New Beta Version - January 8th (1/8)

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If you want to get logical about it, there's no reason a pikeman should have any bonus against a mounted archer - it's not like a mounted archer formation would go charging at a pike block anyway.

If we want to get even more logical, then pikes/spears should only counter horses if the pike/spear unit is fortified (they were only really good against defending from cavalry, not attacking it) and the bonus should be nullified/reduced if the cavalry is flanking you.
 
Nope, sorry. Can guarantee that I only modified about 2-3 entries aside from what is in the chart. Either you are reading the chart wrong, or you are reading the civpedia wrong.
G

At least half might have been an exaggeration (I was counting a lot of things that were changed but were not in the chart) but 2-3 is definitely an understatement.
New yields, checked in game:

First value is your posted chart, second is what I see in game. The ones that are correct are removed just to make it easier to read.


Plantation:


Coffee: 1F | 2G
Perfume: 1C | 2G
Tea: 1P | 2G

Mine/quarry

Jade: 1C | 2G
Lapis: 1G | 2G
Silver: 1G | 1P 1G
Marble: 1P | 2P

Fishingboats:
Coral: 1G 1C | 2G

Improvement Yields

Plantation:
Cocoa: 2G | 2F
Coffee: 2G | 1G
Cotton: 1C 1G | 2G
Incense: 1C 1G | 1C 1Faith
Olives: 2G | 1G
Perfume: 2G | 1G
Tea: 1F 1G | 1G
Tobacco: 2G | 1G
Wine: 1F 1G | 1G 1C

Mine/quarry:

Copper: 1P | 1P 1G
Gems: 1G 1P | 1P 1C
Marble: 2P | 1P

Fishingboats:
Coral: 1P 1C | 1G

Yes, that's not actually half, but it is more than 2 or 3 :D


I can also take this time to state that I'm not a fan of some of the bonus-resources/strategics. I guess I'll list them first:

Base-yield:
Horses: 1P
Iron: 1P
Bananas: -
Bison: 1F
Cattle: 1P
Deer: 1F
Fish: 1F
Sheep: 1P
Stone: 1P
Wheat: 1F

Not much stand out here, they were all 1 yield before, all 1 yield now. Out of memory (because I'm too lazy to do research) I think Cattle and Sheep changed, they both used to be 1F now they are both 1P. That kinda hurts hill-starts, which relied on Sheep for foodsources. Not a big change over all but it feels unnecessary.

Improvement Yields.
Horses: 1P
Iron: 1P
Bananas: 3F 1G
Bison: 1F 1P
Cattle: 1F
Deer: 1F
Fish: 1F
Sheep: 1F
Stone: 1P
Wheat: 1F

A few big deals here, All pastures have gone from 2 yields to 1 yield. Improved sheep-tiles are now at 1F 3P instead of 3F 2P for example. Fish lost one hammer from the fishingboat. Deer lost 1G I think (I have a vague memory of a camp on a deer generating 1P 1G before, and in that case 1P got swapped for 1F as well). Stone lost out on 1P

Again I'm generally not against changes, but some of these seems kinda harsh for no reason, especially since a lot of luxuries just got buffed to their level to compete with them. Pastures, and sheep in general really hurts hills and plain-starts which are really hurting on food now.


Anyways this might sound kinda whiny, but I just want to get the information to you.
 
Does the colosseum not give tourism anymore?

The Colosseum does give tourism, and the tourism requires you to have masonry researched to work (which is pretty weird considering you need masonry to build Colosseum anyways).
 
if anyone else has problems with unhappiness, setting BALANCE_HAPPINESS_BASE_CITY_COUNT_MULTIPLIER in CityHappiness.sql to 5 instead of 150 seems to fix it
 
if anyone else has problems with unhappiness, setting BALANCE_HAPPINESS_BASE_CITY_COUNT_MULTIPLIER in CityHappiness.sql to 5 instead of 150 seems to fix it

Should be 150, though, as I made it a factor of 100 for granularity:

Code:
	int iPopMod = getPopulation() * GC.getBALANCE_HAPPINESS_BASE_CITY_COUNT_MULTIPLIER();
	iPopMod /= 100;

At least half might have been an exaggeration (I was counting a lot of things that were changed but were not in the chart) but 2-3 is definitely an understatement.

That chart (the one you are referencing) looks different from the first chart you sent me. :/

I'm worried just how many more chances the Denounce Button has before Gazebo gives up on it

Quoi?

G
 
That chart (the one you are referencing) looks different from the first chart you sent me. :/
I don't understand what you're saying, I copy-pasted it straight out of your first post in this thread.


if anyone else has problems with unhappiness, setting BALANCE_HAPPINESS_BASE_CITY_COUNT_MULTIPLIER in CityHappiness.sql to 5 instead of 150 seems to fix it
I did report crime being out of control in the last version (or the one before it), still seems to be the case. In my current game I have walls castle, arsenal baracks armory and constabularies in all cities and I'm still suffering -30 unhappiness from crime (with 10 cities and 200 pop). Don't get me wrong, these numbers are at a manageable level now. But earlier on my 15 pop capital suffered 10 points of unhappiness from crime for example, it seems like some number could be off.
 
Spoiler :
y5IhE3k.jpg


I knew mounted ranged units were weak to spearmen/pikemen, but I always assumed that meant defensively. Should arrows from a mounted unit be specifically weaker than those from an archer when pikemen are concerned?
I have a question with regards to this, maybe slightly off-topic, but: Are mounted-ranged units now a class of their own when using this mod, and does that apply to all promotions, or is this just a single hard-coded promotion?
 
when u capture a City that has belonged to a civilization that is destroyed and u take that and liberate it, that leader gets like recalled for life or whats written (dont remember) is it possible to make that civilization to your vassal automatically instead?

(its easy for me to suggest that dont know programming but probably its a huge work to do, i know)
 
Checked and Bison is really weirdly powerful, esp compared to all other similar non-luxuries (which seem underpowered in this version after all the buffs to luxuries).

I mean it has IIRC 3f1p without upgrade, which equals to 4 F+P - that's as much as sheep/cattle/cow after being upgraded with a pasture! And that's before the Bison gets a Granary, at which points it has 1 more Food and before it gets a camp, at which point it gains +1 Production (before, in previous version, it was gold but now it's Production?).

Balance is off in the current version which is understandable as it's a beta, but I feel Pasture needs its +1F back. Many non-luxury resources need some buffs to be a bit better than they currently are (but not Bison - sharing name with a cool-looking street fighter dictator boss guy shouldn't be a reason to be buffed when you're already that rad and good).

Maybe add +1F to Pasture after some second row ancient or maybe earliest classical tech is researched?
 
I did report crime being out of control in the last version (or the one before it), still seems to be the case. In my current game I have walls castle, arsenal baracks armory and constabularies in all cities and I'm still suffering -30 unhappiness from crime (with 10 cities and 200 pop). Don't get me wrong, these numbers are at a manageable level now. But earlier on my 15 pop capital suffered 10 points of unhappiness from crime for example, it seems like some number could be off.

I'm noticing some rougher than usual crime unhappiness as well.
 
The Colosseum does give tourism, and the tourism requires you to have masonry researched to work (which is pretty weird considering you need masonry to build Colosseum anyways).

Only indicated in the city screen, unfortunately. Civilopedia and tech screen say no tourism. Granary has typos too. We'll find these things slowly but surely!
 
Yeah, Crime is very hard to manage now. Every city is dangerous now. It's almost as if they let "refugees" in, haha.

But to be serious, a 5 size city typically has 2, getting one guy inside reduces it to 1 - but it gets overwhelming with further growth. With 4 cities all around 5-6 pop (except for 8-10 in capital) I had 7 crime unhappiness, all other sources were at most 1-3 total in all cities.
 
Sorry, i'm not super familier with these betas. Under what circumstances should we delete the LUA folders? I'm using all core mods (1 through 6a) normally. Do I need to delete anything in the LUA folders for this?

My understanding is that you only need to worry about deleting the yeildiconmanager.lua if you are *not* using CBP?
 
Sorry, i'm not super familier with these betas. Under what circumstances should we delete the LUA folders? I'm using all core mods (1 through 6a) normally. Do I need to delete anything in the LUA folders for this?

My understanding is that you only need to worry about deleting the yeildiconmanager.lua if you are *not* using CBP?

I think if you follow the INstallation guide on "How To Install" it explains what needs to be deleted (it's on the bottom around Manual)

Also Gazebo I was kidding, I want the Denounce button to work and I for some reason think you will eventually remove it if you won't fix it. Lynnes still hasn't brought out the new version of MP to test it out on.
 
I did report crime being out of control in the last version (or the one before it), still seems to be the case. In my current game I have walls castle, arsenal baracks armory and constabularies in all cities and I'm still suffering -30 unhappiness from crime (with 10 cities and 200 pop). Don't get me wrong, these numbers are at a manageable level now. But earlier on my 15 pop capital suffered 10 points of unhappiness from crime for example, it seems like some number could be off.

Also having more crime than usual.

Any chance I can "fix" that for my current savegame with some sql/xml change?
I really like my current map. :D
 
Also having more crime than usual.

Any chance I can "fix" that for my current savegame with some sql/xml change?
I really like my current map. :D

Double for that. Have a really good, challenging game I'd like to finish and I'd appreciate a suggested adjustment, even if imperfect.
 
Figured out why so many of the resource changes didn't show up - I didn't upload the updated More Luxuries mod. :crazyeye:

New values for all resources below (sorry for XML - too lazy to parse out):

Spoiler :

Code:
		<Resource_YieldChanges>
		<!-- Bonus -->
		<Delete ResourceType="RESOURCE_COW" />
		<Row>
			<ResourceType>RESOURCE_COW</ResourceType>
			<YieldType>YIELD_PRODUCTION</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_SHEEP" />
		<Row>
			<ResourceType>RESOURCE_SHEEP</ResourceType>
			<YieldType>YIELD_PRODUCTION</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_BANANA" />
		<!--Strategic -->
		<Delete ResourceType="RESOURCE_URANIUM" />
		<Row>
			<ResourceType>RESOURCE_URANIUM</ResourceType>
			<YieldType>YIELD_SCIENCE</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ResourceType>RESOURCE_URANIUM</ResourceType>
			<YieldType>YIELD_PRODUCTION</YieldType>
			<Yield>1</Yield>
		</Row>
		<!-- Luxury -->
		<Delete ResourceType="RESOURCE_CITRUS" />
		<Row>
			<ResourceType>RESOURCE_CITRUS</ResourceType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_CLOVES" />
		<Row>
			<ResourceType>RESOURCE_CLOVES</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_COCOA" />
		<Row>
			<ResourceType>RESOURCE_COCOA</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ResourceType>RESOURCE_COCOA</ResourceType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_COPPER" />
		<Row>
			<ResourceType>RESOURCE_COPPER</ResourceType>
			<YieldType>YIELD_PRODUCTION</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_COTTON" />
		<Row>
			<ResourceType>RESOURCE_COTTON</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_CRAB" />
		<Row>
			<ResourceType>RESOURCE_CRAB</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ResourceType>RESOURCE_CRAB</ResourceType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_DYE" />
		<Row>
			<ResourceType>RESOURCE_DYE</ResourceType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_FUR" />
		<Row>
			<ResourceType>RESOURCE_FUR</ResourceType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_GEMS" />
		<Row>
			<ResourceType>RESOURCE_GEMS</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_GOLD" />
		<Row>
			<ResourceType>RESOURCE_GOLD</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ResourceType>RESOURCE_GOLD</ResourceType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_INCENSE" />
		<Row>
			<ResourceType>RESOURCE_INCENSE</ResourceType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_IVORY" />
		<Row>
			<ResourceType>RESOURCE_IVORY</ResourceType>
			<YieldType>YIELD_PRODUCTION</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_MARBLE" />
		<Row>
			<ResourceType>RESOURCE_MARBLE</ResourceType>
			<YieldType>YIELD_PRODUCTION</YieldType>
			<Yield>2</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_NUTMEG" />
		<Row>
			<ResourceType>RESOURCE_NUTMEG</ResourceType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ResourceType>RESOURCE_NUTMEG</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_PEARLS" />
		<Row>
			<ResourceType>RESOURCE_PEARLS</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>2</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_PEPPER" />
		<Row>
			<ResourceType>RESOURCE_PEPPER</ResourceType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ResourceType>RESOURCE_PEPPER</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_SALT" />
		<Row>
			<ResourceType>RESOURCE_SALT</ResourceType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_SILK" />
		<Row>
			<ResourceType>RESOURCE_SILK</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>2</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_SILVER" />
		<Row>
			<ResourceType>RESOURCE_SILVER</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_SPICES" />
		<Row>
			<ResourceType>RESOURCE_SPICES</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_SUGAR" />
		<Row>
			<ResourceType>RESOURCE_SUGAR</ResourceType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_TRUFFLES" />
		<Row>
			<ResourceType>RESOURCE_TRUFFLES</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_WHALE" />
		<Row>
			<ResourceType>RESOURCE_WHALE</ResourceType>
			<YieldType>YIELD_SCIENCE</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ResourceType>RESOURCE_WHALE</ResourceType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_WINE" />
		<Row>
			<ResourceType>RESOURCE_WINE</ResourceType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>1</Yield>
		</Row>
	</Resource_YieldChanges>
	
	<Improvement_ResourceType_Yields>
		<Delete ResourceType="RESOURCE_URANIUM" />
		<Row>
			<ImprovementType>IMPROVEMENT_MINE</ImprovementType>
			<ResourceType>RESOURCE_URANIUM</ResourceType>
			<YieldType>YIELD_SCIENCE</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_STONE" />
		<Row>
			<ImprovementType>IMPROVEMENT_QUARRY</ImprovementType>
			<ResourceType>RESOURCE_STONE</ResourceType>
			<YieldType>YIELD_PRODUCTION</YieldType>
			<Yield>2</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_FISH" />
		<Row>
			<ImprovementType>IMPROVEMENT_FISHING_BOATS</ImprovementType>
			<ResourceType>RESOURCE_FISH</ResourceType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_BANANA" />
		<Row>
			<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
			<ResourceType>RESOURCE_BANANA</ResourceType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>3</Yield>
		</Row>
		<Row>
			<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
			<ResourceType>RESOURCE_BANANA</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_BISON" />
		<Row>
			<ImprovementType>IMPROVEMENT_CAMP</ImprovementType>
			<ResourceType>RESOURCE_BISON</ResourceType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ImprovementType>IMPROVEMENT_CAMP</ImprovementType>
			<ResourceType>RESOURCE_BISON</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_DEER" />
		<Row>
			<ImprovementType>IMPROVEMENT_CAMP</ImprovementType>
			<ResourceType>RESOURCE_DEER</ResourceType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_COW" />
		<Row>
			<ImprovementType>IMPROVEMENT_PASTURE</ImprovementType>
			<ResourceType>RESOURCE_COW</ResourceType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ImprovementType>IMPROVEMENT_PASTURE</ImprovementType>
			<ResourceType>RESOURCE_COW</ResourceType>
			<YieldType>YIELD_PRODUCTION</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_HORSE" />
		<Row>
			<ImprovementType>IMPROVEMENT_PASTURE</ImprovementType>
			<ResourceType>RESOURCE_HORSE</ResourceType>
			<YieldType>YIELD_PRODUCTION</YieldType>
			<Yield>2</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_SHEEP" />
		<Row>
			<ImprovementType>IMPROVEMENT_PASTURE</ImprovementType>
			<ResourceType>RESOURCE_SHEEP</ResourceType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ImprovementType>IMPROVEMENT_PASTURE</ImprovementType>
			<ResourceType>RESOURCE_SHEEP</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_SALT" />
		<Row>
			<ImprovementType>IMPROVEMENT_MINE</ImprovementType>
			<ResourceType>RESOURCE_SALT</ResourceType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_TRUFFLES" />
		<Row>
			<ImprovementType>IMPROVEMENT_CAMP</ImprovementType>
			<ResourceType>RESOURCE_TRUFFLES</ResourceType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ImprovementType>IMPROVEMENT_CAMP</ImprovementType>
			<ResourceType>RESOURCE_TRUFFLES</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_CITRUS" />
		<Row>
			<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
			<ResourceType>RESOURCE_CITRUS</ResourceType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
			<ResourceType>RESOURCE_CITRUS</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_COCOA" />
		<Row>
			<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
			<ResourceType>RESOURCE_COCOA</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>2</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_COPPER" />
		<Row>
			<ImprovementType>IMPROVEMENT_MINE</ImprovementType>
			<ResourceType>RESOURCE_COPPER</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_COTTON" />
		<Row>
			<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
			<ResourceType>RESOURCE_COTTON</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
			<ResourceType>RESOURCE_COTTON</ResourceType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_DYE" />
		<Row>
			<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
			<ResourceType>RESOURCE_DYE</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
			<ResourceType>RESOURCE_DYE</ResourceType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_GEMS" />
		<Row>
			<ImprovementType>IMPROVEMENT_MINE</ImprovementType>
			<ResourceType>RESOURCE_GEMS</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ImprovementType>IMPROVEMENT_MINE</ImprovementType>
			<ResourceType>RESOURCE_GEMS</ResourceType>
			<YieldType>YIELD_PRODUCTION</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_GOLD" />
		<Row>
			<ImprovementType>IMPROVEMENT_MINE</ImprovementType>
			<ResourceType>RESOURCE_GOLD</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_INCENSE" />
		<Row>
			<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
			<ResourceType>RESOURCE_INCENSE</ResourceType>
			<YieldType>YIELD_FAITH</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
			<ResourceType>RESOURCE_INCENSE</ResourceType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_IVORY" />
		<Row>
			<ImprovementType>IMPROVEMENT_CAMP</ImprovementType>
			<ResourceType>RESOURCE_IVORY</ResourceType>
			<YieldType>YIELD_PRODUCTION</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ImprovementType>IMPROVEMENT_CAMP</ImprovementType>
			<ResourceType>RESOURCE_IVORY</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_MARBLE" />
		<Row>
			<ImprovementType>IMPROVEMENT_QUARRY</ImprovementType>
			<ResourceType>RESOURCE_MARBLE</ResourceType>
			<YieldType>YIELD_PRODUCTION</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_PEARLS" />
		<Row>
			<ImprovementType>IMPROVEMENT_FISHING_BOATS</ImprovementType>
			<ResourceType>RESOURCE_PEARLS</ResourceType>
			<YieldType>YIELD_PRODUCTION</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ImprovementType>IMPROVEMENT_FISHING_BOATS</ImprovementType>
			<ResourceType>RESOURCE_PEARLS</ResourceType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_SALT" />
		<Row>
			<ImprovementType>IMPROVEMENT_MINE</ImprovementType>
			<ResourceType>RESOURCE_SALT</ResourceType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_SILK" />
		<Row>
			<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
			<ResourceType>RESOURCE_SILK</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>2</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_SILVER" />
		<Row>
			<ImprovementType>IMPROVEMENT_MINE</ImprovementType>
			<ResourceType>RESOURCE_SILVER</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_SPICES" />
		<Row>
			<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
			<ResourceType>RESOURCE_SPICES</ResourceType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
			<ResourceType>RESOURCE_SPICES</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_SUGAR" />
		<Row>
			<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
			<ResourceType>RESOURCE_SUGAR</ResourceType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
			<ResourceType>RESOURCE_SUGAR</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Delete ResourceType="RESOURCE_WINE" />
		<Row>
			<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
			<ResourceType>RESOURCE_WINE</ResourceType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
			<ResourceType>RESOURCE_WINE</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
	</Improvement_ResourceType_Yields>



For More Luxuries:

Spoiler :

Code:
<Resource_YieldChanges>
		<!-- Delete any luxuries with the same name so there's no conflict. -->
		<Delete ResourceType="RESOURCE_COFFEE"/>
		<Delete ResourceType="RESOURCE_TEA"/>
		<Delete ResourceType="RESOURCE_TOBACCO"/>
		<Delete ResourceType="RESOURCE_AMBER"/>
		<Delete ResourceType="RESOURCE_JADE"/>
		<Delete ResourceType="RESOURCE_OLIVE"/>
		<Delete ResourceType="RESOURCE_PERFUME"/>
		<Delete ResourceType="RESOURCE_GLASS"/>
		<Delete ResourceType="RESOURCE_CORAL"/>
		<Delete ResourceType="RESOURCE_LAPIS"/>
		<!-- Delete any luxuries that may exist that are too similar as well. -->
		<Delete ResourceType="RESOURCE_CIGARS"/>
		<Delete ResourceType="RESOURCE_OLIVEOIL"/>
		<Delete ResourceType="RESOURCE_OLIVE_OIL"/>
		<Delete ResourceType="RESOURCE_OLIVES"/>
		<Delete ResourceType="RESOURCE_FRAGRANCE"/>
		<Delete ResourceType="RESOURCE_GLASSWARE"/>
		<Delete ResourceType="RESOURCE_LAPIS"/>
		<Delete ResourceType="RESOURCE_LAPISLAZULI"/>
		<Delete ResourceType="RESOURCE_LAPIS_LAZULI"/>
		<Row>
			<ResourceType>RESOURCE_COFFEE</ResourceType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ResourceType>RESOURCE_TEA</ResourceType>
			<YieldType>YIELD_PRODUCTION</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ResourceType>RESOURCE_TOBACCO</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>2</Yield>
		</Row>
		<Row>
			<ResourceType>RESOURCE_AMBER</ResourceType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ResourceType>RESOURCE_JADE</ResourceType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ResourceType>RESOURCE_OLIVE</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ResourceType>RESOURCE_OLIVE</ResourceType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ResourceType>RESOURCE_PERFUME</ResourceType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ResourceType>RESOURCE_CORAL</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ResourceType>RESOURCE_CORAL</ResourceType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ResourceType>RESOURCE_LAPIS</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ResourceType>RESOURCE_GLASS</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>2</Yield>
		</Row>
	</Resource_YieldChanges>
		<Improvement_ResourceType_Yields>
		<Row>
			<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
			<ResourceType>RESOURCE_COFFEE</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>2</Yield>
		</Row>
		<Row>
			<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
			<ResourceType>RESOURCE_TEA</ResourceType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
			<ResourceType>RESOURCE_TEA</ResourceType>
			<YieldType>YIELD_PRODUCTION</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
			<ResourceType>RESOURCE_TOBACCO</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>2</Yield>
		</Row>
		<Row>
			<ImprovementType>IMPROVEMENT_MINE</ImprovementType>
			<ResourceType>RESOURCE_AMBER</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ImprovementType>IMPROVEMENT_MINE</ImprovementType>
			<ResourceType>RESOURCE_JADE</ResourceType>
			<YieldType>YIELD_PRODUCTION</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
			<ResourceType>RESOURCE_OLIVE</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>2</Yield>
		</Row>
		<Row>
			<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
			<ResourceType>RESOURCE_PERFUME</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>2</Yield>
		</Row>
		<Row>
			<ImprovementType>IMPROVEMENT_FISHING_BOATS</ImprovementType>
			<ResourceType>RESOURCE_CORAL</ResourceType>
			<YieldType>YIELD_PRODUCTION</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ImprovementType>IMPROVEMENT_FISHING_BOATS</ImprovementType>
			<ResourceType>RESOURCE_CORAL</ResourceType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ImprovementType>IMPROVEMENT_MINE</ImprovementType>
			<ResourceType>RESOURCE_LAPIS</ResourceType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>1</Yield>
		</Row>
	</Improvement_ResourceType_Yields>


Anyways, I'm reuploading all things with a few small fixes, and a CP update for VMC to v72 (should fix the internet issue for MP lobbies, we'll see). Should all be savegame compatible (did not test, but no memory elements were touched), though CBP yields may not reset until a new game. Clear your cache!

Fixes:

  • Added back missing yield for pastures.
  • Second balance/correction pass for resources and fix for a few messed up/missing ones (Funak, a few (around 5) are still different from yours - this is intentional at this point). Some adjustments required, probably.
  • Fixed Oil tooltip (blegh EUI)
  • Updated CP to v72 of VMC (should support around 90% of Whoward's mini-mods at this point)
  • Fix for MP online lobby element
  • Uploaded More Luxuries.

Clear cache, delete lua folders, sacrifice lamb.


Beta Downloads Folder for 1/10 Version


Todo: Tooltip and/or text errors in help text/civilopedia. Please make a github report if you find a tooltip/civilopedia text error/mismatch!
FYI: Crime issue is not a 'bug,' but rather balance. If you feel the need to adjust it, modify 'BALANCE_HAPPINESS_BASE_CITY_COUNT_MULTIPLIER' to 100-125 (lower = easier).

Cheers,
Gazebo
 
Gazebo, I think there is a new issue with puppet cities :

I'm glad you changed puppet cities to prioritize some defence building but this create a new issue.

They are almost always focusing on the new best defence building and this creates three problems :

1 - even with help, they usually takes forever to build an arsenal because they are focused on gold.

2 - they don't build any other building, ( I've got a 75 turn puppet without library or market ) which lead to a huge unhappiness load forcing the player to annex it or try to raze it even when you don't want to.

Even with the -25% on threshold, I can easily reach - 10 on some puppet by the industrial area ( except with Rome of course ) with one musket in every city
I know the happiness system is supposed to be reactive and proactive but puppet can't be controled.

Puppet-cities already hurt your tech speed and bring uncontrollable waves of unhappiness ( I reach industrial, BOOM, -14 happiness because the threshold changed)
The second part is extremely frustrating. Most of your cities have already got most of happiness management buildings and your only solution is to annex some puppet cities, which will bring even more unhappiness for a least 5-6 turn. You are already negative, now you lose even more yield which makes thing even harder. I don't even count the time you need to get the city up and running (usually they have got no food nor production building)

But now, it's not -14 it's something like -30 if you have 8-10 puppets. And they are trying to build a castle or an arsenal ....

3 - you are forced into perma-internal trading to speed up the process.

I know aggressive player don't do that much international trading to begin with. BUT you don't even have the choice to trade with your allied city-states to get some money and/or influence. So you are starved in gold and your solution, once you have tried to put village in every possible location, is to lock on merchant specialists which brings you .... even more unhappiness, less food/production/science and/or culture.

In civ5 vanilla, puppet cities relieve some unhappiness, bring me gold and speed my rate of police acquisition up. Here they bring huge unhappiness(especially mid and late game) they reduce my gold incomes and slow my policy acquisition rate instead of speed it up (and even more my tech speed)

Conclusion : I think you didn't foresee the repercussion of your two changes :
1 - puppet cities prioritizing defence building
2 - higher crimes threshold.

The solution ?
1 - unhappiness threshold reduction in puppet cities should go down to -40/50% from -25%.
2 - Puppet cities shouldn't try build T2 defence building before getting important building T1 for the unhappiness ( library, market, arena, barrack ) and the same thing for T3 and T4.
 
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