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New Beta Version - Feb. 9th (2-9)

Discussion in 'Community Patch Project' started by Gazebo, Feb 10, 2020.

  1. Gazebo

    Gazebo Lord of the Community Patch Supporter

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    Hey all,

    New beta inbound. Changelog:

    Code:
    Changelog
        Major performance improvements
        Tactical revisions and improvements
        Bugfixes for many github issues
        Improved AI build selection, especially when at war
        Diplo AI improvements and fixes for hive mind
     
    Religion
        Gameplay
            Bullying - reworked system so that method is on a % scale, with anything above 0% allowing tribute which is x%, where x is your bullying value (so if your bully score is 26%, and CS has 100 gold as max bully value, you'll get 26 gold)
                Reworked mechanics under bullying to be more clear, and more focused on global power and empire proximity
                Should see more bullying in the game, but for less yields each time, so it'll be much less swingy
            Players start with a warrior and a pathfinder
        Buildings
            Lighthouse - +1 supply
            Harbor - +2 supply (removed +10% from pop)
            Seaport - now +20% from pop for supply (was +10%)
            Customs House - gets resource bonuses from Grocer, loses tourism bonus
            Zoo - gains tourism bonus from trade routes from Customs House
            Defense
                Defense and HP from defensive buildings overhauled
                    Less defense total, more HP total
                    Reduced RCS bonus for cities from Castle, Arsenal
        Wonders
            Terracotta - bumped construction speed to 25%, bumped culture on kills to +20 (was +10)
            Red Fort - reduced CS city % bonus to 10%
        World Congress
            Wargames
                New Wonder (Menin Gate) added as Gold reward
                    +2 happy; +2c/gap when owned unit dies, +1c/gap on every fort, citadel, and landmark
        Civs
            England
                White Tower- reduced spy effectiveness bonus to 10%, reduced instant yields (halved), reduced CS
                SOTL - loses Logistics, gains Breacher promotion for free - CS/RCS improved to compensate
            Mongolia
                Heavy Tribute surrender mechanic gone - now gains +100% tribute yields when tributing, and ignored PtP/alliance/other friends when calculating bully potential
            Spain
                UA - food is back, bby
            Zulu
                UA - removed % bonus to tribute yields
            Celts
                Epona - reduced yields to 8 (was 10)
                Nuada - boosted city connection gold by 1
                Cernunnos - added +1 f to unimproved jungles and forests
                Lugh- reduced to +2 from specialist (was +3), added +2 food
                Ogma, bumped scaler to 1:4 (was 1:3)
                Bran - reduced to 25% RCS (was 50%), added +1 happy per city, boosted birth culture to 10 (was 8)
        Policies
            Imperialism
                Martial Law - puppet yield reduction now 20% (to 60%) - was 50%
                Exploitation - reduced science on tiles to +1 (was +2)
            Autocracy
                Tribute - mechanic changed- you now get 25% of tributed yield as culture when you bully (instead of flat amount) - doubles on finisher
            Fealty
                Defense scaler now +1 (was +3)
            Rationalism
                Scaler science now +2% (was +1%)
                Rights of Man - Village gold now +2 (Was +1)
            Statecraft
                Trade Confederacy - now caps at 5 CS (was formerly uncapped)
        Ideologies
            Autocracy
                Total War - 25% easier to bully (was 50%)
                Tyranny - CS influence changes now 10% (was 25%)
        Tourism
            GWs returned to 3/3 value
        Espionage
            Spying on civs without spies themselves is slowed by about 25%.
        Units
            Archers/Slingers - now range:1
                RCS of Slinger now 9 (was 8)
            Reduced RCS of all non-mounted, non-siege ranged units (except archers) slightly
            Warrior CS now 8, Pathfinder CS now 6
            Swordsman CS now 17, Longswordsman now 22, Landsknecht now 19
            Spearmen/Pikemen start with Formation I
                Bumped CS of UU versions of spearmen slightly
                Fixed XML typo in UU promo for Hoplite
            Air Units
                When you Air Sweep with a unit and encounter no resistance, the unit will damage all air and anti-air units within 1 ring of the swept tile for 1/10th of its strength (+ air sweep damage modifiers). Also reveals these tiles.
                All Fighter units get Interception II (50% chance);
        Promotions
            Penalty v. Barbarian promotions reduced by 10% each
            Removed Sortie from the Dogfighting line
            Distributed promos in the Dogfighting line more evenly; allows interceptor fighters to more easily get to the +33% bonus against fighter units
            Buffed Ace Pilot II and III with +1 Range and +1 Interception, respectively
        Quests
            Removed global XP from bully quest
        Religion
            Pantheon
                Fertility - now +2 food/faith (was +2/+1)
                Open Sky - added +1 faith to 2 Plains/Grasslands
                Wisdom - now +1s per 10 followers (was 4)
                Festivals - added +1f to palace
                Ancestor Worship - added +1f to council, removed specialist stuff
                Goddess of Beauty - reduced GA/GE to +2 (was +3)
                Stars and Sky - removed improvement requirement and food
                Earth Mother, +1g becomes +1c
            Founder
                Bumped city scaling cap on all beliefs except COE to 30 (was 20), follower scaling cap to 300 (was 250)
                Council of Elders - now 20 yield from conversion (was 40, typo in text said 60), capped at 20
            
            Enhancers
                Universalism - now called 'Abode of Peace' - removed Missionary Erosion, added minimum CS influence of 30 and CS rewards +20%
                Iconography - added 25% Missionary erosion, removed +15% GP during GA, removed -1 policy cost for wonders - renamed Symbolism
                Diocese - renamed 'Sacred Calendar' - removed +10c/f in capital/holy city; now +15% GP during GA,
                Prophecy - added -1 policy cost for wonders
            Follower
                Inspiration - renamed 'Creativity'
            Reformation
                Jesuit - renamed 'Divine Teachings'
                Knowledge Through Devotion - now 'Inspired Works'
        Techs
            Reduced late game tech costs a bit
            Forest Chopping now on Mining
            Chop % bonus to production now on Bronze/Iron working (50% at each tech)
                chop will not provide production unless you have these techs
        Resources
            Silk
                Gold from improvement now +3 (was +2)
                
    Not savegame compatible.

    Link: https://mega.nz/#!nVUy0CYA!bon6oNngSXLMOww79ZXpB6JRQEU2EQBnGoXucuSDieQ

    Cheers,
    G
     
    Last edited: Feb 12, 2020
  2. Hippie_Peace_man

    Hippie_Peace_man Chieftain

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    Are open borders fixed in this version?
     
  3. TranceBlossom

    TranceBlossom Warlord

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    What exactly does this entail? Faster AI turns, less likely to CTD in the lategame?

    I assume this is Authority because "autocracy finisher" doesn't make sense lol
     
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  4. Stalker0

    Stalker0 Baller Magnus

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    One thing that was added to this from the "preview" changelog:

    "Buffed Ace Pilot II and III with +1 Range and +1 Interception, respectively"

    This creates an interesting choice for your intercepting fighters at base. You can go:

    1) Interceptor III-IV + Air Superiority II. A 100% single interception chance with another +100% damage.
    2) Ace Pilot I-III. Two 50% interception chances at +1 range with another +100% damage.

    If I understand the new mechanic, two interceptions (even if they don't trigger) still give you protection against air sweeps....so this means the new Air Strafe damage will trigger less often. So it will be interesting to see which path proves superior.

    Now on paper, I might still prefer the guaranteed interception, but this is when the "poker" of air combat comes in. When I attack an area, I have no idea what your interception percentage is, so my only knowledge is how many interceptions you have. If I see 1, that's something I can easily take care of with an air sweep or even just sending a bomber to soak the pain and then continue bombing. But 2 interceptors is a bit different, and takes more effort to take out. So even though 2 interceptors at 50% is mathematically the same protection as 1 100%...I think the poker effect will have the 2 50%s win out.
     
    Last edited: Feb 10, 2020
  5. Rhys DeAnno

    Rhys DeAnno Warlord

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    After some experimenting on my first play % tributes feel a lot better than I expected. Not needing to get above an exact threshold does a lot to make you not need to do the annoying calculations of before.
     
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  6. wobuffet

    wobuffet Barbarian

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    Code:
           Archers/Slingers - now range:1
                RCS of Slinger now 9 (was 8)
            Reduced RCS of all non-mounted, non-siege ranged units (except archers) slightly
            Warrior CS now 8, Pathfinder CS now 6
    Very curious how the Archer change plays!
     
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  7. civplayer33

    civplayer33 King

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    I should mention that currently it probably works like this: only if the RNG rolls that the interception triggers will it actually be used...I don't think my very recent suggestion in the air unit thread about overturning this for sweeps was applied in this version, but that is my preference and I hope it gets implemented (@ilteroi correct me if I'm wrong about how it currently works, please). So, for clarity: I prefer the RNG to roll if the Interception happens or not, and if the result is that it doesn't then the unit will still have that Interception available for the rest of the turn...with the only exception being enemy Sweeps, which will always "clear" the Interception, no matter what the RNG rolled or what the chance was.
    As for Bombers with Air Penetration I'm not sure if I would want the Interception to be used up...so in a situation where the Interception would take place (either 100% chance or the roll was successful) and the attacking Bomber has Air Penetration and the RNG on that rolls a successful "Air Penetration" do we want the Interception to be used up or not? I'm probably leaning toward yes, but not sure.
     
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  8. Stalker0

    Stalker0 Baller Magnus

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    So did a quick 100 turns to kick the tires. I tried a Germany Authority 4 archer push to see how that plays out currently. I had already modified my games to use 1 range archers, and I had already determined that the 4 archer rush in its previous form was "dead", but I wanted to see if the free warrior made a strong difference.

    I got a good chance to find out, I got a fast scout and picked up God of War with Monaco very close to my capital, so it seemed perfect conditions to give the rush a try. Ultimately I lost 2 archers and took out Monaco on Turn 75. A few notes:

    1) I did not find the +1 CS warrior that much stronger than what I was used to with my previous 1 range archer play...at least in the open field. 1 archer still beats 1 warrior, 2 warriors vs 2 archers it depends on positioning....if the warriors can both hit 1 archer, and the 2 archers cannot hit the same warrior, the warriors can come out on top. And the reverse wins it for the archers.

    2) That said, the +1 CS warrior was a factor as a garrison. So Monaco had a 9 CS garrison. The city itself did decent but not crushing damage to my archers, but the trick was with the warrior attack from the garrison...I had little sustain. Once my archers took 40ish damage I had to withdraw them (which was usually 1 maybe 2 attacks from the city depending on my terrain). This was previously only behavior I had to deal with an archer garrison, but now warrior garrisons were strong buffers against the rush.

    3) While I ultimately succeeded, the "rush" took a long time, only securing the city on Turn 75. I also paid for it by having to replace 2 archers (with more experience I could probably save the archers, at the cost of a slower push). This rush is no where near the power of the previous one, and I felt like I had to "work" for this victory, instead of sit back and win. Oh also an important note, I didn't even got close to founding...even though God of War is often a good religion founder (EDIT: Ok...I actually founded on Turn 113! That is ridiculously long on Immortal, I'm actually stunned). Since I wasn't out killing troops as much as trying to take the city, my faith really faltered (and I even got a 130 faith ruin!!)

    4) The free warrior definitely helped. He was able to body block for some archers, and with drill applied some decent city damage. Ultimately I don't think the rush would have been viable at all without him. But I think its a good compromise between the old rush and a rush without the free warrior....the rush is still quite difficult and slow...but its not impossible.


    In terms of Tributing, it took a little getting used to for CS to be immediately afraid of me when I found them, but I quickly got used to it. The tribute with Monaco was interesting, it was only 10 gold at the cost of 30 influence...but that early in the game 10 gold was a nice bonus and so I wavered on whether to take it, or build up for a larger bonus later. The one other tribute that was interesting...I found a faith CS that already had walls, but my 1 archer managed to squeeze it for 7 faith. That early in the game, that's 1 turn of faith, which when your going tight on your founding can make a big difference, so I took that immediately. So tributing is definitely more dynamic and interesting right now. On the flip side, I still have no earthly idea how the arcane percentages are calculated....they only number I actually understand is that the more influence you have with a CS, the less tribute percentage it gives you. Everything else...I just move forces in, see what its willing to give me, and then decide to take it or move on.

    One plug for the Communitas_Tu map, my favorite thing about the map is it has complex island chains around your main area....which makes going for fishing early an attractive option (whereas on other maps I really struggle to go top side in most of my builds). There are often great settling options, as well as ruins pick ups, if your willing to hit fishing early.
     
    Last edited: Feb 10, 2020
  9. Stalker0

    Stalker0 Baller Magnus

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    I can say historically this is not the case. The AI choose one of your intercepting units, mostly at random. IF its got a percentage chance, its rolled. If it succeeds, interception happens. If it fails, the interception is lost.
     
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  10. Rhys DeAnno

    Rhys DeAnno Warlord

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    I don't mind Archers being weaker and Warriors being stronger, but as I played it reinforced my belief they should cost the same hammers now. Paying 120h for two nerfed Archers feels really slow compared to how much it can actually do, especially compared to three +1ed Warriors at the same cost. That early in the game hammer cost really matters a lot compared to the usual thinking mostly about supply, so I think it'd help soften the change a bit.
     
  11. civplayer33

    civplayer33 King

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    Faster Aircraft is now part of CP btw...not sure that was necessary, but you can find the file in the (1) component under 'Core Files\Core Values'; by default it's set at 3x speed now.
     
  12. adan_eslavo

    adan_eslavo Archmage of all Pixels Supporter

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    Age of Archer sieging has ended :)
     
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  13. vyyt

    vyyt Emperor

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    Thanks, I suppose if I want the original speed, I just change all the numbers to '1'? (On my cell, cannot check the code now)
     
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  14. Stalker0

    Stalker0 Baller Magnus

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    Normally I would say stealth update but G specifically noted this one as "removed" so I'm calling a bug. Drill did in fact get an extra +5% CS.
     
  15. Asterix Rage

    Asterix Rage Warlord

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    I do like all the changes about Air Units and hope for a better AI handling in the future.
    Was necessary IMO. Set at 2x instead 3x (Easy to change anyway)
     
  16. civplayer33

    civplayer33 King

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    Yes, that's correct.
     
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  17. Stalker0

    Stalker0 Baller Magnus

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    I feel like walls are in a good spot. My ranged units were taking solid but not crippling damage from the city. However, castles seemed overtuned. This city effectively has a musketman against my crossbows...god help me if this was early chivalry and I was still on c bows. Note...this is without any ranged boosters like tradition or god of war. Just a +2 CS from fealty.

    upload_2020-2-10_6-12-33.png
     
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  18. Asterix Rage

    Asterix Rage Warlord

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    Dromon and Carrack have "Can move after attack"
    Then, Frigate doesn't !
    It puzzles me.
     
    Last edited: Feb 10, 2020
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  19. CrazyG

    CrazyG Deity

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    Had a start that got swarmed by barbarians really heavily, two camps within 4 tiles of my capital. The starting warrior makes a huge difference, on the last patch I would have just rerolled this but I only got raided twice, which I can live with. I also enjoyed getting a spearman from ruins, something I haven't seen in years. Overall I just really enjoyed the scouting phase more, I'm quite sure on last patch I would have just restarted this game.

    I think the tribute system works. Aesthetically, I don't like how CS always go orange. Maybe they just go orange if you scare them to a certain level? Overall the sliding scale is a big improvement over the previous binary system. I think tributing for just 7 or 8 gold in the early game can totally be worth it, which goes to show how crazy tribute was before.
     
  20. civplayer33

    civplayer33 King

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    I just found out while sifting through some code that
    1. Air strike damage is actually modified by distance to target (negative relationship)
    2. Interception chance is actually modified by the intercepting unit's Health (negative relationship), so it seems that one can fail to intercept even with an Interceptor IV unit if it isn't at full Health (except for intercepting Air Sweeps, see below).
    Just an FYI for anyone who's interested :crazyeye:

    Are you sure? Looking at the code it seems to me that it does actually try to choose the best unit, which is where InterceptionProbability plays a role (the higher, the more the unit is valued here), but the interception probability is actually not applied at all when processing Air Sweeps (so it's basically always 100% then, no matter what, and it will always reduce the available Interceptions by 1)...when intercepting a Paradrop, however, or an Air Strike by Bomber Units or Fighter Units then the InterceptionProbability will be used against a (fake)RNG-result (same with Air Penetration probability) and only if the Interception actually takes place will it reduce the Interception count.
    Personally I'm fine with this as it's pretty much what I laid out as my preference.
     
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