Hey all,
Update: posted a hotfix @ 12:15pm EST for CP and CBP. Savegame compatible. Auto-installer updated too.
New beta version inbound, based on feedback and bug reports since last Monday. I'm much happier with this balance arrangement, as I feel that it balances between the more 'standard' science yield per turn elements that people wanted, while also providing some diversity in terms of yield sources.
New version is not savegame compatible with saves from previous versions. Should be online around 1:45am EST.
This version will remain in beta for a few days until we make sure the changes are functioning (and any balancing is working okay), at which point it will become the new official version.
Beta Downloads Folder
Cheers,
Gazebo
Update: posted a hotfix @ 12:15pm EST for CP and CBP. Savegame compatible. Auto-installer updated too.
New beta version inbound, based on feedback and bug reports since last Monday. I'm much happier with this balance arrangement, as I feel that it balances between the more 'standard' science yield per turn elements that people wanted, while also providing some diversity in terms of yield sources.
Religion Structure Overhaul:
Worked on religious logic a bit more, see chart below.
Religious categories/tiers.
Global Bonuses (Official Religion), in order of possibility
- Founded, controlling holy city
- No found, controlling holy city
- No found, controlling multiple holy cities, see point below
- Biggest # of followers in empire determines (tie breaker goes to enhanced/reformed religion)
City Bonuses in order of priority
Diplomacy Elements in order of priority
- Founded/controlled holy city religion bonues
- and/or city following religion bonuses
- Founder/controller differences (official religion)
- Majority religion in all cities (majority religion)
Simple, effective, and easy to understand. Updates in UI clearly and easily (and there are notifications when majority/official religion changes, as well as holy city loss/capture).
Example: Now, you can found a religion, lose the city, found another religion, regain the first city, if bigger than the second one you founded it'll become your offcial religion again, etc. Hilarious religious hijinks. If you have two holy cities, and lose one, the remaining one will become your official faith (everyone needs a backup holy city, that's what I'm saying).
City-States:
- Added a countdown timer (10 turns on standard) for you to recover your military power before a CS revokes your Pledge to Protect. Should give you enough time to recover, and guarantees no sudden PtP changes if military power quickly shifts in the world. Timer is updated every turn via a notification (so you know how much time you have left).
QoL:
- Created a unified table and function for instant yields, with proper combined popups and city notifications to clearly indicate what has happened, why, and by how much. Also much easier for me to manage scaling AND, critically, all instant yield tables apply through a city (instead of going into the warp). Defaults to capital if no specific city is called. Also also, all instant yields are now available for all yield types (except JFD's, until he tells me if he wants them to do anything).
- Balance-wise, this moves all player-wide instant yields into a city, usually your capital (since I already did this for beliefs, this mainly affects policies and some global buildings)
Bugfixes:
General:
- Fixed diplo penalty/bonus from policies to look at open branches, not policies themselves (UI-friendly, and easier to control)
- Fixed issue with auto-exploration breaking
- Fixed lua issues with religion chooser popup and civ select screen tooltip (modpack issues)
- Fixed some other religion oddities related to capture->founder->enhancer stuff (see above)
- Adjusted AI specialist proclivity at default setting a little bit, as well as for larger cities (should use a few more specialists in larger cities)
- Fixed colonist not gaining bonus buildings or abilities
- Moved the last vestiges of CBP 'gameplay' out of the CP (Forbidden Palace changes, mapsize changes, etc.) - major CP gameplay changes now limited to warscore system and advanced bugfixes
- Removed '10 hp garrisons no longer count' element from garrison system, and ilteroi fixed AI logic for garrisons (so garrisons can die again from attacks)
- Incorporated VMC fix for integer overflow for XP issue (more permanent solution)
- Fixed some incorrect UA text for Songhai, Inca, and Iroquois regarding their abilities, as well as a bunch of other incorrect text/sql/lua elements
- Fixed a few more quirks with enhancer beliefs (some are holy city only, others local - needed a granular approach) - updated text for enhancers to match
Note - would a user be so kind as to check the text of CBP's beliefs (where they use the same functionality as base-game beliefs) and help me clarify base-game text so that it makes sense with the new standardized rules? Thanks!- Made some more adjustments to belief logic for cities - assistance in checking pantheon/reformation status for following belief elements appreciated:
Yield from proposal/host (reformation) - should only affect holy city
Yield from science per turn/gold per turn/num luxuries owned (pantheons) - should only affect capital
Yields from x foreign followers/ x followers (enhancers) - should only affect holy city
Yields from x known pantheons (pantheon) - should only affect capital
Yields from gold per following city/gold per x followers (enhancer) - should only affect holy city
Faith from GP use (enhancer) - should only affect holy city- If you see any instant yields not performing correctly, please let me know! Some of you are already doing this, which is very helpful.
- World setting for min distance for cities now 3 for majors, 2 for minors for all mapsizes by default (ultimately this boils down to user preference, and I'd rather this remain standard for all players except those who explicitly wish to change it in the CBP/CP)
- National Wonders now scale their population requirement based on the number of cities you own. This should make them a little less wide-friendly, thus benefitting more compact empires (10% more pop needed per city founded - uses same mod as production cost % bump)
- Adjusted base population requirement for national wonders down slightly (compensate for change above), and reduced production cost mod from # of cities (was 15%, now 10%)
- Defensive Pacts are now only annulled when you attack major civs (attacking a minor does not break DPs) - this is mainly for AI shenanigans
- Reduced resource monopoly yield on Amber to 2 science (was 3)
- Scout XP cap from exploration now 100 (was 45)
- Brought Culture/Science % increase from # of cities up to 10% on standard size, scales +/- 2% at sizes above/below (was 6%)
- Reorganized opening ancient techs a bit (thanks Tomice!) - brings military techs into cohesion along the bottom side
- Adjusted tech costs to compensate for changes below
GPs:
- Lowered instant pop value of Great Scientist and Great Writer slightly
- Lowered base value of great engineer, but increased scaling into late game quite a bit (should be a little more viable as an either/or option in the late game)
- Lowered base value of golden age duration for great artist, but made it scale based on trait/global GA modifiers (makes % boosts to GA duration more important for GA viability)
Policies:
- Imperium (Authority): now grants 25 science and culture from settling/conquering cities (was 50GAP/Culture) - should help with early science for authority players
- Court Astrologer (Tradition) now +3 science (was +2) - should help compete with progress a bit
Pantheons:
Building Changes:
- God of the Sea now also +1 Production from Fishing Boats and Atolls
- God of Craftsmen now +1 Faith/Gold from Quarry and from Stone Works, +2 Production from Specialist
- God of All Creation now +1 Culture/Golden Age Points/Happiness per founded Pantheon, and +3 Faith in Capital
Units:
- 25% religious pressure on Temple and Basilica
- Basilica: now 1 faith per 2 citizens
- Increase faith yield on Shrine and Temple by 1
- Shrine maintenance free
- Restored merchant to market/bazaar
- Increased base science on Palace to 6 (was 3)
- Granary regains +1 Food
- Granary/Ger: 15% of food carries over when city grows
- Aqueduct/Grocer: now 15% (each) carryover
- Medical Lab: now 30% carryover
- Forge/Siege Workshop: now +1 Science, Forge/Siege Workshop regain +1 production on mines
- Council: removed instant yield, added 5 science per birth in city (scaling)
- Bazaar: gains Customs House ability (trade routes generate tourism with major civs)
- National Epic: +50 Golden Age Points every time you unlock a policy
- School of Philosophy: removed science per pop - added 20% science during golden ages and an additional Great Scientist point (so 2), base science now +5
- Bank: removed 1 per 5 gold, added: 15% of gold cost of units/buildings converted into science when you invest/purchase in this city
- Stock Exchange: now 1 gold per 5 citizens (was 1 per 4)
- Barracks/Ikanda/Armory: now have +2 Science
- Military Academy: +1 Science, Receives a Scientist specialist
- Wat science from temples/shrines reduced to +2
- Removed science per yield from all buildings, re-added to a few UBs below...
- Hanse: 10% of gold converted into science
- Coffee House: 10% of culture converted into science (removed 25 scaling gold from GP expend)
- Candi: 20% of faith converted to science (Removed +2 faith per religion)
- Hand-Axe upgrades into crossbowman
- Barbarian Galley won't spawn until majority of civs have fishing unlocked (you're welcome)
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C4DF:
General
- Updated civilopedia with new text for Vassalage
- New notification: Vassal is ready to be liberated.
- Moved .dds files for C4DF into C4DF - CP and C4DF - CBP folders, outside of the compatibility files.
Bug Fixes
- C4DF - CBP: Palace now has "VassalLevyEra" so masters should receive their era levies
- C4DF - CBP: Removed non-English texts (out of date, and were not removed in the last update)
- EUI: Vassal Overview should now correctly update on "Espionage dirty" (which also triggers when you change taxes)
- EUI: Fixed issue where old DiscussionDialog logic was not changed to the new (bug-free) logic
- EUI: Fixed bad tooltip display for Liberation trade option for CPU
- C4DF - CP: Fixed issue where Vassalage civilopedia entries didn't appear correctly.
- Fixed erroneous tooltip in Vassal Overview which stated that capitulated vassals count toward a Domination victory - this is a planned feature, but not an addition yet, so it should not display this.
- C4DF - CBP: Fixed major issue where capitulated vassals did not actually capitulated - this is a result of Peace Treaty deals not being counted with the correct Peace Treaty Type in DealClasses.cpp
New version is not savegame compatible with saves from previous versions. Should be online around 1:45am EST.
This version will remain in beta for a few days until we make sure the changes are functioning (and any balancing is working okay), at which point it will become the new official version.
Beta Downloads Folder
Cheers,
Gazebo