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

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Gazebo

Lord of the Community Patch
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Hey all,

New beta inbound. Sorry for the delay, losing my PC for two weeks set me back. I'm sure there will be some issues here or there, but this is part 2 of the happiness fix from the prior beta. I'm very happy with this one, the happiness curve is much more humane.

Changelog:

Code:
Bugfixes and performance improvements
Improvements to AI selection logic for buildings in many situations
Other enhancements and fixes
Github issue fixes

Aztec
    Can no longer construct the Well
    150% Gold/Faith from kills (was 100%)
    Floating Garden gains +10% Food/Production during GAs

Byzantium
    TtGoG- none before industrial now applies to Byz as wells
    Basilica - reduced faith to 1 per 3 citizens
    
Babylon
    Wall - now provides +2g per Scientist in the city (was +1 culture)
        Works a bit better with the UA synergy on hurrying
    
TR
    Scaling gold with era on plunder.
    
Pillage
    Values refactored based on new formula and values in thread

Coups
   City-state coups refactored, chance of success hovers closer to 40% at start, but increases the longer you leave your spy in the CS. Other bonuses can change this (or penalize other players, etc.). Requires more planning than before.
    
Units
    ICBMs now invulnerable to nuclear strikes (does not apply to atomic bombs)
    Chariot/War Chariot now the same production cost as an archer, Chariot moved to Animal Husbandry (War Chariot remains at Wheel)
    
Promotions
    Glory Hounds - gains 20% city damage reduction (so 80% total reuction with 3 prior promotions)
    Slipstream - renamed indomitable, unit gains +25 maximum HP (so 125 HP total) and +25% defense from attacks
    Pincer - gains 'ignores ZOC'
    Naval Range gone - replaced with Shrapnel Rounds (+50% damage to land units)
    
Reformation
    Sacred Sites - World and Natural Wonders gain +4 Tourism each
    
Happiness
    Reworked luxury happiness method to scale more evenly, wide empire penalty dramatically reduced
    Crime now 'Distress' (from lack of Basic Needs) scales off of the city's average of food and production, instead of city defense - city defense as a happiness yield is gone
    Happiness curve for pop in cities is now much smoother, flattens out at higher pops, and tech is integrated much more cleanly (should result in fewer per turn swings from unhappiness)
    
Theming Bonus Changes
[INDENT]Amphitheater/Acropolis global theme: 4:tourism: --> 2:tourism: (so 2:tourism: on all theming bonuses, no difference between foreign GWs and your own GWs)
Broadcast tower: 12:tourism: --> 8:tourism:
Globe Theater: 4:tourism: --> 6:tourism:
Royal Library: 2:tourism:--> 4:tourism:
Uffizi: 6:tourism: --> 10:tourism:[/INDENT]

Theming Yield Changes
[INDENT]Museum: 5:c5culture: --> 4:c5culture:
Broadcast Tower: 15:c5gold: --> 10:c5gold:
Oxford University: 3:c5science: --> 4:c5science:
Royal Library: 3:c5production: --> 3:c5production:3:c5science:
Hermitage: 5:c5gold: --> 4:c5culture:4:c5gold:
Notre Dame: 3:c5faith: --> 3:c5faith:3:c5goldenage:
Sistine Chapel: 5:c5faith: --> 3:c5faith:3:c5culture:
Broadway: 15:c5gold: --> 20:c5gold:[/INDENT]

Online as of 1:00am EST.

Not savegame compatible.

Link: https://mega.nz/#F!iMNVEISb!gW3aPq-MQ-kibL0lFxrw-w

Cheers,
Gazebo
 
Slipstream - renamed indomitable, unit gains +25 maximum HP (so 125 HP total) and +25% defense from attacks

You can increase Max HP just like that, it does make me wonder why it hasn't been used more. Though Max HP is probably not something we should be changing so lightly.
 
Not to rush development or anything, but any ETA of the next "Stable" version?
I think we need a 4-5 days to test this version and find bugs. I will start game after work, in a 5-6 hours. The more people will test, the faster all bugs will be reported and fixed.
 
YEAH, finally.... I can start now a new india on pangäa game! Growth for the sake of growth!
Thx for the new beta! :)
 
You can increase Max HP just like that, it does make me wonder why it hasn't been used more. Though Max HP is probably not something we should be changing so lightly.
It was always possible even before the Community Patch days.
 
I'm just a few of hours into my game but I just wanted to express my first thoughts anyways: It's so freakin' nice to get rid of forced garrisons, and now having all your troops positioned where they are really needed. It feels so incredibly nice not having to build walls in every city to fight crime (can't believe people voted for it to stay!?) The game feels so much less "having to build every building in every city" now, and thus so much more flexible, open and free.

This is a great change indeed!
 
Thanks for the patch, I'm going to try it out

All -%Crime buildings/wonders now have -%Distress, or nothing?
 
Having a blast paying the aztecs now. Also love that I don't need walls in every city now... but the AI sure seems to be snatching up wonders way faster than before this version (Emperor difficulty).
 
This looks like it'll be an awesome patch! I see the WC sanctions change has been implemented, and the happiness changes look fantastic. :)

Gonna start playing right away. Better get my trusty bug hunting net!
 
Big yeah for this :nuke:: - ICBMs now invulnerable to nuclear strikes (does not apply to atomic bombs) -

I was about to propose this after taking part in a wierd atomic war.
 
Does this change to Chrime (Distress) double penalize Specialists who already generate unhappiness but now fail to contribute to food/production (except for engineers)?
 
I like the added history flavor added with the "indomitable" promotion name.
Does this change to Chrime (Distress) double penalize Specialists who already generate unhappiness but now fail to contribute to food/production (except for engineers)?
Recalculation of specialist unhappiness was in a prior patch note. G had been playing around with reducing specialist unhappiness from 0.25 to 0.2. I guess it never made the cut, or was unnecessary.
, and now having all your troops positioned where they are really needed. It feels so incredibly nice not having to build walls in every city to fight crime (can't believe people voted for it to stay!?) The game feels so much less "having to build every building in every city" now, and thus so much more flexible, open and free.
This was one of the things that I really LIKED about VP, coming from Vanilla. Every building had a purpose; every building was useful. Now, there are buildings which I may simply never build. Arsenal, for instance, will never be worth the hammers, even on a border city.
Basilica - reduced faith to 1 per 3 citizen
I fail to see how removing the -15% faith discount on purchases wouldn’t have accomplished the same thing.
 
Last edited:
To all modders: it appears that happiness changes have been refactored:
slighty reduces = -25
reduces = -50
greatly reduces = -75
 
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