Hey all,
New beta version inbound. Going to get some humie feedback for a few days before calling this official.
New beta version inbound. Going to get some humie feedback for a few days before calling this official.
Bugfixes
Balance
- Fix for interception issues
- Performance improvements
- Fix for tile yield snafu in certain situations
- Corrected ranged damage UI value for cities (vanilla bug)
- Diplo AI tweaks
- Many smaller fixes and adjustments
- Cleaned up AI wonder selection logic
- AI should more reliably finish things it is working on for construction
War Weariness:
- Liberating a city reduces your current war weariness by 25% immediately
Happiness:
Resources:
- Now uses a tech median value, instead of player tech value
- What this means: I tinkered with this long ago, but I'm coming back to it. In essence, there is no longer a gradual increase from tech - instead, there's a penalty/bonus from being above/below the median, respectively. So, if you are ahead of the global tech median, your people expect more from you. If you are below the tech median, your people expect less. Should help balance out some concerns people have had with win-more runaways and downward spirals.
- Pop scaler now an exponential method, tempered by yield-specific variables
- Since the flat tech scaler has been reduced, this was modified slightly to keep large city unhappiness at a reasonable level
- Dropped unhappines scaler from specialists to .25 (was .34)
- Specialists overall could use a slight buff
- This also slightly weakens the potency of Freedom, which has been overperforming on the happiness front.
- Adjusted luxury happiness scaler upwards just slightly.
- GA monopolies gain +2 GAP on tile.
- Crab - improvement gains +1p
Units:
Unit Combat:
- Explorer - now gets a combat bonus instead of penalty (meant to update this when I updated the Bandierantes, but it slipped through the cracks)
- CS/RCS on most ranged land units, and some melee units, adjusted:
Code:RCS [/LIST][/INDENT] Slinger 6-> 7 Archer 6 -> 7 Chariot Archer 8 -> 7 Composite Bowman 11 -> 13 Atlatl 11 -> 13 Bab Bowman 13 -> 15 Chukonu 19 -> 20 Crossbow 20 -> 21 M. Bowman 22 -> 21 Longbow 22 -> 23 Minuteman 30 -> 33 Musketman 30 -> 32 Gatling 45 -> 48 Machine Gun 60 -> 63 Light Tank 65 -> 62 Bazooka 65 -> 68 CS Warrior 6 -> 7 B. Warrior 6 -> 7 Jag 8 -> 10 Slinger 4-> 5 Archer 5 -> 6 War Chariot 8 -> 9 Catapult 4 -> 6 Ballista 4 -> 6 Composite Bowman 8 -> 11 Atlatl 8 -> 11 M. Archer 10 -> 11 Hunnic Archer 12 -> 13 Bab Bowman 10 -> 12 Trebuchet 8 -> 11 Hwacha 8 -> 11 Chukonu 13 -> 15 Crossbow 13 -> 15 M. Bowman 18 -> 15 Longbow 14 -> 16 Camel Archer 18 -> 17 Cannon 14 -> 15 Hussar 28 -> 27 Cuirassier 25 -> 23 Minuteman 20 -> 23 Musketman 17 -> 20 Janissary 20 -> 23 Gatling 25 -> 30 Berber 32 -> 33 Field Gun 20 -> 25 Machine Gun 35 -> 40 Artillery 25 -> 30 Bazooka 40 -> 45 Rocket Artillery 48 -> 56 Helicopter 55 -> 56
ImprovementsBuildings:
- Forts get half the yields of citadels at tech yield upgrade points
Policies:
- Fixed missing museum on Louvre
- Floating Gardens (Aztec) - gains +2 culture
- Walls of Babylon - gains +1 culture
- Added an extra writing slot and theme to the amphitheater
- Tinkered with happiness reduction values a bit to fit new model above.
- Justice - Added +1 production in all cities (Tradition)
- Cultural Exchange - now buffs Amphitheater and Opera House instead of Guilds (4/4, was 3/3) (Artistry)
- Colonialism - dropped barracks/armory/military academy/fort/citadel science to 3 (was 5) (Imperialism)
- Refinement - now +1 happy per 3 GW (was 2) (Artistry)
- Exchange Markets - now +1 happy per TR (was 2) (Statecraft)
- Entrepreneurship - gains +1 happy per workshop (Industry)
- Enlightenment - gains +1 happy per university (Rationalism)
- Why these changes? Happiness bonuses were 'tall-loaded' on these policies. Spreading the happiness from statecraft/artistry into the industrial age policies is better for wide/war players, and balances the medieval policies against fealty a bit better (in terms of positive happiness generation)
Known issues:Options list is still enabling all of the Event Systems 'no x event' types - I don't know why it started doing this, but check your options list before you start
Not savegame compatible with saves from prior versions.
Link: https://mega.nz/#!zJcVwQhK!hQoUPJ5UfZSlSxjx2i4W9LHao0c8YGe7ZfWvaQ_rFJ0
G
Not savegame compatible with saves from prior versions.
Link: https://mega.nz/#!zJcVwQhK!hQoUPJ5UfZSlSxjx2i4W9LHao0c8YGe7ZfWvaQ_rFJ0
G