(2R-03) The Ratification Vote Poll: Part 3

RATIFICATION VOTE: Do you want to keep or repeal these proposals and changes? (instructions below)

  • Repeal Changes to Naval Unit Gifts from Militaristic City-States

    Votes: 0 0.0%

  • Total voters
    51
  • Poll closed .
Status
Not open for further replies.

Recursive

Already Looping
Moderator
Supporter
Joined
Dec 19, 2017
Messages
4,782
Location
Antarctica
This is part 3 of the Ratification Vote Poll.
Part 1: https://forums.civfanatics.com/threads/2r-01-the-ratification-vote-poll-part-1.681143/
Part 2: https://forums.civfanatics.com/threads/2r-02-the-ratification-vote-poll-part-2.681146/

Voting Instructions:
For each proposal or set of changes in the poll:

Keep votes to KEEP the changes as-is, with no modifications except bugfixes. However, the changes can be modified in the next VP Congress through Proposals. IMPORTANT: If you think a change is in the right direction but needs modifications that aren't covered by an existing Ratification Option, vote "Keep" and make a proposal later on.

Repeal votes to REMOVE the changes.

You can vote for any number of options.

All votes are public. If you wish, you can discuss your choice(s) in the thread below. You can change your vote as many times as you want until the poll closes.



PROPOSALS AND CHANGES TO BE RATIFIED
ChangesRelease or Most Recent Fix DateNotes
(1-39) Proposal: Rework the defense buildings (walls) lineNovember 22
(1-40) Proposal: Remove the 10% unit supply bonus from HospitalNovember 22
Changes to Naval Unit Gifts from Militaristic City-StatesNovember 22
Changes to China (beyond those in proposal 10)November 22
Change to Difficulty Bonuses (beyond those in proposal 5a)November 22
Change to Great EngineersNovember 22
Changes to Happiness SystemNovember 22
Change to World Wonder Production CostsNovember 22

Additional Non-Proposal Changes Awaiting Ratification:
Code:
Changes to Naval Unit Gifts from Militaristic City-States
    - Non-coastal City-States can no longer gift naval units
    - Naval unit gifts from City-States will be delivered to the nearest city which can reach the City-State via sea, ignoring canals
       If there is no such city, it will try to deliver the unit to the closest coastal city by distance
       If there is no such city, it will not gift a naval unit

Changes to China (beyond those in proposal 10)
       - Start bias changed to Avoid Hills
       - Food from UA increased to +2 (the +1 Gold and +10% Food was removed in proposal 10)

Change to Difficulty Bonuses (beyond those in proposal 5a)
      - City-specific yields from difficulty bonus are no longer applied to puppet, resistance or razing cities
          Also, any remainder is added to the capital instead of being lost

Change to Great Engineers
    - Great Engineers now provide Production equal to 5 turns of the best city's average recent output

Changes to Happiness System
    Happiness
    - The global need medians are now based on the true median, not the 55th percentile (still change gradually from turn to turn)
    - Tech Modifier is now removed entirely, unfun because it's out of the player's control
    - City Size Modifier is now removed entirely
    - Empire Size Modifier is now +5% per non-puppet city (excluding the capital), plus +1% per 4 non-puppet citizens, scaling with map size
    - Unhappiness from Isolation nerfed to 0.34 per citizen, rounded down (was 0.34 per citizen, rounded up)
    - Removed remnants of luxury pop scaler from the code
    - Nearly all % modifiers to need medians on buildings, policies, and projects have been replaced by flat Unhappiness reductions (exceptions: Empire Size, Spy Events, Carnival, Air Units, Processes)
    - Unhappiness penalty to growth is now -2.5% per approval rating % below 50, instead of -25%, -50% and -75% at Unhappy/Very Unhappy/Super Unhappy

    Buildings
       Twokay Foods Office
       - Gains -1 Unhappiness from all Needs in all cities
       - Loses 5% need median reduction to Distress, Poverty, Illiteracy, Boredom in all cities
       - Loses 5% reduction to Religious Unrest in all cities

    Ideologies
        Autocracy
          New World Order
          - Gains -2 Unhappiness from Distress in all cities
          - Loses 20% need median reduction for Distress in all cities

        Freedom
          Avant Garde
          - Gains -2 Unhappiness from Boredom in all cities
          - Loses 20% need median reduction for Boredom in all cities

        Order
          Academy of Science
          - Gains -2 Unhappiness from Illiteracy in all cities
          - Loses 20% need median reduction for Illiteracy in all cities

          Peace, Land, Bread
          - Gains -2 Unhappiness from Poverty in all cities
          - Loses 20% need median reduction for Poverty in all cities

    Policies
      Fealty
         Divine Right
         - Gains -2 Unhappiness from Boredom in all cities
         - Loses 15% need median reduction for Boredom in all cities

      Industry
         Free Trade
         - Gains -2 Unhappiness from Poverty in all cities
         - Loses 15% need median reduction for Poverty in all cities

      Progress
         Equality
         - Gains -1 Unhappiness from Distress, Poverty, Illiteracy and Boredom in all cities
         - Loses 10% need median reductions for Distress, Poverty, Illiteracy, and Boredom in all cities

      Rationalism
         Opener
         - Gains -1 Unhappiness from all Needs in all cities
         - Loses 5% need median reduction for Distress, Poverty, Illiteracy and Boredom in all cities

         Scaler
         - Loses 2% need median reduction for Distress, Poverty, Illiteracy and Boredom in all cities

         Free Thought
         - Gains -5 Unhappiness from Religious Unrest in all cities
         - Loses 50% reduction to Religious Unrest in all cities

         Finisher
         - Gains -1 Unhappiness from all Needs in all cities

    Projects
      Public Works
      - Gains -1 Unhappiness from all Needs in the city
      - Loses 10% need median reduction to Distress, Poverty, Illiteracy, Boredom in the city
      - Loses 10% reduction to Religious Unrest in the city

    Wonders
       Grand Temple
       - Gains -1 Unhappiness from Religious Unrest in all cities
       - Loses 10% reduction to Religious Unrest in all cities

       Great Cothon
       - Gains -1 Unhappiness from Poverty in all cities
       - Loses 10% need median reduction for Poverty in all cities

       Hermitage
       - Gains -1 Unhappiness from Boredom in all cities
       - Loses 10% need median reduction for Boredom in all cities

       Independence Hall
       - Gains -1 Unhappiness from Boredom in all cities
       - Loses 10% need median reduction for Boredom in all cities

       National College
       - Gains -1 Unhappiness from Illiteracy in all cities
       - Loses 10% need median reduction for Illiteracy in all cities

       National Intelligence Agency
       - Gains -1 Unhappiness from Distress in all cities
       - Loses 10% need median reduction for Distress in all cities

       National Treasury
       - Gains -1 Unhappiness from Poverty in all cities
       - Loses 10% need median reduction for Poverty in all cities

       Royal Library
       - Gains -1 Unhappiness from Illiteracy in all cities
       - Loses 10% need median reduction for Illiteracy in all cities

Change to World Wonder Production Costs
- World Wonders from 3 or more eras ago now increase the cost of new World Wonders by 5% each.
 
Last edited:
Status
Not open for further replies.
Top Bottom