Honestly it sounds like fixing beliefs and happiness are the highest priorities right now. Perhaps the remaining policy fixed or implemented next (piety and liberty).
I can dig around on the options for adjusting naval unit design (to provide some alternatives since there was at least a vocal minority for such) and already posted a large quantity of basic work for the new wonders. So that's a chunk of busy work out of the way. That leaves the leaders phase, adding any new opportunities, any changes to beliefs and espionage or possibly CS quests. And then any remaining balance or things that occur that can be done.
Most of those are long-term (except adding the leaders/UU/UB/UA changes). (There appears also to be some adjustment to early-mid vanguards still needed and/or the AI city attack bonus, but again, those are simple fixes and a lower priority).
Agree - As I see it the number one priority must be fixing the happiness and belief issues. Adding new stuff (however fun this may be) must come second as happiness and religion are corner stones of CiV G&K and without them working it isn't really fun playing.
Has anyone confirmed if this are truly not applying the happiness....or its simply not showing it in the UI? There are a lot of UI bugs right now, so I wonder if the underlying math has it and is just not displaying it.
Has anyone confirmed if this are truly not applying the happiness....or its simply not showing it in the UI? There are a lot of UI bugs right now, so I wonder if the underlying math has it and is just not displaying it.
Yes, I can confirm positively that with v.36 of CivUP, you didn't get the Happiness effect from Religious Centers. I tracked this carefully on small as well as very large cities cities, and I never got the bonus, even if the city was not at the local happiness limit.
I think, majority of the religion bugs are in YieldLibrary.lua. Lots of functions in it doesn't include yield changing belief effects at all. I could try to fix some of the broken beliefs, but I'm not very good at lua. Also, here is "Monument to the gods" fix:
Spoiler:
Code:
function City_GetWonderConstructionModifier(city, yieldID, itemTable, itemID, queueNum)
local yieldMod = 0
if yieldID == YieldTypes.YIELD_PRODUCTION then
local player = Players[city:GetOwner()]
yieldMod = yieldMod + player:GetTraitInfo().WonderProductionModifier
for resourceInfo in GameInfo.Resources("WonderProductionMod != 0") do
if city:IsHasResourceLocal(resourceInfo.ID) then
yieldMod = yieldMod + resourceInfo.WonderProductionMod
end
end
for policyInfo in GameInfo.Policies("WonderProductionModifier != 0") do
if player:HasPolicy(policyInfo.ID) then
yieldMod = yieldMod + policyInfo.WonderProductionModifier
end
end
----log:Debug("wondMod = "..yieldMod.." "..itemTable[itemID].Type)
end
return yieldMod
end
Should be:
Code:
function City_GetWonderConstructionModifier(city, yieldID, itemTable, itemID, queueNum)
local yieldMod = 0
if yieldID == YieldTypes.YIELD_PRODUCTION then
local player = Players[city:GetOwner()]
yieldMod = yieldMod + player:GetTraitInfo().WonderProductionModifier
for resourceInfo in GameInfo.Resources("WonderProductionMod != 0") do
if city:IsHasResourceLocal(resourceInfo.ID) then
yieldMod = yieldMod + resourceInfo.WonderProductionMod
end
end
for policyInfo in GameInfo.Policies("WonderProductionModifier != 0") do
if player:HasPolicy(policyInfo.ID) then
yieldMod = yieldMod + policyInfo.WonderProductionModifier
end
end
[COLOR="Red"]for beliefInfo in GameInfo.Beliefs("WonderProductionModifier != 0") do
if player:HasBelief(beliefInfo.ID) then
yieldMod = yieldMod + beliefInfo.WonderProductionModifier
end
end[/COLOR]
----log:Debug("wondMod = "..yieldMod.." "..itemTable[itemID].Type)
end
return yieldMod
end
I should have, probably, posted it here, instead of creating a new thread.
P.S. Sorry for my english. It's horrible, I know, but I'm working on it.
Actually I think I have to correct myself here. The above mentioned bug fix for Monument of the Gods does indeed give a production boost to wonder building but as far as I can tell it applies not only to ancient/classical wonders - even though the production boost isn't visible as a modifier for e.g. medieval wonders.
Example from a test using the Fire Tuner after selecting the belief
- City A has 5 base production. When building the Pyramids it says that the city is producing 5 base production and has "Wonder modifier for religious beliefs: 15%". Total 5.8 production
- Same city switches to building Angkor Wat instead. It now says 5 base production, no modifier for religious beliefs, but the royal production generated is still 5.8.
for beliefInfo in GameInfo.Beliefs("WonderProductionModifier != 0") do
if player:HasBelief(beliefInfo.ID) then
local itemEra = GameInfo.Technologies[GameInfo.itemTable[itemID]].Era
if itemEra == "ERA_ANCIENT" or itemEra == "ERA_CLASSICAL" then
yieldMod = yieldMod + beliefInfo.WonderProductionModifier
end
end
end
I've been working on tracking down the issue with Religious Centers; it's a complicated problem.
*Choral Music belief does not provide +2 culture per temple (only CivUP v2.0.46 (GK))
*Religious Community belief does not provide production bonus (GEM 1.8, CIV UP 48).
I had Holy City (size 8) with 5 followers (+20 Pressure). Expected 5% production bonus.
City production 20 hammers (15 from terrain + 5 from buildings).
Expected 20+5%=21. Actual city total production was 20.
edit: I just wanted to also point out beliefs which are working (with CivUP):
*Defender of the faith
*Goddess of Protection
*Ceremonial burial
*Tithe
*Divine inspiratsion
*Guruship
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