AndreyK
King
Supply for player extremely low, trying to hold AI, I had 11 units (Hero & Giant included) supply was 8, so I got penalty, still I was last in techs & military
I do think borders need to be able to expand in the early game, else the Prehistoric Eras will be too uneventful. I will look into increasing the Culture costs of expanding tiles though. Gold also provides another avenue of choice and to take it away would make the early-game more stale in my opinion. I think I will probably remove the second Settler though.Maybe we can make that second Settler drastically more expensive to get? I actually wouldn't mind if the early game is mostly single city since it doesn't make sense to have even a second settlement until Agriculture starts becoming a real thing. This will also make it possible to keep Natural Wonders in the game since no one can take advantage of them except maybe city states...
The more I think about it, the less I like about the culture from Tree of Life. That culture can be used to expand borders naturally and I'd personally would rather see the expansion kept to a minimum until Ancient Era or so. In addition, is there a reason why we have gold production early game? What's producing the gold and, with units and buildings all maintenance free, it seems silly to have it.
Definitely planning to increase unit supply in the next update.Supply for player extremely low, trying to hold AI, I had 11 units (Hero & Giant included) supply was 8, so I got penalty, still I was last in techs & military
Could you upload the log files?CTD on Ephiopia AI move (end of turn) on 6666BC
Leaders
- Venice no longer starts with Venetian Merchant
- Barbarians no longer build Obsidian Archers
- Venice gets free Venetian Merchant at Currency
General
- Removed some redundant code
- Fixed some resource reveals
- Reclassed bonus resources
- Fixed some Civilopedia entries
- Fixed some missing Future Eras Civilopedia entries
- Increased cost of first Border Growth tile acquisition
- Removed LeeS Unit Spawn Handle script (couldn't get to work)
- 20% chance to capture enemy units until the Renaissance era to make them into Laborers
- Reduced CS quest rewards
- Tweaked gamespeeds
- Reduced early-game AI bonuses
- Tweaked difficulty AI bonuses
- Increased beginning City Defense
- Incorporated Slavery Mod by Mk Z
- Barbarians are limited to Wildlife units until the Neolithic/Ancient Era
- Adjusted Warmonger percentages by era
- Reduced first Policy cost
- Cities cannot bombard until they construct Walls
- Increased ConstructPercent / TrainPercent for gamespeeds
Tech
- Redid all Tech costs (reason update took so long)
- Converted XML generator to use Standard gamespeed as base
- Gathering now a prereq to Hunting
- Art now a prereq to Trapping
- Slowed growth rate through Paleolithic to Ancient eras
- Adjusted Tech AI flavors
- Increased Research percentages for Paleolithic through Neolithic
- Harmony leads to Warfare
- Harmony leads to Leadership
- Ropemaking leads to The Wheel
- Warfare leads to Painting
- Trading leads to Mining
- Music leads to Agriculture
- Painting leads to Religion
- Painting leads to Agriculture
- Added starting minor defense units by era
- Changed starting units by era
- Trapping leads to Military Theory
- Mining leads to Construction
- Archery leads to Copper Forging
- Scouting leads to Archery
- Vassalage unlocked at Medieval Era
- Fixed missing Copper Forging 256x icon
- Removed AI free techs
Buildings
- Increased Video Rental building GPP output towards a Great Director
- Video Rental building provides -1 unhappiness from Urbanization
- Changed Entertainment Server building culture output to a modifier
- VR Cafe building produces -1 unhappiness from Boredom
- Milling Center building requires Factory
- Fixed Airbase building requires Airport
- Aerospace Complex building requires Airbase
- Aerospace Complex increases Air Capacity to 15
- Halved Cathedral building scaling Gold bonus
- Reduced Order building scaling Faith bonus
- Reduced Ornate Cathedral building scaling Gold bonus
- Reduced Teutonic Chapter building scaling Gold bonus
- Reduced Council building scaling Science bonus
- Reduced Colosseum building scaling Golden Age Points, GG/GA bonuses
- Reduced Runestone building scaling Gold bonus
- Reduced Police Station building scaling Science and Culture bonuses
- Removed free Prehistoric Settler from Tribal Campfire
- Reduced cost from Tribal Campfire
- Renamed Tribe's Campfire to Tribal Campfire
- Reduced Gold output from Tribal Campfire
- Increases Military supply cap from Tribal Campfire
- Adjusted AI flavors on Tribal Campfire
- Food Storage building increases Military supply cap
- Raised Food Storage building cost
- Tribe's Meeting Place provides +1 unit supply cap
- Courthouse now drops 2 Slave resources
- Removed Gold output from Tree of Life
- Tree of Life outputs 3 Science
- Tree of Life outputs 1 Production
- Causeway moved to Tool Specialization
- Reduced Slave Auction's Gold output
- Removed Slave Auction's Happiness AI flavor
- Removed Slave Auction Policy Happiness modifiers
- Removed Slave Market Policy Happiness modifiers
- Added Passage Grave building
- Added Reservoir building
- Removed National ID's Policy Happiness / Culture modifiers
- Made National ID building exclusive to the Order and Autocracy ideologies
- Added Wooden Huts building
- Lectern provides additional Science
- Lectern no longer provides Production
- Increase defense from Lectern
- Fire Pit requires animal resources
- Fire Pit provides Science
- Monument provides +2 Culture and +1 Science
- Changed Border Charter obsolete tech to Navigation
- Removed Boundary Markers' border growth points bonus
- Reduced Boundary Markers' border growth bonus
- Added Title Deed building
- Totems require appopriate nearby resources
- Haleness Totem lowers global needs modifier by 15%
- Spiritual Humanism Totem provides +1 Happiness for every 3 Citizens in capital
- Council outputs 2 Science
- Hunters' Hut bonus increased
- Reduced Totem of the Goddess' Food bonus
- Chieftain's Hut no longer provides Happiness / Gold
- Reduced Chieftain's Hut cost
- Reduced Shaman's Circle cost
- Reduced Heros' Hut cost
- Tribal Campfire no longer yields Happiness
- Increased Stone Shelter cost
Wonders
- Fixed Browning Arms Company civilopedia entries
- Hotel de Toulouse must be built on Flat terrain
- Silicon Valley must be built on Flat terrain
- The Apollo Program has 2 Science specialist slots
- Wonderwerk Cave gives +1 movement to Laborers
- Reduced Broadway's scaling Culture bonus
- Reduced Great Pyramid's scaling Golden Age Points bonus
- Menin Gate provides scaling Golden Age Points bonus
- Reduced Prora's scaling Culture bonus
- Reduced Rockefeller Center's scaling Culture bonus
- Reduced Terracotta Army's scaling Culture bonus
- Reduced University of Sankore's scaling Science bonus
National Wonders
- Hero's Hut provides +1 unit supply cap
- Shaman's Circle provides +1 unit supply cap
- Reduced Internal Defense Mechanism's scaling Science bonus
- Reduced Mausoleum's scaling Faith bonus
- Reduced National Intelligence Agency's scaling Science and Gold bonuses
- Reduced National Monument's scaling Golden Age Points and Culture bonuses
- Reduced Oxford University's scaling Culture bonus
- Reduced White Tower's scaling Science and Gold bonuses
Religion
- Reduced Bran, the Sleeping Guardian belief's scaling Culture bonus
- Reduced Epona, the Great Mare belief's scaling bonuses
- Reduced God of the Expanse belief's scaling Faith and Production bonuses
- Reduced Goddess of the Home belief's scaling Food and Faith bonuses
- Reduced Morrigan, the Harbinger belief's scaling bonuses
- Reduced Hero Worship founder belief's scaling bonuses
- Reduced Way of Transcendance founder belief's scaling bonuses
- Reduced Cooperation follower belief's scaling bonuses
- Reduced Crusader Spirit reformation belief's scaling bonuses
- Reduced Divine Teachings reformation belief's scaling bonuses
- Reduced Global Commandments reformation belief's scaling bonuses
- Raised first Pantheon cost
- Raised first Prophet cost
- Raised first Faith Great Person cost
Units
- Reduced Autochthon movement to 1
- Autochthon upgrades to Hunter
- Autochthon gains XP from recon
- Made Autochthon weaker
- Reduced Firecaster units movement
- Caveman movement reduced
- Savage units movement reduced
- Laborer moved to Complex Tools
- Great Hero movement reduced
- Giant movement reduced
- Added missing Priestess AI flavor
- Added missing Shaman AI flavor
- Hunter movement reduced
- Reduced Hunter strength
- Laborer works slower than Worker
- Incorporated Wildlife Reborn by LeeS & Xarsus (removed all Dinosaur units)
- Incorporated Mammoth Unit mod by Deliverator
- Lion obsoletes at Trapping
- Removed Kon Tiki Raft Naval AI flavor (AI building too many)
- Increased Obsidian Archer AI flavors
- Reduced Primitive Archer AI flavor
- Boosted Primitive Archer strength
- Great Hero ranged strength reduced
- Great Hero strength reduced
- Shaman strength increased
- Increased Hunter strength
- Reduced Hunter AI flavor
- Increased Warrior strength
- Decreased Savage strength
- Primitive Archer movement reduced
- Primitive Archer cost increased
- Reduced Caveman AI flavors
- Autochthon goody hut changed to Hunter
- Reduced Autochthon AI flavor
- Barbarians can no longer build Prehistoric Settlers
- Naval/Air/Hover units no longer capable of being captured as slaves
Improvements
- Outpost no longer works on Stone
- Outpost cost reduced
- Outpost expanded to work on more animal resources
- Fixed prereq techs for Outpost
- Fixed missing artdefs for Outpost
- Laborers can now build Pontoon Bridges
Will nerf Hunter a bit, but will likely leave Hunter to be stronger than Pathfinder on account that the Pathfinder is exclusively a Recon unit with faster movement than the Hunter.Hunter strength was a little bit too high already, they are very good units against any barbarians and they upgrade to pathfinder which is weaker.
Tree of Life outputs 3 science, lectern and fire pit, monument provides science, council gives 2 science and reduced first policy costs? Gaining techs and policies was much too quick in previous version.
I was thinking exactly the sameThank you so much for working on this mod! It's something I've been daydreaming about for years and looks great! I hate to add to your work, but...is there someway to use the More Wonders for VP mod that Adan Eslavo is working on instead of Vox Populi Wonder Expanded? He's done a lot of good work & I've grown accustom to it. Keep up the good work and thanks again!