In honor of my
1000th post on Civfanatics, it's time for the all-important, long-awaited version 21! 88 people downloaded v.0.20, but this one should be a significant improvement.
Before we get started, I want to note that a LOT of balance things have changed in this version. Gold, especially, will need to be examined closely, so feedback would be greatly appreciated. I've also tried to reduce the impact of nuclear weapons in several ways, so hopefully the game won't degenerate to a nukefest QUITE so much. But I'm currently trying to code something much more intricate into the game; right now, the nuke defenses only really help if your cities are targeted but don't protect the countryside, and I'm trying to fix that.
v.0.21:
BALANCE:
> The Stadium was changed from +2 gold to +10% gold. It was also reduced from +3 happiness and +1 culture to +2 happiness and +2 culture.
I will most likely revert the happiness change once the negative-happiness buildings work correctly in the Content mod. Until then, there was just a bit too much happiness in the Nuclear/Digital eras.
> The Research Lab (which had been reduced from +100% science to +50%) gained +10% gold.
> The Broadcast Tower (which had been reduced from +100% culture to +50%) gained +10% gold.
> The Recycling Center’s gold output was raised from +1 to +2.
> The trade route equation was reduced slightly; instead of 1.25 gold per population for the city, it’s now only 1.20.
> The Military Base (defensive building) reduces nuke damage by 20% in addition to its normal +12 defense.
CONTENT:
SPECIAL MENTION:
In the Content mod, I’ve added (finally) the
Doppelganger unit, at Retroviral Engineering; it’s a little cheaper than the powersuit/vertol/skimmer type units, but it’s still 500 hammers so it’s not cheap by any means. It’s a 40-strength combat unit with only 3 MP that gains XP at half the normal rate but starts with +10 XP. More importantly, every time it enters combat, if the opposing unit has a promotion that it is eligible for, the Doppelganger will take it automatically (BEFORE combat is resolved, so if it’s something that can help in this fight…

, and it gains this promotion permanently. So over time you can end up with some very strange promotion combos. The unit starts only with the Synthesis promotion (this ability) and the Commando promotion (use enemy roads).
Note the “promotion it is eligible for” part. Right now, the logic is:
1> If the promotion has the “Lost with upgrade” flag (generally the negative promotions), then you can’t steal it, ever.
2> Assuming you pass #1, then you CAN take the promotion if one of two things is true: if the promotion passes the Unit:CanAcquirePromotion check (which means the unit will EVER be able to get that promotion), OR the promotion has the “Cannot be chosen” flag.
3> Also, obviously, the other unit has to have the promotion, and you have to NOT have it.
Once it’s assembled a list of which promotions it can take with these criteria, one is selected at random. So you might get something great like Regeneration II, or something horribly weak like Anti-Helicopter.
Bottom line: it's a fairly weak unit that can very quickly gain some impressive combinations of abilities, especially if the player is smart about what he fights with it. I'm still testing to see how well the AI handles it, though.
As for the rest of the mod:
>
Terraforming options have been re-enabled. However, they work slightly differently than before; now, the improvement is not replaced with the appropriate Feature or terrain changes until the end of the turn. At the end of each turn, the game checks to see if any new copies of each terraforming improvement were added, and if so, it scans the map hex-by-hex and changes any it finds into the appropriate Feature or Terrain. On turns where no terraforming improvements were completed, this’ll take no time at all.
As a result, most of these now have better placeholder terrain graphics; the Plant Jungle and Plant Forest actions, for instance, will look like Sugar and Spices, respectively, until they’re complete.
In other words, it's not quite as instantaneous as before, but it'll actually WORK for the AI now.
> The Wonders that were giving +100 units of resources were lowered to +10. For now, their civilopedia entries will still say that the quantity is “unlimited”.
I'm trying to get the balance right on these. The original idea was that building certain wonders would basically remove resource rarity from the balance, but it ended up being a bit too strong when the tech leader could just churn out Nuclear Plants ad nauseum.
> Improved the rarity of Uranium slightly.
> The Ascetic Virtues now, in addition to its other benefits, has all Empath specialists in your empire gain +1 Production.
They were the only specialists without a boost at the Hollywood/Wall Street tier. If I ever get the Happiness part working, I'll make this be the food bonus instead.
> To make room for the Doppelganger at Retroviral Engineering, the Clinical Immortality wonder was moved up two tiers, to Ethical Calculus (T19). Its effect was increased slightly as a result; instead of a flat +5 food, it now gives +1 food per 2 population to the host city.
> To make room for that, the Ascetic Virtues was moved up one tier, from Ethical Calculus to Homo Superior (T20).
> To make room for THAT, the +2 science boost for the Academy was moved to Intellectual Integrity (T22), making it the last GP improvement to be boosted (instead of the first).
> The Golem’s cost was increased from 200 to 300. It’s still far cheaper than other units in that era, but being a 2-movement 40-strength unit its combat utility is pretty minimal.
> When a new unit is created, it temporarily gains the Rookie promotion. Until it finishes one fight, it gets –25% to all combat but +100% to XP. After the first fight, the promotion goes away. This was necessary to fix an abuse with the Ranger, Troll, Psi units and Titans where they could get more XP than they were supposed to.
> The Commando promotion (the Ranger and Doppelganger) now allows you to enter rival territory, in addition to the ability to use enemy roads.
Not sure if this actually works, though.
> Because of a typo, Isles of the Deep were incorrectly being allowed to spawn on inland spore towers, which would cause them to move to the nearest water tile on the following turn. Towers not adjacent to water are not supposed to spawn them at all.
> If you start a game in the Digital Era or later, Spore Towers would previously begin spawning immediately (although there would be no Breakout event). Combined with the existing barbarian camps, this was just a little bit much to deal with. So now, Spore Towers will not begin spawning until 20 turns have passed since the start of the game.
You can still have Barbarian camps, with psi units, but no spore towers until the grace period ends.
> The UnitCreated event that gave the Ranger, Troll, Psi units, and Titan units their bonus XP was triggering every time the units would embark or disembark (since it’s a UI-based event). A check has now been added to only add the XP if the unit’s original creation turn matches the current game turn AND the unit doesn't have the Rookie promotion.
There are still a couple ways to abuse this, but it's not something the AI will do by accident, and if the player wants to cheat, well, he has FireTuner.
> A few existing promotions were given the CannotBeChosen flag. This won’t have a practical effect, except that this allows the Doppelganger to steal them. This includes things like IgnoreTerrainCost, Paradrop, and the ability to see submarines.
> A few existing promotions were given the LostWithUpgrade flag, despite the fact that it’d rarely make a difference. This primarily includes the temporary Wonder-given promtions, like the Hacked (Hunter-Seeker Algorithm) or Orbital Drop (Space Elevator) promotions. This won’t have a practical effect, except that this bans the Doppelganger from stealing them (since it’d be harder to remove).
> Previously, the Monolith would place an Improvement for +4 food, and a Feature with +3 happiness and –2 food, for a net +3 happy, +2 food. Now, works a little differently; there are TWO Monolith improvements; each adds food, gold, and culture. The game looks to see if the first one exists, and if so places a Feature that adds 3 happiness, sets the tile’s base yield to 0/0/0, and swaps the first improvement with the second (so that it won’t find the first when it searches, or else you’d get this happening every turn). The second improvement is mainly needed for the tech yield increases and for graphical purposes. This complexity was necessary for the new terraforming code.
Bottom line: building a Monolith will change a tile’s yield to 2 food, 2 gold, 2 culture, regardless of what terrain type it was, plus the two tech yield increases listed below. Any resources will add to this (so building a Monolith on cows makes it a 3-food tile). On the first turn the yields might be a bit screwy, but once the Feature is in place it should work correctly.
> Monoliths now get +2 research at Centauri Ecology, and +2 production at Centauri Psi.
Since the only way to have a Monolith before Centauri Ecology is a single Liberty policy, it’s effectively an always-on bonus; I just didn’t want it to be possible to get that research bonus in the ancient era.
> The Anti-Tank promotion of the gunship (+100% vs Armor) is now lost with upgrades, because the Vertol has +50% vs Armor (but with a higher base strength, so you still come out ahead). A gunship that was promoted was getting both, for a +150% bonus.
> Mindworms now start with the Woodsman promotion, giving them doubled movement through forests or jungles. The other Psi units did not need this, as the Chiron Locusts and Nessus Worms already have all terrains costing 1 MP.
> In a previous version, I’d boosted the range of the Paradrop action from 5 to 6. I’ve set it back down to 5 for the base paradrop (which is what the Paratrooper gets, and in my mod the Colony Pod as well), but added in a range-10 “Improved Paradrop” (PROMOTION_PARADROP_2) for use by the Scout Powersuit and Assault Powersuit.
This should allow powersuit units to cross bodies of water with ease, making them an excellent beachhead reinforcement unit.
> America’s custom trait wasn’t giving the Sentry (+1 visibility) bonus to Energy, Psi, or Titan units. This has now been fixed.
> The five new early-era national wonders have been added to the “banned” list for the Barbarian and Minor civs.
I'm really tempted to un-ban them, though; it was kinda neat to see an ally build Wall Street and suddenly gift me one of every strategic resource. And it'd definitely help city-states specialize a bit more. But I need to examine the balance of this first.
> The Mindworms were increased in power from 45 to 50, Isle of the Deep from 45/100 to 50/100, Chiron Locusts from 60 to 70, and Nessus Worm from 130 to 150.
Remember that psi units adjust their power by +/-25%. So a Mindworm fighting a Laser Infantry will still be a 45; the difference is that they'll now put up more of a fight against the heavier stuff.
> Decreased the amount of neutronium slightly; the number of supplemental deposits are now N/3 large and N/3 small instead of N/2 for each.
> The Planetary Transit System was changed from +33% trade route income to something a bit more balanced: +10% trade route income, and your land units all gain +1 movement as long as they started the turn within your territory.
Combat units won't get nearly as much utility out of this, but it'll make your workers far more mobile.
> The +2 Embarked Movement boost at Doctrine:Flexibility was moved down to Advanced Ballistics
> At Doctrine:Flexibility, I’ve added the SDI Project, which gives a flat 50% chance of intercepting any nuke targeted on your empire.
I’m in the process of replacing it with a more dynamic system, but that still has some technical issues.
> The Perimeter Defense reduces nuke damage by 10%, Gravity by 40%, and the Orbital Defense Pod by another 30%.
Added to the Military Base change above, and a city can be entirely immune to nuke damage by the end of the Fusion Era.
> The Stasis Generator reduces nuke damage by 100%, regardless of what else the city has.
> The Bulk Matter Transmitter adds only 33% to trade route income, instead of 50%.