Hey all!
New version inbound. Lots of behind the scenes changes, with a smaller amount of direct balance tweaks than usual:
Online as of 11:45am EST. Not savegame compatible.
https://mega.nz/#F!2Jdw3aQT!Z49gV7KAyMq6YiG5BD9jaA
Cheers,
G
New version inbound. Lots of behind the scenes changes, with a smaller amount of direct balance tweaks than usual:
Code:
Tons of bugfixes and AI tweaks
Major performance improvements for a few key routines
Diplo AI improvements from Recursive
Tactical improvements from ilteroi
UI improvements from UndeadDevel
Overhauled the 'guts' of the warmonger model - curve should be less steep, rationalized some big-number vanilla code and made it a smaller scale
In short, warmonger is a bit less punitive, especially for mediocre city captures, and burns off a bit more quickly - you're unlikely to feel warmonger from a singular event for an entire game, even if hits a bit more quickly during a war
Resistance CS bonus is smaller, caps a bit earlier, and burns off a bit more quickly (cap controlled by handicap XML now)
Revisions to AI tourism theming and GW trading logic - AI more likely to make good themes and proper trades
Balance
Cities
Cities now use their real CS when resolving ranged strike damage
Exception: Defense process bonus CS is not included in RCS calculation (to prevent exploit)
Significant adjustments to City CS from buildings and policies included in this.
Generally: a major reduction in the CS curve for cities from buildings, with a bump in city HP from buildings to compensate.
Cities hit harder, but are also more vulnerable to direct assault. They're got a little more HP, so sieges will last about the same amount of time, however individual attack damage will feel better in both directions.
They behave identically to real units, where their strength is equal to their defense and their damage output
Reduced City health recovery to +8 per turn (was +10)
Tourism
Fixed a bug in trade route tourism causing some issues with reversed domain values
Reduced 50% tourism via TR to 33%, changed mechanic to be a bonus with all civs known by the other player (not the sender)
Adjusted balance of instant yield power that generally lowers the potency of instant yield tourism from 'rapid' events (GPs, Wonders) a bit
Increased base tourism of GWs to 4 (was 3), reduced base culture to +2 (was +3)
Units
CS/RCS values of Skirmisher Doctrine reduced to 40/20 (was 50/25)
Naga - dropped RCS by 1
Bumped Gunship move by 1, RCS by 5
Buildings
Hydroelectric Power - swapped gold for food, bumped to +3 on river/lake tiles (+2 on sea tiles)
Zoo - bumped instant tourism to 1000 (was 400), now +2 tourism +1 culture per forest/jungle tile (was +1 tourism)
Museum - grants great works in city +1 tourism
Broadcast Tower - grants great works in city +2 tourism
Policies
Statecraft
Swapped spy from Shadow Networks with Science from Allies on Foreign Service
Trade Confederacy - removed 'science/culture if behind' bonus. Tweaked influence per turn to generate +x influence to city states, where x is the total number of city-state trade routes you have at that time (so 5 routes = +5 influence on each CS TR route)
Increased efficacy of TR to CSs event tourism
Online as of 11:45am EST. Not savegame compatible.
https://mega.nz/#F!2Jdw3aQT!Z49gV7KAyMq6YiG5BD9jaA
Cheers,
G
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