Yep. I still hope for growth alone for the need.I think we make sure we intend to keep the mechanic before worrying about the icon too much.
Sounds like we need an old priest and a young priest.
In all seriousness if the tests I left running this morning go well I’ll have a beta today.
Taken out of context, that's the kind of sentence a psy could says to his/her patient.So the tests didn't go well? That's a shame. Will there still be Distress, or is it gone?
So the tests didn't go well? That's a shame. Will there still be Distress, or is it gone?
Today is today if you read it right now.
G
Either you're speedy like fast food or you've forgotten there's timezones, it's 14th in an hour for me
Bugfixes and performance improvements
Aztec
Can no longer construct the Well
150% Gold/Faith from kills (was 100%)
Floating Garden gains +10% Food/Production during GAs
Byzantium
TtGoG- none before industrial now applies to Byz as wells
Basilica - reduced faith to 1 per 3 citizens
Babylon
Wall - now provides +2g per Scientist in the city (was +1 culture)
Works a bit better with the UA synergy on hurrying
TR
Scaling gold with era on plunder.
Pillage
Values refactored based on new formula and values in thread
Units
ICMBs now invulnerable to nuclear strikes (does not apply to atomic bombs)
Chariot/War Chariot now the same production cost as an archer, Chariot moved to Animal Husbandry (War Chariot remains at Wheel)
I personally hate this, but vox populi I guess...
Promotions
Glory Hounds - gains 20% city damage reduction (so 80% total reuction with 3 prior promotions)
Slipstream - renamed indomitable, unit gains +25 maximum HP (so 125 HP total) and +25% defense from attacks
Pincer - gains 'ignores ZOC'
Naval Range gone - replaced with Shrapnel Rounds (+50% damage to land units)
Reformation
Sacred Sites - World and Natural Wonders gain +4 Tourism each
Happiness
Reworked luxury happiness method to scale more evenly
Crime now 'Distress' (from lack of Basic Needs) scales off of the city's average of food and production, instead of city defense
Distress takes over as the #1 most important yield deficiency (was Poverty) in terms of citizen hierarchy
Reworked the needs modifier function: needs modifiers from buildings now scale in power based on the size of the city - the algorithm has changed so it's no longer a flat % reduction to the needs modifier, but rather a % modifier to the total modifier versus population.
Math junkies, it works like this:
int iModifier = getThresholdAdditions(eYield); // includes tech median deviation and flat values from CityHappiness.sql
iModifier += getThresholdSubtractions(eYield); //includes all bonuses from policies, buildings, wonders, UAs, etc. - will be negative.
iModifier += iMod; // for building selector UI
int iThresholdMod = getPopulation();
iThresholdMod *= (iModifier + 100);
iThresholdMod /= 100;
Happiness curve for pop in cities is now much smoother, and tech is integrated much more cleanly (should result in fewer per turn swings from unhappiness) (see above)
Specialist unhappiness now .2 (was .25)
Theming Bonus Changes
Amphitheater/Acropolis global theme: 4:tourism: --> 2:tourism: (so 2:tourism: on all theming bonuses, no difference between foreign GWs and your own GWs)
Broadcast tower: 12:tourism: --> 8:tourism:
Globe Theater: 4:tourism: --> 6:tourism:
Royal Library: 2:tourism:--> 4:tourism:
Uffizi: 6:tourism: --> 10:tourism:
Theming Yield Changes
Museum: 5:c5culture: --> 4:c5culture:
Broadcast Tower: 15:c5gold: --> 10:c5gold:
Oxford University: 3:c5science: --> 4:c5science:
Royal Library: 3:c5production: --> 3:c5production:3:c5science:
Hermitage: 5:c5gold: --> 4:c5culture:4:c5gold:
Notre Dame: 3:c5faith: --> 3:c5faith:3:c5goldenage: or 3:c5faith:3:c5gold:
Sistine Chapel: 5:c5faith: --> 3:c5faith:3:c5culture:
Broadway: 15:c5gold: --> 20:c5gold:
Needs testing (beta)
peace deals with cities fix
coup chance rework
Get on a plane and head west. Hurry.
In all seriousness I'm very close to a beta. Had some github issues to tackle and tidy up, and am finishing up some balance tweaks on the happiness front.
Here's a changelog, if you're interested:
Code:Bugfixes and performance improvements Aztec Can no longer construct the Well 150% Gold/Faith from kills (was 100%) Floating Garden gains +10% Food/Production during GAs Byzantium TtGoG- none before industrial now applies to Byz as wells Basilica - reduced faith to 1 per 3 citizens Babylon Wall - now provides +2g per Scientist in the city (was +1 culture) Works a bit better with the UA synergy on hurrying TR Scaling gold with era on plunder. Pillage Values refactored based on new formula and values in thread Units ICMBs now invulnerable to nuclear strikes (does not apply to atomic bombs) Chariot/War Chariot now the same production cost as an archer, Chariot moved to Animal Husbandry (War Chariot remains at Wheel) I personally hate this, but vox populi I guess... Promotions Glory Hounds - gains 20% city damage reduction (so 80% total reuction with 3 prior promotions) Slipstream - renamed indomitable, unit gains +25 maximum HP (so 125 HP total) and +25% defense from attacks Pincer - gains 'ignores ZOC' Naval Range gone - replaced with Shrapnel Rounds (+50% damage to land units) Reformation Sacred Sites - World and Natural Wonders gain +4 Tourism each Happiness Reworked luxury happiness method to scale more evenly Crime now 'Distress' (from lack of Basic Needs) scales off of the city's average of food and production, instead of city defense Distress takes over as the #1 most important yield deficiency (was Poverty) in terms of citizen hierarchy Reworked the needs modifier function: needs modifiers from buildings now scale in power based on the size of the city - the algorithm has changed so it's no longer a flat % reduction to the needs modifier, but rather a % modifier to the total modifier versus population. Math junkies, it works like this: int iModifier = getThresholdAdditions(eYield); // includes tech median deviation and flat values from CityHappiness.sql iModifier += getThresholdSubtractions(eYield); //includes all bonuses from policies, buildings, wonders, UAs, etc. - will be negative. iModifier += iMod; // for building selector UI int iThresholdMod = getPopulation(); iThresholdMod *= (iModifier + 100); iThresholdMod /= 100; Happiness curve for pop in cities is now much smoother, and tech is integrated much more cleanly (should result in fewer per turn swings from unhappiness) (see above) Specialist unhappiness now .2 (was .25) Theming Bonus Changes Amphitheater/Acropolis global theme: 4:tourism: --> 2:tourism: (so 2:tourism: on all theming bonuses, no difference between foreign GWs and your own GWs) Broadcast tower: 12:tourism: --> 8:tourism: Globe Theater: 4:tourism: --> 6:tourism: Royal Library: 2:tourism:--> 4:tourism: Uffizi: 6:tourism: --> 10:tourism: Theming Yield Changes Museum: 5:c5culture: --> 4:c5culture: Broadcast Tower: 15:c5gold: --> 10:c5gold: Oxford University: 3:c5science: --> 4:c5science: Royal Library: 3:c5production: --> 3:c5production:3:c5science: Hermitage: 5:c5gold: --> 4:c5culture:4:c5gold: Notre Dame: 3:c5faith: --> 3:c5faith:3:c5goldenage: or 3:c5faith:3:c5gold: Sistine Chapel: 5:c5faith: --> 3:c5faith:3:c5culture: Broadway: 15:c5gold: --> 20:c5gold: Needs testing (beta) peace deals with cities fix coup chance rework
G
Glory Hounds Denmark will be a sight to behold. The only problem is Baby Wall sort of takes on Persia's niche (which also gets Gold per specialist), but it'll work very nicely with the UA thanks to the synergy with Gold so it's going to be interesting to see, pretty cool.
Is that in addition to the current bonuses?Sacred Sites - World and Natural Wonders gain +4 Tourism each
Have you decided which one you're going to go with?Notre Dame: 3 --> 33 or 33
I'm happy my Bomb Ketch promotion idea got picked up!Naval Range gone - replaced with Shrapnel Rounds (+50% damage to land units)
You addressed my worry about Denmark already. Shame they won't benefit as much from gloryhounds as other civs, but they will probably get it anyways, since it doubles their city gold.
Is that in addition to the current bonuses?
Holy tourism, Batman! People who play at lower difficulties are going to have a party with this
Have you decided which one you're going to go with?
What is ICMB?ICMBs now invulnerable to nuclear strikes
What is ICMB?
If you do this, I would suggest you also move the Well to Wheel so that the Wheel isn't such an empty tech.Chariot/War Chariot now the same production cost as an archer, Chariot moved to Animal Husbandry (War Chariot remains at Wheel) I personally hate this, but vox populi I guess...