CP v. 65.2/CBP v. 12 - Released!

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Gazebo

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Hey all,
Alright, time to unleash this thing onto the masses! I've fixed the bugs, and it runs pretty smoothly. I'm sure there will be a few problems here and there, but, overall, I'm quite happy.

First, thanks to Stackpointer, we now have a solution for EUI users. I'll place a link on the 'How to Install' thread, but it is quite simple: install EUI as normal, download the compatibility folder, and copy each folder onto its respective mod in your MODS folder, overwriting files as necessary. This will require v. 1.24a of EUI.

Second, the biggest changes:
- New techtree
- Reworked and tweaked Wonders/Buildings
- Balanced City and National happiness systems
- AI improvements for trade, diplomacy, and combat
- New promotion system, and unit overhaul

The full Changelog is below:

Spoiler :


AI
- AI will warn player when they are sure that they and the player are approaching the same victory condition. This is purely for flavor, and to help the player figure out what the AI is doing in the late game.
- AI less likely to send ranged units alone to assault a city.
- AI better understands the danger of water, and the importance of staying on land if possible.
- AI more likely to respond to assaults on their land if they are also engaged in an offensive.
- AI better able to reposition bombers to attack.
- AI Naval invasions optimized to have a better mix of damage-dealing ships.
- AI Armies more flexible in size and composition.
- AI more likely to disengage if losing a fight.
- AI will no longer send prophets and missionaries to cities that they are at war with
- 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 values luxuries based on the quantity of happiness they can receive from them
- AI values lump gold over gold per turn slightly.

DLL
- Adjusted function for City Happiness to scale better late-game and with larger empires
- Function for tech increase no longer accounts for # of cities, as this was hard to scale for map sizes.
- Happiness Threshold is now .25 (was 1.00) – this makes unhappiness more variable, but also easier to counteract
- Fixed ‘at war with self’ bug.
- Fixed a few other random bugs (most of the bugs mentioned in Bug Reports are crushed now)

GENERAL
- Workers now work 15% slower
- City connections produce less Gold
- Added free Experience Goody Hut
- Removed ‘reveal barbarians’ Goody Hut
- Free Tech from goody hut can no longer be your currently-researching tech.
- Barbarian Units have a chance to ‘loot’ Gold from a player if they end their turn next to a city or in owned territory. Can steal up to 20% of a player’s treasury, with a higher chance the closer they are to a city. Makes Barbarians scary, especially in the early game!
- Snow and Desert cost 2 movement points.
- Resources rebalanced (based on CEP)
- Terrain rebalanced (based on CEP)
- Improvements rebalanced (based on CEP)

POLICIES
- Policies/Beliefs adjusted to remove yield % mods, added flat yields and yields per pop
- Tradition tree modified:
Tradition;
Opener: +2 Culture in Capital, +1 Food in Capital for every unlocked Tradition policy. Unlocks Hanging Gardens.

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

Legalism: Capital growth increased by 25%, Golden Ages 25% longer.

Monarchy: Capital receives 20 Golden Age Points when a citizen is born, and all cities receive 10 Gold when a citizen is born.
Oligarchy: +2 Food in all Cities. Capital gains +1 Production for every 4 citizens, and a free Engineer specialist slot.
Finisher: +25% GP rate, allowed for Great Engineer purchase with Faith in Industrial Era.

BUILDINGS
- Raw Happiness reduced/removed on many buildings. Almost all raw happiness now comes from luxuries, policies, and beliefs, and wonders.
- Unhappiness reduction on buildings shifted from flat reduction to a reduction based on city population.
Explanation: formerly, a building’s unhappiness reduction was 1 * -100 (so -100), where 1 was the variable in the XML. Now, the function is 1 * (x * -1), where x is the city’s population. This means that buildings become more useful the bigger you city, however it is harder and harder to deal with thresholds as cities grow, so there is now a trade-off (in other words, instead of ICS being a viable strategy, you now have to be careful about overextending your ability to deal with small city unhappiness, as bigger cities get more bang for their buck from unhappiness-reduction buildings). This also makes these buildings less immediately impactful, thus making unhappiness a more important force overall, particularly in the early game.
- Added Poverty reduction to Hospital, Aqueduct and Medical Lab
- Added Disorder reduction to Barracks and Armory
- Police/Constabulary now only affect Disorder
- Added Illiteracy reduction to Library/University/Public School/Research Lab
- Circus, Colosseum, Zoo and Stadium now only affect Boredom, lose free Happiness
- Balanced out remaining UBs to match changes in previous version
- Barracks moved to Archery (tech now called Military Training) - more on this below
- Buildings adjusted – removed Yield % mods, added yield per pop in place of them (only on buildings and natl. wonders, not WWs)
- Circus moved to Physics, costs adjusted (medieval circus makes more sense than 3000bc circus)
- Shrine moved to Agriculture
- Circus Maximus moved to Metal Casting, grants 4 flat happiness
- Zoo moved to Scientific Theory, now costs 1 Horse to build (horse zoo!) - makes horses somewhat useful in the late-game.
- Maintenance on buildings adjusted - generally more expensive overall
- Moved bomb shelter to advanced ballistics, gives city additional HP and +1 happiness

LEADERS
- Polynesia’s Moai ability combat % boosted (range 4), Moai moved to the Wheel.

UNITS
- Barbarian units buffed slightly.
- New unit: Cruiser: (Dynamite) – upgrade between Frigate and Battleship - uses 1 Iron
- All ranged units have their combat strength (i.e. melee power) reduced by 5-15% (depending on era), but ranged siege units have been buffed a little.
- Catapults, Trebuchets, Cannons, and Artillery now require Iron.
- Siege Tower does not, and is available at Military Training (UU boost)
- Renamed Great War Infantry as Riflemen, Riflemen as Fusiliers, Great War Bombers as Bombers, and Bombers as Heavy Bombers.
- Infantry moved to Atomic Theory (from Plastics)
- Anti-Tank Gun removed
- Anti-Tank promotion given to Bazookas and Rocket Artillery.
- Lancers now upgrade into Cavalry and Knights into Lancers
- Lancers moved to Metallurgy, cost reduced
- All mounted units received a strength increase
- Pikemen now upgrade into Musketmen
- Terrain and Target-Specific Promotions removed for land, naval, and air units, replaced with % boosts to combat strength. This benefits the AI greatly.
- Instant heal removed – all promotions now grant 10hp when taken.
- Upgrade tree for melee ships: Trireme -> Caravel -> Corvette -> Ironclad -> Destroyer
- Moved Trireme to Optics, Galleass to Physics, Caravel to Compass, Privateer to Astronomy (renamed Corvette)
- Quinquereme still available at Sailing (UU boost)
- Upgrade tree for ranged ships: Galleass -> Frigate -> Cruiser -> Battleship -> Missile Cruiser
- Missile Cruisers cost 1 Iron
- Destroyers cost 1 Coal
- All late-game units now require some kind of resource, except for Carriers and Mechanized Infantry. This keeps resources useful for the whole game.
- Moved Carrier to Electronics, Gunship to Mobile Tactics
- Submarines may now attack coastal cities (only if directly on the coast) in addition to units in the water. This should help the AI.
- Submarines moved to Penicilin, cost 1 Iron
- Nuclear Submarines cost 1 Iron
- Cargo ship moved to Optics
- Moved Apollo program to satellites
- Moved guided missile to rocketry
- Landships now cost 1 Iron instead of 1 Oil
- SS parts moved to last 4 techs on tech tree

TECHS
Tech tree completely redesigned:
- Built to be more AI friendly
- More flexible early game
- Techs built in ‘pyramid’ fashion, so that it is impossible to get to later eras without taking all techs from earlier eras
- Tech progression and location optimized to force players to make diverse choices of techs to get to units, buildings, etc.
- Techs more expensive – slower tech progression generally
- Tech tree more historically logical
- Archery renamed “Military Training” – Barracks moved there (only naming change - Why? Purely because Archery and the Wheel are not next to each other anymore, so Chariot Archers were possible without archery, which is silly)
- Moved Wealth process to Mining, Research to Military Training (archery)
- Trading Posts moved to Pottery

WONDERS

Ancient:
Pyramids - free Settler (instead of two workers), move to Calendar
Temple of Artemis - fine
Stonehenge - make +3 faith, and +25 Faith (lump), move to wheel, tie to Piety
Halicarnassus - +2 Gold
Statue of Zeus - +1 Faith

Classical:
Great Library - fine
Hanging Gardens - fine
Great Lighthouse - +2 Production
Colossus - fine
Terracotta Army - lump of Culture from completion, reduces disorder in all cities
Parthenon - +1 Culture
Oracle - +2 Science
Petra - move to Horseback Riding, make food/production +1 gold, affects flood plains (not desert)
Great Wall - free Great General

Medieval:
Alhambra -fine
Hagia Sophia - fine
Djenne - move to Education, rename University of Sankore, grant +2 science, disconnect from Piety
Borobudur - move to Guilds
Maccu Piccu - move to Physics
Notre Dame - move to Machinery
Cichen Itza - move to Astronomy
Angkor Wat - move to Currency, +2 Faith
Renaissance:
Forbidden Palace - move to Civil Service
Pisa - move to Chemistry
Globe Theater - same
Himeji - same
Uffizi - move to Economics
Porcelain Tower - move to Scientific Theory
Taj Mahal - +2 Culture
Sistine Chapel - +20% culture
Red Fort - free Castle, big defense boost, no global defense, free GE (
Industrial:
Kremlin - rename St. Basil’s, remove Order requirement, grants Reformation, move to Theology, holy city required
Louvre - fine
Brandenburg Gate - fine
Big Ben - fine
Eiffel Tower - moved to Dynamite
Neuschwanstein - fine
Slater Mill - avail. at Steam Power - 2 Free Coal, free Factory, +5 production

Modern:
Statue of Liberty - move to Combustion
Cristo Redentor - fine
Broadway - fine
Prora - fine
Red Square - available at Replaceable Parts - big reduction to disorder in all cities, free police station, immunity to tourism boosts via technology - requires Order

Atomic:
Pentagon
NEW: Bretton Woods - Free GP of choice, free Hotel - available at electronics
NEW: Bletchley Park - two free Spies, level up spies, 15% defense

Information:
CN Tower - fine
Sydney Opera House - fine
Hubble - fine
Great Firewall - fine
NEW: CERN - big science boost, boost to CS relayions unlocked at particle physics



Have fun, and as always, follow instructions, clear your cache, and bug report!
New versions will be online as of 11pm EST, Nov. 13th.

Edit: There is also a new version of Events and Decisions (CBP) with some small changes. Re-download this as well.
Cheers,
G
 
EUI for CBP needs to have the CP and CBP folders renamed to reflect the increment in version numbers.
 
The happiness stats are not displayed when I hover the cursor over the happiness icon in the upper corner.

Also, I'd like to ask for Health & Plague integration as I enjoy the mod enough, but I won't play civ without EUI. It crosses out Health & Plague from my list, which I wouldn't like. Thanks!
 
The happiness stats are not displayed when I hover the cursor over the happiness icon in the upper corner.

Also, I'd like to ask for Health & Plague integration as I enjoy the mod enough, but I won't play civ without EUI. It crosses out Health & Plague from my list, which I wouldn't like. Thanks!

I know why - I've fixed and re-uploaded. EUI changed pPlayer in the TopPanel.lua, and the CBP stuff wasn't changed to match.
G
 
I know why - I've fixed and re-uploaded. EUI changed pPlayer in the TopPanel.lua, and the CBP stuff wasn't changed to match.
G

Still doesn't seem to work. I cleared the cache etc.
 
Damn you, Gazebo - and thanks for nothing, Stackpointer!!

After a months long break from my thousands of hours spent with Communitas/CSD Civ over the years, these changes have caused me to relapse and restore the game on my SSD :D

Was seriously bereft when that mod went into time capsule mode, and have been lurking here awaiting a tipping point for me to take a break from my modded Skyrim experience. Seeing familiar old hands here - Skodim, Mitsho, Expired and Mystikx, etc. - made me feel right at home. This new update, along with Stackpointer's integration of bc1's essential looking EUI (awesome work, sir - again!), makes me want to scratch that Civ itch once more. Looking forward to how these changes impact the experience.

Thanks for all the hard work, Gazebo, and anticipating a cozy weekend curled up to my PC :cheers:

- Erikose
 
Sorry, Gazebo if I mistaken you. It didn't work because pasting the folders didn't overwrite the old files. It's because the CP and CBP folder names differ (61.1 vs 61.2) etc. We need to change them :) Thanks!
 
Sorry, Gazebo if I mistaken you. It didn't work because pasting the folders didn't overwrite the old files. It's because the CP and CBP folder names differ (61.1 vs 61.2) etc. We need to change them :) Thanks!

Oops! Fixed and re-re-uploaded. Is morning, I need more coffee.

Damn you, Gazebo - and thanks for nothing, Stackpointer!!

I consider this a compliment! :)
G
 
HI !

Thanks for the patch !

A bit disappointed by Petra : I used to love this wonder, removing the food and production bonus is a big nerf :(

I'll give this new version a try soon. Hope to see the effects of the AI upgrades :D
 
HI !

Thanks for the patch !

A bit disappointed by Petra : I used to love this wonder, removing the food and production bonus is a big nerf :(

I'll give this new version a try soon. Hope to see the effects of the AI upgrades :D

It was nerfed in that regard, however it was also improved by making it cheaper, and earlier (Horseback Riding), and it grants +1 Gold to all Desert tiles (including Flood Plains). So it is strong in a different way. Ultimately, it was far too easy for the player to abuse, and the AI did not understand the 'desert but not flood plains' element of the other version- that's why I changed it. Petra and the Sistine Chapel (25%->20%) were my only nerfs, the latter intended to balance out the lack of yield % mods elsewhere in the game.

Cheers,
G
 
It was nerfed in that regard, however it was also improved by making it cheaper, and earlier (Horseback Riding), and it grants +1 Gold to all Desert tiles (including Flood Plains). So it is strong in a different way. Ultimately, it was far too easy for the player to abuse, and the AI did not understand the 'desert but not flood plains' element of the other version- that's why I changed it. Petra and the Sistine Chapel (25%->20%) were my only nerfs, the latter intended to balance out the lack of yield % mods elsewhere in the game.

Cheers,
G

But they weren't your only nerfs? You also overnerfed the Stonehenge which is now the worst wonder in the game.

+3 faith and a tiny barely-a-pantheon faith bump on a wonder which appears early in the game where you need to focus your production on very important buildings/units? Seriously, the UB Mayan Pyramid would make for a better wonder - I'd rather get +2 faith +2 science than that.

It's just silly when compared to Hanging Gardens, Pyramid or, well, any other policy unlocked wonder.

Also I see the point of Petra change, it made for some overpowered cities in Desert Hill infested areas, but I have a question - do the promotion changes also include that discussed removal of +range/+attack for ranged? If so how do I add those promotions back? This change will only result in making assaulting very hard-to-reach medieval-renaissance cities with defense buildings impossible without artillery/bombers.
 
Must say that I fully agree on Stonehenge. The new bonus seems awful :-(

Not sure about the nerf to Petra yet.

\skodkim
 
We'll see about Stonehenge. It is cheaper and earlier than all the other wonders that are policy unlocks, and is pretty much a guaranteed pantheon. May need to be boosted a bit, though.

Regarding promotions, I'm not sure what you are referring to. Care to elaborate? Ranged units get a boost to their ranged strength, not their combat strength, so they are not harder to kill as a result of the promotion tree. Keep in mind that cities are generally much, much weaker than before, and the boost from buildings is largely in hp, not attacking strength.

As always, these changes were intended as a jumping-off point, so I fully expect balance revisions in the future. I was simply ready to get more opinions on the changes as they stand thus far. All in good time, friends. :)
G
 
We'll see about Stonehenge. It is cheaper and earlier than all the other wonders that are policy unlocks, and is pretty much a guaranteed pantheon. May need to be boosted a bit, though.

Regarding promotions, I'm not sure what you are referring to. Care to elaborate? Ranged units get a boost to their ranged strength, not their combat strength, so they are not harder to kill as a result of the promotion tree. Keep in mind that cities are generally much, much weaker than before, and the boost from buildings is largely in hp, not attacking strength.

As always, these changes were intended as a jumping-off point, so I fully expect balance revisions in the future. I was simply ready to get more opinions on the changes as they stand thus far. All in good time, friends. :)
G

I guess I didn't explain well what I've meant - basically I referred to the changes in the promotion system I saw mentioned somewhere in some threads - some people proposed removing certain promotions like double attack/double range. Were those suggestions applied? Hopefully not.

And Stonehenge from what I saw costs about 1/3rd more production than a Temple/Basilica. Since it requires Piety you're going to get the +1 Faith per Shrine/Temple thing anyway so it's not even remotely cost effective - especially if you consider those Temples/Shrines are going to require only half of the production due to the aforementioned Policy. So it's - on Epic - 75~ production for a Temple (which is available several techs later) vs 200~ for Stonehenge. I'd much rather build a Settler and get a Shrine in the new city which he settles, it's much more beneficial. It also doesn't bring any real risk because you won't suddenly become unable to finish your Settler because the Aztecs decided to build one a turn faster than you.

It being a guaranteed Pantheon doesn't really matter. You went Piety, you have +1 Faith in your capital (and probably have built a Shrine already) and considering how poor early game Production is by the time you construct it you'll have your own Pantheon anyway.
 
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