New Beta Version - December 1st (12-1)

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On another topic, so I got to finally see skirmishers used against me (it was barbarians funny enough), and I can say that the base skirmisher does need a nerf...at least on its CS. In the open field, its invincible, and I don't mean in the "I just can't catch this unit way" I mean in the "stand there and laugh at your pathetic attempts. Its got an effective CS of 18, and a RCS of 15. Nothing can really hurt it, heck even war elephants don't have that kind of strength. My c bowmen got destroyed by just 2 of them, and they picked my civ clean. The RCS is one thing (as they are now "super" ranged units), but I think the CS needs a tone down (probably to 10, so effectively a 15 in open territory which is strong but counterable

Ive needed a swordsman, 2 highly promoted composite bowman and a horseman to kill one Heavy Skirmisher.
2 Heavy Skirmisher were able to kill one of my Swordsman on open terrain with only one attack each, even my Swordsman has the cover promotion.
Thats silly. I dunno why you could think that a +50% CS/RCS promotion on a unit could be a good idea.
In my last game (babylon), I thought I had smoked a skirmisher in 1 hit in open, but it turns out he stopped on a marsh: The invisible feature :p. So you can disregard my report on that I guess, or take it as emphasis that the CS delta on skirmishers has really weird consequences.

I didn’t think this was what people were demanding, many were saying that they felt like a skirmisher should be using its movement to avoid damage, but the unit is better off tanking hits in open right now. Even if this core competency of (open = juggernaut / rough = dead) is a workable one. Is it how we want these units to behave?
 
Is it how we want these units to behave?
I like it, for my part, though I agree with Bite that the boost could probably use some nerfing...Skirmishers were doing way too well against Legions (who have Cover 2 no less) in my current game, so maybe lower the open boost down to 30 or 35%...perhaps even lower the rough modifier to -30% (-5% compared to now) and put the open boost at +30% (-20% compared to now)?
 
Any chance that can we install this on top of 12.1.1 ?

My last game (Transparent diplomacy) some malus like not moving troops from borders lasted forever.

My vassals changed from Guarded to Afraid to Hostile and never to Friendly. Quite strange and annoying. I gifted him with gold, luxuries and technology, put a diplomat in his capital and still had a hard time getting good mood.

If there's been a denouncement in either direction or they consider you untrustworthy, their approach will never be FRIENDLY; NEUTRAL or AFRAID is the best you can hope for.

Are you getting the penalty "You refused to move your troops from their borders when they asked"? I removed that several versions ago.

There are several new memory values so a savegame compatible hotfix is not possible.

I could post an updated DLL and folders with my changes, but ilteroi is also making his own improvements, and there are changes to many folders, so I think it'd be better to wait till the next version.
 
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Additional fixes, mostly relating to teammates (Firaxis logic for teammates is horrible):
Code:
AI will no longer want peace with a player if their human teammates are at war with them (should make sure the AI never makes peace on the human's behalf, although I suspect this was already blocked)

Blocked AI teammates of humans from trading embassies, Open Borders, Defensive Pacts, Research Agreements, Technology, Maps, Third Party War and Peace
- Humans should decide all of that
- Blocked ability to extract these items from the AI via demands or help requests, too

AI will refuse to trade certain items (Open Borders/Defensive Pacts/Third Party War/Third Party Peace/Voluntary Vassalage, and if not at war, liberation of their vassals) with players they consider untrustworthy,
or who they think are hostile or planning war against them.
They also will refuse to give embassies, technology or maps.

If any of an AI's AI teammates consider any of the other player's teammates untrustworthy, this will count for any of this (and also Declarations of Friendship)

Nuking a player now applies a backstabbing mark to them

Overall AI should be less exploitable
This should help if playing with AI teammates in multiplayer, too.
 
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If there's been a denouncement in either direction or they consider you untrustworthy, their approach will never be FRIENDLY; NEUTRAL or AFRAID is the best you can hope for.

Are you getting the penalty "You refused to move your troops from their borders when they asked"? I removed that several versions ago.

There are several new memory values so a savegame compatible hotfix is not possible.

I could post an updated DLL and folders with my changes, but ilteroi is also making his own improvements, and there are changes to many folders, so I think it'd be better to wait till the next version.

Ok, fine. I'll wait next version.

Thank you.
 
Imperium isn't giving a free settler now. I had only 3 pop in my capital if it matters.
 
WIP Changelog. Hoping to release on Friday.

Code:
Balance
    Ideologies
        Freedom
            Space Procurements
                Now an investment in the SS part, not an outright purchase
            Urbanization
                Now +4food (was +2) on tiles
        Order
            Spaceflight Pioneers
                Engineer hurrying boosted by 50%
            Peace, Land, Bread
                Added -20% building maintenance modifier
            Workers Faculties
                Receive 5 free factories immediately
            Five Year Plan
                +1 production on tiles now +3
            People's Army
                Now grants 5 free academies, public schools generate +5c/+2h (was +3/+1)
            Academy of Sciences
                Now grants 5 free laboratories, labs generate +5 science (was +0)
            Cultural Revolution
                Added +5 tourism from each great work
    Buildings
        Power Plants
            All base of 10% production modifier
            Removed terrain restrictions for construction
            Wind
                Land Tiles - now +2 p/s/g to all land tiles excluding mountains
                Requires 1 Iron
            Hydro
                Water/River Tiles - now +2 p/s/f to all water/river/lake tiles
                Requires 1 Iron
            Solar
                Process Boost - boosts process efficiency for all processes by 25%
                Requires 1 Aluminum
            Nuclear
                Specialist Boost - +2 to base yield of specialists in city; +25% GP production in city
                Requires 1 Uranium
            Refinery
                Removed production % modifier
    Late Game Tech Tree Shakeup
        Adjusted specialist/improvement tech yields to 'smooth out' tech tree a bit
            Bumped information era yields from these to make the impact more useful
        Moved Buildings
            All power plants now on 'Ecology' - Ecology renamed 'Alternative Energy'
            Recycling Plant moved to Electronics
        Moved Wonders
            Syndey now on Satellites
        Moved Units
            GDR now on Robotics
                Gained 'Titan' promotion: +100HP, +25% attack, free ranged shot before melee
            Missile Cruiser on Advanced Ballistics
            Modern Armor on Advanced Ballistics
            ICBM on Lasers
            XCOM on Lasers
            Nuclear Sub on Stealth
            Sub on Nuclear Fission
            Bazooka on Mobile Tactics
            Battleship on Nuclear Fission
        Reduced building cost/maintenance on information era buildings
     Air Units
        Increased CS % bump of Air Supremacy promotions by 25%
        Stealth Bombers now behave like heavy bombers on carriers

G
 
WIP Changelog. Hoping to release on Friday.

Code:
Balance
    Ideologies
        Freedom
            Space Procurements
                Now an investment in the SS part, not an outright purchase
            Urbanization
                Now +4food (was +2) on tiles
        Order
            Spaceflight Pioneers
                Engineer hurrying boosted by 50%
            Peace, Land, Bread
                Added -20% building maintenance modifier
            Workers Faculties
                Receive 5 free factories immediately
            Five Year Plan
                +1 production on tiles now +3
            People's Army
                Now grants 5 free academies, public schools generate +5c/+2h (was +3/+1)
            Academy of Sciences
                Now grants 5 free laboratories, labs generate +5 science (was +0)
            Cultural Revolution
                Added +5 tourism from each great work
    Buildings
        Power Plants
            All base of 10% production modifier
            Removed terrain restrictions for construction
            Wind
                Land Tiles - now +2 p/s/g to all land tiles excluding mountains
                Requires 1 Iron
            Hydro
                Water/River Tiles - now +2 p/s/f to all water/river/lake tiles
                Requires 1 Iron
            Solar
                Process Boost - boosts process efficiency for all processes by 25%
                Requires 1 Aluminum
            Nuclear
                Specialist Boost - +2 to base yield of specialists in city; +25% GP production in city
                Requires 1 Uranium
            Refinery
                Removed production % modifier
    Late Game Tech Tree Shakeup
        Adjusted specialist/improvement tech yields to 'smooth out' tech tree a bit
            Bumped information era yields from these to make the impact more useful
        Moved Buildings
            All power plants now on 'Ecology' - Ecology renamed 'Alternative Energy'
            Recycling Plant moved to Electronics
        Moved Wonders
            Syndey now on Satellites
        Moved Units
            GDR now on Robotics
                Gained 'Titan' promotion: +100HP, +25% attack, free ranged shot before melee
            Missile Cruiser on Advanced Ballistics
            Modern Armor on Advanced Ballistics
            ICBM on Lasers
            XCOM on Lasers
            Nuclear Sub on Stealth
            Sub on Nuclear Fission
            Bazooka on Mobile Tactics
            Battleship on Nuclear Fission
        Reduced building cost/maintenance on information era buildings
     Air Units
        Increased CS % bump of Air Supremacy promotions by 25%
        Stealth Bombers now behave like heavy bombers on carriers

G

On the topic of Ideologies, I think Iron Fist should be moved to Tier 2 or 3. Once I get it, I mistreat everyone.
 
People's Army Now grants 5 free academies, public schools generate +5c/+2h (was +3/+1)
+5 Culture and +2 Hate (against the burgeoisie, I assume?) :D
probably +5c/+2g, right?

Interesting changes...I like many of them but I'm not sure that I'd actually build any Solar Plants, though...I rarely use processes as it is; is that just me or do others make use of them more often?
 
+5 Culture and +2 Hate (against the burgeoisie, I assume?) :D
probably +5c/+2g, right?

Interesting changes...I like many of them but I'm not sure that I'd actually build any Solar Plants, though...I rarely use processes as it is; is that just me or do others make use of them more often?
Happiness
 
I would have preferred +20% CS against all filthy imperialistic pigs (American units/cities), and your Workers pillage any unowned Citadels they are on or adjacent to. Long live the People's Army, comrade! :lol:
 
Had a warmonger stomp with Denmark and it was fun, maybe a bit too easy.
Drill II Berkserkers were good, Drill III, city assault Berserkers on pillaged tiles were insane.
Have anyone played around with Shaka on latest patch?
Or any other civs Melee units that could be effective to take down cities?
 
WIP Changelog. Hoping to release on Friday.
G
Nice, those changes are really welcome, especially the changes to the ideology yields, plant construction restriction and yield changes.
Have you considered to give river tiles a bit more yields, cause you never have as many river tiles than total land tiles, and instead give ocean tiles a bit less?
The Solar Plant looks indeed a bit weak in comparison to all the other yield monsters. How would be doubling the yields on tiles with villages and GPTI, even with all additions? Or using this idea for Order ideology?

I dont think that 3 times 5 maintenance free buildings and some extra yields are that impactful. Abilities with more utility effect would be more welcome.
 
Added +5 tourism from each great work
Kinda sad to see this one. Creative Expression in Freedom gives +2:tourism: to GWs, so they give the same bonus. Feels like we could have done more to keep them separated.

I’m very happy to see power plants getting a bit of love. I think that 10%:c5production: on each of them is very modest and could be made higher if you are also removing the 15%:c5production: from refineries. The only thing I’m holding out for is a switch to global XP for the Brandenburg Gate. Otherwise I think I will have to shutter my building tweaks mod.

sad to see my tidal plant is unnecessary now that it will be rolled into hydro. The community hath spoken tho, and it seems no one was interested in adding a 5th plant type.

I think you will find 25% process boost (25% to 50% yield conversion) will make solar plants head and shoulders the best plant. That’s functionally +100%:c5production: towards processes in that city
 
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Man that is...a LOT of buffs to Order. Was Order underperforming that badly?
No, but people were just picking the same handful of good policies in order. There was a serious wheat/chaff dichotomy in Order
 
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