Hey all,
And we're back! Kinda. Sorry for the delay, things have been crazy lately. Anyways, after a few days of pouring over your many excellent discussions, and after a few tests of my own, I feel we're getting close to a set of solid balance changes. Here's my WIP changelog, pending some additional tests and tweaks, as well as your feedback. I tried to capture the 'essence' of the changes mentioned around the forum, but please note that not every idea for feedback was included, though all were reviewed. Consider this a starting point for a consolidated discussion from this point until the next patch.
G
And we're back! Kinda. Sorry for the delay, things have been crazy lately. Anyways, after a few days of pouring over your many excellent discussions, and after a few tests of my own, I feel we're getting close to a set of solid balance changes. Here's my WIP changelog, pending some additional tests and tweaks, as well as your feedback. I tried to capture the 'essence' of the changes mentioned around the forum, but please note that not every idea for feedback was included, though all were reviewed. Consider this a starting point for a consolidated discussion from this point until the next patch.
Code:
Balance
Difficulty:
All difficulties now gain +2 happiness base, removed +2 happiness from tradition palace bonus
Happiness
Removed specialist unhappy prevention cap
Need divisors now /50 across the board (were /25)
Tech modifier now 100 (was 75)
Growth:
Function (existing values included in /* brackets */):
int iBaseThreshold = /*15*/ GC.getBASE_CITY_GROWTH_THRESHOLD();
int iExtraPopThreshold = int((iPopulation-1) * /*12*/ GC.getCITY_GROWTH_MULTIPLIER());
iBaseThreshold += iExtraPopThreshold;
iExtraPopThreshold = (int) pow(double(iPopulation-1), (double) /*2.22*/ GC.getCITY_GROWTH_EXPONENT());
New values:
20/13/2.3
Plot culture cost up as well (uses same formula)
was 16 multiplier/1.35 exponent, now 20 multiplier/1.40 exponent
iThreshold = iBaseThreshold + iExtraPopThreshold;
Buildings:
Removed base yields from Hospital, Workshop, Grocer
Workshop now +1 production per 10 citizens
Grocer now +1 food per 5 citizens
Hospital now +1 food per 10 citizens
Workshop loses 1 free urbanization unhappiness
Library gains 1 free urbanization unhappiness
Factory urbanization bonus reduced to 1 (was 2)
Internal TR bonuses on Market/Workshop/Stockyard/Factory changed:
Now grant a flat bonus to each route yield type:
Market: ITR gain +2 food
Workshop: ITR gain +2 production
Stockyard: ITR gain +4 food
Factory: ITR gain +4 production
Grocer provides +1 happiness
Civs
Venice
UU: can now found Colonia cities instead of special Colonia towns (Colonia town removed)
Colonia start with 3 pop and 3 extra tiles, as well as a market and a monument
Venice can have max 3 colonia at one time
Piazza: gains +5 flat supply
Arsenale: gains +5 flat supply
Ethiopia:
UA: removed +1 faith on SR
UB: culture mod now 25% (was 33%), faith yield now +2 (was +3)
Celts:
Epona pantheon: now +10 science/culture/gold (was science/culture/food)
Arabia:
UB: now +3 gold (was +4)
Germany:
UB: now +4%p per CS TR (was +3%)
UA: now +2c from CS ally (was +2s/+2c/+2GAP), +2s from CS friend (was +1s/+1GAP/+1c)
China
UA - now +1 gold and +1 food for UA (was culture and food), reduces by 50% at era change
India:
UB: base yields now +3p/+3f (was +2/+4)
Oasis yield now +2p (was +2f)
Lake yield now +2p (was +2f)
Farm Yield now +1f/+1p (was +2f)
Policies
Artistry
Refinement: Removed +2 specialist no unhappy
Authority
Tribute: Food on border expand now Production
Progress
Expertise: removed food on building construction, bumpbed culture to +12 (was +10)
Finisher: now +25g from citizen birth (was +15)
Statecraft
Trade Confederacy: added 'Trade Routes to Civilizations with more Techs and/or Policies than you generate an additional +3 Science and/or Culture'
Fealty
Nobility: food from Castle now Gold
Burghers: removed TR to other civs' bonus; added '1 specialist in each city no longer produces unhappiness
Specialists:
Merchants now +4g base (was +3)
Trade
Divisor for Culture/Science delta for trade routes now 125 (Was 120) - less c/s from international routes
Units:
Adjusted CS for infantry line (old/new)
Fusilier (35/38)
Mehal Sefari (40/42)
Foreign Legion (52/55)
Rifleman (45/48)
Paratrooper (40/42)
Infantry (55/60)
Guerilla (57/62)
Mercenaries (60/62)
Marine (60/65)
Mech Infantry (70/75)
XCOM (70/75)
G
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