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New Beta Version - April 20th (4-20)

Discussion in 'Community Patch Project' started by Gazebo, Apr 20, 2019.

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  1. Gazebo

    Gazebo Lord of the Community Patch

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    Hey all,

    New beta version inbound. Some minors revision and additions since the last one. Continuing to clean up and optimize code as we move ahead with the happiness overhaul. Feeling very good about this one.

    Code:
    General
        AI bug fixes and performance improvements
        Fix for high seas AI naval performance
        Smaller fixes for tactical and homeland AI
        Adjustments to AI diplo logic
        Fixes for deal AI logic in some situations
        Improvements to AI selection criteria in some situations
        Github issue cleanup
        UI adjustments for happiness system
    Balance
        Happiness
            Added a new happiness mechanic for buildings: local urbanization reduction
                Two new types: local and 'global' (i.e. a wonder that reduces urbanization unhappiness in all cities)
                What it does: allows cities to work x # of specialists without incurring the urbanization unhappiness penalty
                    Specialists are fun, but a little too rare right now. This will help.
                Current buildings using this mechanic (value in parentheses is # of unhappiness-free specialists provided)
                    Throne Room (2)
                    Garden/Candi (1)
                    Workshop (1)
                    National College (1)
                    The Guilds (1 each)
                    Wind/Nuclear/Solar/Hydro Plants (2)
                    Factory (2)
            Artistry:
                Refinement - moved 10% Culture from GA to Cultural Exchange; 2 Specialists now no longer generate unhappiness from urbanization in all cities
                    Will help artistry civs 'jump start' GP generation a little more quickly
        Units
            Cruiser-  now 1 range (was 2)
            Ironclad - CS bumped by 5
        Buildings
            All 'plants' now mutually exclusive in a city (except coal)
        Civs
            Dutch
               Polder - can be built on marshes now as well
        Bullying
            Now uses pathfinding to just unit distance, instead of 'radar'
            
    Not savegame compatible.

    Link: https://mega.nz/#F!2Jdw3aQT!Z49gV7KAyMq6YiG5BD9jaA

    :cowboy:

    G
     
    Last edited: Apr 29, 2019
  2. doublex55

    doublex55 Chieftain

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    Will there be a wonder that reduces urbanization unhappiness?

    Also, does pathfinding mean you will be able to bully from far away if you have roads, but from really short if there is forest/desert and no roads?
     
    Last edited: Apr 20, 2019
    JamesNinelives and Stance like this.
  3. CrazyG

    CrazyG Warlord

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    So this was ready like 8 days ago, but you wanted it to the 4-20 version, right?
     
    Weketor, Erikose, Maxxim69 and 9 others like this.
  4. Asterix Rage

    Asterix Rage Warlord

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    Meaning ? (Sorry my bad english)
     
  5. Voker57

    Voker57 Chieftain

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  6. ridjack

    ridjack Chieftain

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    If you have a Solar Plant, you can't have a Nuclear Plant, Hydro Plant or Wind Plant.

    You can only have one building with "Plant" in its name.
     
    JamesNinelives likes this.
  7. bigcat88

    bigcat88 Chieftain

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    It's awful :(
     
  8. ManoloZero

    ManoloZero Chieftain

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    am i the only that is starving at turn 0? wtf
     
  9. pineappledan

    pineappledan Warlord

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  10. HungryForFood

    HungryForFood Chieftain

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    Yea, I don't really understand why the 'Plant' limit is put in? Too much late game production inflation?
     
  11. Gazebo

    Gazebo Lord of the Community Patch

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    Can’t reproduce the ‘starving’ issue. I’ll see what’s up if I can later.

    G
     
  12. ryanmusante

    ryanmusante Regular Supporter

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  13. Stalker0

    Stalker0 Baller Magnus

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    I have to agree. Solar and nuclear were already exclusive, wind and hydro were already exclusive. Nuclear beats the pants off hydro and wind to me, but has a very strong cost element with uranium (often rare, means I get less super weapons).

    I never felt that i was getting too much at this point in the game, we are in the very late game afterall. So I’m not sure what balance element is served with this change.
     
  14. Jarru

    Jarru Chieftain

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    After taking one small city from Morocco at around 0BC I have 19000 wormonger penalty with Ram, Morocco at 22700, Shaka 7700, Pocatello 12000, Darius, Ghandi and Washington 0 warmonger penalty.
    Don't remember I have seen these numbers that high before and it's weird some of civ are supper pissed off others don't give a damn.
     
  15. pineappledan

    pineappledan Warlord

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    back when workshops got buffed there was a debate about how workshops weren’t “paying for themselves” with the number of hammers they cost vs how much they give. I think you could triple the power of hydro and it still wouldn’t pay for itself. Even if you can’t build any of the other 3 (no desert, no uranium, on a river) it is never worth building a hydro plant. That aluminum is better spent on another plane
     
    Moi Magnus likes this.
  16. amateurgamer88

    amateurgamer88 Chieftain

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    I was looking at the tech tree and see Cruisers still have 2 range. Is that just not updated or is it an issue for my game?
     
  17. HeathcliffWarriors

    HeathcliffWarriors Chieftain

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    I added a save and logs to the issue as well, before my first screenshot :crazyeye:

    Odd that it can't be reproduced, perhaps an installation issue.
     
    Last edited: Apr 20, 2019
  18. Gazebo

    Gazebo Lord of the Community Patch

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    For plants, the exclusivity is part one of a rethink on what those buildings are supposed to do. So think! ;)

    G
     
  19. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    I only wished those plants provided a free building called Electric Power that provided the same generic bonuses and then we can just buff the buildings without other considerations.
     
    Moi Magnus likes this.
  20. ManoloZero

    ManoloZero Chieftain

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    thanks for the help but I've solved the problem, this version is incompatible with some mod I was using, I do not know exactly which one, because I use several small mods like free worker and such, I just deactivated all of them and now everything is alright
     
    JamesNinelives likes this.

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