New Beta Version - August 16th (8/16)

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So to be clear, I am not looking for an encyclopedia of exact changes, just something more than:

"Added improved AssignStartingPlots.lua to 6a/6b"

It could be some generics like:

1) Horses are more frequent
2) Stone is now available on hills on all maps
3) Bonus resources are clustered together more frequently than before.

Things like that. I don't need the full math report that Recursive likes to do (though I do actually read those and I like to see the math, I don't always expect it).

That's what I would like to see as well, even though I like what I've seen. I'm hoping tu_79 and azum4roll throw up a poll once they're clear on the changes, so the community can weigh in with "more/leave as is/less" for all of the categories that have been changed and are adjustable.
 
So to be clear, I am not looking for an encyclopedia of exact changes, just something more than:

"Added improved AssignStartingPlots.lua to 6a/6b"

It could be some generics like:

1) Horses are more frequent
2) Stone is now available on hills on all maps
3) Bonus resources are clustered together more frequently than before.

Things like that. I don't need the full math report that Recursive likes to do (though I do actually read those and I like to see the math, I don't always expect it).

Exactly. That way we have a fair idea of what is intended and what is not.
 
Had a pretty interesting "incident" in my current match as the Aztecs.
Babylon is offering a peace deal valued at over 1000 but i refused it and pillaged one tile and offered peace myself but the peace deal value was around 80 only.
Could someone explain this?
Spoiler The peacedeal offered by Babylon. :
CivilizationV_DX11 2020-09-02 00-46-12-119.jpg

Spoiler Pillaging the Lapis or the Deer tile. :
CivilizationV_DX11 2020-09-02 00-45-58-736.jpg

Spoiler The deal after pillaging the tile :
CivilizationV_DX11 2020-09-02 00-44-11-620.jpg
 

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I'm also finding the unhappiness UI misleading, because it suggests that "if you have boredom and you build this building that removes boredom, you will be happier". But most of the time once I build it, the unhappiness just get replaced with something else.
I've bolded my main points below after playing 3 wide progress games on the current patch, but generally I've found happiness manageable to an extent over the past several months. This is what I'm not a fan of: other than tall, most times it feels as if there's barely any breathing room, even when playing 'good'.

I usually play below supply for the meat of my games due to getting away with it on a lower difficulty and funneling 90% of my (land) units through Heroic Epic (usually my capital) -- definitely not efficient, I know -- but the pro is that it allows my secondary cities to focus infrastructure alongside constant building investments + hammer ITR's. The sad reality is that it usually doesn't matter; despite doing nothing but focus infrastructure while keeping the populations of those secondary cities more than reasonable (10-25 pop between turns 150-300), those cities still fight unhappiness the entire game, and also rarely end up contributing to units because of the tangible production malus associated with local unhappiness. Unless it's the capital/holy city, it's probably in the red despite any efforts, and it bottle necks my unit production even more (yes, I realize this is the intention, but it's mainly intended for unit spamming warmongers, not peaceful wide expansionists that want to actually build a few units in secondary cities without it taking 10 turns per unit). And then to avoid growth and increase city yields, you work specialists, but then those specialists create more unhappy from urbanization. It's a vicious cycle that seems like chasing your tail most times.
Spoiler :
I'm going to lay out a basic happiness template dealing with ranges that I think most would agree are realistic expectations of ideal scenarios (standard map/settings) for the three main styles of gameplay. This won't be some elaborate number crunch, just a simple outline to display some thoughts.

Group A - Tall (5-10 cities, usually tradition)
pro = unhappiness almost a non-factor (80%+)
con = small empire/supply

Group B - Wide peaceful (10-20 cities, ideally the goal when selecting progress)
pro = more land, bigger supply
con = unhappiness can be an issue (anywhere between 35-80%), only average military presence due to focusing expansion and infrastructure

Group C - Wide aggro (20+ cities, almost always authority/imperialism)
pro = biggest empire/supply/military
con = unhappiness is a constant fight (struggle to hover between 35-50%)

The civs in group A aren't necessarily looking to expand further, otherwise they just transition themselves into group B while hurting their desired VC with wasted hammers and increased tech/policy/tourism costs. Meanwhile, civs in group B aren't necessarily pumping out units and filling out their supply cap, otherwise they just transition themselves into group C and might as well take over the world. The weaknesses for A and C are fairly obvious, but for group B I think there needs to be a bit more wiggle room in the current happiness, while allowing the primary disadvantage to continue being threat from opportunistic AI -- Recursive & ilteroi continuing to work their magic and have the AI assess and attack in correlation with the game's events is still the end-goal for any instance, and situational violence should always be the ultimate trump card or counter for any type of runaway. Peaceful over-expansion, or group B's main weakness, should come more primarily from vulnerability to the outside, than from internal strife (with modest city pops and decent infrastructure, of course). Personally I'd like civs in group B to have some more leeway -- in the mid-game, initial settling phase is more than fine after the change to 'Equality' -- to expand peacefully, without all the harsh repercussions applied that are designed for warmongers.

My issue is that I can play style B 'flawlessly' on a difficulty like King (I can't even imaging the unhappiness frustration on something like Deity...), yet still manage to have limited to no happiness breathing room despite keeping populations modest and neglecting army for infrastructure (yes, and Public Works, which have already had their issues highlighted earlier in the thread). I.e, I think group B needs to be able to consistently find more middle ground between group A and C, instead of gravitating so easily towards group C without 'bad' play, simply 'because you went over 10 cities'. If I'm a progress civ that's managed to establish solid infrastructure across my empire while simultaneously settling 15 cities mid-game (standard settings) by beating my opponents to the punch while they used their hammers on other needs, then there should only be minor happiness accountability or resistance on my side, IMO -- especially considering the scaling Pioneer/Colonist costs and loss of pop. It's usually grueling enough, so let my opponents realize the thin defenses and punish me the proper way, the way a human would by taking my vulnerably cities.

I realize this has nothing to do with puppet discussion, though I agree they'd be better off more simplified in terms of the specialists, but I feel the need to tie this in from events in my recent games, and generally speak on behalf of peaceful wide play. I will reserve any judgements on group C happiness once I'm able to hopefully play a domination game in the near future. Gazebo has addressed my happiness qualms in the past regarding domination, so that should hopefully still be in a good spot aside from the current puppet/specialists talk.

As a send off from my ramblings, here's a small idea/solution I'm just going to throw out here, but what if Pioneers/Colonists granted +3 happiness on settle (similar to the code for constructing landmarks) as a little initial buffer? Pioneers/Colonists (now) costing 1 pop + a poop ton of (scaling) hammers, on top of all the diminishing returns being currently discussed regarding benefits of settling new cities, and it only points to one thing for me: sucking all the fun and excitement out of the exploration / colonization phase, and nullifying wide expansionist's primary advantage / purpose once the map opens up. I've said this before and I'll say it again, the best bet while playing VP often seems like a 6-city turtle, regardless of any other conditions (unless gunning for world domination, obviously), and I'm just trying to open up some other avenues to help improve dynamics while still keeping the integrity of this amazing project.

Based on my in-game feel, wide expansionist needs just a tiny lil' extra 'somethin' somethin'. I'm not asking for something drastic to be achievable, like peaceful 20 cities by turn 200, and I'll reiterate that the current system is mostly fine, but I don't think it's unreasonable that based on my my presented example
Spoiler :
Bernie1.jpg
it's hard to estimate the future.
This is why I'm arguing for more flexibility when it comes to peaceful expansion throughout the mid-game. My proposal combined with a slight PW adjustment will probably do the trick of providing some breathing room for ultra-wide 'good' gameplay.
 
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Had a pretty interesting "incident" in my current match as the Aztecs.
Babylon is offering a peace deal valued at over 1000 but i refused it and pillaged one tile and offered peace myself but the peace deal value was around 80 only.
Could someone explain this?
Spoiler The peacedeal offered by Babylon. :

Spoiler Pillaging the Lapis or the Deer tile. :

Spoiler The deal after pillaging the tile :
They can't afford to lose the whales now because of happiness issues from having the lapis pillaged.
 
After we had some discussion about how difficult Domination Victories are depending on map size I decided to play on a small map.
I was playing as Denmark, Continents, Immortal, standard speed.
The game started out okay, I settled my first few Cities and razed a Polish City that tried to steal some of my Pearls.
However, at the same time Carthage (Authority) was rapidly gaining steam.
They already had six Cities when I was settling my fourth one and they soon took another three Cities from Poland.
I was able to make some gains myself by pillaging Germany and conquering a City State but I just wasn't able to keep up.
Eventually Carthage declared war on me and absolutely destroyed me; they already had Cannons when I had barely entered the Medieval Era.
I don't even think that I was having a particularly bad game; it's just that Carthage was doing much better than everyone else.

I've obviously only been able to play a few games on the new patch but it seems to me like Authority AI can now snowball very hard.
 
As a send off from my ramblings, here's a small idea/solution I'm just going to throw out here, but what if Pioneers/Colonists granted +3 happiness on settle (similar to the code for constructing landmarks) as a little initial buffer?

Settling should be strategic and considered. A player should weigh up the pros and cons, and not be rewarded just for doing it. I hate this suggestion.
 
Had a pretty interesting "incident" in my current match as the Aztecs.
Babylon is offering a peace deal valued at over 1000 but i refused it and pillaged one tile and offered peace myself but the peace deal value was around 80 only.
Could someone explain this?
Spoiler The peacedeal offered by Babylon. :

Spoiler Pillaging the Lapis or the Deer tile. :

Spoiler The deal after pillaging the tile :

The value of a peace deal is scaled to what the AI can reasonably afford to give (to prevent punitive reparations).

G
 
I haven't seen too much discussion of the changes to pantheon selection. It's awesome.

With stonehenge I'm usually first to a pantheon. I can get second or third if I go shrine first. Shrine second with investment gives me 5th or 6th. I was able to pick tutelary gods today, the first time since it was added.

Tradition AI are slower than before (but still hard to keep up with). Other AI have improved a lot. I'm seeing a lot more war and also more friendships. Overall great improvements.
 
To expand on what Kim said above regarding unhappiness, though I feel VP is way closer to the sweet spot than it used to be. (I recall couple years ago going from almost perfect happiness to whole civ rebeling with a clink of end turn without any obvious reasons). I still feel it's off a slight amount.

It exists to punish civs that expand too fast without construing enough infrastructure. This also means it will punish aggressive warmongers. Both I agree with.

It does seem like you get to a point while playing semi wide that you are always doomed to be on the knifes edge of lost game because of unmanageable happiness. It's even worse now that the AI does frequent "random" wars that making importing luxuries impossible.

When you check out the AI they are usually ok, execpt for the most of extreme warmongers. I think this is due to them just out building you and almost always having an abundance of building that no player could even have other than the lowest of low in difficulty levels.

The kick in the pants in when rebel units start spawning, they almost always pillage the roads around your capital and just make a doomed situation even worse.
 
I'm going fairly wide and warmongering, but now I've peaced out. Even my own cities, where I have built nearly all the buildings, and have some public works, still struggle with local unhappiness. If buildings/public works were slightly more effective at combating unhappiness, then that would be a perfect buff to peaceful expansion as warmongers typically don't develop their cities as much.

I think we should slightly buff Public Works, perhaps with an empire size modifier reduction. After that change, we can playtest a little and make adjustments to buildings.
 
After we had some discussion about how difficult Domination Victories are depending on map size I decided to play on a small map.
I was playing as Denmark, Continents, Immortal, standard speed.
The game started out okay, I settled my first few Cities and razed a Polish City that tried to steal some of my Pearls.
However, at the same time Carthage (Authority) was rapidly gaining steam.
They already had six Cities when I was settling my fourth one and they soon took another three Cities from Poland.
I was able to make some gains myself by pillaging Germany and conquering a City State but I just wasn't able to keep up.
Eventually Carthage declared war on me and absolutely destroyed me; they already had Cannons when I had barely entered the Medieval Era.
I don't even think that I was having a particularly bad game; it's just that Carthage was doing much better than everyone else.

I've obviously only been able to play a few games on the new patch but it seems to me like Authority AI can now snowball very hard.

AIs tech speed is brutal on immortal+, I played one game as shaka would not have managed wo op upgrades and impis.
Even on king I get out teched by top dog. (but at that difficulty I can atleast stop that with wars)
 
After we had some discussion about how difficult Domination Victories are depending on map size I decided to play on a small map.
I was playing as Denmark, Continents, Immortal, standard speed.
The game started out okay, I settled my first few Cities and razed a Polish City that tried to steal some of my Pearls.
However, at the same time Carthage (Authority) was rapidly gaining steam.
They already had six Cities when I was settling my fourth one and they soon took another three Cities from Poland.
I was able to make some gains myself by pillaging Germany and conquering a City State but I just wasn't able to keep up.
Eventually Carthage declared war on me and absolutely destroyed me; they already had Cannons when I had barely entered the Medieval Era.
I don't even think that I was having a particularly bad game; it's just that Carthage was doing much better than everyone else.

I've obviously only been able to play a few games on the new patch but it seems to me like Authority AI can now snowball very hard.

Doesn't help that Carthage is an insanely powerful early game civ. If they get a early foothold they quickly become unstoppable.

Side note, I honestly find it funny how people over look their crazy powerfulness yet will nick pick other civs. If they stick to the coast their free roadless trade network alone helps them early snow ball.
 
To expand on what Kim said above regarding unhappiness, though I feel VP is way closer to the sweet spot than it used to be. (I recall couple years ago going from almost perfect happiness to whole civ rebeling with a clink of end turn without any obvious reasons). I still feel it's off a slight amount.

It exists to punish civs that expand too fast without construing enough infrastructure. This also means it will punish aggressive warmongers. Both I agree with.

It does seem like you get to a point while playing semi wide that you are always doomed to be on the knifes edge of lost game because of unmanageable happiness. It's even worse now that the AI does frequent "random" wars that making importing luxuries impossible.

When you check out the AI they are usually ok, except for the most of extreme warmongers. I think this is due to them just out building you and almost always having an abundance of building that no player could even have other than the lowest of low in difficulty levels.

The kick in the pants in when rebel units start spawning, they almost always pillage the roads around your capital and just make a doomed situation even worse.

I think the first salvo of change should be another buff to Public Works. Again, I don't mind having to work for my happiness when I go big, that is part of the counterbalance. And I respect we don't want to mess with the core happiness balance at the moment, as I do think for your 5-9 city sizes its pretty solid.

But having played another game where I am always in the bowels of unhappiness...I would like a stronger tool to fight it. If I'm spending my precious hammers on buildings solely for happiness reasons, I want to feel the effects. The fact that I can build 2 public works in 11 cities and still be struggling to stay happy I think is a good indicator that the building isn't cutting the mustard.

I think one of the issues with the building is when you first build it it gives some relief and the ability to grow, but as soon as you hit that next pop you slam against a new high wall of unhappiness. Perhaps the building should also add to the escalating reduction to population to help it stay relevant longer.
 
I think the first salvo of change should be another buff to Public Works. Again, I don't mind having to work for my happiness when I go big, that is part of the counterbalance. And I respect we don't want to mess with the core happiness balance at the moment, as I do think for your 5-9 city sizes its pretty solid.

But having played another game where I am always in the bowels of unhappiness...I would like a stronger tool to fight it. If I'm spending my precious hammers on buildings solely for happiness reasons, I want to feel the effects. The fact that I can build 2 public works in 11 cities and still be struggling to stay happy I think is a good indicator that the building isn't cutting the mustard.

I think one of the issues with the building is when you first build it it gives some relief and the ability to grow, but as soon as you hit that next pop you slam against a new high wall of unhappiness. Perhaps the building should also add to the escalating reduction to population to help it stay relevant longer.

+1 happiness per 5 pop plus the usual needs reduction maybe?
 
+1 happiness per 5 pop plus the usual needs reduction maybe?
This is more of band aiding rather than a solution or fix; the major issue people seem to report is cities producing obscene amounts of unhappiness sometimes cities hitting the unhappiness cap despite having up-to-date infrastructure not the lack of sources of happiness.
Imo the most influential variable that makes the basic yields/citizen need skyrocket is the empire size modifier which at a certain point raises the needs to unobtainable levels that i think we could try
  • Flat reduction of the modifier to 5% for per city for example and experiment with it (i believe the current one is 8% for each city) or
  • Try something a little bit forgiving early on that gets harsher the more cities you acquire like the first city raises it by 1%, the next city raises it by 2% for a total of 3%, the third city raises it by 3% for a sum of 6%, the fourth by 4% for a sum of 10% and so on ..... it can better accommodate not super wide strategies better e.g. at 10 cities the current system raises it by 80% compared to my suggestion which raises it by 55% .... it breaks even at 120% for 15 cities and makes things significantly harder for ultra wider warmonger after that.
  • Remove the needs modifier increase generated by puppets just like the social policy cost/tourism malus.
 
The main problem I find with the empire size modifier is that it's sneaky. When you gain a new city, the empire scaler doesn't just affect that one city, it affects all your cities, so that new city addition will potentially drown you in unhappiness because it multiplies all your needs everywhere, immediately. It gets worse if you're on the cusp of entering a new era or if a civ lending you a few luxuries suddenly declares war on you, since you get hit with a double whammy that can drop you down to 35% approval quickly.

Long term, adding happiness to your empire doesn't seem sufficient to counteract the empire scaler because I'll often be capped out on happiness. I then get into a situation where I want to grow my city to access my now overflowing happiness vault, but realize that my new citizen will also add +1 unhappiness to match it forever. Because each new citizen typically doesn't work a better tile than the previous one, my yields per pop don't go up, and I get caught in a spiral.

I can mitigate this by locking growth and allowing each city to grow and stall one at a time to limit the unhappiness, but I find that once I hit this point, I have to do this for the rest of the game. I don't mind aggressively halting growth in my empire for a while if I've overextended a bit, but often it feels like I've flipped a switch and I can't go back. There's a definite point where an extra city will crush your approval rating and it's tough to recognize where that point is and successfully correct it unless you know it's coming beforehand.

  • Try something a little bit forgiving early on that gets harsher the more cities you acquire like the first city raises it by 1%, the next city raises it by 2% for a total of 3%, the third city raises it by 3% for a sum of 6%, the fourth by 4% for a sum of 10% and so on ..... it can better accommodate not super wide strategies better e.g. at 10 cities the current system raises it by 80% compared to my suggestion which raises it by 55% .... it breaks even at 120% for 15 cities and makes things significantly harder for ultra wider warmonger after that.

I think this would make the situation I described more pronounced, since the point between "okay" and "I'm on fire" is highlighted even more. I would instead prefer to go the opposite direction, where a new city doesn't impale your empire's hopes of happiness, but only makes them slightly worse.
 
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This is more of band aiding rather than a solution or fix; the major issue people seem to report is cities producing obscene amounts of unhappiness sometimes cities hitting the unhappiness cap despite having up-to-date infrastructure not the lack of sources of happiness.
Imo the most influential variable that makes the basic yields/citizen need skyrocket is the empire size modifier which at a certain point raises the needs to unobtainable levels that i think we could try
  • Flat reduction of the modifier to 5% for per city for example and experiment with it (i believe the current one is 8% for each city) or
  • Try something a little bit forgiving early on that gets harsher the more cities you acquire like the first city raises it by 1%, the next city raises it by 2% for a total of 3%, the third city raises it by 3% for a sum of 6%, the fourth by 4% for a sum of 10% and so on ..... it can better accommodate not super wide strategies better e.g. at 10 cities the current system raises it by 80% compared to my suggestion which raises it by 55% .... it breaks even at 120% for 15 cities and makes things significantly harder for ultra wider warmonger after that.
  • Remove the needs modifier increase generated by puppets just like the social policy cost/tourism malus.

Puppets mean cities taken by conquest, this is something that happiness SHOULD be impacting. We should focus on un-manageable unhappiness caused by semi-wide peaceful expansion. (at first anyways, once that's nailed down check and see if wide warmongers are getting hit too hard) The thing with being an all out war civ is the unhappiness effects you less. Ya, your units don't fight as well.. but if a city rebels you just take it back. Rebels spawning? Your army should be super large to deal with them anyways.

Your other suggestion are just basically lower the global needs per city. (I think) Not saying I am against adjusting it, but I feel it's ALMOST at the perfect sweet spot. It just needs to be tweaked maybe a bit.

I agree though, it's frustrating when you have a city with every single building built, but still in heavily in the red with unhappiness. Probably related to the whole global needs factor, meaning your competing against a global average, with AI's who get massive bonuses to these factors even on mid difficulty levels. So it's why players can't produce enough needs to compete and why we don't see the AI having massive unhappiness often outside of extreme situations.

I still think raising the effectiveness of Public Works is the answer.

Side note, though I get why G and team made the whole global needs when it comes to happiness, it seems like an over complex solution that causes hard to fix problems. Yes, vanilla civ 5 has a super simple and basic happiness system. Probably too simple. With it at least you always knew why your civ had issues and you always knew what needed to be done to fix it.
 
This is more of band aiding rather than a solution or fix; the major issue people seem to report is cities producing obscene amounts of unhappiness sometimes cities hitting the unhappiness cap despite having up-to-date infrastructure not the lack of sources of happiness.
Imo the most influential variable that makes the basic yields/citizen need skyrocket is the empire size modifier which at a certain point raises the needs to unobtainable levels that i think we could try
  • Flat reduction of the modifier to 5% for per city for example and experiment with it (i believe the current one is 8% for each city) or
  • Try something a little bit forgiving early on that gets harsher the more cities you acquire like the first city raises it by 1%, the next city raises it by 2% for a total of 3%, the third city raises it by 3% for a sum of 6%, the fourth by 4% for a sum of 10% and so on ..... it can better accommodate not super wide strategies better e.g. at 10 cities the current system raises it by 80% compared to my suggestion which raises it by 55% .... it breaks even at 120% for 15 cities and makes things significantly harder for ultra wider warmonger after that.
  • Remove the needs modifier increase generated by puppets just like the social policy cost/tourism malus.
For #1: If we do this, we should probably only reduce it a small amount for now, maybe just from 8% -> 7 or 6 %.
For #2: I don't think we should do this. This would only help tradition players and would harm progress players, which is probably the opposite of what we want to do.
For #3: I actually didn't know this wasn't already the case. Weird that it isn't, it probably should be, but that might be a buff to warmongers. But then again people have talked about how puppets aren't very good currently.

Personally, I would just add this: Each Public Works reduces empire size modifier by 1% in the city. The main problem we have is that even wide players that have built all the infrastructure are struggling because of empire size modifier, and PW aren't helpful. This solution works in both ways in that it reduces empire size modifier, and it buffs public works. Additionally, it doesn't disrupt the balance of warmongers and tall players. This would be the most elegant, simple, and effective solution; as it doesn't affect the previous balance, can be easily implemented and tweaked, as well as solving the exact problem we are seeing.
 
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