Hey all,
New version inbound. I know
@axatin said the last version would be the final 2UC release, but I decided given the tactical AI bug where AI garrisons would abandon their cities, and some other high quality improvements, that it would be an unfitting finale.
This is mainly just bugfixes and AI improvements from
@ilteroi and
@axatin, but also includes a very handy fix for Quick Movement that will aid AI observer games in particular.
These improvements should make the AI significantly more competitive in the early religion, Diplomatic Victory and military competency games.
Unless a bug is introduced by these changes that needs immediate fixing,
this is very definitely the final release of 2UC and no further versions will be released until the integration of 4UC is completed.
Enjoy!
Changelog:
Code:
General
- Added UI_QUICK_ANIMATIONS CustomModOption: turns off Missionary, Diplomat, etc. animations while Quick Movement is enabled (disabled by default)
- Performance improvements
AI
City Production
- Slight boost to valuation of buildings that give an extra copy of Luxury Resources
- Increased AI prioritization of Faith buildings prior to all religions being founded
Should aid AI in the religion game significantly
Diplomacy
- AI will not apply City-State competition weight if the only valid City-States are under SoI/Open Doors
Economic
- Improved AI handling of finances - more intelligent emergency cushion amount, especially when in debt
- AI now has special logic to purchase diplomats if they have available Paper
Combined with the very nasty bug that was fixed, this should make AI much more competitive for Diplomatic Victory
Homeland
- AI better at managing explorers to avoid bumping into enemies
Religion
- Lowered AI valuation of God of the Open Sky and Goddess of Renewal pantheons
Tactical
- Improved caution with ranged and melee units
Melee units are used more as shields when lots of enemies are nearby
- Tweaked retreat logic to handle fortification and embarkation better
World Congress
- If AI has to make a proposal but all of them are bad/zero-scoring, it will no longer halve the "badness" of an option if it was proposed last session
The mechanic is intended to prevent the AI from proposing the same thing over and over again unsuccessfully, but should only apply to good proposals
Worker
- Changed AI fort valuation so they don't build forts in places that aren't useful
Balance
Units
- Reductions to unit purchase cost now decrease Gold earned when scrapping the unit by the same %
This prevents an exploit: get a large discount to purchasing units, and then sell the unit for more than you paid for it
The decrease is based on the highest purchase discount out of all the player's cities
- Scrap Gold now uses TrainPercent from gamespeed, not InstantYieldPercent
UI
- When Quick Movement is enabled, Paratroopers and Settlers will now skip their animations
This should speed up test/observer mode games and is great QoL overall
- Added Shuji Nakamura as Great Engineer
Nobel Physics Prize Winner for invention of efficient blue LEDs
- Removed Elon Musk as Great Engineer
His engineering merits are in doubt. See: CyberTrucks, Twitter
- Added Fritz Haber as Great Scientist
The Haber process produces food for nearly half of all people on Earth
Bugfixes
- Fixed the bug where damaged garrisons would abandon their cities
- Fixed a bug in tactical position scoring
- Fixed multiple bugs with the tactical simulator
- Fixed a very nasty longstanding bug causing the AI to never buy units that require resources when they DO meet the resource requirements (rather than DON'T)
- Fixed an issue where used memory would not be cleared properly after being discarded
- Fixed a bug with America's upcoming UB which allowed it to capture cities within the tile acquisition radius
Link:
https://github.com/LoneGazebo/Commu...ownload/Release-4.22-TRUE/Vox.Populi.4.22.exe
Online as of 5:17 PM CDT. Not savegame compatible.