End of January Patch Preview

Gazebo

Lord of the Community Patch
Supporter
Joined
Sep 26, 2010
Messages
18,399
Location
Little Rock
Hey all,

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
 
Last edited:
Dayum...with all those major AI improvements in the last few updates since my last game I'm almost scared to play again

:spear:
. . Me . . evil NPC
 
- All Corporations now have a base #(5), which is directly increased by the number of offices and the number of trade routes.

Is this what influences the spreading speed (aka % chance to automatically spread?) So it starts at 5%, but can increase with this mechanic? Or is this completely separate from that?
 
Greece/Rome get pretty sizeable nerfs I don't think anyone asked for. Granted, Greece are a tribute monster and Rome have a very unique ability, but this is really a huge nerf, they get the equivalent of 5 settled pre-nerf Acropolis cities per kill with Rome getting very little. I don't know if it was needed.
Are Great Works back to 3 :c5culture:? With Franchises providing Tourism, I think the problem of there being too much Culture for Tourism to remove should remove itself and if it still exists, more Tourism should be added somewhere.

Not a fan of Orders change as they'll lose part of their niche now by producing way less Faith very fast. They seem heavily overnerfed as warmongerer play is innately wide, this is very quickly going to just be less stuff per kill. Why change this? It was a cool, unique religious building with a clear niche that gave you little unless you killed, so you just went and killed.
 
Not a fan of Orders change as they'll lose part of their niche now by producing way less Faith very fast. They seem heavily overnerfed as warmongerer play is innately wide, this is very quickly going to just be less stuff per kill. Why change this? It was a cool, unique religious building with a clear niche that gave you little unless you killed, so you just went and killed.

Yes I don't like the order nerf too.
 
I'm guessing that the order change is because it uses the same code as the Denmark change (Greece and Rome too).

This is something people don't agree on, but really the concept of the old runestone was just poor design, it virtually unbalance able, we truly do need a change such as this.
 
Yeah, but orders were fairly innocuous. That was just 2 Faith per kill. They sucked but were still convenient early game, turning stronger at medieval and late game at 30+ cities they provided a very decent assistance. I wasn't going them every game as I still felt something like Church/Synagogue can be just better, but it was fun from time to time.

If it uses the same code and it's impossible to make it per city, the yields should be at least 25 pigeons per kill, but that won't solve another problem that rears its head no matter how many yields per kill it has. There can be no order in the court, there is only Mr. Basil now. Basil's will be pretty worthwhile to get even after reforming, way better to try getting it than waste an entire belief on something which gets most of it's benefit by existing in only one city. With a tall per kill benefit I'm never going Orders again, I will just try to get Basil if possible. If I get Basil in capital holy city I essentially got almost an entire belief for free, the other Orders never pay off because they only give me small birds. This belief is effectively obsoleted by a wonder that will only be okay-ish.
 
I'm guessing that the order change is because it uses the same code as the Denmark change (Greece and Rome too).

This is something people don't agree on, but really the concept of the old runestone was just poor design, it virtually unbalance able, we truly do need a change such as this.
The old function is staying. Prora, for example works how the old runestone worked. The equivalent yields on kill could still be used.

I'm in favor of keeping the order as is. It is more unique if it uses a different yields method than acropolis/colosseum. I never heard any complaints about it.

Re: the Denmark changes, I don't think I will ever agree with these healing changes. They are going to push Denmark in a weird direction. Scouts which heal 25hp every turn with survivalism III, 30hp heal with Grand Canal/Supply on boats. They will stonewall everyone with Dreadnought line ships. What is this supposed to model w.r.t. vikings?
Lots of other possibilities for the ships. XP on pillage, withdraw on melee, move after attack, these wouldn't make viking ships sturdy scrappers in a pitched naval engagement.

Also, still no nerf on Mongolia, huh?
 
I'm guessing that the order change is because it uses the same code as the Denmark change (Greece and Rome too).

This is something people don't agree on, but really the concept of the old runestone was just poor design, it virtually unbalance able, we truly do need a change such as this.

The old table still exists, so orders could be left as a global yield like before if desired.

G
 
Wow great changes. Especially I liked instant yields being limited to city that creates the unit.
 
I don't think Orders are worth it without the Prora effect, but I'm fine with the others. I think St. Basil effectively being a follower belief+ for tall is a bigger problem.

I'm interested in checking out how the corporation change works out.

Also interested in seeing how Denmark's changes play out, but I'm not a fan of the idea of tanky Denmark ships (maybe that's not how it'll play out).
 
Last edited:
Yeah, but orders were fairly innocuous. That was just 2 Faith per kill. They sucked but were still convenient early game, turning stronger at medieval and late game at 30+ cities they provided a very decent assistance. I wasn't going them every game as I still felt something like Church/Synagogue can be just better, but it was fun from time to time.

If it uses the same code and it's impossible to make it per city, the yields should be at least 25 pigeons per kill, but that won't solve another problem that rears its head no matter how many yields per kill it has. There can be no order in the court, there is only Mr. Basil now. Basil's will be pretty worthwhile to get even after reforming, way better to try getting it than waste an entire belief on something which gets most of it's benefit by existing in only one city. With a tall per kill benefit I'm never going Orders again, I will just try to get Basil if possible. If I get Basil in capital holy city I essentially got almost an entire belief for free, the other Orders never pay off because they only give me small birds. This belief is effectively obsoleted by a wonder that will only be okay-ish.

Basil? Not sure I understand.
 
Corporations never sat well with me. This looks really interesting. I had just written a bunch of corporation events as well (r.i.p. your sanity Enginseer), what a coinckydink. :D
 
Top Bottom