Hey all,
New beta version inbound. A few tweaks from earlier thread, but basics still there. Since my prior delay, and the amount of new code added by others this time around, I'm going to sit on this beta for a bit before moving it over to the new 'official' version.
Online as of 10:00pm CST. Not savegame compatible.
https://mega.nz/folder/2Jdw3aQT#Z49gV7KAyMq6YiG5BD9jaA
Cheers,
G
New beta version inbound. A few tweaks from earlier thread, but basics still there. Since my prior delay, and the amount of new code added by others this time around, I'm going to sit on this beta for a bit before moving it over to the new 'official' version.
Code:
General
Bugfixes, performance improvements
Major diplo AI tweaks
Further refinements of tactical AI
City Defense
Bumped CS on a few buildings
Castle 6 -> 8
Arsenal 12 -> 20
Red Fort 4 -> 6
Military Base 15 -> 25
Minefield 6 -> 10
Harbor and Lighthouse now get +3/5 CS for city, each
Garrisons no longer count as a 'minimum value' for a city - instead, it works a bit like the old system, in that 50% of a unit's CS/RCS (whichever is bigger) is added to the city's defense. Still does not affect the city's RCS
Terrain
Improvements
Sheep + Pasture = +2 Gold, +1 Food (was +1/+1)
Oil Well - gives +5 gold on tile
Quarry -> +2p at Dynamite (was +1)
Pasture -> +2 food at civil service (was +1), +2 gold at fertilizer (was +1)
Villages - now gain +1 gold at Guilds, +1 culture at Railroad
Buildings
Windmills - Marshes and Lakes gain +2p/+2g; loses internal trade +6f
Trainstation - gains +6 internal trade food
Beliefs
Tutelary Gods - now +3p, +2g, +1 faith in cities
Festivals - now +1c (was +2)
Renewal - noow +1f/c/s (was +1f/c)
God of Sun - now +3f from Granaries (was +2)
Inquisition - removing heresy does not delete pop or cause unrest
Symbolism - reduced Missionary spread potency to 15% (was 25%)
Ceremonial Burial - now +15 yield from GP expend (was +14)
Religion
Inquisitors
No longer block spread - simply reduce spread potency by 50% for city their in
If you remove heresy with them, they delete a citizen and cause 1 turn of resistance
Global change: If you share a religion with a CS, your influence recovers at 3x normal rate (helps Abode of Peace)
Civs
England
SOTL - gains Indomitable promotion, loses Breacher
Ideologies
Autocracy
United Front - loses +40 influence from CS gifts; gains Unit Supply generated by Population increased by 50%.
Freedom
Arsenal of Democracy - +40 Influence when you gift Units to City-States
Creative Expression - now +3 GAP form buildings (was +2)
New Deal - now +6 (Was +5)
Draft Registration - loses 50% pop unit supply bonus
Order
Academy of Sciences - reduced extra science on Academies to +2 (was +5)
Party Leadership - now +8 (was +5)
Units
Promotions
General
Anti Air I-III - gained +10 cover defense at all levels; boosted bonus to 15/20/25 v. air units
Naval
Infiltrators - now +25% outside friendly; +25% versus wounded, but also -15% if adjacent to a friendly unit
Piracy - now 50% withdrawal chance
Logistics - now requires tier 4 promotions instead of tier 3 for naval
Land
Field I-III - bumped RCS to 10%; removed wounded bonus, replaced with 10% versus units in open terrain
Air
Sortie now Ace Pilot IV - +34% Combat Strength when Intercepting enemy aircraft. +1 operational range. +1 Interception.
Ace Pilot I-III
I: +25% Chance to Intercept enemy Air Units.
II: +25% Chance to Intercept enemy Air Units. +33% Combat Strength when Intercepting enemy aircraft.
III: +25% Chance to Intercept enemy Air Units. +33% Combat Strength when Intercepting enemy aircraft. +1 operational range.
Dogfighting I-III
+33/+33/+34% Combat Strength when performing an Air Sweep. If this Air Sweep is not Intercepted, deal 5/+10/+15 Damage to all Aircraft units adjacent to Air Sweep target.
Stealth
+25% chance to evade Interception. -25% Damage received from Interceptions. +50 Hit Points.
Range: requires tier 3 promotions to unlock
Evasion I-II: now 33% (was 25%)
Units
Helicopter - now 6 move(was 5)
Galleass - now 4 move (was 3)
Removed Naval misfire penalty from all siege units
Air Units
Fighters: Now start with Ace Pilot I, (except Zero, which gets I-II), removed Interception I/II
Combat Changes
Zero - reduced RCS to 60 (was 65)
Submarine - now RCS 65 (Was 50); CS 50 (was 40)
Carrier - now RCS 45 (was 50); CS 90 (was 70)
Nuclear Sub - now RCS 80 (Was 65); CS 70 (as 60)
Archer/Slinger - now RCS 6/7
Bazooka - now RCS 65 (was 62)
Helicopter - now RCS 75 (was 70)
Online as of 10:00pm CST. Not savegame compatible.
https://mega.nz/folder/2Jdw3aQT#Z49gV7KAyMq6YiG5BD9jaA
Cheers,
G
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