Okay, it's that time again. Two weeks since the last version, and 88 people downloaded it. I was REALLY tempted to go for 100, but that would be a bad idea.
This update isn't huge, despite the two-week gap. The balance of the previous version was significantly better than I'd originally thought, and most of the remaining game mechanisms are the very time-intensive ones that most players won't really notice. (Oh, and unit graphics, but I'm not touching that one until I have a few weeks to kill.)
v.0.18, dated 3/17.
BALANCE:
> The Hospitals help text (stores 20% of food, heal x2) was being done as an Update, but there was no original field to update so it wasnt doing anything. Its now a Row definition.
> Secularism (Rationalism Policy) previously added 2 science per specialist. This is now reduced to 1. In the future eras you run far more specialists, so it was getting overpowered, but it was a bit much even in the normal game. I'm open to suggestions if people feel it's now too weak.
> Republic (Liberty Policy) previously added +1 production per city. This was extremely weak, since Communism (a later policy) added +5 production, and I dislike that sort of duplication in general. Also note that the AI's flavor values are the same for both, so an AI civ that can pick either of those two wouldn't prefer the +5 over the +1, which is stupid. So it now adds +1 production AND makes trade routes generate 10% more gold. In the early game the production will be the dominant effect, but in the late game the gold will probably end up being more important. This is also tied to how the Liberty policies were improved in general in the big patch.
> Move quite a few Civilopedia entries from the Content mod to the Balance one, to reflect the things that were migrated in the past few versions (like the Improvement tech yield increases in the Industrial/Nuclear Eras). This is the only change that'd force you to update both mods at the same time. There'll be a few of these sorts of things in almost every version, but we're nearing the end on the migration.
> The tooltips for the Sewer System and Recycling Center now say that they require the Aqueduct and Sewer System, respectively, to be in that city.
> The AA Gun and Mobile SAM units now get the Melee Penalty promotion, which gives 25% versus most melee attacks, meaning mounted, melee, gunpowder, and armor attacks. It also gives 25% when attacking cities. With the reduction in the Mechanized Infantrys power from 50 to 42, theyd become a better unit all around, being a 40-strength unit with other uses. This won't interfere with their primary purpose, but you won't see SAMs capturing cities and such any more.
CONTENT:
> The Plant Forest and Plant Jungle actions were changed slightly in how they activate. They still work the same way to the player, but Im hoping this change might improve the crash issues. Happy St. Patrick's Day... in honor, make your planets green for me.
> If a city demands a resource that is revealed at a technology, then at the start of the next turn itll reset the demand to nothing (and then eventually pick a new demand). Eventually thisll check to see if you have the tech needed for that resource, but for now Ill leave it this way. In my mod, this only applies to Neutronium. I'm currently debugging a simple change that'll have it immediately pick a new resource instead of restarting the timer.
> The Stock Exchange has been reduced from +33% gold to +25% gold, but now also provides one unit of Horses and one of Iron. I couldnt code in Frozen Concentrated Orange Juice, or it'd provide that too. Basically, there are now six +gold buildings, all of which add +25% but which give progressively better secondary benefits.
> Adjusted AssignStartingPlots.lua to make Oil less common (since it now has much larger deposits) and Uranium and Aluminum more common. Also, the vanilla game had almost no chance of ever placing a small (3-unit) Aluminum deposit; all youd ever see were the large 8-unit deposits. Ive tweaked the tables to make the small deposits a bit more common (at the expense of neutronium, mostly, so it wont affect much else). This one could use some testing. Oil has a very narrow window in which it's useful, before the units requiring it are upgraded to Aluminum-using modern counterparts, but in that window it's extremely valuable. One way I was thinking of fixing this was to have Modern Armor and Stealth Bombers require BOTH Oil and Aluminum, analogous to how the Gravtank requires Dilithium and Neutronium, but if I do this, I'll re-evaluate the rarities.
> City-States can no longer build the Combat Engineer, Colony Pod, or Labor Mech. (The latter two were already effectively prohibited since they require a resource, but no Combat Engineers means no planting forests or jungles.) This might help with the crash bug Ive been trying to track down for a long time, but itll also keep city-states from bankrupting themselves replacing lost workers, and they have no need for the extra movement.
> All new buildings that have other buildings as prerequisites now say so in the tooltip, instead of forcing you to go into the Civilopedia pages.
> The three buildings that require local resources (Centauri Preserve, Pholus Mutagen, Living Refinery) now say so in their tooltips.
> The tooltip for the Maritime Control Center now says that it must be built in a coastal city. It already had to be there, it just never said so explicitly, even if it was pretty obvious.
> Added Soporific Bombs, an alternate version of the Soporific promotion for Air and Naval units. Instead of requiring Shock, Drill, Accuracy, or Barrage, it requires Targeting, Bombardment, Interception, or Dogfighting. There was no need to do the same for EMP, as no naval or air units can select it anyway. I'm tempted to change that so that Needlejets, at least, can drop EMP bombs. Fighters and Naval units (which didnt get Soporific before) can now select this promotion; Bombers and Multirole were changed from the normal Soporific to this.
> The Fundamentalist policy was changed from +5 culture per Wonder to +3 culture per Wonder, and +1 Happiness per Broadcast Tower. Note that due to a bug in the game, this actually gives +2 Happiness per building. There was just a little too much Culture in the Piety tree and not enough Happiness; the Rationalism tree was almost as good for Happiness.
> The Melee Penalty promotion mentioned above also gives a penalty when fighting Energy, Psi, and Titan units. Note that the Isle of the Deep (Psi) and most Titan units have ranged attacks as well as melee. But if you're still using Mobile SAMs in the Fusion Era, well, sucks to be you; upgrade them to Plasma Artillery already, which does NOT have this drawback.
> The Special Forces promotion was internally known as PROMOTION_RANGER. Its been changed to a more appropriate name. The renaming was mainly for the Civilopedia, which tended to freak out when a unit and promotion shared the same name.
> Through a simple Lua hack, all newly-built Ranger and Troll units begin with +30XP, in addition to what they get from the usual military buildings. You wont get to use this XP to choose a promotion until the following turn, though, but the XP through the Barracks and such will still apply on the first turn. These are supposed to represent elite infantry, and unlike the Powersuits aren't upgrades of earlier units, so they were starting off at a big disadvantage before.
> Psi and Titan units begin with +10XP in addition to the usual military buildings, to reflect that these units cant be upgraded from previous ones and must be built new each time. A bit less pronounced than the Ranger/Troll fix, because these aren't supposed to represent elite infantry. The Psi units gain XP at twice the normal rate, while you'll only build Titans in fully-developed cities anyway, so it's not so bad.
> At the start of each combat, a Psi units base strength adjusts by +/-25% based on the base (pre-promotions) strength of the opposing unit. That is, if the opposing units strength is more than 25% higher the Psi unit gets +25%, if its more than 25% less the Psi unit gets 25%, and if its in between the two match. This only applies if the other unit is NOT also a Psi unit, and does not apply if attacking or being attacked by a city. (If a unit has a ranged attack as well, itll compare the higher value for each unit, even if thats not the value its actually using at the moment.) Note that this checks for the Psi unit combat class type, NOT the Psi promotion. It's very SMACesque. What this does, in practice, is make Psi units the ideal unit for a civ that's a bit behind, technologically; only needing the Omnicytes resource, cheap to produce, builds up XP quickly, and now this; the window in which these units are still useful is now much larger, and it makes the Nessus Worm downright scary. Note that this +/-25% adjusts the BASE value, which means it's stronger than a +25% promotion.
> Added three new Promotions: Critical Strike, Spontaneous Healing, and Synthesis. (At the moment these dont have custom icons, but those WILL be coming.) They don't generally have XML effects, but DO trigger custom Lua logic:
- Critical Strike is only given to the Ranger unit. At the start of each combat involving a Ranger, there is a 10% chance that the opposing unit will immediately take 5 damage, whether attacking or defending. This will NOT trigger when fighting a city. Note that this'll trigger even when the Ranger is being bombarded by an artillery, naval, air, or even orbital unit. I could check to see if the attacking unit has a ranged combat rating, but the question is, should I? Despite not making a lot of sense, I like the idea that the unit can't be safely picked off at range.
- Spontaneous Healing is only given to the Troll unit. At the start of each combat involving a Troll, there is a 10% chance that the Troll will immediately heal 5 damage, whether attacking or defending. Unlike Critical Strike, this can trigger when a Troll fights a city.
- Synthesis is not currently being used, but is a placeholder. Its Lua is not yet implemented, but it does have a 50% XP penalty in the XML. This is for the upcoming Doppelganger unit. Details are in a previous post.
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As you can probably guess, I have a text file that I keep the latest patch notes in, adding as I go and then clearing it when I release a version. The file also contains a wish list, all the little things I'm thinking of putting in or tweaking. Right now, that list is getting huge; I've got things like "give the Repair Improvement action to all Secondhand units", "Kelp Farms", "get the All Terrain promotion to work", and "change the Vertol and Skimmer to require both Uranium and Aluminum", that I might do but not until I can get more playtesting done. So the mod's not "done" by any stretch. But it does mean that nearly all changes from here on out will be relatively minor, or at least isolated to a single unit/building/whatever (except the Kelp Farm thing), so don't feel obligated to update to the next version as soon as it comes out if you're in the middle of a game.
The move to v.1.0 will happen whenever I get unit graphics in; I was hoping that there'd be far more of a unit graphic database for me to borrow from, but it looks like I'm going to have to do it myself as no one seems to be doing this sort of thing right now. This'll take some time, so I wouldn't expect too much progress on that any time soon.
And by popular request, I'm attaching v.0.16 to this post. It's two versions behind the v.0.18 I just posted to the first post in the thread, but it's the last version compatible with the v.167 (December) patch and its hotfixes that came before the v.217 (March) patch went live. Because I'd prefer not to have obsolete versions floating around, this is going to be a limited-time offer; I'll remove the attachments in a few days (probably whenever I release the NEXT version, v.0.19), so only download them if you're one of those people who disabled the v.217 patch. This is NOT the version that you new folks want to get; go to the first post in the thread for the newest version. This is only for people who didn't update the vanilla game two weeks ago.
EDIT: Removed v.0.16, because we're now FAR beyond that point.