Spatzimaus
Mad Scientist
Okay, before the thread hits 10k views, here's the next version! It's not a large update.
v.0.15, dated 2/7
BALANCE:
> The Hospitals HealRateChange was set to +100 previously, because I thought it was a modifier (+100%), but its an absolute amount (+100 HP per turn). This was decreased to +2.
> The boost to City Ruins yields was moved from the Content mod to the Balance mod. This includes the +1 gold, +1 culture, and the +1 research at Archaeology.
> City Ruins get +25% defense modifier (fighting in ruins gives good cover). To balance this, I removed the +1 production that Id previously given.
> The Great Person buildings receive an additional +2 upgrade in the late Medieval/early Renaissance, at the following techs:
- Landmark: +2 science at Printing Press
- Academy: +2 science at Physics
- Customs House: +2 gold at Banking
- Manufactory: +2 production at Steel
- Citadel: +2 gold at Gunpowder
(This means that in a game with ONLY the Balance mod, these improvements will just get +2, going from +4ish to +6ish. When combined with the Content mod, though, these get THREE +2s, so at the endgame youll have these improvements giving +10ish.)
> Fixed the Civilopedia entries for the Aqueduct, Sewer System, and Recycling Center to use the Strategy field instead of the unused Quote one.
CONTENT:
> I successfully deleted the four unused techs (the old Future Era) and the Giant Death Robot from the database.
> The Gravtank and its Secondhand counterpart now get the same 33% penalty to city attacks that the Tank and Modern Armor get.
> The Vertol, Secondhand Vertol, and Gunship now also get the 33% penalty vs. cities. This is mainly needed because the cannot capture cities promotion just doesnt work.
> The Ranger, through its custom promotion, now can see invisible (almost never going to matter), and gets +1 visibility.
> Trolls can move across mountains (like a hovering unit) and are immune to nuclear attacks.
> Carriers and Leviathans have the Medic promotion. Thisll help them heal nearby naval units, and onboard fighters.
> Labor Mechs can now move through impassable terrain. (This is the first step to lake-based Dilithium.)
> The Monolith consists of two parts: the improvement (+food) and the Feature (+happy, -food). Previously the +food was +1, this was boosted to +4 so that the AI wouldnt want to replace the improvement with something else and the 1 was changed to 2. This difference compensates for the +2 boost I just added to the Balance mod. So a Monolith tile will now give +2 food when worked and 3 happiness if its within your borders.
> The Nanohospitals HealRateChange was also decreased, to +10. Itll still fully heal a unit either way, but this wont result in huge numbers popping up.
> Removed the Blitz promotion from the Former, since it wasnt doing what I wanted (allow you to improve a tile and then continue moving if you could complete the improvement in one turn).
> Because the new Gunpowder improvement to the Citadel was +gold, and the later one at Nanominiaturization is +production, I changed the one at Electronics to +science.
> Because the new Printing Press improvement to the Landmark was +science, and the second increase is +gold, I changed the third (at Biomachinery) to +food.
(The result of the above is that the pure improvements (Academy, Manufactory, Customs House) get three +2s in their specialty, while the Citadel, Landmark, and Monolith each give three different small boosts.)
> Building any of the new Wonders with custom Lua effects triggered the logic designed for the Dream Twister, which among other things would create a custom notification that would say that your empires happiness has been permanently reduced by 0. This has been fixed.
> The custom notification for the Dream Twister has been removed in general, because it was triggering every turn instead of just the turn it was built; the game will already tell you when someone else builds it (because its a Wonder), it just wont explicitly tell you what it does any more.
> Added custom icons for the new worker build actions (Plant Forest, Terraform, etc.) as well as a couple improvements that never had them before (City Ruins, Monolith). These are not finalized; the small icons used for the Workers need to have a blue background. But its at least legible, both in the Actions UI and the tech tree.
> The Plant Jungle placeholder improvement is now +1 food, -1 production, +1 gold to represent what the tile would have with a trading post on the jungle. This should make the AI decide to plant jungles a little more often.
> Added a bunch of Civilopedia entries.
v.0.15, dated 2/7
BALANCE:
> The Hospitals HealRateChange was set to +100 previously, because I thought it was a modifier (+100%), but its an absolute amount (+100 HP per turn). This was decreased to +2.
> The boost to City Ruins yields was moved from the Content mod to the Balance mod. This includes the +1 gold, +1 culture, and the +1 research at Archaeology.
> City Ruins get +25% defense modifier (fighting in ruins gives good cover). To balance this, I removed the +1 production that Id previously given.
> The Great Person buildings receive an additional +2 upgrade in the late Medieval/early Renaissance, at the following techs:
- Landmark: +2 science at Printing Press
- Academy: +2 science at Physics
- Customs House: +2 gold at Banking
- Manufactory: +2 production at Steel
- Citadel: +2 gold at Gunpowder
(This means that in a game with ONLY the Balance mod, these improvements will just get +2, going from +4ish to +6ish. When combined with the Content mod, though, these get THREE +2s, so at the endgame youll have these improvements giving +10ish.)
> Fixed the Civilopedia entries for the Aqueduct, Sewer System, and Recycling Center to use the Strategy field instead of the unused Quote one.
CONTENT:
> I successfully deleted the four unused techs (the old Future Era) and the Giant Death Robot from the database.
> The Gravtank and its Secondhand counterpart now get the same 33% penalty to city attacks that the Tank and Modern Armor get.
> The Vertol, Secondhand Vertol, and Gunship now also get the 33% penalty vs. cities. This is mainly needed because the cannot capture cities promotion just doesnt work.
> The Ranger, through its custom promotion, now can see invisible (almost never going to matter), and gets +1 visibility.
> Trolls can move across mountains (like a hovering unit) and are immune to nuclear attacks.
> Carriers and Leviathans have the Medic promotion. Thisll help them heal nearby naval units, and onboard fighters.
> Labor Mechs can now move through impassable terrain. (This is the first step to lake-based Dilithium.)
> The Monolith consists of two parts: the improvement (+food) and the Feature (+happy, -food). Previously the +food was +1, this was boosted to +4 so that the AI wouldnt want to replace the improvement with something else and the 1 was changed to 2. This difference compensates for the +2 boost I just added to the Balance mod. So a Monolith tile will now give +2 food when worked and 3 happiness if its within your borders.
> The Nanohospitals HealRateChange was also decreased, to +10. Itll still fully heal a unit either way, but this wont result in huge numbers popping up.
> Removed the Blitz promotion from the Former, since it wasnt doing what I wanted (allow you to improve a tile and then continue moving if you could complete the improvement in one turn).
> Because the new Gunpowder improvement to the Citadel was +gold, and the later one at Nanominiaturization is +production, I changed the one at Electronics to +science.
> Because the new Printing Press improvement to the Landmark was +science, and the second increase is +gold, I changed the third (at Biomachinery) to +food.
(The result of the above is that the pure improvements (Academy, Manufactory, Customs House) get three +2s in their specialty, while the Citadel, Landmark, and Monolith each give three different small boosts.)
> Building any of the new Wonders with custom Lua effects triggered the logic designed for the Dream Twister, which among other things would create a custom notification that would say that your empires happiness has been permanently reduced by 0. This has been fixed.
> The custom notification for the Dream Twister has been removed in general, because it was triggering every turn instead of just the turn it was built; the game will already tell you when someone else builds it (because its a Wonder), it just wont explicitly tell you what it does any more.
> Added custom icons for the new worker build actions (Plant Forest, Terraform, etc.) as well as a couple improvements that never had them before (City Ruins, Monolith). These are not finalized; the small icons used for the Workers need to have a blue background. But its at least legible, both in the Actions UI and the tech tree.
> The Plant Jungle placeholder improvement is now +1 food, -1 production, +1 gold to represent what the tile would have with a trading post on the jungle. This should make the AI decide to plant jungles a little more often.
> Added a bunch of Civilopedia entries.