Hey all,
New beta version inbound. Extensive stuff this time, minor balance tweaks here and there, and polishing down a few of the rougher ends on the project. Some things, like the espionage rework, will need human playtesting to get 100% correct, but generally the cleanup exposed some major problems with the core mechanics that have been addressed across the board.
Online as of 9:30pm CST. Not savegame compatible.
Link: https://mega.nz/folder/2Jdw3aQT#Z49gV7KAyMq6YiG5BD9jaA
Cheers,
Gazebo
New beta version inbound. Extensive stuff this time, minor balance tweaks here and there, and polishing down a few of the rougher ends on the project. Some things, like the espionage rework, will need human playtesting to get 100% correct, but generally the cleanup exposed some major problems with the core mechanics that have been addressed across the board.
Code:
Fixes/Tweaks
General
Fixed memory CTD with game turns past 'standard' turn amount
Fixed Random victory not respecting disabled options
fix lots of crashes
fix 'cannot end turn' issue
fix map trading
owned ice is passable for everybody
AI
improved city specialization logic for AI
improved city governor tile selection
fix city yield calculation
improved AI explorer handling
puppets can only build defensive buildings up to the previous era (run processes otherwise)
improve AI economic decisions, consider instant yields in addition to gold per turn
tweak AI city production choices, should not go broke so easily
does not create so many citadels, keeps more generals
improve some AI tactical combat behavior corner cases
WC Proposal Logic:
No randomness in voting or proposal choices
Updated estimates of what proposals will help/hurt a Civ in general
Earlier recognition of Tourism and Diplomatic victory progress and which proposals can help
Civs will estimate which proposals other Civs like/dislike and then either help/hinder them depending on relationship and victory competitiveness. They may even help you win if they like you enough!
Vassals use same logic but are likely to help their master if they like them.
Special Sessions (Host and Diplomatic Victory Votes):
AI Voting for another player is dictated by high congress 'alignment'. Alignment is mostly dictated by congress voting history, shared religion/ideology and war history. Vassals/Liberated Civs will have high alignment if they like their master.
Vote numbers are also important (the more votes you have compared to them the more likely they are to vote for you)
Receiving extra votes for Diplomatic Victory is less likely than for host
Bugfixes
Fixed militaristic CityStates not spawning units
Another major revision of warmongering calculation, fixed excessive penalties and several bugs, dropped flavor elements
AI less likely to denounce friends
Fixed some issues with difficulty-related code
Fixed missing distance check from third party war bribes
Deal AI:
Deal valuation for trading votes updated
CS AI:
Adjustment to military might score for PtP
Diplo AI
Voluntary Vassalage
Fixed excessive AI desire for voluntary vassalage
Masters who accept a voluntary vassal now go to war with anyone the vassal is currently at war with, preventing troops from being kicked out + AI trained to handle this
Added option to disable voluntary vassalage (DiploAIOptions.sql)
Fixed being able to have a Defensive Pact and Voluntary Vassalage in the same trade deal
Opinion Score
Fixed recent trade, common foe, vassal protection opinion bonuses not being applied
Vassal protection bonus now nullified if you attack your vassal
Adjusted penalties for competition with the AI
Reduced "denounced by our friend" penalty, also applies less often
Reworked common foe bonus to account for power difference between AI and damaged player; now can go up to +100
The effect of an AI's opinion score on approach selection is now less extreme; increased consideration of leader personality + prioritization if the AI hates or likes a lot of people
Approach
Improvements to AI approach selection towards both civs and CityStates
Reduced tendency to gravitate towards neutral
Fixed erratic shifts in approach while AI is planning war
Fixed a major bug with AI approach prioritization
General
Penalty for breaking PTP now scales with era
Fixed excessive antiwarmonger fervor
Reduced supply per pop by 5% at all levels for all (AI and human)
Other
Improvements to DP + coop war logic
Adjustments to AI strength perception of humans
Diplo Flavors Rework now fully integrated + VictoryCompetitiveness now a 110 scale
AI no longer considers Grand Strategy before the medieval era (for domination) and renaissance era (otherwise); prior to this it uses its "diplo personality" which is based on flavors
Added text to show when a Peace Treaty with a player's DP ally is blocking the ability to declare war
Tweaked war information display
Significant code cleanup and enum sanitization (still ongoing)
Espionage
Clean up of espionage code, especially extreme cost scaling late-game
Rewrite of rolling/defending model
AI spy targeting improved
AssignStartingPlots:
Natural Wonder locations require higher fertility, to properly prevent being put in the middle of nowhere. Side effects might include Krakatoa never being placed, please observe.
Make sure Natural Wonders can never be 3 tiles around City States (up from 1).
Communitu_79a v2.3.0:
Tweak shortest path algorithm edge weights so it actually works (no more straight unnatural canals)
Make sure polar sea connections never dig through land in Terra mode
Balance
Buildings
Solar Plant now 25% to processes (was 20)
Police Station happiness removed; added unhappiness reductions for 4 main sources of local unhappiness
Civs
America
UA: now 25% plot cost mod (was 50); UA now resets plot cost mod cost scaler every time you settle a city
Brazil
Fixed Bandeirantes not having correct sight range
Maya
Atlatl Strike now carries over
Fixed TT for Royal Library
Text fixes for Venetian Merchant and Brazilian UA
Buildings
Colosseum/Arena removed flat tourism; now scales per pop (1 per 3 for arena; 1 per 2 for colosseum)
Museum increased tourism from GW to 2 (was 1)
Broadcast Tower increased tourism from GW to 3 (was 2)
Garden now gives Artist/Musician/Writer specialists in city +1 tourism
Opera House removed 5% culture; added +1 tourism for all local GW
Stadium now grants 2500 tourism when finished; removed GAP; increased GAP per pop to 1 per 2
Circus now grants 500 tourism when finished; removed 150 culture
Ceilidh Hall remains unchanged
Stock Exchange
Grants +2 Gold to Towns worked by City
Minefield
Doubled defense/HP bonuses; now damages units (10 damage) that end turn on a worked city water tile (a la citadel)
University/Seowon +1 science on Snow tiles
Espionage
Spies now scale in potency with game era (should keep spies relevant late game)
City Espionage rank (the stars in the espionage menu) more accurate to real potential for cities
Spy level potency increased slightly
City States
Defense for CS cities scales (slightly) with size
Policies
Scientific Revolution +2 science on Snow Tiles
Tourism
base tourism per GW now 5 (Was 4)
Increased theming bonuses for all buildings by ~20%
Removed city based tourism scaler for empire size; now scales per civ based on difference in empire size
Unhappiness from ideological pressure reverted to vanilla values (slightly more aggressive)
Units
Light Tank now 5 movement
Pioneer cost reduced
Altered the flag for the Tercio
GPs
Musician removed tourism blast; replaced with 10(+x) turns of 100% tourism output with target civ; 50% with all other civs. Scales based on # of owned GW of music
Grants +2 happiness in capital
Merchant - gold scaler per era increased to 150 (was 110)
Promotions
Air Targeting 3 now 25% bonus (was 10%)
Terrain/Improvements
Deserts now 'open' terrain
Increased Town tech yield scaling by 1; increased base Gold to +6 (was +4)
Beliefs
Orthodoxy
Removed spread speed bonus
Global Commandments
Added 15/30 spread speed modifier;
added +1 flat supply to Runestones (same as base lighthouse)
God of the Stars & Sky yields now given to resources on Snow tiles as well
Online as of 9:30pm CST. Not savegame compatible.
Link: https://mega.nz/folder/2Jdw3aQT#Z49gV7KAyMq6YiG5BD9jaA
Cheers,
Gazebo