New Beta Version - July 29th (7-29)

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Gazebo

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Hey all,

New beta version inbound. Not a ton of changes here, but I want to test them in a limited fashion before a full launch, as some of them are a bit more vanguard.

Code:
Code
     Diplo adjustments and fixes from HW
     Text updates from text thread + Aqinu + HW
Luxuries
    Now 3 happiness per lux (were 2)
    Adjusted UI for luxuries to make it easier to see their value
Religion
    Religious Belief Buildings
        Dropped Synagogue and Mosque bonuses by 5%
        Stupa gains +1 Happiness
        Pagoda now -2 religious unrest
Units
    New promotion set for gunpowder infantry (starting with Fusilier)
        Fieldworks (Fusilier): +15% ranged defense bonus, +15 HP
        Entrenchments (Riflemen): +20% ranged defense bonus, +20 HP
        DFPs (Infantry and Mech Infantry) +25% ranged defense bonus, +25 HP
    Each promotion lost on upgrade, so these don't stack.
Projects
    Public Works now reduces Empire Mod by 5%
Growth/Happiness
    Reduced growth % happiness bonus to 2% per happy (was 10% accidentally)
    Reverted changes to growth formula as a result of this
    Every citizen now generates -.5% needs modifier in a city (so more growth = better for needs)
Wonders
    Removed global % need modifiers from wonders, turned them into -1 needs instead
        Forbidden Palace, Big Ben, Brandenburg lose Poverty modifiers, gain -1 flat instead
           EIC gains 10% poverty modifier
        Oracle, Porcelain Tower, Terracotta Army lose Illiteracy modifiers (Oracle and Porcelain gain -1 flat)
             School of Philosophy gains -10% illiteracy mod
        Zeus, Motherland lose -10% distress, gain flat -1 instead
        Eiffel Tower, Parthenon, Globe lose -10%, (Parthenon and Globe gain -1 flat instead)
            Hermitage/Moma gain -10% boredom mod
        Taj Mahal loses global religious unrest mod
    Added global % need modifiers to select national wonders above

Not savegame compatible (I had to add a memory element to cities for storing luxury happiness valuation). Also the files themselves still say 7-17, as this is a beta. The main installer date is updated, however.

Link: https://mega.nz/#F!DMsxkDYI!zSpR9CHpmAfWyIvMXaN3pw

Cheers,
G
 
You glorious stallion.

Always appreciate your efforts! I promise to not swamp this thread with any more of my diatribe :D
 
I'm pretty darn happy with this list. I could argue the amount of certain changes but that's semantics at this point, the direction looks good to me, and I'm happy to try these out.

Just making sure I understand the Happiness Growth thing.

1) It was supposed to be 5% per happy (I believe)
2) It was actually 10% (because of a mistake).
3) Now the bonus is down to 2%.

Do I have it right? Change makes sense I just wanted to ensure I understand the progression.
 
Good update.

Is there a cap on extra growth from happiness?

How often is a city with the Parthenon in it still going to have boredom? These effects were impactful when they affected all cities, now they are often just going to be extra text, or 2% growth and a golden age point.
 
Good update.

Is there a cap on extra growth from happiness?

How often is a city with the Parthenon in it still going to have boredom? These effects were impactful when they affected all cities, now they are often just going to be extra text, or 2% growth and a golden age point.

No cap, no. And the flat reduction is technically the latter, but you can also view it is as an extra specialist or whathaveyou.

G
 
New promotion set for gunpowder infantry (starting with Fusilier) Fieldworks (Fusilier): +15% ranged defense bonus, +15 HP Entrenchments (Riflemen): +20% ranged defense bonus, +20 HP DFPs (Infantry and Mech Infantry) +25% ranged defense bonus, +25 HP
Mmm, I have a job here :)
Goog timing. I am on (7a) version 2

EDIT : Do not wait for (7a) Promotion Icons for VP (v 2). Get the new icons NOW
 
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I have to finish my current game asap, I'm already close to winning, but would like to actually see the victory screen before testing this new version. Can't wait for it.

Every citizen now generates -.5% needs modifier in a city (so more growth = better for needs)

I still don't like it in principle, but let's test it before commenting further.

Zeus, Motherland lose -10% distress, gain flat -1 instead
Taj Mahal loses global religious unrest mod

Is there a national wonder that provides -10% distress/religious? From the list, I was expecting something like Heroic Epic and Great Temple.
 
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Projects
Public Works now reduces Empire Mod by 5%

Does this mean I can produce a public work in a captured city, raze it and negate the upkeep ?
or does the game remember where I built the public works so that the effect would go away when the city is razed?
 
Code:
-- Gunpowder Melee promotion buffs
    INSERT INTO Unit_FreePromotions (UnitType, PromotionType) SELECT 'UNIT_RIFLEMAN', 'PROMOTION_FIELD_WORKS_1' WHERE EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_UNITS' AND Value= 1 );
    INSERT INTO Unit_FreePromotions (UnitType, PromotionType) SELECT 'UNIT_ETHIOPIAN_MEHAL_SEFARI', 'PROMOTION_FIELD_WORKS_1' WHERE EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_UNITS' AND Value= 1 );

    INSERT INTO Unit_FreePromotions (UnitType, PromotionType) SELECT 'UNIT_FRENCH_FOREIGNLEGION', 'PROMOTION_FIELD_WORKS_2' WHERE EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_UNITS' AND Value= 1 );
    INSERT INTO Unit_FreePromotions (UnitType, PromotionType) SELECT 'UNIT_GREAT_WAR_INFANTRY', 'PROMOTION_FIELD_WORKS_2' WHERE EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_UNITS' AND Value= 1 );
    INSERT INTO Unit_FreePromotions (UnitType, PromotionType) SELECT 'UNIT_BRAZILIAN_PRACINHA', 'PROMOTION_FIELD_WORKS_2' WHERE EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_UNITS' AND Value= 1 );
    INSERT INTO Unit_FreePromotions (UnitType, PromotionType) SELECT 'UNIT_PARATROOPER', 'PROMOTION_FIELD_WORKS_2' WHERE EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_UNITS' AND Value= 1 );

    INSERT INTO Unit_FreePromotions (UnitType, PromotionType) SELECT 'UNIT_DANISH_SKI_INFANTRY', 'PROMOTION_FIELD_WORKS_3' WHERE EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_UNITS' AND Value= 1 );
    INSERT INTO Unit_FreePromotions (UnitType, PromotionType) SELECT 'UNIT_GUERILLA', 'PROMOTION_FIELD_WORKS_3' WHERE EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_UNITS' AND Value= 1 );
    INSERT INTO Unit_FreePromotions (UnitType, PromotionType) SELECT 'UNIT_INFANTRY', 'PROMOTION_FIELD_WORKS_3' WHERE EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_UNITS' AND Value= 1 );
    INSERT INTO Unit_FreePromotions (UnitType, PromotionType) SELECT 'UNIT_MARINE', 'PROMOTION_FIELD_WORKS_3' WHERE EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_UNITS' AND Value= 1 );
    INSERT INTO Unit_FreePromotions (UnitType, PromotionType) SELECT 'UNIT_MECHANIZED_INFANTRY', 'PROMOTION_FIELD_WORKS_3' WHERE EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_UNITS' AND Value= 1 );
    INSERT INTO Unit_FreePromotions (UnitType, PromotionType) SELECT 'UNIT_XCOM_SQUAD', 'PROMOTION_FIELD_WORKS_3' WHERE EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_UNITS' AND Value= 1 );
love the new promotions btw.
XCOMS and paratroopers get Field works? They're in the scout line tho.

Also, the Great Cothon doesn't have the -10% poverty reduction, it still has -1 flat poverty

EDIT: Royal library is also missing its Illiteracy reduction
 
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I don't know if I like the nerfed wonders and the idea of building them having less impact, some of them seem considerably worse.. Though by making pop affect needs I guess it's somewhat of a nerf to runaway civs? Some civ that spams a bunch of wonders won't snowball as hard by being able to maintain even more cities.
I kinda liked running into some happiness issues even before starting offensive wars. Hope that aspect of the game isnt sacrificed in favour of comfortable perpetual growth, just doesn't feel right to me.
Nevertheless, those are just first impressions and I will play at least a game on my free days, will make sure to report my experience.
 
Just a quick question.
What does DFPs stand for?
Defensive Firing Position.
It’s Americanese for a Tobruk/foxhole. Americans like to invent unnecessary initialisms.
 
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Won't the +HP upgrades screw with the combat predictions? It's now so difficult to get a good estimate in naval combat.
I think the bug fix will have to go up the priority list if these promotions stay.
 
Looking good!

If you guys notice any strange diplo behavior from the AI, please let me know, I've made some changes I'm working on too (and if I made any typos like last time I'll want to fix them) :)
 
New promotion set for gunpowder infantry (starting with Fusilier) Fieldworks (Fusilier): +15% ranged defense bonus, +15 HP Entrenchments (Riflemen): +20% ranged defense bonus, +20 HP DFPs (Infantry and Mech Infantry) +25% ranged defense bonus, +25 HP Each promotion lost on upgrade, so these don't stack.

So do these units start with the promotion?
 
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