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

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Gazebo

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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
 
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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?
 
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If you have a Solar Plant, you can't have a Nuclear Plant, Hydro Plant or Wind Plant.
Lol. Even more reason not to build hydro plants.
 
Yea, I don't really understand why the 'Plant' limit is put in? Too much late game production inflation?
 
Lol. Even more reason not to build hydro plants.

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.
 
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.
 
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.
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
 
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?
 
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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.
 
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