CP and CBP - Complete Changelog

Gazebo

Lord of the Community Patch
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Hey all,

So I've finally finished the complete changelog for the CP and CBP. I'm sure that I've missed a few parts here and there, but it is largely complete and detailed. I've pasted it below (it'll probably take two or three posts to get it all, eventually!). These notes include changes in the upcoming version of the mod. If you see anything out of place, or I've missed anything, let me know!

Cheers,
G

Changes in v. 11 of the CBP / v. 65 of the CP

Community Patch:
AI
- AI logic regarding Deals made variable - value and demand for resources based on supply, proximity of player, relative strength and happiness.
- AI trained to better engage in naval warfare - more likely to land an army on the shore before attacking (as opposed to a pure naval operation). Will send more boats, and will be more likely to simply engage in a naval bombard before using land troops.
- AI prioritizes protecting embarked troops, avoiding unnecessary embarkation, and staying out of ranged fire if possible.
- AI less likely to send units alone to assault a city.
- AI now prioritizes targeting units that are dug-in, so as to force them to retreat or destroy them.
- AI more aggressive towards human players (based on difficulty).
- AI randomness regarding movement and tactical decisions reduced
- AI settler placement, including turn 0 settling, optimized to focus on strategic locations rather than purely resource-based locations.
- AI military targeting considers pathfinding as well as mobility around a target when evaluating how difficult a city is to capture.
- AI warmonger values dynamic, based on more than just conquest - religion, ideology, past history, WC decisions, and co-op wars all play a part in how much warmonger is earned from aggression.
- WC logic reevaluated to make the AI more likely to form coalitions of similar interests and to push through beneficial resolutions.
- Tactical AI optimized to encourage moving-shooting and proper positioning for ranged units.
- AI targeting and positioning for melee units optimized.
- AI trained to spend gold on units and buildings it desires.
- More nuanced diplomacy with regards to warmonger and other values.
- AI more attuned to victory conditions and proper use of Great People.
- AI flavors for leader personalities optimized based on CEP's changes.
- AI army and navy size/composition optimized.
- AI missionary and prophet logic optimized to reduce spam.
- AI trained to effectively understand and use all new gameplay systems added by the Community Patch.
- AI has multiple 'tourism defeat' announcements based on era. No more 'blue jeans' in the Classical period!

DLL
- Unified Yields integrated (all existing secondary and primary yield tables can use any yield type, where logical to do so)
- Integrated code base for Whoward's DLL, CSD's DLL, and Civ IV DF's DLL changes. Hundreds of bugfixes and changes (most identified on the respective pages for these mods)
- Over 40 new functions, and over 50 new secondary tables, all of which add new abilities and actions to buildings, policies, units, and more.
- Additional yields, (YIELD_GOLDEN_AGE, etc.) added to allow buildings, policies, and more to add different types of values.
- DLL changes optimized to limit performance impact.

LUA
- Dozens of new LUA hooks for non-dll functionality (primarily of interest to modders. List to be outlined soon.
- Custom lua for new happiness system (see below), as well as Custom LUA for Culture Overview screen (courtesy KyteM)
- LUA added for most new yields - limited integration of LUA for all unified yields tables (to-do)

Community Balance Patch:

Building Changes
- Changes based on Community Balance Patch team:

Watermill - Maintenance reduced from 2 to 1.
Aqueduct - +1 food to Lakes, Oasis
Garden - +1 food to Citrus, Wine. No terrain prereq. 100 hammers cost
Hospital - -1 maintenance. 210 hammers cost
Medical Lab - 350 hammers cost

Temple - +1 faith on incense and wine, -1 maintenance. Shrine no longer a prereq

Amphitheater - +1 culture to Dye, +2 culture
Opera House - +3 culture, +1 culture with Silk. Amphitheater no longer a prereq
Museum - Opera House no longer a prereq
Broadcast Tower - Museum no longer a prereq

Barracks - No change
Armory - 20xp for new units
Military Academy - 20xp for new units, +5 to city heal

Colosseum - +1 happy, -1 unhappiness from disorder
Zoo - +1 happy, -1 unhappiness from illiteracy
Stadium - +1 happy, -1 unhappiness from poverty. 320 hammers
Circus - +1 maintenance.

Stables - Add +1 production. All mounted units gain +15% production.
Forge - removed from game
Stoneworks - No longer has a terrain prereq.

Seaport - +2 prod, 25% bonus to naval production. +1 gold to sea resources. Harbor no longer a prereq.

Market - +1 gold spices and sugar
Mint - +2 gold, +1 gold to copper, silver, gems, gold
Caravansary - +1 gold, +1 gold to truffles, cotton, fur.

Library - 1 scientist slot (was 0) , no increase in maintenance
University - 1 scientist slot (instead of 2), +1 science to jungles (was 2), +1 maintenance.
Public School - +1 maintenance
Research Lab - +1 science to jungles (was 0), +1 maintenance.
Observatory - +4 science, +15% science. Can be built on a city within 2 of a mountain tile

Windmill -125 hammers (was 250, 50% reduction)
Hydro Plant - Requires watermill (no aluminum). -2 maintenance. 225 hammers

Constabulary - -1 unhappiness from discontent, poverty
Police Station - -1 unhappiness from discontent, poverty

Courthouse - 140 Production cost, Additional cost based on number of cities. Higher rush buy cost.
Walls - 100 hitpoints (was 50)
Castle - 150 hitpoints (was 25)
Arsenal - 200 hitpoints (was 25)
Military Base - 250 hitpoints (was 25)
Bomb Shelter: +1 Happiness, +5 City Defense.

Pagoda - 1 great work of art slot, +2 culture, +2 Faith
Cathedral - 1 great work of art slot, +2 Gold, +2 Faith
Mosque - 1 great work of literature slot, +2 culture, +2 science

Royal Library - given two slows for great works, grants additional XP
Burial Tomb - reduces Illiteracy unhappiness by 1
Bazaar - grants 3 faith, but no longer doubles luxuries
Ceilidh Hall - moved to Classical, replaces Colosseum. Grants +1 Faith, +1 Culture, and +3 Happiness
Mud Pyramid Mosque - grants +3 Culture, +3 Faith
Longhouse - grants +15% Production, and is cheaper
Satrap's Court - reduced Disorder unhappiness by 1

New Buildings:
Religious Buildings: unlocked with associated Follower belief:
Stupa - +2 faith, +2 happiness - unlocked with Stupas Belief
Synagogue - +2 faith, +2 production, 1 great work of literature slot - unlocked with Synagogues Belief
Mandir - +2 faith, +2 food, 1 great work of music slot - unlocked with Mandirs Belief
Order - +2 faith, +10xp for land units - unlocked with Orders Belief
Church - +2 faith, +1 happiness , 1 great work of music slot - unlocked with Churches Belief
Palace Engineer- grants Engineer specialist (part of Oligarchy in Tradition policy tree)
Triumphal Arch- unique Roman Monument - +1 Production, +2 Culture
Odeon - unique Greek Amphitheatre - no Great Work slot, but grants +4 culture and 1 gold. Grants +2 Tourism when you research Philosophy.
Well - more expensive Watermill, only buildable without access to Fresh Waster
Basilica- unique Byzantine Temple - no maintenance, +1 Gold, and grants additional faith based on city population
Indus Canals - Indian unique Aqueduct - retain 50% of food, cheaper and less expensive than standard Aqueducts
Dojo - unique Japanese Armory. Grants additional experience, and adds +1 culture to nearby horses and iron
Mission - unique Spanish Castle. Grants large amount of Faith when built, is cheaper/weaker than Castle, but grants +2 Production.
Skola - unique Swedish Public School - grants +25% culture, and +1 science for every two citizens in a city. Is cheaper and has lower maintenance than a public school.
Baths - Acts like a Garden, except is more expensive and it cannot be built next to fresh water
Wind Plant - +1 Production in every Grassland tile - only available when not next to Fresh Water.

National Wonder Changes:
All National Wonders now require a certain national population to be constructed (instead of needing a specific building in every city). For Venice or OCC, this amount is reduced by 66%.

National College reduced to +25% Science.
Circus Maximus - now reduces unhappiness from Disorder by 1 in all cities.
Grand Temple no longer requries a religion to be founded in order to be constructed.

New National Wonders added:
Religious NW: Each requires 20% of global population to be following your religion in order to be built. Each unlocked by a different Founder belief)
Building your religion's NW will allow you to pick a Reformation belief.
Mausoleum - +6 Faith, Gain faith when an owned unit is killed in battle (unlocked via Ceremonial Burial)
Celestial Throne - +3 Faith, +3 Culture, +3 food, +3 gold, +3 science, +3 production (unlocked via Mandate of Heaven)
Great Altar - +5 Faith, +15% military unit production (umlocked via Hero Worship)
Reliquary - +4 Faith, 4 slots for great works of art or artifacts, +2 culture (unlocked via Way of the Pilgrim)
Divine Court - +4 Faith - +15% Gold Production (unlocked via Holy Law)
Sacred Garden - +4 Faith, +15% Culture (unlocked via Path of Transcendence)
Holy Council - +4 Faith, +15% Food (unlocked via Council of Elders)
Apostolic Palace - +5 Faith, +5 Golden Age Points (unlocked via Apostolic Tradition)
Grand Ossuary - +8 Faith (unlocked via Theocratic Rule)

Jelling Stones - unique Danish National Epic - has no Great work slot, but grants +3 Tourism, +3 Culture, and increases GP rate by 33% for the city. Grants a large amount of culture when completed, and starts a golden age.
Doge's Palace - unique Venetian Palace - has no great work slot, but grants +2 to all Palace yields and defense (except culture, which is +1)

Wonder Changes:

Chichen Itza - reduces unhappiness from poverty by 1 in all cities
Eiffel Tower - reduces unhappiness from illiteracy by 1 in all cities
Forbidden Palace - reduces unhappiness from illiteracy by 1 in all cities
Neuschwanstein - reduces unhappiness from boredom by 1 in city
Notre Dame - reduces unhappiness from boredom and illiteracy by 1 in city

Leaders (changes added to original bonus unless otherwise noted)
Ahmad Al-Mansur - Kasbah buffed (additional gold and culture)
Alexander - +2 Culture per each city.
Ashurbanipal - Royal Library buffed
Askia - Mosque buffed
Attila - Disorder reduced by 25% in all cities.
Augustus - Ballista removed, replaced with Triumphal Arch
Boudicca - Ceilidh Hall moved to Classical Age, buffed
Enrico - Galleass removed, replaced with Doge's Palace
Gajah - No unhappiness from isolation, Candi buffed
Gandhi - replaced ability: 'reduced unhappiness from Poverty and Illiteracy in all cities by 25%,' replaced Mughal Fort with Indus Canals
Genghis - Automatically annexes city-states that are very afraid.
Gustavus - Hakkepelitta replaced with Skola
Haile - Free Great Engineer at Industrialization
Harald - Ski Infantry replaced with Jelling Stones
Harun - Bazaar changed
Hiawatha - all land military units receive Woodsman promotion, Longhouse buffed
Isabella - Tercio replaced with Mission
Kameameha - Moai buffed (additional production)
Oda- Zero replaced with Dojo
Ramesses - Burial Tomb changed
Suleiman - replaced ability: 'Innovation Through Commerce: Recieve 40 science and golden age points every time you initiate a trade route, and a free Caravansary in your first four cities.'
Theodora - replaced Dromon with Basilica, no Unhappiness from Religious Strife.
Washington - B17 Replaced with Frontiersman
William - Polder boosted (+1 Production from start)

New Units:
Frontiersman - unique American settler. Moves faster, has better vision, and always evades capture by barbarians (unless it is trapped, at which point it is destroyed).
Pioneer: Mid-game settler unit. Starts with 3 citizens, 3 extra tiles, and a collection of ancient/classical buildings automatically constructed.
Colonist: Late-game settler unit. Starts with 5 citizens, 5 extra tiles, and a collection of ancient/classical/medieval/renaissance buildings automatically constructed.

Unit Changes:
Coming soon!

Minor Civs:
Declaring war on a minor civ leads to 15 turns of permanent war, and the change for a -5 drop in base influence with all known CSs.

Barbarians:
Barbarians can heal, and will use ranged attacks out of camps.

Religion:
Religious system overhauled. Reformation beliefs now earned when you construct your religion's National Wonder (based on your chosen Founder Belief). There are quite a few faith-based buildings as well (in the Follower beliefs section), and all beliefs have been buffed across the board.

Pantheons:
- Ancestor Worship: 1 Faith per 3 population and +1 production in Capital
- Dance of the Aurora: +1 Food, +1 Faith from Tundra Tiles with Improved Resources
- Desert Folklore: +1 Gold, +1 Faith from Desert Tiles with Improved Resources
- Earth Mother: +1 Faith from Mines on Improved Resources, +1 Gold from Walls
- Faith Healers +15 HP healed per turn if adjacent to a friendly city, 3 faith from each heal that happens this way
- Fertility Rites: +1 Faith from Granaries, 10% faster Growth Rates
- God of Craftsmen: +1 Faith for every 10 gold/turn generated, +1 Production in cities with Pop of 3+
- God of the Open Sky: +2 Culture from Circuses, +1 Faith from Pastures.
- God of the Sea: +1 Production from Lighthouses, +1 Faith from Fishing Boats.
- God of War: +1 Faith from Colosseums, gain Faith if you win a battle anywhere.
- Goddess of Festivals: +1 Faith and +2 Culture for each unique Luxury resource you own
- Goddess of Love: +5 Faith, + 5 Golden Age Points every time a Citizen is born
- Goddess of Protection: +1 Faith from Barracks, +30% increase in city Ranged Combat Strength
- Goddess of the Hunt: +1 Faith, +1 Food from Camps
- God-King: Palace provides +2 Faith, Culture, Gold, Production and Science
- Messenger of the Gods: +1 Faith, +2 Science in cities with a City connection
- Monument to the Gods: +1 Faith from every World Wonder, +10% Production of Ancient/Classical Wonders
- One With Nature: +4 faith, +2 culture from Natural Wonders
- Oral Tradition: +1 Faith from Plantations, +2 Culture from Amphitheaters
- Polytheism: +2 Faith in Capital, and +1 Happiness for every known civ with a Pantheon
- Religious Settlements: 5 Faith from border growth, 10% faster border growth
- Places of Power - +2 Faitg from Mountains, Oases, and Atolls, and +1 Happiness from Cities on Rivers
- Sacred Path: +1 Faith, +1 Culture from Jungle tiles
- Stone Circles: +1 Faith from Quarries, +2 Culture from Stone Works
- Sun God: +1 Food on Farms, +2 Faith from Palace
- Goddess of Wisdom: +1 Faith per 10 science generated empire-wide

Founder Beliefs:
-- Mandate of Heaven: Unlocks the Celestial Throne National Wonder Holy City produces +25% of its yields during a Golden Age.

-- Hero Worship: Unlocks Great Altar National Wonder Receive Faith and Golden Age points when you conquer a City. Bonus scales with City population and Era.

-- Ceremonial Burial: Unlocks Mausoleum National Wonder Receive Faith and Culture whenever a Great Person is expended. Bonus scales with Era.

-- Holy Law: Unlocks Divine Court National Wonder. Receive Faith, Science, and Gold when you purchase a Policy. Bonus scales with Era.

-- Way of the Pilgrim: Unlocks Reliquary National Wonder. Receive Tourism when you spread your Religion to foreign cities. Bonus scales with Era.

-- Path of Transcendence: Unlocks Sacred Garden National Wonder. Receive a large boost to all national yields when you enter a new Era. Bonus scales with Era.

-- Council of Elders: Unlocks Holy Council National Wonder. Receive a boost to current Science research when a city adopts your Religion. Bonus scales with Era.

-- Apostolic Tradition: Unlocks Apostolic Palace National Wonder. Receive Golden Age points when you spread your Religion to cities other than your Holy City. Bonus scales with Era.

-- Theocratic Rule: Unlocks Grand Ossuary National Wonder. We Love the King Day boosts the Faith, Culture, Gold and Science output of a city by 25%.

Enhancer Beliefs:
-- Religious Texts: Religion spreads 25% faster (50% with Printing Press), +1 Science and +1 Culture for every 6 followers of this Religion in Foreign Cities.'

-- Tithes: +200 Gold when each City first converts to this religion, +1 Gold, +1 Faith for every 4 followers of this religion in Foreign Cities.

-- Underground Sect: Your spies exert religious pressure on the cities they occupy. Inquisitors and Prophets reduce your religious presence by half (instead of eliminating it.

-- Holy Warriors: Use Faith to purchase land units. Missionaries convert adjacent Barbarian units to this civilization.

-- Religious Celebrations: +1 Happiness for every two Cities following this religion, +1 Happiness for every 4 followers of this religion in non-enemy foreign cities. 1 );

-- Sainthood: Prophets 25% stronger and earned with 25% less Faith, Gain 100 Faith each time a Great Person is expended.

-- Now Scholar-Priests: Missionary conversion strength +25%, Gain Science when a Missionary spreads this religion to cities of other religions.'

-- Holy Order: Missionaries and Inquisitors cost 30% less Faith, Religion spreads to cities 30% further away.'

-- Religious Unity: Religion spreads to friendly City-States at double rate, +15 to Influence resting point with City-States following this religion.

Reformation Beliefs:
-- Now Missionary Influence: Missionaries grant +20 Influence with a City-State when you spread your Religion to that City-State.

-- Crusader Zeal: +15% Combat Strength in enemy lands versus players that have founded an opposing Faith.

-- Defender Faith: +15%Combat Strength in own lands versus players that have founded an opposing Faith.

-- Jesuit Education: same

-- The One True Faith: Receive 3 additional votes in the World Congress. Missionaries performing the Spread Religion action erode existing pressure from other religions.

-- Sacred Sites: All buildings purchased with Faith provide 3 Tourism each. Hermitage provides +10 Culture and +10 Tourism.

-- Glory of God: same

-- Now Faith of the Masses: May build Opera Houses, Museums and Broadcast Towers with Faith.

-- Knowledge Through Faith: Holy Sites produce +5 Science, Academies produce +5 Faith.

Happiness
Happiness System completely revised. See below.

Luxuries: Luxuries now grant their bonuses as a factor of total empire population. The higher your pop, the more happiness your luxuries provide. This makes luxuries less vital early on, as +1/+2 isn't as big of a deal, yet it does not punish tall or wide strategies because the focus is on overall population, not # of cities.

National Happiness: Rather than having a flat penalty at -1 unhappiness and below, unhappiness penalties scale with each point of unhappiness below zero, up to a certain maximum threshold. This scale affects all yields, though in varying amounts. This makes expansion/unhappiness less binary, and allows players to be slightly unhappy without catastrophic problems.

City Happiness: The big one. City happiness is now no longer affected directly by the # of citizens in a city. Instead, happiness is based on a set of functions that look at the variables below. Overall, population is still king, however per-city unhappiness is a bit easier to manage (and tailor to certain playstyles), whereas the penalty per # of cities is dramatically reduced. This makes Tall and Wide gameplay equally feasible, so long as your empire is well-managed.

The yield-based functions combine your city's yields, dividing this value by your city's population. This value is then compared to the rate value per citizen as a global average of all city yields per pop. If the rate value per citizen is higher than your city's yields (i.e. you are not producing as much as the rate value expects), the difference between the two is multiplied by the per-citizen unhappiness value and the unhappiness is generated. In other words, if your cities are significantly behind other global cities in yields per pop, the difference will be converted into unhappiness.

Keep in mind that, since the unhappiness per citizen element of the game was removed, you are almost always going to have one or more of the following 'problems' in your cities. This is necessary in order to keep happiness from skyrocketing up to 100+, and is fairly realistic. No city is perfect, so don't fret if you have poverty or illiteracy in your cities.

Poverty: This looks at a city's food and gold yields. If these yields do not exceed the rate criteria, your city has some element of poverty. This is largely inevitable in all but the wealthiest cities or most fertile cities.

Illiteracy: This looks at a city's culture and science yields. If these yields do not exceed the rate criteria, your city has some element of illiteracy. This is largely inevitable in all but the smartest or most wonder-heavy cities.

Religious tension: This looks at a city's majority religion, and compares it to the number of citizens that are not part of that religion. If that value exceeds the rate value of the function, you will have some religious strife (note: as I stated earlier, this does not mean that religious minorities = unhappiness, but rather that a mix of religions in a city runs a higher risk of creating religious unrest. That's all. Seriously.). This is largely inevitable in most large cities, but should never be a major source of unhappiness. This value also decreases gradually as the game progresses. You can reduce this value further by building more faith-producing buildings in the city (high faith production has the ability to subtract from a city's minority population), or simply converting people to your one, true faith.

City connections (Isolation): This is simple. Blockades or a lack of a city connection will generate unhappiness based on a rate per citizen value. Should only be a problem if you are besieged from the sea, your routes are pillaged and/or you haven't connected your cities together.

Pillaged tiles: Similar to city connections, this function will generate unhappiness based on a rate per citizen value which looks at the number of pillaged tiles. The more pillaged tiles there are, the higher this unhappiness. No one likes looking at burning fields.

Starvation: This one can be fatal, so be careful. If a city is starving, this function looks at the value of that starvation (i.e. the negative value of food being consumed) and compares that to the rate value of the function. Don't starve people.

Disorder: This function looks at your cities defensive capabilities and your city's garrison. Taking defense as a 'yield' (i.e. the defense produced by defensive structures) and increasing it by a factor of your city's garrison), this value is then divided by your population. If lower than the expected rate per citizen, the difference is multiplied by the unhappiness per citizen rate.

Specialists also generate unhappiness (1 point per 2 specialists in a city).

Policies
Tradition, Liberty, Honor and Piety trees have been revised:

Tradition;
Opener: +3 Culture in Capital, +1 Food in Capital for every unlocked Tradition policy. Unlocks Hanging Gardens.

Aristocracy: +15% Production for Wonders, +1 from National Wonders.

Legalism: +2 Science, and +1 Science for every 4 citizens in capital.

Monarchy: +1 Gold per 2 citizens in capital. Unhappiness reduced by 15% from all sources in capital.

Oligarchy: Capital gains +1 Production, +1 Production for every 5 citizens, and a free Engineer specialist slot.

Finisher: +25% GP rate, allowed for Great Engineer purchase with Faith in Industrial Era.

Liberty:

Opener: 10 Culture received when a building is built or a tech is research. Receive +2% production towards buildings for every Liberty policy taken. Unlocks Pyramids.

Citizenship: Tile improvement rate increased by 25%. Free worker.

City Planning: +1 Citizen in all cities, and new cities start with an extra citizen.

Civil Engineers: +1 Production in all cities. Road/rail maintenance halved.

Meritocracy: When you expend a great person, receive a boost of Golden Age points and science. Bonus scales with era.

Representation: 1 Happiness per 6 citizens in a city. +1 movement for workers and settlers.

Finisher: Free GP of choice.

Honor (now Conquest):

Opener: +33% Strength vs. Barbarians, and receive Notifications when Encampments appear. Earn Culture from defeating units, capturing Cities and clearing Encampments. +3% Production when building Military units for every Honor policy taken.

Imperialism: No Unhappiness from Isolation. A Free Settler appears in the Capital.

Martial Law: Garrisons reduce unhappiness in occupied cities by 50%. Gold Maintenance for all units reduced by 15%.

Logistics: Gain science whenever you kill a unit. All melee units heal for 20 points after killing a military unit.

Conscription: Units gain +10% Combat Strength. A ranged unit spawns in your Capital, and in every city settled after taking this Policy.

Tribute: A free Great General appears outside your capital. Gain food and culture whenever a city expands its borders.

Finisher: Cities increase the culture cost of policies by 25% less than normal. Gain Golden Age Points when you conquer a City. Great Generals can be purchased with faith at the Industrial Era

Piety:

Divine Right: Cities that follow majority religion generate +10% production and +25% Faith. Border growth doubled during a GA.

Monasticism: Can purchase Monasteries with Faith (+2 Faith, +10% Food, +10% Science, 1 Scientist slot).

Organized Religion: Temples and Shrines produce +1 Faith and are produced 50% faster. Grand Temple boosts city culture by 20%

Tolerance: City with majority religion gets pantheon belief of second most popular religion. Reduces unhappiness from religious strife by 50% in all cities, and an additional 50% in the Capital.

Trade Fairs: 15% Gold from Temples and Markets in a city if majority religion is present. Trade Routes generate +1 gold, and majority religion spreads 50% faster along Trade Routes.

Opener: +2 Faith in Capital, Shrines and Temples produce +1 Culture. Faith purchase costs reduced by 4% for every policy taken in Piety. Unlocks Mosque of Djenne.

Finisher: Holy Sites produce +3 Gold and Culture, and all specialists produce +1 Faith.

Other policy changes:

Protectionism: -10% poverty in all cities, 20% in capital.
Naval Tradition: Free Seaport in first four coastal cities.
Capitalism: 2 Specialists in each city no longer produce unhappiness.
Universal Healthcare (Freedom): free Hospital in first 4 cities.
Urbanization: 6 specialists in capital no longer cause unhappiness.
Academy of Sciences: Reduces illitracy by 15% in all ciites.
Peace, Land, Bread (formely Universal Healthcare in Order): -15% poverty in all cities.
Socialist Realism: receive a free Museum in first 4 cities.
Young Pioneers: Receive a free workshop in every city.
Autarky (formerly Universal Healthcare in Autocracy): 2 specialists in all cities, and an additional 2 specialists in your capita no longer cause unhappiness.
Fortified Borders: -20% disorder unhappiness in all cities.
Militarism: free Military Academy in first four cities.

Gameplay Changes:

Difficulty adjustments: AI no longer receives free techs at start, but instead receives incremental bonuses per era (Gold, science, free units, etc.).
Wonders you are beaten to now provide a boost to your culture, instead of Gold.
Tourism influence levels generate additional gold from trade routes with those civs, and great works generate +3 tourism.
Removed 'free map' Goody Hut
Added free Golden Age points Goody Hut
Added free Production Goody Hut
City strength reduced, city strength increase from tech/pop reduced (makes defense buildings more important)

Spies:
Spies can now engage in multiple activities while in a city. Every turn, there is a random chance (based on spy level and previous actions) of a spy

performing an advanced action. These actions have a small change of leading to death, or to a promotion, and can be discovered like normal spy actions.

Spy actions (effects strengthened based on Rank of spy). Sorted based on % possibility (least to most likely)

Actions announced in notification tab, though level of knowledge of who/what was done may change based on your counterintelligence/intelligence.

Damage Wonder construction - removes a % of current production towards a Wonder.
Rebellion - causes damage to city and spawns rebel units (only possible if target civ is unhappy)
Riots - causes city resistance and destroys all of city's food (only possible if target civ is unhappy)
Assassinate GP - removes GPP from most advanced GP progress meter
Damage building construction - removes a % of current production towards a building.
Damage unit production - removes a % of current production towards a unit.
Steal gold - steals % of gold from treasury

Terrain
Snow and Desert cost 2 movement points.

Improvements
Coming soon!
 
While I am impressed by what you've managed to do I still feel somewhat annoyed that most of what was mentioned in the leader balance threads was ignored :D

Anyways good work.
 
Wow, it looks like a *lot* has happened whilst I have been away from Civ5!!! (Doom3 & Elite II: Frontier caught my attention for a while ;-). Will definitely have to give this a whirl. Is the mod available on Steam?

Also, in relation to the Universal Health-care tenet. Would you ever consider-instead of free hospitals-some additional bonus to hospitals other than the food it grants (like bonus happiness or culture? Or possibly even tourism?)

For my part, I would have liked to have seen Universal Health-care kept for all 3 Ideologies, but with its effects being different for each Ideology. That said, you have definitely made this tenet more interesting-& relevant-than it was :-).

Aussie.
 
Please indicate which changes are part of the "core" patch, i.e. effective when one does load CP, but not CBP. I assume that all AI changes are part of the core, but how about the fix to the "declaring war on a minor civ" exploit?
 
While I am impressed by what you've managed to do I still feel somewhat annoyed that most of what was mentioned in the leader balance threads was ignored :D

Anyways good work.

Not ignored, I'm just doing as much as I can without custom functions before I start working on those specifics for leaders. You'll notice that only two leaders have new abilities- those were already coded.

That said, it would be helpful if you would create a new thread that lists all the changes you've envisioned for leaders.



G
 
Wow, it looks like a *lot* has happened whilst I have been away from Civ5!!! (Doom3 & Elite II: Frontier caught my attention for a while ;-). Will definitely have to give this a whirl. Is the mod available on Steam?

Also, in relation to the Universal Health-care tenet. Would you ever consider-instead of free hospitals-some additional bonus to hospitals other than the food it grants (like bonus happiness or culture? Or possibly even tourism?)

For my part, I would have liked to have seen Universal Health-care kept for all 3 Ideologies, but with its effects being different for each Ideology. That said, you have definitely made this tenet more interesting-& relevant-than it was :-).

Aussie.

The changes to ideologies were simply to get rid of the happiness policies - we'll have to work on ideologies a lot more in the future. I'm open to any ideas.
G
 
Great list, I really like how late game settlers gets better. I really miss civ 4 with explorers getting better now that I think about it. Anywho can't wait for the next patch.
 
That said, it would be helpful if you would create a new thread that lists all the changes you've envisioned for leaders.

The original idea was to update the original post in every specific leader thread, but there haven't really been enough discussion in them.

It wasn't my intention to sound rude, it was early and I was late for morningclasses but it is kinda upsetting when I try to get a discussion going and you just do your own thing :D
 
The original idea was to update the original post in every specific leader thread, but there haven't really been enough discussion in them.

It wasn't my intention to sound rude, it was early and I was late for morningclasses but it is kinda upsetting when I try to get a discussion going and you just do your own thing :D

I'm not sure you understand - I haven't been around to have a discussion, as I've been out of the country. This was my first week back, and I've been busy patching things up. Also, your statement regarding I 'not having read through your ideas' is simply untrue - many of the changes as implemented for leaders borrow from the ideas in the changes subforum. I've spent a lot of time in the DLL and tweaking Civ, and I know what it easy to implement and what the AI can or cannot handle - I take these things into account when considering the ideas thrown around, and I implement things based on that. I may not always run every idea by the community - I guess that's the one flaw of having a self-appointed 'Lord of the Community Patch.' :)

That said, a list of leader changes (taking into consideration the changes listed above) would expedite my function-writing greatly. Speed is, as always, my primary focus, especially since I'm largely a one-man xml/sql/dll team at this point.

Cheers,
G
 
Holy crap some work was done here. I haven't tried it yet but man am I looking forward to it.

And I don't know how much work it is or the like but the only things that I miss (Compared to CEP.) are the Stories and having plantations on jungle tiles. Other than that, everything looks great.
 
Holy crap some work was done here. I haven't tried it yet but man am I looking forward to it.

And I don't know how much work it is or the like but the only things that I miss (Compared to CEP.) are the Stories and having plantations on jungle tiles. Other than that, everything looks great.

I think we'll officially replace the stories of CEP with the system created by sukritact:



This system is far more modular (meaning other people can design the events easily), and far more 'lean' in terms of code.

G
 
I think we'll officially replace the stories of CEP with the system created by sukritact:



This system is far more modular (meaning other people can design the events easily), and far more 'lean' in terms of code.

G

Oh *snap*, Gazebo. I just saw this mod today, & was about to ask if you planned to include it! :-)

Great minds think alike I guess.

Aussie.
 
I think we'll officially replace the stories of CEP with the system created by sukritact:



This system is far more modular (meaning other people can design the events easily), and far more 'lean' in terms of code.

G

Exiting news. Which mod is this?

\Skodkim
 
I've tried it, it's good. When you make it work with CPP are you going to use sukritact's Decisions screen/menu or are you going to use CEP's menu for the choices?
 
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