Hey all,
New beta inbound. Changelog includes changes from prior beta. I cleaned up the changes and added a few missing things from my list (compared to the list posted earlier).
Online as of 10:30pm EST. Not savegame compatible with previous versions.
Link: https://mega.nz/#!OAEFGDxB!0HEpeQCViOS-28jEOVMYLOt6B3pF_ck1GG51IgIVAQE
Cheers,
Gazebo
New beta inbound. Changelog includes changes from prior beta. I cleaned up the changes and added a few missing things from my list (compared to the list posted earlier).
Code:
Bugfixes
Merged bugfixes and improvements from Infixo and Ilteroi (thanks!)
Pushed through github issues list
Major bugfixes for AI city specialization logic
Major improvements to unit production AI
AI should be a bit more aggressive overall, and a little more adaptive to shifts in the battlefield
Fixed some bugs that caused the AI to DOW then bail out on their attack
Adjusted some tactical postures
Adjusted some voting logic for WC
Tweaks to deal logic re: cities
AI should be less likely to voluntary submit to vassalage
Unit Cycler now looks for the nearest unit, instead of jumping around randomly
Reworked Tech AI logic quite a bit - should be more tailored to strategic play.
Fixed a few more bugs here and there
Improvement city citizen management (fixed a big bug too)
Fixed a hilarious tactical AI bug that kept the AI from attacking cities
UI
Added ability to sort by XP Level in Military Overview
Balance
General
Randomized Victories - now only randomizes between science, diplo, and culture. Unlocks at Atomic.
Difficulty Model
Removed Digs and CS TR historic event bonuses
Reduced GP bonus to /3 (was /2)
Removed local border growth bonus
Reduced AI barbarian combat bonus
Reduced starting units for Deity AI
Tweaked barb spawn rate so that more barbs spawn on higher difficulties, and fewer on lower ones
Adjusted disbanding logic to be more aggressive and to function for AI properly
Can no longer indiscriminately gift units to CSs if they're at their unit cap (roughly 5 or so units per city)
Reduced City defense scaling from tech/pop slightly
Reduced growth exponent for cities slightly
Tweaked building/unit purchase cost formula a bit
Units now scale with empire size in cost (same as buildings)
Building and Unit base cost increased slightly
City-States can now upgrade their units when they have the tech (gold limitations removed for them)
They're already behind on techs, so no reason to double-punish them.
City-State influence scaler adjusted to be less powerful at longer gamespeeds
General/Admiral rates required for a GA/GG to spawn now scale with gamespeed
Beliefs
Pantheons
Earth Mother gives +1 Faith from Iron
Springtime gives +2 Gold from Plantations, but no Culture
Festivals gives +3 Gold from a Resource
Expanse gives 6 Production instead of 15 Food
Divine Inheritance and Theocratic rule now 10% for yield buffs (were 15%)
Buildings
Removed maintenance from Stock Exchange
Barracks/Ikanda Science reduced to 1 (was 2)
Adjusted purchase cost formula a bit (should be a little cheaper late-game)
Bank - changed Caravansary/Mint bonus to local, increased to +3g (from 1)
Caravansary - reduced connection bonus to 10% (Was 25%)
Dropped Modifiers on CSD Ideology NWs to 5% (were 15%), 10% for Production on Hall of Honor
Culture Modifier on Opera House now 5%
Reduced pop science growth on University (but not Seowon) to 25% (was 33%)
Reduced science per citizen on Public School (but not Skola) to 1 per 4 (was 1 per 2)
Windmill - dropped Food on Grocer/Granary to +1 (was +2)
University/Seowon - removed Forest Science
Herbalist- removed food on Forest
Workshop - removed Jungle buffs
Factory/Steam Mill - removed Specialist bump, now grants Manufactories +2 Production
Stock Exchange - now provides Towns with +2 Gold, dropped Gold per Citizen to 1:5
Medical Lab- the 3 specialists now produce +1 of their base yield (instead of all science), and food kept dropped to 15% (Was 30%)
Well/Watermill - now divided - Well generates +1p per 5 citizens, Watermill +1p per 4 citizens.
These buildings scaled surprisingly well (ha), and needed a nerf.
Floating Gardens - now +1f/p per 5 citizens (was +2 per 5)
Agribusiness - loses 10% food, but gains +1 food on all worked farms
Increased maintenance costs for buildings from Renaissance-on.
Church - now boosts starting religious strength for all missionaries by 5% (up to 50% global)
Prior effect created weird and un-fun strategies to only build missionaries in one city. This spreads the bonus out, encouraging investment.
Wonders
Heroic Epic - +1 Production per 5 citizens in city added.
National Epic - added +15 culture when citizen is born in city.
Grand Temple - removed Golden Age, but buffed Temple bonuses to +2 (Was +1)
East India - now grants an extra trade route
Parthenon - gains 10% supply modifier for city
Terracotta Army - now flat 3 supply for city in which it is built
Himeji - loses free Scientist, now +1 supply per city.
Machu Pichu - Reduced gold bonus to 15% (Was 33%)
Oracle - free social policy gone - now grants 500 Golden Age Points and Culture instantly and a free Temple
Hagia - now gives a free church
Borobudur- now gives a free stupa
Angkor - now gives a free Mandir
Removed Extra movement from Grand Canal promotion
Civs
Huns - UA now 75% chance to capture barb in encampment (was 100%)
Corporations
Reduced modifier for Trader Sid's TRs to 25% Gold (was 50%)
Reduced modifier for Firaxite TRs to 50% Science (Was 100%)
Giorgio and Firaxite Office bonus reduced by 1 (now +2 culture/science per office, respectively)
City-States
Reworked bully metric, removed tiering (now scales direcly from power) and made the proximity bonus tighter
Adjusted production/growth modifiers
Have fewer starting units at higher difficulties
Improvements
Pastures: +1 food (fresh water) at Mathematics, +1 gold (no-fresh-water) at civil service
Lumbermill/Logging Camp (was Lumbermill (Jungle)) - shifted tech yield increases around a bit
Moved Industrialization yield bump to Metallurgy - boosts Lumber mill by +1p, Logging Camp by +1g
Bump at Combustion - now +2p (Logging Camp), +2g (Lumbermill)
These no longer depend on fresh/nonfresh water (as that was always weird for feature-based tiles anyways)
Units
Units purchased with gold now receive half of the potential XP from the city (so if a city has a barracks, you get 7xp, not 15xp)
Can be disabled in CBO if desired.
Increased Guided Missile Damage (150, from 100), can only attack units (and attacks garrisons alone when hitting cities)
Great Merchant WLTKD now 10 (was 20)
Great Engineer - reduced potency of hurry base value, but increased production boost from manufactories (20%, from 10%)
Naval Ranged units are now all a base 1 range
Much like the artillery conundrum on land, the shift to 2 range dramatically changes the naval landscape, too much so.
Naval Ranged units now get access to Splash I/II (from Targeting III)
Captured military units start at 25 health (was 50) - nerf to Huns, Prize Ships, etc.
Moved Nuclear Sub to Robotics
Workboat starts with Sight Penalty, moves reduced to 2
Battleship and Cruiser start with Range (so they'll max out at 2 range)
Specialists
Specialist food costs increased by 1 (so starts a 3, goes up using old formula in the same linear manner)
Removed 1 Engineer from Trainstation
Removed Civil Servants from CSD ideology NWs (3 total)
Removed 1 Scientist from Military Academy
Removed 1 Engineer from Factory
Removed 1 Merchant from Stock Exchange
Removed 1 Scientist from Seowon
Removed 1 Scientist from Monastery
Overall: potential specialist slot amounts are roughly equal (not taking into account extra slots from UBs)
Normalized Specialist yields from tech (Engineers always get Production, GWAM always get Culture, etc.)
Specialists produce .5 unhappiness (was .25) - so 2 specialists = 1 unhappiness
Reduced Culture from GWAM Specialist yield bumps at tech (2 to 1, 3 to 2)
Remove 1 Tech-based yield increase per other Specialist type:
Theology for Scientist
Flight for Merchant
Rocketry for Engineer
Techs
Light adjustments to tech costs in light of balance changes
Policies
Progress
Opener- Dropped Science from pop to 20 (Was 30) and retroactive to 15 (was 20)
Organzation - moved TR bonus to Fealty (Burgers)
Expertise - dropped Production to 10% (was 20%)
Equality - Happiness per is now 15 (was 16)
Finisher - Now 15 per Citizen (was 20)
Authority
Tribute - border expanding yields now 15 (Was 20)
Tradition
Buffed faith from astrologer (+3, from +2); reduced Happiness from National Wonders/Palace to +1 (was +2)
Fealty
Burghers - Trade Routes to Civilizations with more Techs and/or Policies than you generate +2 Science and/or Culture.
Nobility - now +3 Food on Castle (was +10% Food)
Shifted purchase bonus from Organized Religion to Opener
Artistry
Opener: gains +100% construction rate of guild buildings
Refinement: all guild buildings gain +1 happiness
Cultural Exchange: now +3c/p from guilds (was 2/1)
Industry
Opener - now 5 Gold per building (was 15)
Reduced production/gold bonus on Division of Labor to 2% per building, but added Forge and Airport (so 10% total, but more spread out)
Rationalism
Reduced GA Science to 5% from Enlightenment (was 10%)
Reduced Science from GWs to 2% (was 4%) on Academics (still caps at 20%)
Tourism
Reduced influence TR bonuses slightly
Growth now 5/10/15/20/25%
Gold now 2/4/6/8/10
Online as of 10:30pm EST. Not savegame compatible with previous versions.
Link: https://mega.nz/#!OAEFGDxB!0HEpeQCViOS-28jEOVMYLOt6B3pF_ck1GG51IgIVAQE
Cheers,
Gazebo
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