December Balance Beta - December 3rd (12/3)

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Gazebo

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Hey all,

The December Balance Beta is here! Fresh off the press!

Changelog
  • Bugfixes for a few smaller things
  • AI performance improvements
  • Integrated v89 of Whoward VMC (Modders: automaton stuff)

Balance
Civs
  • Germany
    • Hanse: reduced % production bonus to 3% per CS TR (was 5%)
  • Denmark
    • Runestone: changed pillaging bonus to 5g/5c (was 5c/5p), cannot receive bonus from pillaging CSs
  • Carthage
    • Quinquereme: dropped CS to Trireme level, added 'Heavy Assault' promotion (+25% CS on attack, +100% CS on city attack)
Policies
  • Fealty
    • Finisher - now +3 in cities with religion (was +2)
    • Finisher - now unlocks Red Fort (was Taj Mahal)
  • Progress
    • Opener now also provides 15 culture per tech already researched, not scaling with Era
  • Trade Routes
    • Reduced culture and science from International Trade Routes by about 34%
  • Improvements
    • Lumbermills and Logging Camps now generate +1P/+1G (respectively) if adjacent to two other Lumbermills/Logging Camps
      • i.e. they operate like farms for adjacency- encourages the maintenance of coherent jungle/forest groupings, especially in the earlier parts of the game.
Wonders
  • Taj Mahal - removed 'on friendly unit death' mechanic
    • Added +3f/c/s per religion in city
  • Big Ben - dropped votes to 2per8 (was 3per8), gain GM
Units
  • CSD - diplomatic units now have a flat cost (100) that scales by 150 every era.
  • Caravan and Cargo ship units now scale production cost (100) per era (base remains the same)
  • Artists - now generate GAP instead of Golden Age turns
    • Base value is 1/2 of the base GAP needed for your first Golden Age (so ~ 375)
    • Scales off of Tourism and GAP (past 5 turns), and is buffed by 10% for every Themed

Golden Ages
  • Adjusted delta to 2250 (was 2000)
Buildings
  • Pagoda: added +2f base
Beliefs
  • Enhancers
    • Iconography: replaced 'remove minimum policy requirement' with -1 to all policy requirements (modders note - I changed the table element for this)
  • Followers
    • Veneration: +1 Faith, Science, Gold, and Food in the City. 10% of Faith Purchases in this City are converted into Culture.
    • Inspiration: +1 Culture for every 2 followers in the City (max +6 Culture), and +2 Faith if you have at least one Specialist in the City
Promotions
  • Bumped base flanking value back to 10%
  • Bumped flanking bonuses from promotions that affect flanking to 5/10/20 (was 3/5/15)
World Congress
  • You can no longer propose the same resolution or repeal two sessions in a row
    • So, if you try to sanction someone and it fails, no one can propose that specific proposal on that player again until the session after the next one


Link: https://mega.nz/#F!2Jdw3aQT!Z49gV7KAyMq6YiG5BD9jaA

Not savegame compatible. Online as of 11:30pm EST.

Cheers,
Gazebo
 
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Does this incorporate the happiness balance changes talked about in the other balance thread? I'm genuinely insure if I'm just playing poorly or if the scaling is just really off.
 
The change to the forst improvements is nice, but it didnt change anything about the fact, jungles are far inferior to forests. One production is worth much more than one gold.
The change to trade routes is also welcome, they overperformed.
Something I dont agree with is the change to hanse, that nerf is too huge, 40% less modifier. Could we atleast increase the yields for CS alliances back to 3? It would atleast compensate the nerf a bit for the early game.
And I predict.... nothing will change with veneration. Its still terrible. And theres no scaling factor, cause faith scale terrible into the lategame.

Edit: Civilopedia entry still says hanse gives +5% production per trade route
Edit2:
Production Cost of a Trade ship = 240
Production cost of Great Library = 200
Balance?
 
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Will lumberMills get adjacency bonus from logging camps and vice versa, or only from themselves?
 
Will lumberMills get adjacency bonus from logging camps and vice versa, or only from themselves?
Only from themselves. Lumber mills/logging camps are separate improvements and the table doesn't work that way. They have to be same type.
 
The change to the forst improvements is nice, but it didnt change anything about the fact, jungles are far inferior to forests. One production is worth much more than one gold.
The change to trade routes is also welcome, they overperformed.
Something I dont agree with is the change to hanse, that nerf is too huge, 40% less modifier. Could we atleast increase the yields for CS alliances back to 3? It would atleast compensate the nerf a bit for the early game.
And I predict.... nothing will change with veneration. Its still terrible. And theres no scaling factor, cause faith scale terrible into the lategame.

Edit: Civilopedia entry still says hanse gives +5% production per trade route
Edit2:
Production Cost of a Trade ship = 240
Production cost of Great Library = 200
Balance?

Play before you complain.

G
 
  • Opener now also provides 15 culture per tech already researched, not scaling with Era
This seems to apply to each policy you take, not only the opener... hotfix plox?
 
  • Opener now also provides 15 culture per tech already researched, not scaling with Era
This seems to apply to each policy you take, not only the opener... hotfix plox?

That’s the policy itself giving you the yield - you only get the bonus once. There’s two parts to it.
 
That’s the policy itself giving you the yield - you only get the bonus once. There’s two parts to it.
But I'm getting the culture bonus per researched tech every time I choose a policy.
 
The new Quinquereme oneshots 5 def cities and takes unwalled capitals in 3 hits. I was able to conquer two civs before most had reached the classic era on Emperor with three boats (that were essentially free thanks to the settling bonus) and snowballed out of control with the upgraded progress tree. I did reroll a start until I had two coastal resources though, but that early coastal tileyield is part of what makes Carthage one of the most unique and interesting civs in my opinion.
 
The new Quinquereme oneshots 5 def cities and takes unwalled capitals in 3 hits. I was able to conquer two civs before most had reached the classic era on Emperor with three boats (that were essentially free thanks to the settling bonus) and snowballed out of control with the upgraded progress tree. I did reroll a start until I had two coastal resources though, but that early coastal tileyield is part of what makes Carthage one of the most unique and interesting civs in my opinion.
Sry, but who was not thinking exactly this will happen, when he saw that changelog?
Play before you complain.

G
Underperforming jungle is nothing new. And the change increases the gap more, even I think it won't have that much influence, but it's nice to have. Wouldn't be the next step to do the same for mine improvement?
And I never really saw an AI Germany greatly overperforming, even before all the nerfs. Not like Mongols which are able to conquer 3 CS before turn 90 in most of my games. I thought that cooldown was made to deny such a snowball.
And do you really think it's OK, a trade ship costs more than a wonder in the same tech column?
 
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