New Beta Version - December 20th (12/20)

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Gazebo

Lord of the Community Patch
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Hey all,

Happy holidays! New beta inbound. (Yes I know 12-20; I had it ready last night but my internet died.)

Code:
AI
  Diplo AI tweaks and fixes from Recursive
  Major tactical overhaul from ilteroi
  Numerous bugfixes and performance improvements
  AI improvements to policy, unit, and building selection
New VP Icons from AsterixRage
Balance
    Ideologies
        Freedom
            Space Procurements
                Now an investment in the SS part, not an outright purchase
            Urbanization
                Now +4food (was +2) on tiles
        Order
            Spaceflight Pioneers
                Engineer hurrying boosted by 50%
            Peace, Land, Bread
                Added -20% building maintenance modifier
            Workers Faculties
                Receive 5 free factories immediately
            Five Year Plan
                +1 production on tiles now +3
            People's Army
                Now grants 5 free academies, public schools generate +5c/+2h (was +3/+1)
            Academy of Sciences
                Now grants 5 free laboratories, labs generate +5 science (was +0)
            Cultural Revolution
                Added +5 tourism from each great work
    Leaders
        Germany
            +3 yield for ally/friend CS status (was +2), Hanse back to 5% (from 4%)
    Units
        Lancer: +1CS
    Buildings
        Power Plants
            Removed terrain restrictions for construction
            Wind
                Land Tiles - now +2 p/s/g to all land tiles excluding mountains
                15% production modifier
                Requires 1 Iron
            Hydro
                Water/River Tiles - now +2 p/s/f to all water/river/lake tiles
                15% production modifier
                Requires 1 Iron
            Solar
                Process Boost - boosts process efficiency for all processes by 15%
                10% production modifier
                Requires 1 Aluminum
            Nuclear
                Specialist Boost - +2 to base yield of specialists in city; +25% GP production in city
                25% production modifier
                Requires 1 Uranium
            Refinery
                Removed production % modifier
    Wonders
        Brandenburg Gate now global XP (was local)
        Olympic Village - grants Stadiums +2Gold/+2Tourism
        ISS - +200p in city when you unlock a tech, scaling with era
    League
        ISS requires Rocektry to unlock
        World Ideology requires Nuclear Fission to unlock
        Rewards for Global Wargames:
            Bronze - now 3 maintenance-free
            Silver - now 25% attack for 30 turns + 4 maintenance-free
            Gold - now +5 happy, +5 maintenance-free, 1 GG
    
    Late Game Tech Tree Shakeup
        Reduced late game tech cost slightly
        Adjusted specialist/improvement tech yields to 'smooth out' tech tree a bit
            Bumped information era yields from these to make the impact more useful
        Moved Buildings
            All power plants now on 'Ecology' - Ecology renamed 'Alternative Energy'
            Recycling Plant moved to Electronics
        Moved Wonders
            Sydney now on Satellites
        Moved Units
            GDR now on Robotics
                Gained 'Titan' promotion: +100HP, +25% attack, free ranged shot before melee
            Missile Cruiser on Advanced Ballistics
            Modern Armor on Advanced Ballistics
            ICBM on Lasers
            XCOM on Lasers
            Nuclear Sub on Stealth
            Sub on Nuclear Fission
            Bazooka on Mobile Tactics
            Battleship on Nuclear Fission
        Reduced building cost/maintenance on information era buildings

Not savegame compatible. Online as of 10:00pm CST.

Link: https://mega.nz/#F!2Jdw3aQT!Z49gV7KAyMq6YiG5BD9jaA

Cheers,
G
 
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Thou hast vanquished the building tweaks mod. It is no more!
Knave! Villain! :clap:[party]:clap:
 
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Bumping the Nuclear plant to give 25%:c5production: modifier, up from the other plants' 10% is an elegant solution to address the need for uranium. I still maintain that 3 or 4 yields on specialists would be a better level for the boost, or maybe 2 of their primary yield and 1-2:c5production:, but it's worth testing.

I'm very excited for the 25%:c5strength:CS moved down to silver on the War games. I'd love to see a world wonder added for the Gold Bonus some time, if only for consistency. The Gold Wargames bonus doesn't appear to have much meat on it right now.
What if the bronze wargames bonus gave 3 maintenance-free units, 3 :c5war:supply and 3 Riflemen? Then everyone would have this very low bar to clear, but there would be this big militarized buildup, then the 25%:c5strength:CS bonus at the 2nd level, and then Gold could give some non-military "war is hell" monument to the fallen, which gives more general bonuses?

Considering the Olympic Village gives :c5culture: and :c5happy:, it seems weird that it gives :tourism: and :c5gold: to hotels Stadiums. Cristo Redentor gives a similar :tourism: and :c5goldenage: to hotels. It would be nice if the Olympic village gave a more general yield, since the Tourism boost on international games is on Bronze level. If it boosted stadiums with more general yields it would still be related to tourism based on the buildings it was boosting, but wouldn't make 2/3 of the international games WC proposal feel so targeted on :tourism: CV players only
 
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Happy that my suggestion for the ISS made it to a beta :) I guess I’ll have to play a science game to see how the production instant yields feel :c5production:
 
Bumping the Nuclear plant to give 25%:c5production: modifier, up from the other plants' 10% is an elegant solution to address the need for uranium. I still maintain that 3 or 4 yields on specialists would be a better level for the boost, or maybe 2 of their primary yield and 1-2:c5production:, but it's worth testing.

I'm very excited for the 25%:c5strength:CS moved down to silver on the War games. I'd love to see a world wonder added for the Gold Bonus some time, if only for consistency. The Gold Wargames bonus doesn't appear to have much meat on it right now.
What if the bronze wargames bonus gave 3 maintenance-free units, 3 :c5war:supply and 3 Riflemen? Then everyone would have this very low bar to clear, but there would be this big militarized buildup, then the 25%:c5strength:CS bonus at the 2nd level, and then Gold could give some non-military "war is hell" monument to the fallen, which gives more general bonuses?

Considering the Olympic Village gives :c5culture: and :c5happy:, it seems weird that it gives :tourism: and :c5gold: to hotels. Cristo Redentor already gives :tourism: and :c5goldenage: to hotels. It would be nice if the Olympic village gave a more general yield, since the Tourism boost on international games is on Bronze level. If it boosted hotels and stadiums with more general yields it would still be related to tourism based on the buildings it was boosting, but wouldn't make 2/3 of the international games WC proposal feel so targeted on :tourism: CV players only
Olympic gives the bonus to stadiums not hotels.
 
Oop! misread. Point still kinda stands (I would desire more general yield types), but it's not as much overlap with Cristo as I was letting on.
 
upload_2019-12-21_10-41-6.png

Something off with the notifications text. Probably a missing <Row> or something. Ive noticed a handful of missing notification texts in the past few versions.
 
View attachment 541409
Something off with the notifications text. Probably a missing <Row> or something. Ive noticed a handful of missing notification texts in the past few versions.

I didn’t see any database errors - you can check your database.log.
G
 
kindly please check the text desc of hydro and solar gazebs. resource requirements are mixed up.
 
So after several games in the last version and one in this one, I've come down firmly against the new Skirmisher line. I really dislike them; they have most of the strength of the old ones, with the added downside of making it feel completely impossible to hold on rough terrain. It doesn't seem to matter what unit I put on rough terrain, the AI will be able to do enough damage with Skirmishers to either immediately kill the unit or force it to retreat, and there's no good answer to them if they have open terrain to retreat to anywhere nearby. Trying to attack a civ with Skirmishers near their roads is painfully Sisyphean; trying to defend using your hills that are surrounded by plains is similarly frustrating. They absolutely annihilate anything that doesn't have Cover, and do a lot of damage even to units that do, using ranged naval units anywhere near the coast is out of the question, because it will just get deleted by a Skirmisher or two.

I was originally in favor of this change as I thought it would let the unit be tactically powerful, but I don't feel like that is what's happening. They feel even more imbalanced than they did before we started this Skirmisher shake-up a few patches ago.

I'm going to give my next game a run with Pineappledan's Unit Tweaks mod to see if I see like that version of the units any better.
 
I still think the Skirmishers can be salvaged with their current design by decreasing the Open Terrain bonus to 30% and slightly increasing the Rough Terrain penalty to 30%, while also slightly decreasing their RCS across across the board (by 5-15% I'd say).
 
Can y'all help me do an idiot-check and make sure I'm not missing something before I report this on GitHub?

I didn't found a religion. Portugal did, and it's been spread to my cities. She reformed with Jesuit Education, which, among other things, gives the owner faith in their holy city when a great person is expended:

Spoiler :


However, I'm getting faith in my capital when I expend a great person:

Spoiler :


Is this supposed to be happening? Since the belief says "Holy city gains faith," I assumed that meant it only applied to the founder.

Here's the city's buildings in case I built something that's doing it:

Spoiler :
[/spoiler]
 
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