New Beta Version - July 15th (7/15)

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Gazebo

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Hey all,

New version inbound. Beta. Not savegame compatible. Looking forward to feedback on this. If all goes well I'll lump this in with prior betas for a big version update. :)

Bugfixes
  • Github bugfixes and merge with ilteroi bugfixes
AI and Gameplay Adjustments
  • Horde/Liberation CS quests now need a barb land unit in borders (not just threatening) when quest ends in order to actually fail.
  • Barbarians cannot plunder cities until after the 'release' turn set in handicaps (30 for settler, 5 for Deity, scales between)
    • Barbarians are also no longer speed monsters on tundra
  • Adjusted the start biases of many civs to be a bit more historically accurate/useful(thanks, Phalanx!)
  • Adjusted AI war/peace logic
  • Open Borders a little easier to gain, but more expensive if the AI dislikes you
  • AI civilian defense improved
  • AI tactical logic for taking cities and evaluating danger improved
  • Fixed some pathfinding issues
  • Yield from conquest bonuses (i.e Spain's UA) now only trigger if the city has never been owned
Balance
  • Natural Wonders
    • Fountain of Youth brought down to 5HP
  • GPs
    • Bulbing of Great Scientists, Merchants, and Engineers now scales based on the number of GP UIs of their type you own.
  • Buildings
    • Removed herbalist restriction for forest/jungle
  • Wonders
    • Prora: Gain 10 Culture from pillaging, scaling with era.
  • Ideologies - General
    • First adopters now only get 1 free tenet - used to be 2
    • All subsequent adopters get 1 free tenet as well
    • Increased number of tenets lost from switching to 5 (was 2) and anarchy turns to 5 (was 2)
    • There's a turn lag (50 on standard for first adopt, 30 when you switch) that boosts your own ideological pressure for the purposes of discontent - will give empires a chance to stabilize after adopting/switching an ideology in which they aren't immediately unhappy from ideological pressure
    • Turn lag tapers down from 50, so chance of unhappiness goes up during this time (and the bonus goes away entirely at 50)
  • Tenet Changes
  • Order
    • Double Agents - now 3 Spies (Was 1)
    • Five Year Plan - removed Production on Cities, added +20% production towards buildings in all Cities
    • Iron Curtain - now 250% production/food (was 200%)
    • Great Leap Forward now Tier 2
    • Worker's Faculties now Tier 1
  • Autocracy
    • Iron Fist (replaces Autarky) - Vassals can no longer rebel or be liberated. Yields from Vassals and City-States increased by 100%, and +50% Worker Improvement rate.
    • Note that part of this bonus relies on C4DF. If you don't use C4DF, only 1/2 of this tenet applies. Eh, most users use it anyways...
    • Lightning Warfare - +3 Movement for Great Generals. Gun units gain +15% attack and ignore enemy ZOC. Armor units gain +15% attack and +1 Movement.
    • New World Order - +100% construction speed for Constab/Police Station
    • Third Alternative - dropped capital yields, now also Reduces Unit Gold Maintenance costs by 25%.
    • Commerce Raiders (was Nationalism). +10% Production from Seaports. +1 Oil and Coal for every City-State Alliance. Submarines and Melee Naval Units gain the Prize Rules Promotion.
    • Prize Rules: +20% CS/RCS when attacking units under 50% health, 300% of killed unit strength becomes gold in capital.
    • Cult of Personality (edited) - highest warscore now affects all Civilizations (50% of highest warscore counts as tourism mod with all civs)
    • Futurism (added) - +2 Culture from Great Works, 150 Tourism (scaling with era) when you conquer a city for the first time.
    • Total War (new) - +25% Production when building land units. +25% Warscore (from city capture, plunder, etc.). 50% easier to bully City-States.
    • United Front - Unit gifts to City-States generate 40 Influence. While at war, influence with allied City-States does not decay, and Militaristic City-State unit gift rate triples.
    • Tyranny (was Gunboat Diplomacy) - Can bully allied City-States, and doing so decreases the influence of all other Civs with that CS by 25% and increases yours by 25%.
  • Freedom
    • Covert Action - now also affects coups (doubled chance)
    • Economic Union - now 2 TRs, +6 Gold (Was 1, 3)
    • Volunteer Army (added) - Unit Supply generated by Population increased by 15%.
    • Capitalism (edited) - 6 Specialists in each of your cities generate Happiness instead of creating Unhappiness.
    • New Deal - bumped to +5
    • Media Culture - dropped Tourism to 25% (was 34)
    • Space Procurements - dropped Science on RL to 10% (Was 20)
    • Creative Expression (edited) - +2 Tourism from Great Works. Museums, Broadcast Towers, Opera Houses, and Amphitheaters gain +2 Golden Age Points and Culture.
  • Policies
  • Progress
    • Opener - Gain 20 science in Capital for every citizen already present as an instant yield
    • Aameliorates harshness of capital citizen growth timing with progress unlocks.
    • Liberty - 25% Trade Unit production increase added
  • Piety
    • Finisher - now +4 yields (was 3)
    • Organized Religion - +2 culture for temple (was 1)
    • Syncretism - yields now 3/3 (was 3/2)
    • Monastery - now 3/3 food/science (was 2/2)
    • Underperforming a bit compared to aesthetics and statecraft, esp. since 'base yields' are Piety's focus
  • Religion
    • Glory of God now 2 scaler (Was 5)
    • Resilience - now halves enemy follower reduction. Also grants +3 to all holy site yields (faith, culture, tourism)
  • Leaders
    • Denmark
      • Jelling Stone now Runestone, new ability - gain 5 Culture/Production in City when you pillage a tile, scaling with Era.
    • Poland
      • UA changed - Starting in the Classical Era, gain a free Social Policy every other Era, and gain two additional free Tenets when you adopt an Ideology for the first time.
      • A little less powerful overall, but a bigger punch when you hit ideologies. Shifts Poland's power to the later game a bit.

Link: https://mega.nz/#!nJlnhL4D!C86H9C_ni1r0y5mpCo4fNHA_CciX25pzufWe7amWjb4

Online as of 12:30am EST.

Cheers,
Gazebo
 
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Map view tool tip doesn't appear and there is still 0 when moving units. Although it's not game breaking error, it's very uncomfortable. Are they just for me?
Does Progress opener's retroactive capital yield replace all city growth yield which is you said before?
 
Idk it's just typo thing or real difference, but Longhouse says it requires nearby jungle/forest to build them even though its base building doesn't. Is it intended?
 
New Denmark is very fun and viking. I've declared war on Byzantium just to pillage Theodora's naughty tiles, kill a few units while trying to never hit any workers to not overly cripple her and then made peace so she repaired stuff while I prepared to do it all over again. That's fun and it created a new gamestyle that actually has great synergy with the UA on top of being unique. Seems incredibly powerful, but also more situational and not really much stronger in the long run if you consider all the unit culture/production you're missing out on.

Nice fix on the potential Danish road pillage exploit - roads in neutral territory cannot be pillaged. Questionable in the long run, but it might be I couldn't try if the exploit works because they were my roads to begin with. I wonder if a sacked city's improvements can still be repaired though? That'd be also easily exploitable. I hope for a hotfix for all city conquest stuff being broken and not working though, my founder/authority's imperium are not worth much as it is.
 
New Denmark is very fun and viking. I've declared war on Byzantium just to pillage Theodora's naughty tiles, kill a few units while trying to never hit any workers to not overly cripple her and then made peace so she repaired stuff while I prepared to do it all over again. That's fun and it created a new gamestyle that actually has great synergy with the UA on top of being unique. Seems incredibly powerful, but also more situational and not really much stronger in the long run if you consider all the unit culture/production you're missing out on.

Nice fix on the potential Danish road pillage exploit - roads in neutral territory cannot be pillaged. Questionable in the long run, but it might be I couldn't try if the exploit works because they were my roads to begin with. I wonder if a sacked city's improvements can still be repaired though? That'd be also easily exploitable. I hope for a hotfix for all city conquest stuff being broken and not working though, my founder/authority's imperium are not worth much as it is.

What's broken about conquest?
 
What's broken about conquest?
Look at hitgub, Hero Worship/Imperium don't work. Other conquest stuff might also be broken, I don't know (not playing Spain but Denmark). Save's included there for easy checking too, hopefully I didn't get the wrong one though.
 
Hmm so I've conquered a couple cities so far and I didn't receive a notification for yields upon conquering with Authority. Do we still get the yields?

Edit: I just read the above comments by Enrico. Can confirm that with Hero Worship and Imperuim, I'm not earning the bonuses upon conquering
 
  • Ideologies - General
    • First adopters now only get 1 free tenet - used to be 2
    • All subsequent adopters get 1 free tenet as well
    • Increased number of tenets lost from switching to 5 (was 2) and anarchy turns to 5 (was 2)
    • There's a turn lag (50 on standard for first adopt, 30 when you switch) that boosts your own ideological pressure for the purposes of discontent - will give empires a chance to stabilize after adopting/switching an ideology in which they aren't immediately unhappy from ideological pressure
    • Turn lag tapers down from 50, so chance of unhappiness goes up during this time (and the bonus goes away entirely at 50)

On first blush the effects of the turn lag strike me as circling around the target. The core problem would seem to be ideological pressure powerful enough that the majority of civs cave in to it. Why would we want to maintain a rich-get-richer mechanic, even if it's postponed for 30-50 turns? Wouldn't it be better to nerf the respective leader's ideological pressure to a point where he still benefits from his power, but doesn't pretty much garamtee ideological conformity across most if not all of the globe?

On the opposite end is the possibility that a 50-turn lag is enough to win the game with your own VC, thereby totally negating the pressure leader's advantage. In these scenarios, this rule change may be too much of a nerf.
 
Comments/Speculation I can make right now:

Lightning Warfare - +3 Movement for Great Generals. Gun units gain +15% attack and ignore enemy ZOC. Armor units gain +15% attack and +1 Movement.

I think Gun units should also get +1 movement.
Media Culture - dropped Tourism to 25% (was 34)

I don't this was needed. Order is going to be so much better at cultural victory now.
Barbarians cannot plunder cities until after the 'release' turn set in handicaps (30 for settler, 5 for Deity, scales between)
>5 for Deity

Well I suppose I didn't deserve any nice things anyway lol.

Anyway I'll make a modpack once a hotfix or two comes out. Seems there are some issues right now.
 
  • Five Year Plan - removed Production on Cities, added +20% production towards buildings in all Cities
Gazebo

Progress Songhai goes Order and he laughs at the infrastructure of other civilizations. Loving a lot of these changes. I agree about Lightning Warfare being so strong, which is why I rarely played as Mongolia. Haven't played Civ in a while, but this seems like a great time to step back in.
 
This 0 when moving units is really getting on my nerves. It also messes up the turn counter for the path to thing. These changes look good though :)
 
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This 0 when moving units is really getting on my nerves. It also messes up the turn counter for the path to thing. These changes look good though :)

0 is technically correct, as it implies less than 1. If it is causing gameplay issues, however, let ilteroi know via github.

G
 
Hi Gezebo, I am not sure if you still intend to develop the CP, but I believe there is one bug that is still value to draw your attention, some Fans already mentioned in the previous thread that when using only CP, the AIs prefer to stay friendly with basically everyone in the game instead of waging wars when they have military/Technological advantages. I am wondering if you have any plan to fix this issue in the near future. I hope you could fix it. Again, thanks for your dedicated efforts!
 
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