
Reduced CSD diplo unit cost across the board
Reduced Diplo building cost a little
CP:
- Big naval pathing change: Naval units (prior to Astronomy) will now have the ability to move through - but not end their turn on - ocean tiles. This should help clear up congestion on coasts, give melee units a bit more flexibility, and also greatly help the AI with coastline movements. Yes, this is a big change, however ilteroi and I felt it was a useful fix to make the naval game more interesting pre-renaissance.
- Fixes for AI 'suggestions' of unit movement patterns and actions for human players
- Big improvements to tactical and operational AI across the board
- Fix for soft lock during AI automated movement commands
- Added AI homeland model for naval sentries and more responsive AI protection of embarked units
- Fixed trade path cache issue and religion pressure cache path issue
- Big adjustments to AI building/unit production logic (removed most fixed values, added dynamic valuation models to make AI logic a bit more granular)
- Fixed bug in corporation trade route yield multiplier
- Big optimizations in location promotion code, and some other optimizations throughout the DLL
- Worked on the Deal AI some more (AI should be less likely to lowball players)
- Cleaned up the code here and there
- Worked on AI war/peace diplo logic a bit more
- Adjusted AI warmonger valuation a bit (should be a little more sensitive to conquest)
- Lots of smaller AI improvements here and there (Economic AI, purchase AI, etc.)
- Fixed ocean impassable promotions not appearing properly on some upgraded ships
- Fixed some events quirks, including the options and global notifications issues
- Worked on Mercs stuff for JFD some more
- Updated Communitas resource script
New CP API Stuff:
- Added Era-Scaling and Feature Owned Promotion elements to game - modders interested in natural wonders can mess with these.
- Quite simple:
Spoiler :
<Feature_EraYieldChanges>
<Row>
<FeatureType>FEATURE_FUJI</FeatureType>
<YieldType>YIELD_CULTURE</YieldType>
<Yield>1</Yield>
</Row>
</Feature_EraYieldChanges>
This will give Mt. Fuji 1 additional Culture every Era.
For <Features>: <FreePromotionIfOwned>PROMOTION_HERE</FreePromotionIfOwned>
This provides a promotion to all valid units built by the player (works like Himeji)
- Added Specialist Yield Change tables to Events for City/Player level - uses expire etc. tags to function (as with other tables)
- Added bool for making player level events give instant yields to all cities (instead of just capital)
Online as of 11:40pm EST. Not savegame compatible with saves from prior versions.
Link to auto-installer here: Vox Populi 7-27
Communitas Map: Map Script
Also, as promised, EUI and No-EUI Modpacks for Multiplayer. Untested, so caveat emptor.
Modpacks (7-27)
Cheers,
Gazebo