Hey all,
Here's a preview of the upcoming end-of-January patch:
Take a look, fire away!
Cheers,
G
Here's a preview of the upcoming end-of-January patch:
Code:
General
Bugfixes and performance improvements
Major improvements to tactical AI
Major improvements to Tech selection AI
Minor adjustments to building/unit production AI
Changelog
UI
Added 'Created By: City" to mouseover UI for units (hover over unit portrait)
Adjusted instant yield tooltip on top panel to add more tourism info
Adjusted culture overview tourism screen rising/falling values and metrics
Added instant yield tourism to tourism modifier mouseover tooltip in culture overview
Added Corporation tab to City view building list for organization purposes
Happiness
Base happiness from luxuries is 2; puppet unhappiness divisor is 4 (was 3)
Civs
Denmark
UA: Viking Promotion now gives +5HP in neutral territory healing; removed city damage reduction and gold theft bonus
UA: Longship Promotion: removed city damage reduction and gold theft bonus; added 15% CS and double heal on coastal tiles
Runestone - now +30 Gold/Culture in City a Unit was created by when you Pillage any tile
Rome
Colosseum: now +10 GG/GA points; 25 GAP in City a Unit was created by when you kill a unit
Greece
Acropolis: now +25 Culture in City a Unit was created by when you kill a unit
China: Post-bugfix, now 50% reduction in UA yields on Era Change (was 100%)
Difficulty
Players given a slight needs modifier reduction at difficulties <= Prince. AI given a penalty at Settler (+5%, a bonus at Immortal/Deity(-5%/-10%)
Wonders
Ironworks - now +2 Iron
Globe Theater - Global Boredom reduction, +2 GAP from GWAM (Was +1)
Prora - 25 culture in all cities when you pillage a tile
Beliefs
Orders - now 15 Faith on kill, but only for units from the City (Same as Acropolis etc.)
Corporations
Global changes to all Corporations:
- Reworked max Franchise system:
- All Corporations now have a base #(5), which is directly increased by the number of offices and the number of trade routes. It is 1:1 (so bigger empires have more corporate power, but also more cities to be franchises/officed).
- Every Corporation has a 5% chance each turn to randomly spread to a valid nearby foreign city. This does not replace the TR functionality; it simply accelerates the spread of franchises after founding. This number can be adjusted on corporation by corporation basis.
- All Corporations increase the Tourism modifier with a foreign civ by 2%x the # of your franchises in their empire. This value can be adjusted on a corporation by corporation basis.
- All Corporations now grant 2 free TRs
- Corporation resource tile yield bonus now given to Franchises (was formerly for Offices/HQs). So now foreign cities with resources benefitted by your Corporation now get the buff, instead of owned cities (easy way to buff Franchises and make them beneficial).
- Reduced Production cost of Offices to 900 (Was 1100)
Specifics:
- Trader Sid's:
Caravansary/Market now +3 Gold (was +2)
- Firaxite: Added University +3 Science
- LandSea: no specific changes
- Giorgio: now grants Specialist bonus to GWAM only, but bumped to +2 Culture per Specialist
Hexxon: added Wind Plant +3 Production
- TwoKay: Added Hospital, buff now +3 Food (was +2); Offices reduce all Needs Modifiers in the City by 5%.
- Civilized: now +4 GAP (was +2) from Customs House and Bank; Offices grant +3% Golden Age Length Modifier per Office
Corporation Policies:
Transnationalism now bumps random spread chance up to 10%, from 5% (Was formerly the ability that unlocked random chance). Also buffs all Corporation Offices by +2 Culture
Nationalization: +2 Science from all Corp Offices, Offices count as two Franchises each, and Corporate trade route bonuses to cities with franchises are doubled (i.e. internal routes for this Tenet) - now clears all foreign franchises from your cities, and clears your franchises from foreign cities (so your corporation is solely a national corporation) - no one else can spread corporation franchises to you!
Syndicalism: +2 Production from all Corp Offices. Also, this synergizes with tourism change above, as the bonus effectively doubles your tourism % per franchise once you're 'popular' with the civ (making it easier to get to influential!)
Take a look, fire away!
Cheers,
G
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