LastSword
Prince
- Joined
- Feb 24, 2013
- Messages
- 1,129
In opening post you can find current development status and if I have already started working on the next version there will be a changelog-in-progress with every change already implemented.
In second post there is a list of changelogs for previous versions.
In second post there is a list of changelogs for previous versions.
Status said:...implementing queued changes.
Changelog v35
AI
- (Espionage) AI will now be more eager to target their ideological rivals during World At War event.
- AI is now much less likely to reform beliefs in industrial scenario.
- City-states' afraid status is now cached at their turn start (related to if major can bully gold). (It is more about performance.)
- Enforcing Codex is available only if alliance lasts for at least 5 turns.
- Militaristic city-states will give now their special unit if either major or minor player (them) have the prereq tech.
- Units gifted by militaristic City-States starts with XP equal to the best value among major and minor players' cities (ignores temporary XP modifier "for the next trained unit"). If allied then such units start with 1 random veteran promotion. It only applies to militaristic city-states, units gifted from other city-states (a reward unlocked by special trait) starts with 0 XP.
- Human player should no longer be able to obtain mutually exclusive innovations through some rare interactions.
- Demographics could display Legal Power per turn value not scalled properly.
- Players can no longer target migrating resources while improving resource for city-states.
- Units gifted by City-States were starting with no XP even if allied.
- XP for trained units from manufactory traits was not working.
- Commission Chateau now requires Acoustics.
- Festival halves chances to start Riots.
- Prestige from Archaelogical Dig nerfed (value is split in minor reward affecting all active academies and greater reward for one random active academy).
- -33% decay and +33% recovery modifiers to influence in city-states if they control their original capital and it culturally belongs to player.
- Forts no longer grant Great General points (citadels still do).
- Citadels now have +50 hp and grant Morale from situation (owned 1/3/6/10...).
- Minor Ideologies related to Golden Age rebalanced.
- Players no longer need Dynamite to construct railroads. Various effects allows constructing X railroads per turn. Dynamite allows constructing +2 railroads, Steam Power +2, Industrialization +1. Dynamite is tech required for industrial city connections (production bonus) and for railroads in city.
- Citizens may now migrate due to war (based on number of attacks and damage taken last turn).
- Minor rebalance of wonders.
- If city can't work then it will not yield positive food (it can starve).
- Secularism now automatically converts any Faith above 400 to Legal Power (4 to 0.01 ratio) on turn start.
- Minor rebalance of ideological tenets.
- In ancient scenario players can choose beliefs from 3 randomly preset options upon founding religions.
- New basic action: Manuevuers. Grants XP for next trained unit in all Cities.
- Following actions were enhanced with more interesting outcomes: Patronize Art, Civil Service, Sponsour Missionaries.
- After choosing an initial resolution player enters normal 4 turns of cooldown before next action.
- If major player joins league then all members enter 4 turns of cooldown before next action.
- Declaring war on an allied city-state of another member will create -2 votes modifier for 20 turns in non-scripted leagues.
- Votes from Actions will now be recalculated when 2 or more leagues are merging together.
- An additional check for heavily starving initial cities that will redistribute some population to more thriving places.
- Script creating starting units now consider an amount of cities on continent (plausible shift from land to naval units).
- Player can now block all AI offers about resource or cooperative wars (available in Auction House, Global Relationships and Counselors panels).
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