Herbalist- removed food on Forest
That makes Herbalist basically useless for everybody who does not have 2+ plantations near cities.
Herbalist- removed food on Forest
That makes Herbalist basically useless for everybody who does not have 2+ plantations near cities.
Steam Mill still gives +2 Gold to Engineers and +2 Production to Merchants. I do believe this is not intended, right?/I do believe it is intended, and there's nothing wrong with that. We could argue, though, about whether some of the specialist bonuses could be adjusted, as in some cases the specialist bonuses end up being way too similar to one another and not actually specialized in any obvious way. We might see some changes to that in this patch, though - will fiddle with it.![]()
May I ask, why the format change? It's very difficult to read moving the ledger right and left.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).
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
Oh, but it is so historic. After all, those merchant republics depended too much on mercenaries.Interesting. As always thank you for your hard work! The question here is: cash buying armies XP reduction makes Venice that much weaker. Could we perhaps remove that restriction for them?
Also they were a bit too strong, so I like it better than directly nerfing them.Oh, but it is so historic. After all, those merchant republics depended too much on mercenaries.
All the more reason to go Authority Venice.Also they were a bit too strong, so I like it better than directly nerfing them.
I mean Authority Venice was hurt more than normal Venice by this change, and were the stronger way to play before.All the more reason to go Authority Venice.![]()
I mean Authority Venice was hurt more than normal Venice by this change, and were the stronger way to play before.
I really like this method of nerfing, very icefrog-esqe. (If intended.)
Ouch. No love for Epic and Marathon (and Quick)?
Steam Mill still gives +2 Gold to Engineers and +2 Production to Merchants. I do believe this is not intended, right?
A question for the change of churches, how is the extra percent calculated? Is it calculated per worldwide church of your religion or by churches within cities from your empire?
A stupa or pagoda would serve you better with a small empire anyways. I see no problem with a wide religious building optionHm - basically it means you need to be playing wide to use churches, then. Is that what we want? Like, we could have an anti-scaler such that if you have only 1 city you get the full bonus, but if 2 cities you need both to have churches in them to get the full bonus, otherwise half, etc...