Hey all,
New beta inbound. This one is primarily bug-fixes and recent change cleanup/codification. I know I'd said that the last one would become the new version, but I want to get a few days of this under our belt to see if we can iron out that rare freezing bug and/or a few policy AI quirks (as well as Infixo's UI tweaks).
Online as of 12:15am EST. Not savegame compatible.
Link: https://mega.nz/#!XdVE2a5C!FF-e8aJxv9UrR4zzNvAyd09o-3Q4dNeoAvPTCKJy6ls
New beta inbound. This one is primarily bug-fixes and recent change cleanup/codification. I know I'd said that the last one would become the new version, but I want to get a few days of this under our belt to see if we can iron out that rare freezing bug and/or a few policy AI quirks (as well as Infixo's UI tweaks).
- Bugfixes
- Github issues addressed
- Big tactical AI bugfixes (AI unleashed bro)
- Diplo AI and production AI bugfixes
- Tons more UI work by the esteemed Infixo
- More work on policy AI and other selection criteria models
- AI armies should be more diverse
- Warmonger Revamp
- Fixed some (okay, a bunch of) bugs, sanitized a ton of values and logic, and changed some modifiers
- Most important changes
- Your relative military power is a primary method of scaling the potency of your warmonger instead of approach/opinion
- If your civ is much more powerful than another civ, that makes them more sensitive to your warmongering activities.
- If you are much weaker than another civ, that makes them less sensitive to your warmongering
- The warmonger value of a city scales based on the city's economic power, not it's size or the number of cities in the world.
- Because it should be this way, duh.
- Removed all opinion/approach elements in warmonger so that AI plays fair with humans, and so that warmonger doesn't become a vicious feedback loop.
- Warmonger Resistance
- Now halved in neutral territory (instead of being zero)
- Caps based on handicap level (AIBase value squared, so Deity is 7x7=49)
- Scales based on the maximum possible value needed for the highest warmonger ranking, so should be more gradual - starts to cap around the 3rd tier (of 4).
- Balance
- General
- Bonuses related to Ally/Friend status (i.e. Chancery, Wire Service, Germany UA), now exclusive to Friend/Ally status
- Either/or, not both - this was always the intention, technically a bugfix.
- Dropped Jungle/Forest city plot production from 125% of chop to 50% of chop value (now ~10p)
- Reduced CS meeting bonuses, esp. influence
- Difficulty handicap modifiers tweaked a bit to help early/mid-game slump
- Scoring tweaked a bit to emphasize techs/military power/policies over land/pop
- Civs
- Byzantine - now UA modifier for faith is 15% (was 25%)
- Carthage - founding gold now 125 (Was 175)
- Siam - bumped CS influence to 40 at start (was 35) to compensate for lost bonuses above
- Beliefs
- Zealotry - dropped SR modifier to 1% (was 3%)
- Buildings
- Workshop - bumped production to +5
- Factory - bumped base production to +5
- Circus Maximus- now grants Arenas +2g (instead of +1 happiness), regains it's +2 happiness
- Happiness
- Increased pop scaling % by 10%
- Increased tech scaling for happiness by .05 (1.5, was 1.45)
- Bumped starting % for yield thresholds up by 5%
- Resolutions
- Reworked Arts/Science resolutions to scale off of policy/tech count
Online as of 12:15am EST. Not savegame compatible.
Link: https://mega.nz/#!XdVE2a5C!FF-e8aJxv9UrR4zzNvAyd09o-3Q4dNeoAvPTCKJy6ls