New Version - October 24th (10/24)

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Gazebo

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Hey all,

New version inbound. This is a 'polished' version of 10-19 with some bugfixes and balance changes to late-game non-ideology policies. Not too much to change, but should help make some policy decisions a little less of a 'no-brainer.'

==CP==
  • Bugfixes and performance improvements (github et. al.)
  • Adjustments to the tactical AI, including embarkation/disembarkation logic during naval invasions
  • Fixes for memory leaks and CTD when exiting game/to menu

==CBO==

=Balance=

- Policies -​
  • Order: free Public School now a free Research Lab
  • Industry
    • Opener: Gold from constructing buildings reduced to 15 (Was 25)
    • Division of Labor: Investment boost reduced to 10% (Was 15)
  • Imperialism
    • Opener: moved embark/GG moves buff here, reduced to +1 (was +2)
    • Martial Law: removed occupied production bonus, added +1 Happiness for Constabularies.
    • Exploitation: added 'upgrade military units in CSs' to policy
    • Military Tradition: Removed Great Admiral element, buffed to +4 science on military buildings.
    • Exploration now Naval Tradition - generates Great Admirals 33% more quickly, and +1 Gold/Culture on Fishing Boats. Removed free Great Admiral. Ironsides promotion is now here.
  • Rationalism
    • Opener: moved Empiricism bonus to opener
    • Enlightenment: Golden Age moved here.
    • Incrementing bonus for science when empire is happy now 2% (Was 1%)
    • Scientific Revolution: now 15%/+3 (Was 10%/+2)
    • Empiricism: Scientist beakers now 20% stronger, foreign spies 25% weaker in owned cities.
  • Religion: Veneration now 1 per 2 (was 1 per 1)
  • Natural Wonders: Everlasting Youth (Fountain of Youth): now a flat +10 to all healing done by the unit (instead of march)
Online as of 12:30am EST. Not savegame compatible with previous saves.

Link: https://mega.nz/#!GNEBET4S!81CwIF43hSyVFAjLYjV26W3xHoduFM0tdYsWhSIxafg

Cheers,
Gazebo
 
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What are the chances that after 8 months of not playing, I come back and check this out the day you release a patch :) Thanks a lot for all of the work you put into this!!!!!!!!!!!
 
Thanks for releasing an update. Kind of mad I had just downloaded the 10/19 version, but thankfully I hadn't opened the game yet :D. This is also a birthday gift for me, even though it is still 2 hours away for me this is still the 10/24 version of VP, thanks anyway Gazebo.
 
Thanks for releasing an update. Kind of mad I had just downloaded the 10/19 version, but thankfully I hadn't opened the game yet :D. This is also a birthday gift for me, even though it is still 2 hours away for me this is still the 10/24 version of VP, thanks anyway Gazebo.

Happy birthday!

G
 
Happy birthday!

G
Thanks!
The last version I was running from either late July or early August ran at a good speed but did now I feel that the game runs AMAZINGLY fast. Is it just me or did you makes major tweaks to VP?
 
Thank you so much for keeping the best mod for Civ V alive Gazebo, I've been watching youtubers play Civ VI and it's disappointing to see how much unpolished/unfinished the new civilization game is. But your mod keeps my Civ craving satisfied 100%!

I'm having so much fun playing CBP+Ethnic Units with JFD's Renaissance+Enlightenment new civilizations, you guys have made Civ V amazing, thanks!
 
  • Industry
    • Opener: Gold from constructing buildings reduced to 15 (Was 25)
    • Division of Labor: Investment boost reduced to 10% (Was 15)
  • Rationalism
    • Opener: moved Empiricism bonus to opener
    • Enlightenment: Golden Age moved here.
    • Incrementing bonus for science when empire is happy now 2% (Was 1%)
    • Scientific Revolution: now 15%/+3 (Was 10%/+2)
    • Empiricism: Scientist beakers now 20% stronger, foreign spies 25% weaker in owned cities.
I understand that Industry have been outperforming Rationalism, I'm not even going to argue about that point, but these are a lot of changes at the same time, and that usually doesn't turn out well.


Also I still really don't like how Scientific Revolution(that is the monopoly policy, right?) works.
The problem is that there is just way too big of a difference between +15% extra production and +15% golden age duration or +3 happiness. I understand that wording is a problem here, you can't really fit every separate monopoly and how the policy interacts with it into the text, but how about just phrasing it as "doubled monopoly bonuses", I mean at this point that's the effect the policy has on most monopolies (and a doubled effect can't really be unbalanced, assuming the base values are balanced).
 
Nice changes, gonna try them out.

It's pretty interesting, so Imperialism got +1S per Barracks/Armory/MAcademy, +1C+1G per Fishing Boat and +1 Happiness per Constabulary at the cost of losing a free Great Admiral, 25% building bonus in occupied cities and -1 MA for embarked stuff and GGs. Seems like a decent trade overall (unless you're Japan), though I don't get the point of moving stuff around to the opener from the first or second non-opener policy you can get and halving its benefit. Seems a bit pointless.

Is Improved City View going to be implemented or will it remain a separate add-on?
 
Anyone else having trouble with the Iroquois forest/jungle work as roads ability. My cities aren't connecting like they should by using forests/jungle. I made a github post but it was closed for being "un-reproduce-able". I reproduced it in both the 10-19 and 10-24 versions.

*the github topic is back open so I'll figure it out over there.
 
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Thanks!
The last version I was running from either late July or early August ran at a good speed but did now I feel that the game runs AMAZINGLY fast. Is it just me or did you makes major tweaks to VP?

The October 9th versions mentioned that "Major turn-time DLL optimizations and improvements (game should feel noticably faster)". That's probably what you've noticed.
 
I'm having a weird issue with trading, specifically with other civs trying to renew an existing trade agreement for my luxuries. I get the trade screen where they ask to repeat the trade, say 10 GPT for Crabs, but the trade indicator says it's 'impossible' and when I click on 'Propose' the other leader also refuses the trade. It seems that the luxury in question (Crabs in this case) is not being made available (in advance) to repeat the trade, in the list with available luxuries for trade it's not shown either. I guess this only happens when only one 'copy' of the luxury in question is available for trading. Anyone else encounter this?

Also, I noticed that I receive no income from religion even though I selected the Tithe perk. Is this a known bug?

Note I'm only using the CP, no CBP.
 
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Loving it so far!

One small niggling thing: the AI occasionally moves in range units (for example an archer) right next to a city, even though I have three melee units next to it and the AI only having 3-4 units, all the while the city being in the green. Can't figure the logic in that, but maybe sth to change so the AI is very careful about when to let the range units on the tile next to the city.

Also, similar problems with the trade screen as Jantjeuh83.
 
Alright, thanks for confirming. I'll post it on Github so Gazebo can see it. Do you also only use the CP?

I've also noticed that the Barbarians love to run into range of my city (and get shot), back off, then come back, etc., until they get killed.
 
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I'm having a weird issue with trading, specifically with other civs trying to renew an existing trade agreement for my luxuries. I get the trade screen where they ask to repeat the trade, say 10 GPT for Crabs, but the trade indicator says it's 'impossible' and when I click on 'Propose' the other leader also refuses the trade. It seems that the luxury in question (Crabs in this case) is not being made available (in advance) to repeat the trade, in the list with available luxuries for trade it's not shown either. I guess this only happens when only one 'copy' of the luxury in question is available for trading. Anyone else encounter this?

Also, I noticed that I receive no income from religion even though I selected the Tithe perk. Is this a known bug?

Note I'm only using the CP, no CBP.

Please post your savegame prior to this happening to GitHub.
 
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