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.
Not savegame compatible.
Link: https://mega.nz/#F!2Jdw3aQT!Z49gV7KAyMq6YiG5BD9jaA
G
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
G
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