Hey all,
New beta version inbound. The current version is very stable, and this one's new supply system needs beta testing. Enter: you!
Link: https://mega.nz/#!2ddSUSxQ!V8XFErL6I3T3nxAWuqITwMnbXYviCtTa8HDdeoEZx84
Online as of 10:55pm EST. Not savegame compatible.
Is a BETA, so do not use if you don't want to be a tester!
Cheers,
Gazebo
New beta version inbound. The current version is very stable, and this one's new supply system needs beta testing. Enter: you!
Bugs:
- Fixed a few smaller bugs from github
AI:
- Fixed a few more quirks in the grand strategy AI
- Fixed a rather nasty long-standing bug in city specialization and citizen logic for the AI
- Added AI diplo penalty for capturing an original holy city from a founder.
- Changed archaeology penalty so that you are penalized when you start digging, not after.
- AI peace logic loosened a bit with regards to unhappiness and war weariness.
- AI should pillage more.
Balance:
- AI difficulty balance:
- Adjusted AI handicap bonuses to apply to all cities (not just capital). Averages out to roughly same, as total value was reduced.
- AI now gains a % of production in the unit's origin city for a military unit when it is defeated in battle (based on AI handicap) - is a marginal amount, but should help the AI survive a bit better in high-level play
- AI units now gain bonus strength versus humans ('Resistance') at Emperor/Immortal/Deity levels - 10%, 12%, 16% respectively
- War rebalance:
- War Weariness is now a thing from the beginning of the game - is a global modifier
- Affected by length of the war, cultural influence, and warscore
- Warscores that are very high or very low increase war weariness slightly - your people want the war to end!
- Positive warscore affects war weariness slightly more than negative ones- people want wars that are being won to be over quickly!
- Starting a war, or having war declared on you quickly reduces war weariness due to enthusiasm/fear.
- War Weariness affects three things:
- Unhappiness (value is diminished by number of cities you own, so tall civs are hurt a bit more by this!)
- Unit Supply (longer and/or more decisive conflicts reduce your unit supply, up to +75% of your max possible)
- Unit Production/Gold cost (longer and/or more decisive conflicts increase your unit costs, up to +75%)
- Going over supply hurts both production and growth - 5% per unit over, up to 75%.
- Rebalanced unit supply:
- Handicaps reworked slightly
- Puppets only contribute 67% of their pop towards potential military pool for a city.
- Era reductions:
- Supply from Population declines based on the number of technologies you own (citizen militia giving way to professional armies, etc.), dropping to 5% of a city's population at minimum.
- Handicap starting supply reduces by 1 every era, dropping to zero if possible
- Some buildings now increase your unit supply cap by % amounts based on city population (per city)
- 5% from Walls (10% from Walls of Babylon)
- 5% from Castles (10% from Mission)
- 5% from Harbors
- 5% from Arsenals (10% from Krepost)
- 5% from Hospitals
- 5% from Military Bases
- Some buildings now increase your unit supply cap by a flat amount
- +1 from Barracks/Ikanda
- +1 from Armory/Dojo
- +1 from Stable/Ducal Stable/Ducal
- +1 from Military Academy
- +3 from Heroic Epic
- If you expend a Great General for its Citadel bonus, you increase your Military Unit Supply Cap by 2
- Global bonuses:
- Himeji: +10% supply cap (population) in city where it is built
- Red Fort: +5% Supply Cap (population) in all Cities
- Brandenburg Gate: +10 Supply Cap (flat) in city where it is built
- Great Wall: +1 Supply Cap (flat) per city
- Added UI top panel information for all of this
- General:
- Increased Industrial+ unit and building costs by about 25-40%, and increased building maintenance in late-game by about 2GPT per building
- Reduced late-game tech costs by about 10-15%.
- Faith required to found/enhance a religion increased to 800/1200 (goal: pushing the goal line back a bit allows later-blooming pantheons to have a chance to surpass early boost pantheons)
- Pledges of Protection now limited by 3 OR factors:
- - Can trade with CS
- - Allied to CS
- - Trade Route to CS
- If you have 60% military PLUS one of these, you can PoP. Otherwise, nope.
- If you have 60%, have a PoP but suddenly lack one of these, a countdown begins at which point the PoP ends (just like <60% military countdown)
- Promotions:
- Logistics now -30% RCS (was -20%)
- Culture:
- Adjusted Historic Event tourism down just a bit more
- Policies:
- Progress: reduced Equality pop requirement to 16 (Was 18)
- Authority: reduced supply cap adjustment to 10%
- Leaders:
- Russia: Ostrog- +1 Gold on Camps/Lumbermills/Mines, 50% on Culture/Gold tile costs (was 25%) - 150p cheaper, but +1 maintenance
- India: Can now build inquisitors. Naga-Malla base move increased by 1.
- Shoshone: Pathfinder gains 40% more yields and experience from ancient ruins than a normal scout.
Link: https://mega.nz/#!2ddSUSxQ!V8XFErL6I3T3nxAWuqITwMnbXYviCtTa8HDdeoEZx84
Online as of 10:55pm EST. Not savegame compatible.
Is a BETA, so do not use if you don't want to be a tester!
Cheers,
Gazebo
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