Hey all,
New beta inbound. Opening new thread since the other one was cluttered.
Here's the new patch notes:
And here's the June 9th Beta patch notes:
Not savegame compatible.
Link:
https://mega.nz/#!3NU3yIrB!M3i43hKzwUXbN9zX0yMR4jZzq9lmqU0iSUdm1UYxUBY
Cheers,
Gazebo
New beta inbound. Opening new thread since the other one was cluttered.
Here's the new patch notes:
- Bugfixes
- Improvements to diplo AI, esp. for open borders
- AI less keen to dive into DOF to start a relationship (they've been burned too many times...)
- Github fixes and requests implemented
- MP desync barb fix tested.
- General:
- Science scaler from # of cities back to pre-beta value (culture value still 1% higher than before)
- Reduced policy cost for late game slightly (5%)
- Improvements:
- Increased Culture, Faith, and Tourism from Holy Sites (starting and tech scaling) by 1.
- Buildings:
- Halved instant-yield Tourism from Zoo construction.
- Great Works:
- Base Tourism from Great Works increased to 3 (was 2)
- Leaders:
- Siam: UA Influence now 35 (was 40)
- Japan UA bonus from XP reduced for AI slightly at higher levels (should feel less absurd)
- Policies:
- Progress (Organization Policy):
- Added - Trade Routes to Civilizations with more Techs and/or Policies than you generate +3 Science and/or Culture.
- Tourism:
- Reduced instant tourism from historic events (including aesthetics and patronage elements) by about 30%. Tourism from trade route events unchanged.
- Units:
- Instant yield abilities nerfed for Great Artist, Scientist, Merchant (gold), Musician, and Writer (20-30%)
- Great Writers now scale based on # of owned Great Works.
- Every GW you have increases the value of your cultural instant yield by 3%.
- Great Artists now scale based on # of active art themes.
- Every themed art set increases base value of Golden Age turns (4) by 20%.
- Field Gun now has indirect Fire
And here's the June 9th Beta patch notes:
Spoiler :
Bugs:
New:
- Performance enhancements and optimizations
- Fixed tactical AI bugs related to healing, danger, and pathfinding
- Various github bugs/requests addressed
- Voluntary vassalage no longer possible if at war
- Worked on AI religion, pantheon selection (big improvements here)
- Worked on AI road building logic and gold management methods
- Integrated proper (i.e. actually intelligent) inquisitor logic for AI
- All tiles revealed during a turn remain revealed for the duration of the turn
- This is largely a boon for the AI, but it is also a rationalization of the rather odd 'memory loss' suffered by units revealing/unrevealing tiles on a turn
Balance:
- Trade Route change:
- Trade Routes now generate modest amounts of Culture based on the policy difference between two players (just like Science)
- There's been a lot of talk about 'catch up' methods, and this is the best solution. It is active, engaged, and avoids the 'pity hand outs' of simply punishing high-culture players or rubber-banding low-culture players.
General
City-States
- Increased AI resistance bonus slightly at higher difficulties (more capitals = more resistance from other civs) - now affects all civs human and nonhuman (though it affects humans more than others)
- Puppet Culture, Science and Tourism modifiers now -40% (were -25%)
- Increased Culture and Science scaling costs from # cities by 2/3% for all map sizes.
- Faith from CSs increased slightly (+1 in ancient, +2 in classical, etc.)
- Influence from CS unit gifts diminishes based on the number of military units owned by the CS (floor is half the normal influence value)
- Reduced base value of bullying slightly.
- Gain culture from TRs to CSs (like science)
Pantheons:
Enhancers:
- Earth Mother now +3 production from monuments (was +2)
Units:
- Tithes follower scaler now 8 (was 6)
- Sainthood follower scaler now 10 (was 6)
- Evangelism Science from missionaries dropped by 15%
- Pacifism now 1 happiness per 10 (Was per 6)
Cities
- Recon units start with Treasure Hunter, Treasure Hunter buffed to 50% (was 25%)
- Ranged Naval units start at range 1. Range 2 begins with Cruisers.
- Field Gun now range 2 (was Range 3)
- Ironclad, Destroyer, and Missile Cruiser all require 1 coal (was formerly just ironclad).
- Frigate and SotL no longer require Iron.
- Naval changes should make combat more melee and close-quarters oriented, playing to the AI's strength and minizing the absence of interesting terrain at sea.
- Requirements for coal on all late-game melee ships also make it so that each unit type is prized for its role, not its resource use.
- Frigate/SotL going Iron free means that all global navies have parity until the Industrial period. This is more historically interesting and gives civs that war in the mid-game a chance to find the iron they need to upgrade before the naval divergence of the industrial period.
- Siege units gain Naval Misfire promotion, promotion bumped to 33% (was 25%)
- Should be harder for land units to hit naval units than vice-versa
- Bumped RCS/CS of naval ranged units slightly, can move and shoot.
Resolutions:
- A coastal city blockaded by water (i.e. enemy units adjacent to city on water) produces -25% gold
Promotions
- World Ideology now unlocks with Telecommunications
Process:
- Survivalism III - loses withdraw, gains Enemy Route use
- Trailblazer III - loses Enemy Route use, gains withdraw
- Increased potency of Defense process, but decreased production conversion to 10% (so you should see the change more clearly, but it scales less steeply)
India:
- -50% Prophet Costs added to UA
- Upped passive religious spread power slightly
Japan:
- Bumped XP -> Science/Culture gain up one factor (UA)
Rome:
- New Legion promotion - Pilum - 10 damage to adjacent enemies every turn you are fortified
Celts:
- Pantheon choices rebalanced:
- Epona, the Great Mare: now +10 (was +12)
- Lugh, the Skilled One: now +3 (was +4)
- Bran, the Sleeping Guardian: Added: +12 Culture when a Citizen is born, scaling with era (removed culture in city)
- Morrigan, Harbinger of Strife: 100% of CS as yields (was 50%)
- Nuada, the Silver-Handed King: Added +2 Gold from City Connections
- Ogma, the Learned: Added +3 Science +3 Culture +3 and Great Scientist points in the Capital
- Rhiannon, Goddess of Sovereignty: +2 Culture in every city. +1 Production and +1 Gold from any tile with an improved resource
Policies:
- Policy costs increased by about 20% overall (including scaling above).
- Refactored policy costs for Wonders - are generally more even and slightly less strict than before.
- Progress:
- Expertise - loses 1 movement for civilians, gains 5% reduction of all future policy costs
- Liberty - gains +1 movement for civilians
- Authority:
- Tribute - Values reduced to 20/20 and 30, respectively
- Finisher - Added: yields from Tribute policy doubled.
- New finisher wonders for all policy branches:
- Tradition - Sankore
- Progress - Forbidden Palace
- Authority - Alhambra
- Piety - Taj Mahal
- Statecraft - Big Ben (Westminster, see below)
- Aesthetics - Louvre
- Imperialism - Pentagon
- Rationalism - Bletchley Park
- Industry - Broadway
Wonders:
- Why? Changes to policy speed over time have caused wonder unlocks to be far too late (hanging gardens in medieval), so I bumped all wonders up a level. This has been a problem for some time.
Buildings:
- Big Ben now Palace of Westminster
- Westminster and Forbidden Palace bonuses flipped
- Broadway Theming bonus now Gold (was Culture) - added bonus: +250 Culture (scailng) when you construct a building in this city.
- Monument and Stele now have no maintenance
- Monument now has +2 Culture
Not savegame compatible.
Link:
https://mega.nz/#!3NU3yIrB!M3i43hKzwUXbN9zX0yMR4jZzq9lmqU0iSUdm1UYxUBY
Cheers,
Gazebo
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