New Version - July 27th (7/27)

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Gazebo

Lord of the Community Patch
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Hey all,

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
 
Not sure how I feel about the debuff to GW instant. I get that in vanilla there was essentially no reason whatsoever unless you were going for a culture victory to make a great work but in CBO they have been reasonably well balanced. I usually get half to a quarter of a policy depending on my culture output.
 
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.
"More interesting"?

Is the idea of the Community Patch being dedicated to bugfixes now entirely out the window?

EDIT:

On a super positive note, thank you thank you thank you for the Natural Wonder additions! They are a massive help to my own personal project and I really appreciate the work you're putting in to making the game more modder friendly.
 
Russia: UA now affects tiles earned through culture, bonus reduced to 15
Yay, Border blobs Russia is now a viable thing.
 
I'm about to start a game: no Communitas map option available.

Recommend C+ Custom as the closest alternative instead?

Confirmed.
Just D/L the latest installer and the map is completely borked, it's not even the same file as on the GitHub repo.
Something must have happened when you compiled the installer as the contents of this file look more like a copy from an XML page than a lua script.
 
Not sure how I feel about the debuff to GW instant. I get that in vanilla there was essentially no reason whatsoever unless you were going for a culture victory to make a great work but in CBO they have been reasonably well balanced. I usually get half to a quarter of a policy depending on my culture output.

Maybe all Cultrual GP pop should benefit from having more Great Works.
 
Revised CBO Difficulty modeling to scale a little less hard into the late game (explosive tech growth should be a bit more controlled)

Gazebo

How did tech growth change specifically? The end game tech growth was so dramatic in deity before, hoping a little is not just literally.
 
"More interesting"?

Is the idea of the Community Patch being dedicated to bugfixes now entirely out the window?

I consider 'inability of the AI to wage pre-Renaissance war' a substantial bug, one that can't be addressed with AI improvements to warfare alone. Furthermore, changes to pathfinder do not easily have 'optional' elements like this. Ilteroi can answer more than I just how difficult it would be to add as an option, however the actual impact on gameplay is less drastic than you think. I see it as a change not unlike the Warscore addition for diplomacy: a bugfix for an element of the game that was never really fleshed out and/or made functional by Firaxis.

Besides, previous civ games used this system (move into ocean, but not stop on it) for pre-astronomy vessels.

I'm about to start a game: no Communitas map option available.

Recommend C+ Custom as the closest alternative instead?

Confirmed.
Just D/L the latest installer and the map is completely borked, it's not even the same file as on the GitHub repo.
Something must have happened when you compiled the installer as the contents of this file look more like a copy from an XML page than a lua script.

Used the version on github. Try reuploading your changes, expiredreign, might've been a bad upload.

G
 
<snip>
Used the version on github. Try reuploading your changes, expiredreign, might've been a bad upload.

G

Not an issue with the file on the repo, that's fine and is what I have in my install now.
The mapscript from the installer looks more like an copy/paste from a webpage and isn't even remotely close to what a mapscript looks like.
 
Not an issue with the file on the repo, that's fine and is what I have in my install now.
The mapscript from the installer looks more like an copy/paste from a webpage and isn't even remotely close to what a mapscript looks like.

Not sure. I'll check and reupload later.

G
 
Festivals - Reduced faith to 1 (was 2)

Never was the biggest festival fan, but with this change the pantheon is essentially garbage. You're going to heavily struggle to found, there is no way for example that the new festivals can keep up with the new wisdom in the faith department, and even if you manage to found all you're going to get out of it are some early-game yields that are a lot weaker than for example the happiness from God of All Creation.
 
I reached the max. download capacity? Whaaat? Mega wants to offer me a subscription for downloading VP.. Oh good, there is a mirror..
 
Wow this looks massive!

Big adjustments to AI building/unit production logic (removed most fixed values, added dynamic valuation models to make AI logic a bit more granular
Sounds like major effort! What happened exactly?

Added Specialist Yield Change tables to Events for City/Player level - uses expire etc. tags to function (as with other tables)
I have an overpowering desire to go back to my nearly complete events and add this now, such a good idea!

Added bool for making player level events give instant yields to all cities (instead of just capital)
Tyvm!

Never was the biggest festival fan, but with this change the pantheon is essentially garbage.
I would also like to hear the thinking behind this one.
 
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.

This sounds like a great idea. Could the same principle apply to other great persons, e.g. have Great Scientist instant value based on # of academies, and so on?
 
CBO Balance
General:
&#8226;Increased # of votes needed to win Diplo Victory
&#8226; Modified Tourism (modifiers, values, theming bonuses, etc.) slightly to encourage longer-term requirements for influential status
&#8226; Flattened end-game tech curve a little.
&#8226; These three changes should bring Science victories a little closer to diplo and culture victories in terms of 'natural conclusion.' We shall see.
&#8226; Reduced Quest influence rewards from CS quests by a flat 5

Only thing I disagree with here is the lowering of CS quest influence. Nothing wrong with quests right now, I think they were absolutely perfect, it was just that diplo units were too expensive.

Buildings:
&#8226;Removed maintenance from Customs House

Good change!

Units:
&#8226;Reduced instant value of Great Writers, Merchants, and Scientists slightly

I know this is a "slight" change, but I think its premature, I thought the plan was to try out an alternate GM and then see how it went. This basically nerfs the amount of science and culture we generate over time with no counter balance.

&#8226; Revised Great Musician Concert Tour:
&#8226; 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.

I assume the number is still static, meaning there is no value in waiting to use the GM? If so, its an interesting concept, I think it would be interesting to run some math and determine if it actually makes great works worthwhile.

Pantheons:
&#8226;Ancestor Worship - reduced ratio to 3 (was 4), Council now +2 culture (was +1), removed Faith
&#8226; Beauty - reduced Faith to +2 (Was +3)
&#8226; Wisdom - increased ratio to 15 (was 10), increased City bonus to +1 Science +2 Faith
&#8226; Stars and Sky - reduced Faith to 1 (was 2)
&#8226; Open Sky - shifted ratio to 1c per 2 (Was per 3)
&#8226; Craftsmen - Cities with specialists yield +3 Faith, Quarries/Stone Works yield gold/production
&#8226; Commerce - ratio now 30, connection now +3/+2 (was +2/+2)
Festivals - Reduced faith to 1 (was 2)
All decent changes. People I think are overreacting on the festivals change, you can still compete for a religion, especially with tradition (I think a lot of people forget that a tradition player may have access to some faith-lacking pantheons and still get a religion because of their faith bonus).

Policies:
&#8226;Exploitation: Removed CS upgrade element, added +25% modifier to bullying value for bullying CSs
&#8226; Exploration: Removed reveal capitals element, added ability to upgrade units in CS territory that is at least friendly.
&#8226; These change should theme Imperialism a little more around your relationship with CSs (good or bad) and removed the rather worthless 'reveal capitals' element

I wish I had known you already had plans for Imperalism before I made that thread, else I wouldn't have bothered to offer alternate policies:) Exploitation looks good, Exploration still seems strange, but its better than the reveal capitals. Overall this didn't really address any of my concerns on the tree, but again I think it needs tuning not rebuilding.

CSD:
Reduced CSD diplo unit cost across the board
Reduced Diplo building cost a little
WOO HOO!!!

CP:&#8226;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.

The big change here is that it opens up much more of many maps before astronomy. Many an island could be reached if I can cross brief stretches of ocean. Also, how does it work if I try to cross ocean not knowing if there is land on the other side?

Ultimately my question is, what issue is this trying to solve? If it is solving melee naval ships early game, I think this is a big overreaction to that problem.

&#8226; Updated Communitas resource script

What was changed here?
 
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