New Version - June 14th (6/14)

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Gazebo

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Hey all,

And we're back! New version inbound. Lots of great updates, fixes, balance changes, and improvements here. In the interest of getting everything up to speed, and getting all users up-to-date, I'm going to push this as the latest official version. As always, even release candidates need testing on different systems and configurations for the purpose of stability-testing and debugging, though I do not anticipate any major issues. We shall, of course, see how it goes. Hotfixes are always on the table.

I'm going to wipe the github issues page soon, as most issues (marked or not) were resolved and there are too many to handle them manually. I read all of them, and we dealt with as many as could be solved/debugged properly.

Thank you for your patience, and an extra big thank you to the both the modding team and the users who moderated, patrolled, answered questions, and fielded Github issues in my absence. You all are awesome.

General Bugfixes:
  • Fixed deal issues and adjusted deal logic for most item types
  • Adjusted City and Tech deal values
  • Fixed WC voting issue regarding hosts
  • Looked at religion national wonder pop issue, double-checked functionality
  • Looked at Korean overflow issue, fixed scaler bug
  • Looked at puppet logic, fixed some issues (see below)
  • Fixed FoW issue for trade units
  • Fixed GW non-culture yield error (yay Assyria!)
  • Fixed liberation CS quest looking at former liberator value
  • Fixed team declare war loop for DPs/Vassals
  • AI Operation overhaul and rework - massive, massive improvements here (praise be to Ilteroi)
  • Corporation structural and integral rework (mainly Putmalk, with some additional work by me - awesome work Putmalk!)
  • Major AI pathfinding and tactical bugfixes (Ilteroi)
  • Fixed War Weariness malfunctions (Ilteroi)
  • Fixed some text issues and other minor XML/SQL issues
  • Reworked AI trade unit logic (should make much, much better trade routes now)
  • Fixed city connections breaking on save/load, and if across water in some situations
  • Reworked AI production logic quite a bit (buildings, units, etc.) - should be more intelligent and adaptive to war/peace shifts

Event Issue Fixes:
  • Meteor Iron
  • Scaling on Lighthouse
  • Events Overview scaling mismatch (corruption production)
  • Rich Vein culture scaling
  • Merchant caravan all cities
  • Eclipse science tooltip
  • War Fervor production expiration
  • Masterpiece scaling

CBO Fixes:
  • Fixed upgrade unit lua for EUI
  • Fixed b17/zero production cost
  • Fixed refrgeration tech help
  • Fixed some missing/inaccurate Civpedia numbers and text
  • Fixed Formation I/II values
  • Autocracy UI science - now +3, was +1
  • Order Factory Science now +3, was +2
  • Harappan now properly grants +1 food on lakes
  • Fixed Ger missing base Food
  • Fixed military base strategy/help 5/10
  • Made armored car UNITCOMBAT_ARMOR
CBO Balance:
  • Buffed Inca mountain yields
  • Adjusted late-game unhappiness from city population slightly (should be less punishing)
  • Adjusted counter-espionage and espionage building impact on advanced actions
  • Buffed railroad movespeed sligthly
  • Culture on GW now +2 (was +1)
  • Indirect Fire now -10% (was -20% RCS)
  • Buffed Chu-Ko-Nu, SotL, and Hwacha slightly
  • Added Wolfpack III as Slipstream prereq for subs
  • Increased Seaport production cost by 150, maintenance by 1
  • Train Station gains +10% Gold in City
  • Fixed Evangelism quirk, reduced bonus from 10xfollowers to 8x
  • Removed Bandierantes GG bonus, added No Terrain Penalty promotion
  • Reduced global faith cooldown purchase from 15->5
  • Reduced Maori Warrior cost by 5
  • Corporations rebalanced and refactored (see table below)
  • Rebalanced Japanese Bushido promotions slightly (buffed Sincerity, swapped Courage fortify w/ flat attack bonus)
  • Advanced Settler and Conquistador help text updated, and Conquistador now also builds a Mission when founding
  • Lighthouse/Jelling Stone now the water city connection building - move sea resource bonus to Harbor (Carthage UA now grants free Lighthouses instead of Harbors)
  • Reduced City founding Gold slightly for Carthage
  • Buffed Babylonian Bowman by 1RCS
  • Adjusted Income from Trade Routes/City Connections down slightly
CBO Corporation Rebalance (expand for more):

Spoiler :


New

  • Entirely new Corporation icons from Wodhann
  • Redesigned Corporations interface, Monopoly interface, and Civilopedia information
  • More informative and user-friendly Corporation notifications and updates in-game
  • Reworked Civilopedia, tooltips, and other Corporation information for clarity
  • Putmalk's new Corporation structure allows for easier creation of custom Corporations and greatly improves performance of Corporation functionality in DLL

New Corporation Bonuses and Benefits:

Note: values below replace preexisting bonuses.
Trader Sid's
Corp/HQ:

2 Trade Routes
Doubles land trade distance modifier
+2 Gold on Caravansary and Market

Office:

+2 Gold Send/Receive TR
+4 Gold per Franchise in World
+1 Gold on Monopoly Resources

Office/Franchise
+50% Gold from TRs to Franchise​

TwoKay Foods
Corp/HQ:

1 Trade Route
Trade Route Vision
+2 Food from Grocer and Agribusiness

Office:

+10% Food
+3 Food per Franchise
+1 Food on Monopoly Resources


Office/Franchise

+10% Food in City from TRs to Franchise​

Civilized Jewelers

Corp/HQ:
1 Trade Route
Double Trade Route Speed
+2 GAP on Customs House and Bank

Office:

15% GP
+10% GP per Franchises
+1 GAP on Monopoly Resources

Office/Franchise

+10% Gold in City from TRs to Franchise​

Centaurus Extractors

Corp/HQ:
2 Trade Routes
Double Sea Trade Distance
+2 Production on Harbor and Seaport

Office:

+1 Production on Sea Tiles
+3 Production per Franchise
+1 Production on Monopoly Resources

Office/Franchise:

+10% Science in City from TRs to Franchise​

Giorgio Armeier

Corp/HQ:
2 Trade Routes
Buff Specialists (+1 Culture all)
+2 Culture from Museums and Opera Houses

Office:

1 Happiness
+3 Culture per Franchise
+1 Culture on Monopoly Resources

Office/Franchise:

+10% Culture in City from TRs to Franchise​

Hexxon Refineries

Corp/HQ
1 Trade Route
+15% Production towards Oil/Uranium/Aluminum Units
+3 Production on Coal/Nuclear/Solar Plants

Office:

+15% Military Unit Production
+1 Production on Monopoly Resources
+1 Oil/Coal per 3 Franchises in World

Office/Franchise:

+10% Production in City from TRs to Franchise​

Firaxite Materials

Corp/HQ
1 Trade Route
Trade Routes Invulnerable
+3 Science on Factory

Office:

+3 Science per Franchise
+1 Science on Monopoly Resources
+20% Building Production Speed

Office/Franchise

+100% Science from TRs to Franchise​

Changelogs from Betas prior to March version:

Spoiler :

Religion Structure Overhaul:

Worked on religious logic a bit more, see chart below.

Religious categories/tiers.

Global Bonuses (Official Religion), in order of possibility
Founded, controlling holy city
No found, controlling holy city
No found, controlling multiple holy cities, see point below
Biggest # of followers in empire determines (tie breaker goes to enhanced/reformed religion)

City Bonuses in order of priority
Founded/controlled holy city religion bonues
and/or city following religion bonuses
Diplomacy Elements in order of priority
Founder/controller differences (official religion)
Majority religion in all cities (majority religion)

Worldsize Reformation requirement now scales based on mapsize


City-States:
Added a countdown timer (10 turns on standard) for you to recover your military power before a CS revokes your Pledge to Protect.

New and QoL:
Created a unified table and function for instant yields.
Added Polish translation for project (some translations will need to be updated for latest version changes)
[Disabling Polish translations for now (buggy)]
Integrated event/LUA elements of VMC v76
Putmalk - Restructured C4DF for easier maintenance.
Iamblichos - integrated deepwater embarkation from WHoward's Terrain-Promotions minimod (for hovering units)
Gazebo - standalone Corporations mod - requires CP, still in testing (not fully balanced for vanilla yields) (is in betas folder below)
Added withdrawal chance for units to Unit panel during combat
Added Coup possible notification after a coup cooldown expires for CS.
Corporations lua fixes from Putmalk
Removed lots of RNG elements in DLL and fixed some constant/non-constant issues - intended to help with desyncs in MP
Major pathfinder fixes and reworks for performance and turn-time improvements
Vox Populi nomenclature adopted.
Added AI deal value to normal deal screen (positive values = best value for AI. Anything below zero will not be accepted by AI.). Slightly 'gamey,' but also useful for debugging and a QoL feature for users who don't want to mess with trading values.



Bugfixes:
Fixed diplo penalty/bonus from policies to look at open branches, not policies themselves (UI-friendly, and easier to control)
Fixed issue with auto-exploration breaking
Fixed lua issues with religion chooser popup and civ select screen tooltip (modpack issues)
Fixed some other religion oddities related to capture->founder->enhancer stuff (see above)
Adjusted AI specialist proclivity at default setting a little bit, as well as for larger cities (should use a few more specialists in larger cities)
Fixed colonist not gaining bonus buildings or abilities
Moved the last vestiges of CBP 'gameplay' out of the CP (Forbidden Palace changes, mapsize changes, etc.) - major CP gameplay changes now limited to warscore system and advanced bugfixes
Removed '10 hp garrisons no longer count' element from garrison system, and ilteroi fixed AI logic for garrisons (so garrisons can die again from attacks)
Incorporated VMC fix for integer overflow for XP issue (more permanent solution)
Fixed some incorrect UA text for Songhai, Inca, and Iroquois regarding their abilities, as well as a bunch of other incorrect text/sql/lua elements
Fixed a few more quirks with enhancer beliefs (some are holy city only, others local - needed a granular approach) - updated text for enhancers to match
Made some more adjustments to belief logic for cities - assistance in checking pantheon/reformation status for following belief elements appreciated:
Yield from proposal/host (reformation) - should only affect holy city
Yield from science per turn/gold per turn/num luxuries owned (pantheons) - should only affect capital
Yields from x foreign followers/ x followers (enhancers) - should only affect holy city
Yields from x known pantheons (pantheon) - should only affect capital
Yields from gold per following city/gold per x followers (enhancer) - should only affect holy city
Faith from GP use (enhancer) - should only affect holy city
Fixed reported bugs related to instant yield effects and religious oddities
Updated to EUI 1.28f (or whatever is the latest) - needs thorough testing
Note: firetuner users, latest EUI breaks the firetuner (not kidding)
Fixed policy bug not triggering properly due to dummy policies goofing the function
Ilteroi worked on the randomization back-end (may improve MP performance), fixed a few caching issues, and worked on homeland and tactical AI maneuvers some more
I worked on the Deal AI/Lua a bit, and on the military strategy/unit production/flavor AI
Integrated a few more C4DF bugfixes from Putmalk (moving out of beta towards an official release, according to Putmalk)
Fixed some issues with some texts
Fixed a crash in the ai operation code
Fixed a few more bugs in instant yields
Worked on peace-out AI logic a bit
Worked on process production AI logic a bit, and fixed a zeroing bug
Added EUI 1.28f to installer (Fixed compiler bug)
Fixed RCS/CS for naval units (ranged naval units were using CS to defend against naval attacks, when they should be using RCS to defend)
Adjusted AI logic for border/tile purchase disputes to hopefully behave a bit more intelligently.
Adjusted AI logic for spies a bit to make them more intelligent, and to prevent unassigned spy pool
Reworked core CP espionage logic to use ranking model for selecting spy locations and for assigning intrigue potential (cleaner and smarter code than using tech cost as the algorithm).
Worked on AI peace logic a bit more, should behave more intelligently with regards to making peace.
Ilteroi worked on air sweep/interception and air unit logic for the AI, and fixed some bugs related to the functionality.
Moved PtP stuff to defines for JFD, and fixed a repeat notification problem
Fixed repeat notification problem for espionage, and increased Advanced Action cooldowns a bit
Fixed Venetian NWs being chosen by CSs for quests
Fixed OCC causing AI not to settle new cities after capital
Fixed AI logic with regards to peace treaties
Increased base AI value of cities in deals
Hover units now hover on coast, but embark on deep ocean. Adjustable in XML via promotions.
Fixed WC GW stuff +2 C for WW and +1 science for great work (CSD)

Fixed AI operational issue for barbarians
Addressed AI global targeting cachce/scoring mismatch with regards to war status
Fixed bug in diplo AI with regards to settling promises and expansion breaking (AI could break own promise due to bad CoM pointer)
Paratroopers can no longer paratroop onto water
Recentered XML for PtP in CS screen
Fixed 3rd parties (CS allies) not being added to peace treaties - also, they have an intrinsic value of zero, so it should not trigger golden ages for the Aztecs
Fixed a bug in the AI functionality for CoM expansion conflict.
Improved AI city selection for constructing military units.
Reworked proximity model at the player level to use the CoM model.
Fixed other assorted bugs, reported and not
Incorporated VMC v77-79 changes, fixes, events, and API elements
Incorporated JdH's revised (and hopefully fixed!) Active Diplomacy Mod (thanks, Iamblichos and JdH!)
Includes general fixes for deals as well, may resolve or minimize phantom deals bug
Condensed and rewrote notification logic for instant yields using a little trickery
All event yields for 'on turn' events (birth/tech/building etc.) should now appear in a unified notification (with unique icons) every turn.
i.e. instead of one per type per city, it is now just 1 per type, empire-wide.
Assorted bugfixes and CTD solutions
Fixed resource overuse notifications bug
Fixed top panel unhappiness icon
Fixed Kuna artwork (a little small, though, in the forest - will fix later)
Fixed Portugal UA scaling gamespeed
Fixed notification spam for losing ally if SoI is active
Fixed event losses for things before check is applied
Fixed event pop loss bug related to forced citizen status
Fixed other event quirks and exploits, and fixed notification persistence/duplication quirks.
Fixed some barb bugs, hopefully fixes desyncs
Addressed typos and bugfixes in CBP and elsewhere as noted on Github
Fixed some missing policy and building bonuses (Military-Industrial Complex, Nuclear Plant, etc.)
Fixed innumerable quirks and benign issues in mods (too many to count!)
Ilteroi's bugfixes include work on tactical AI, pathfinder AI, randomness, and CTDs - lots of good stuff here
Added v80-82 VMC bugfixes and, where possible, new elements
Whoward's fixes include changes to randomness and some API elements




Community Patch: Events System added


Balance

General
World setting for min distance for cities now 3 for majors, 2 for minors for all mapsizes by default (ultimately this boils down to user preference, and I'd rather this remain standard for all players except those who explicitly wish to change it in the CBP/CP)
National Wonders now scale their population requirement based on the number of cities you own. This should make them a little less wide-friendly, thus benefitting more compact empires (10% more pop needed per city founded - uses same mod as production cost % bump)
Adjusted base population requirement for national wonders down slightly (compensate for change above), and reduced production cost mod from # of cities (was 15%, now 10%)
Defensive Pacts are now only annulled when you attack major civs (attacking a minor does not break DPs) - this is mainly for AI shenanigans
Reduced resource monopoly yield on Amber to 2 science (was 3)
Scout XP cap from exploration now 100 (was 45)
Brought Culture/Science % increase from # of cities up to 10% on standard size, scales +/- 2% at sizes above/below (was 6%)
Reorganized opening ancient techs a bit (thanks Tomice!) - brings military techs into cohesion along the bottom side
Adjusted tech costs to compensate for changes below
Removed free 25% production boost from railroad connection
Added ideology requirement for culture victory (updated text and victory screen to reflect this):
You must have an ideology, your people be content, and you must be influential over all other civs to win a culture victory
Slightly increased the delta for Golden Ages
Slightly increased unhappiness modifier for # of citizens in a City.
Reduced AI anger over ideologies slightly, but increased anger over land disputes slightly
Adjusted City starting health downwards (around 300, was 500)

GPs:
Lowered instant pop value of Great Scientist and Great Writer slightly
Lowered base value of great engineer, but increased scaling into late game quite a bit (should be a little more viable as an either/or option in the late game)
Lowered base value of golden age duration for great artist, but made it scale based on trait/global GA modifiers (makes % boosts to GA duration more important for GA viability)
15 turn (on standard speed) cooldown for faith purchase of great people. A Great Engineer bought with faith, for example, will make it impossible to buy another GP with faith for 15 turns. Shoudl help control exploitative use of reformations and pooling of faith in the late game.


Policies:
Imperium (Authority): now grants 25 science and culture from settling/conquering cities (was 50GAP/Culture) - should help with early science for authority players
Court Astrologer (Tradition) now +3 science (was +2) - should help compete with progress a bit
New Authority scaler: +1 Production in all Cities (opener), +1 Production in all Cities (scaler)
Increased instant yields in Authority to 30 (were 25)
Tribute (Authority) now Gold and Food, was Food and Production
Discipline (Authority) now +2 Culture (was +3)
Expertise (Progress) Building modifier now 20% (Was 15%)
Imperialism: scaler now covers all military units
Increased Progress Capital Science to 30 (was 25)
Equality (Progress) now grants to +2/+2 Gold/Production
Fraternity (Progress) increased to (+3/+3) (was +2/+2)
Slightly decreased the exponent for policy cost (should result in slightly more rapid policy acquisition)

Pantheons:
God of the Sea now also +1 Production from Fishing Boats and Atolls
God of Craftsmen now +1 Faith/Gold from Quarry and from Stone Works, +2 Production from Specialist
God of All Creation now +1 Culture/Golden Age Points/Happiness per founded Pantheon, and +3 Faith in Capital
Buffed God of Sun. Now: +2 Food, +1 Gold from Granaries. +1 Faith and +2 Culture from Farms on Wheat
Removed GAP from God of All Creation (now just Faith, Culture, and Happiness) - was redundant with extra Happiness (which also provides GAP)
Tundra/Desert Pantheons: doubled yields


Building Changes:
25% religious pressure on Temple and Basilica
Basilica: now 1 faith per 2 citizens
Increase faith yield on Shrine and Temple by 1
Shrine maintenance free
Restored merchant to market/bazaar
Increased base science on Palace to 6 (was 3)
Granary regains +1 Food
Granary/Ger: 15% of food carries over when city grows
Aqueduct/Grocer: now 15% (each) carryover
Medical Lab: now 30% carryover
Forge/Siege Workshop: now +1 Science, Forge/Siege Workshop regain +1 production on mines
Council: removed instant yield, added 5 science per birth in city (scaling)
Bazaar: gains Customs House ability (trade routes generate tourism with major civs)
National Epic: +50 Golden Age Points every time you unlock a policy
School of Philosophy: removed science per pop - added 20% science during golden ages and an additional Great Scientist point (so 2), base science now +5
Bank: removed 1 per 5 gold, added: 15% of gold cost of units/buildings converted into science when you invest/purchase in this city
Stock Exchange: now 1 gold per 5 citizens (was 1 per 4)
Barracks/Ikanda/Armory: now have +2 Science
Military Academy: +1 Science, Receives a Scientist specialist
Wat science from temples/shrines reduced to +2
Removed science per yield from all buildings, re-added to a few UBs below...
Hanse: 10% of gold converted into science
Coffee House: 10% of culture converted into science (removed 25 scaling gold from GP expend)
Candi: 20% of faith converted to science (Removed +2 faith per religion)
Bumped manufactory base value to 5 (was 4)
Caravan moved to Horseback Riding
Pottery Trade Route moved to Optics
Stonehenge moved to Pottery
Moved Venice UA merchant to Trade (was Sailing)
Increased Wonder production cost increase (based on owned wonders) by 5%
Is now - same Era: 25%, previous Era: 15%, earlier era: 10%
Paper Maker returns for China, replacement for Library, scaling science from pop (1 flat science instead of flat 2 science) - 1 science per 4 citizens in city - also grants a point of culture
Indonesian UA now triggers on conquest as well as founding (the spice must flow)
Bath/Garden/Candi logic reconsidered.
Garden no longer limited by fresh/no fresh water - can be built anywhere
Garden bonuses remain as-is (including resources), but GPP now 25% (was 20%)
Free Garden returns to Hanging Gardens
Candi revised - now grants 20% culture and faith in the City during WLTKD (loses faith to science conversion), also gains +2 culture
Bath now only buildable on rivers, different purpose entirely
Boosts the culture and gold output of gardens, amphitheaters, and temples by 1 in the City
+10% Culture in the City during Golden Ages
Base faith need for first pantheon 50
Stonehenge now grants 50 faith, and has +1 culture
Adjusted policy costs on some early game wonders
Steam Mill now 1p per 2 citizens (Was 1p per 3)
Fixed paper maker reducing poverty, not illiteracy.
New Building at Railroad: Train Station (artwork by me!) - +25% Production in the City, and 2 Engineer Specialists. Requires 1 Coal, and cannot be built in the same City as the Seaport. Requires an actual railroad connection to be built (i.e. with a railroad improvement)
Seaport: +25% Production bonus and 1 Engineer specialist (in addition to existing abilities), cannot be built in same city as Train station.



Leaders
Brazil - New UA: When a Golden Age begins, stored Golden Age Points are converted into Gold and Tourism, and all Cities receive 10 turns of Carnaval. +20% Culture (replacing 25% growth) and a -50% Unhappiness from Needs Modifier in Cities during Carnaval.
Design: Brazil should now be a more flexible civ that can still contend for a Cultural Victory if desired. Supports a wider playstyle than the previous UA as well, capturing the size of Brazil a little more clearly.

Korea - UA change: +2 Science from all Great Person Improvements and Specialists. Earn Great People 50% faster during Golden Ages. Removed instant tech boost from science buildings.
Design: The instant boost was hit-or-miss, and was not a terribly exciting gameplay element. The new UA blends nicely with the UB's GP % increase, as well as the great person improvement bonuses.

France- UA change: 50% of Capital Culture counts as Tourism during Golden Ages. Steals additional Great Works when conquering Cities. If nothing to steal, gain a Culture boost.
Design: No longer beholden to getting theming bonuses in the capital, France can now focus on general culture to boost their tourism output during Golden Ages. Removes overlap with Aesthetics finisher as well, thus giving France the option to gain that bonus, or the option to simply pillage and conquer.

Portugal - UI Change: Feitoria now buildable in owned land, only coastal and non-adjacent. Boosts value of Coastal tiles by +1 Gold, and Fishing Boats by +1 Production. Starts with base of +3 production, +2 gold, increases at same techs as before.
Portugal- UA Change: removed double gold from resource diversity (moved to Carthage)
Design: Portugal is now much more versatile with its dual-role feitoria, though the coastline is still essential to Maria's survival. Get to the coast and you'll have well-protected, and rich, shorelines. Removed the gold diversity element to compensate for the buff.

Ottomans - UA change: Removed Caravansary - now, UA affects triggers on international and internal routes. Gold and Culture for Internal, Food/Production/Science for International.
Design: War often made it hard to use the Ottoman UA, and the free Caravansary was not always useful. Now, the Ottomans can still make solid gains from their UA whether or not they have overseas trading partners.

Carthage - UA addition: Resource diversity triples the Gold value of Trade Routes.
Design: Carthage's power faded dramatically after the initial settling phase. Now, Carthage's early expansion translates into more valuable trade routes (especially after building the Great Cothon).

England - UA addition: Starts game with Spy, and all spies begin at rank 2 (Agent). Reduced naval movement bonus to 1. UA name change: Perfidious Albion
Design: England needed a niche, and the +2 movement at sea was simply a human advantage that the AI could never command. Now, with a slightly reduced naval presence, England has an early spy (and more powerful spies, generally) that she can wreak havoc with. You'll know it is her, but she doesn't care - such is the way of perfidious Albion.

Venice UB Change (artwork by me!):
New UB: Palazzo San Marco (replaces National Monument) - +2 Culture, Gold, Production, and Science. +33% GP production, and Advanced Spy Actions can't be taken in this city. Unlocks 3 Unique Buildings at Guilds, of which you can choose one.
Arsenale di Venezia - Engineer specialist slot. +15% Production in city, +6 defense in city, naval units built here get +1 movement +10% strength called "Venetian Craftsmanship"
Murano Glassworks - Artist specialist slot. 2 Art/Artifact slots (+5 science theming bonus). Great work slots must be filled by art/artifacts made by you to qualify. GP Improvements and Villages near City gain +2 Food and +2 Tourism.
Rialto District - Merchant specialist slot. Receive 1 vote per 100 GPT, capping at 5 Votes. +3 gold to both parties for trade routes to/from this city. Gold purchases in the City cost 10% less than normal.
Design: Venice's UB is getting a complete makeover here, with a 1->3 UB combo. Build the Palazzo to unlock access to the other three buildings, each geared towards a specific victory condition. You only get to choose one of these three, so make it count!
Rialto District votes from GPT now scales - caps at 25% of all city-states ever alive (minimum of 1 delegate). So 16 CS = 4 possible Delegates, etc.

Incan UA addition: Mountains produce Gold and Food based on the number of adjacent Mountains.
Base of 1/2, but increases to 2/3+ based on # of mountains nearby.
Spain: food/faith on settle (40/40)
Conquistador buffed to 30 CS
Korea: scaling specialist yield +1 science, +1 at medieval, +1 at industrial, +1 at atomic
Germany: +3 Science/Culture/GAP per CS Ally, +1 of this per CS Friend.
Egypt: 5 science/5 culture from artfiacts, 5 gold/5 tourism from landmarks - +20% extra wonder production during Golden Ages
Doubled production gained from War Chariot Promotion (renamed Gift of the Pharaoh)
England: reduced spy stealing speed pre-Renaissance
New Unit (Brazil): Bandeirantes. Gains Gold, Great General Points, and Culture towards Border Growth in nearest City when you reveal tiles. Can build Forts in owned territory, and is stronger/faster/arrives earlier than the Explorer.


Units:
Hand-Axe upgrades into crossbowman
Barbarian Galley won't spawn until majority of civs have fishing unlocked (you're welcome)
Increased Archer/Slinger RCS by 1
Removed Iron from Missile Cruiser
Reduced sub bonus on Destroyers and Missile Cruisers to 33/75%, respectively.
Shock I-III: 10% CS, 25% v. Flanks
Dril I-III: 10% CS, 25% v. Cities
Buffed Trireme and Quinquereme slightly
Added an additional tier 4 promotion for each of the core promotion tiers (Accuracy, Barrage, etc.)
------------------

C4DF:

General
Updated civilopedia with new text for Vassalage
New notification: Vassal is ready to be liberated.
Moved .dds files for C4DF into C4DF - CP and C4DF - CBP folders, outside of the compatibility files.

Bug Fixes for C4DF


New version online as of 9:00pm EST. Links on main 'How to Install' page, and a link here for the .exe: Vox Populi (6-14) Auto-Installer

Cheers,
Gazebo
 
Lighthouse/Jelling Stone now the water city connection building - move sea resource bonus to Harbor (Carthage UA now grants free Lighthouses)
Reduced City founding Gold slightly for Carthage

I love how you're following up this first massive nerf, with another slight nerf to compensate, really made me go "wtf is going on her?!" :D

Unless you meant that the Carthaginian UA now grants free lighthouses as well as free harbors, in that case it makes sense, but that wasn't really clear.
 
Great stuff, can't wait to try. Thanks.

Anything in particular you want people to keep and eye on / report back on?
 
I love how you're following up this first massive nerf, with another slight nerf to compensate, really made me go "wtf is going on her?!" :D

Unless you meant that the Carthaginian UA now grants free lighthouses as well as free harbors, in that case it makes sense, but that wasn't really clear.

Carthage was far and away the biggest runaway civ in the early game, especially in human hands. Too much gold flowing about during those all important first 100 turns. A small nerf isn't going to kill her, but we'll see how things go. I'm considering making the Cothon a UB Harbor now that she doesn't get unique Harbors, but I'm not convinced she needs the buff.

Great stuff, can't wait to try. Thanks.

Anything in particular you want people to keep and eye on / report back on?

The Corporations code is altogether largely new, so let's keep an eye on Corporations working properly (correct bonuses, etc.). Other than that, AI behavior (spamming units, running itself into debt, selling cities for a song, etc.) is the biggest thing to watch.
 
Yeah, great job.
I was just about to create a thread with the most annoying topic named "When...?"
 
Carthage was far and away the biggest runaway civ in the early game, especially in human hands. Too much gold flowing about during those all important first 100 turns. A small nerf isn't going to kill her, but we'll see how things go. I'm considering making the Cothon a UB Harbor now that she doesn't get unique Harbors, but I'm not convinced she needs the buff.

Well, switching a free harbor, a late medieval building for a free lighthouse is already a big nerf, especially considering the harbor is around 300% of the hammercost and double the maintenance. Maybe slow down and check if she is still running away before dropping another nerf on her?
 
I literally started a game as the Inca on last patch 2 hours ago.

Oh well it was a trash spawn anyways. LET'S SEE THE NEW GOODIES :D

Addendum: Can confirm that the Carthage nerfs seem overboard. Not sure what the gold loss was, but just changing the type of building granted really makes it undesirable to me. A free lighthouse is nowhere near the same value as a Harbor.
 
Am I the only one who get this bug? When a fresh game starts I get this window and can't close it. Game can't proceed.
 

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Any plans to make this into a modpack? No pressure. I mean keep up the great work this project has really re-vitalized my interest in civ 5.
 
Couple of questions about the trade route changes with the corporations:
  1. Does - "Double Trade Route Speed" effectively mean that those TRs are getting twice the returns?
  2. What is - "Trade Route Vision"? Is that the fog-of-war clearing more with those TRs? ie. it is connected to this fix - "Fixed FoW issue for trade units"?
 
Any plans to make this into a modpack? No pressure. I mean keep up the great work this project has really re-vitalized my interest in civ 5.

That's Lynnes's domain, not mine. I'd PM him.

Couple of questions about the trade route changes with the corporations:
  1. Does - "Double Trade Route Speed" effectively mean that those TRs are getting twice the returns?
  2. What is - "Trade Route Vision"? Is that the fog-of-war clearing more with those TRs? ie. it is connected to this fix - "Fixed FoW issue for trade units"?

Double = moves 2x on map. So units move faster, thus routes end sooner. And yes, fixed FoW issue (should be fixed, anyways).
G
 
I literally started a game as the Inca on last patch 2 hours ago.

Oh well it was a trash spawn anyways. LET'S SEE THE NEW GOODIES :D

Addendum: Can confirm that the Carthage nerfs seem overboard. Not sure what the gold loss was, but just changing the type of building granted really makes it undesirable to me. A free lighthouse is nowhere near the same value as a Harbor.

Keep in mind that lighthouses now give you water connections, so the building serves a similar role to the harbor.

Am I the only one who get this bug? When a fresh game starts I get this window and can't close it. Game can't proceed.

JFD Corporation mod conflict. Delete the JFD corp mod.

G
 
I'm getting regular crashes on turn two or three, every game. I'm not using any other mods. I've deleted cache, reinstalled VP, verified game integrity on Steam, everything short of removing local files and reinstalling Civ V in its entirety.

It may be related that when I try to play with the full suite (no EUI) as opposed to just CP+CBP, the tech tree looks like this:
Spoiler :


The zip file contains a few crash dumps.
 

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I just put in 150 turns in on a new game on full Vox Populi. It was stable, and overall seemed quite nice. However, the unit movement system was sometimes annoying. It would switch away from units that still had moves left, even when the units had no destination, so the moves weren't being saved purposely or anything. Sometimes it also doesn't automatically switch away from a unit that has used all its moves either.
 
I'm getting regular crashes on turn two or three, every game. I'm not using any other mods. I've deleted cache, reinstalled VP, verified game integrity on Steam, everything short of removing local files and reinstalling Civ V in its entirety.

It may be related that when I try to play with the full suite (no EUI) as opposed to just CP+CBP, the tech tree looks like this:
Spoiler :


The zip file contains a few crash dumps.

All bug reports should really be posted in the official GitHub repo issue tracker. Posting them here may mean they get lost and never responded to.

I just put in 150 turns in on a new game on full Vox Populi. It was stable, and overall seemed quite nice. However, the unit movement system was sometimes annoying. It would switch away from units that still had moves left, even when the units had no destination, so the moves weren't being saved purposely or anything. Sometimes it also doesn't automatically switch away from a unit that has used all its moves either.

Already noted and reported in the issue tracker.

Thank you both though for helping in finding and eliminating these... oddities.
 
I'm getting regular crashes on turn two or three, every game. I'm not using any other mods. I've deleted cache, reinstalled VP, verified game integrity on Steam, everything short of removing local files and reinstalling Civ V in its entirety.

It may be related that when I try to play with the full suite (no EUI) as opposed to just CP+CBP, the tech tree looks like this:
Spoiler :


The zip file contains a few crash dumps.

I need your LUA logs. Please make a github issue report with those logs attached. My guess is that you are missing some DLC.

I just put in 150 turns in on a new game on full Vox Populi. It was stable, and overall seemed quite nice. However, the unit movement system was sometimes annoying. It would switch away from units that still had moves left, even when the units had no destination, so the moves weren't being saved purposely or anything. Sometimes it also doesn't automatically switch away from a unit that has used all its moves either.

Ilteroi is alerted to this - is most likely a consequence of a small change he made a few days ago.

All bug reports should really be posted in the official GitHub repo issue tracker. Posting them here may mean they get lost and never responded to.



Already noted and reported in the issue tracker.

Thank you both though for helping in finding and eliminating these... oddities.

Thanks!

G
 
So units move faster, thus routes end sooner.

Really? I always thought routes end after a fixed number of turns, regardless how often the trade unit moved between the two cities. If this were true, trade routes to nearer cities would complete before trade routes to ones more far away, and that is not the case.

Portugal still benefits, though.


Besides the small nitpick, great update!
 
Really? I always thought routes end after a fixed number of turns, regardless how often the trade unit moved between the two cities. If this were true, trade routes to nearer cities would complete before trade routes to ones more far away, and that is not the case.
Route does end after a fixed number of turns + the time it takes for the caravan to get back to your origin city.



Portugal still benefits, though.
Portugal's UA triggers every turn a trade-route moves, not even tiles it moves.
 
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