Wait, so after removing the free amenity for every city, they went back and reduced all the penalty thresholds?!? Doesn't that put things back exactly where they were, except with a less intuitive presentation? Rather than having one free amenity per city, you can instead have one more negative amenity per city without it actually doing anything.
We've been discussing how -8 amenities is a lot, but turns out that the change they made is only by -1, since the revolt threshold was already -7 . I completely forgot there was a revolt level at -7.
Wait, so after removing the free amenity for every city, they went back and reduced all the penalty thresholds?!? Doesn't that put things back exactly where they were, except with a less intuitive presentation?
I thought that was the best change in the patch, but now they've completely neutralized it, while also negating any pre-existing mods that did the same thing.
Content at -1 to 2
Displeased at -3 to -2
Unhappy at -5 to -4
Unrest at -7 to -6
So I think you will be more likely to fall out of Content and into Displeased - and Displeased is now -10% to yields. Doesn't look like putting things back to where they were (besides -8 Revolt perhaps).
Amenities changes are intriguing. Agree maybe Ecstatic could be more value. Agree changes might just lead to focusing on “content” cities, but interested to see how it plays and shakes out. I suspect it might actually be a big change for the better overall.
Glad to see Apocalypse Mode got another look. I think Soothsayers could have used more of a tweak, but there you go.
Gov Plaza changes are fine, but don’t really change much. FXS maybe should have also tweaked Audience Chamber given all the Kvetching. Clearly lacks a bit of sex appeal.
Not really anything beyond what was revealed in the video. Hard not to wish a few more things were tweaked given how much stuff feels out of whack, but yeah good changes overall.
I did read that wrong. Here's how it was before (had to change them for my mod). It's the first table under Before. Ignore the After one.
So the distance to negative amenities stays unchanged, BUT the penalties are higher. So all in all still good, but not as aggressive as I first thought.
The difficulty to get Happy/Ecstatic state is the big change here. Welcomed in my opinion.
Does "revolt" status change loyalty at all? I feel like revolt should cause negative loyalty so that the city could become a free city if you don't address it. That's kinda the whole point of a city revolting.
Lol I learned not to invest too much into information dug up in the game files, but it is always interesting and intriguing to read it. It is harmless fun anyway so why not
iirc someone asked in another thread, but as far as free amenities for cities:
"CITY_AMENITIES_FOR_FREE" in the GlobalParameters table has been changed from 1 to 0.
The Entertainment column for the "BUILDING_PALACE" row in the Buildings table has increased from 1 to 2.
Does "revolt" status change loyalty at all? I feel like revolt should cause negative loyalty so that the city could become a free city if you don't address it. That's kinda the whole point of a city revolting.
Does "revolt" status change loyalty at all? I feel like revolt should cause negative loyalty so that the city could become a free city if you don't address it. That's kinda the whole point of a city revolting.
It could also (only) mean that now always 3 promotions are offered (I recently reported the old issue that sometimes you only get 1 or 2). Or both, if we are lucky
I think I did read that wrong. Here's how it was before (had to change them for my mod). It's the first table under Before. Ignore the After one.
So the distance to negative amenities stays unchanged, BUT the penalties are higher. So all in all still good, but not as aggressive as I first thought.
The difficulty to get Happy/Ecstatic state is the big change here. Welcomed in my opinion.
The thing that makes it harder to manage will be adding cities to your empire, since each newbie city will suck up an amenity instead of providing their own. Also conquered cities.
Added some bias towards getting governments with lots of wild card slots.
Fixed an issue where the AI was overvaluing bonuses from governments for cities with governors.
Increased desire for civics that unlock new governments. Capped desire for Theology for high Faith income civs (ensures they can move on to tier 3 or 4 governments).
The thing that makes it harder to manage will be adding cities to your empire, since each newbie city will suck up an amenity instead of providing their own. Also conquered cities.
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