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New Beta Version - March 14th (3-14)

Discussion in 'Community Patch Project' started by Gazebo, Mar 14, 2019.

  1. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
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    Hey all,

    New beta version inbound. This is the big one! Reminder: this is a beta. I've done extensive bug-testing, but bugs are sure to be present, so bear with me!

    Code:
    AI
        Blah blah performance improvements etc. etc.
        Adapted AI to new happiness model
    
    Changes
    
    UI
        All happiness-related UI elements given a complete overhaul - check em out!
    
    Maps
        Adjusted communitas slightly -more land, less mountain
    Religion
        Holy Law - pop limiter now 250, was 200
        Ceremonial Burial - now 14/14, was 8/8
        Hero Worship - now 25 GA/GG points (dep. on city location), and 100 faith/gap on conquest (was 60/60 faith/gap)
        Apostolic Tradition: now Food and Culture (was food and GAP)
        God-King: now +1 per 5 (was 6); Dagda is per 3
    Buildings
        Removed some extraneous late-game happiness:
            Removed happiness on SDI building
            Removed happiness on stadium
            Removed happiness on Smithsonian
        Reduced free happiness on Notre Dame by 1 (was 2)
    Happiness
        Empire Scaler
            Needs modifiers scale with the number of owned cities (8% for non-puppets, 4% for puppets)
            Empire needs modifiers can be reduced on a city-by-city basis:
                Walls, Castles, Arsenals reduce them by 5% in the City
                Military bases reduce them by 10%
                Chichen Itza reduces it by 10% globally
        Local Happiness
            Now, most happiness is a per-city mechanic. Each city generates happiness as well as unhappiness.
        Happiness: Can never be greater than your city population. Generated from the following
            Certain Buildings
            Luxuries (scales with city population, not 1:1 but gaining new luxuries does increase the potency of the scaling in a linear fashion, so expand!)
            Policies
            Handicap (applies per city)
            Religion (in some instances, such as building bonuses)
        Local Unhappiness
            Can never be greater than your city population.
            We have the same needs system (distress, disconnected, poverty, illiteracy, boredom).
            Needs are calculated by a Global Median. Global Median = Median of (City Yield / Population). Needs are then modified by the following
                City Capital: +20%
                Empire: +8% for each city, +4% for each puppet.
                Tech: ~2% per tech unlocked (more like 1.33%, but eh)
                Pop: 3% per citizen in the city
            Buildings: Several buildings, and policies reduce your needs directly
                The Defense line of buildings reduces your empire modifier (locally)
                Non-wonder buildings reduce unhappiness from needs directly (they don't affect the modifier, but rather the outcome)
                Wonders and policies affect the modifiers, since they're global in function
            Your Need is compared to your yields. If your yields are lower, unhappiness is generated. It is 1:1 (1 deficit in yield per citizen = 1 unhappy from that yield)
            Specialist (urbanization) and Empire-wide unhappiness are now 'at the top' of the needs hierarchy.
                Specialists are 1 unhappiness each! They're more expensive for a city to maintain, so they're a bit more of an investment to consider. On the other hand, cities don't double dip on them in addition to needs unhappiness, so it averages out to a similar metric to before.
                    Note that since puppets can run specialists, puppets do generate unhappiness from specialists (event though they don't get GPP, harsh!)
            Difficulty Handicaps are now applied to each city, and serve as a growth buffer for cities. The handicap starts at 5 for settler, down to 2 for Deity.
        Effects of City Happiness:
            City is Happy (more happiness than unhappiness): Growth bonus (currently 10% growth bonus per point of local happy above 0)
            City is Unhappy (more unhappiness than happiness): For every unhappiness you have above your happy number, you city suffers -10% growth and -10% production towards units
        Golden Ages
            Any 'excess' happiness (i.e. happiness above the city's unhappiness value) in a city is converted into GAP.
            Golden Age threshold and deltas modifier, now 400/2000 (was 750/2250)
        Global Happiness
            Global Happiness is the percentage of your empires citizens that are happy.
        Empire Happiness (sources of happiness not local to a city) - spread across your cities as an average (the remainder goes to the capital, so 6 happiness / 4 cities would leave 2 extra for capital).
            Sources:
                Some Religion happiness (peace happiness bonus, foreign followers bonus, num cities following bonus, happiness per pantheon, foreign spies bonus)
                Natural Wonders
                Minor Civ Happiness (mercantile)
                World Congress
                Vassals
                Events
                City Connections
        Empire Unhappiness (sources of unhappiness not local to a city) - spread across your cities as an average (the remainder goes to the capital, so 6 happiness / 4 cities would leave 2 extra for capital).
            Sources:
                War Weariness
                Public Opinion
        Unhappy Citizens
            In a city, Unhappy Citizens = Happiness - Unhappiness (if happiness is greater than unhappiness, this counts as zero for the city).
        Global Happiness
            Unhappy Citizens * 100 / Total Population
        Effects of Global Happiness:
            100%: No benefit, no penalty. Cities can gain local happiness/unhappiness modifiers normally.
                Global Happiness buffs to science, etc. gone
            75%: No city can benefit from positive happiness for growth, and all cities suffer an additional -25% Growth/Production towards units. -10% combat penalty
            50%: No city can benefit from positive happiness for growth, and all cities suffer an additional -50% Growth/Production towards units. -20% combat penalty. Rebels can spawn!
            25%: No city can benefit from positive happiness for growth, and all cities suffer an additional -100% Growth/-75%Production towards units. -20% combat penalty. Rebels can spawn! Cities can secede!
                Global Unhappiness penalties to science etc. gone
    Projects
        New repeatable project- Public Works (base cost 300, era scaler cost 100, repeat cost 100)
            Unlocks at Machinery
            Reduces needs modifiers for distress, poverty, illiteracy, boredom, and religion by 10% in the city in which it is built
                This is a panic button - use wisely!
    Buildings
        All non-wonder buildings that used to give % need modifier reductions now give flat unhappiness reductions
        Wonders give 10% reduction (was 5%)
     
    Civs
        Venice - removed 20% GM bonus from Puppets, gave Venetian puppets the ability to generate happiness
    Policies
        Progress - Equality now gives +1 local happiness for every 8 citizens in a city (was +1 per 12 global)
        Divine Right - 25% of city's produced happiness (not delta!) converts to culture every turn.
     
    Improvements
        Landmark: now gives +1 happiness to every city (was +2 to capital alone)
    Promotions
        Wolfpack
            Bumped attack bonus by 10% at all levels
            Level 1: gains 1 sight.
            Level 2: gains 1 movement.
            Level 3: gains 40% withdrawal chance
    
    
    
    Online as of 11:45pm EST. Not savegame compatible (duh).

    Link: https://mega.nz/#F!2Jdw3aQT!Z49gV7KAyMq6YiG5BD9jaA

    Cheers,
    G
     
    Last edited: Mar 15, 2019
  2. glider1

    glider1 Deity

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    That new happiness system sounds awesome more real world, granular, dynamic, interesting!
    @Gazebo do you think this new happiness concept could work towards changing the limit growth button to a "limit but not prevent growth" button?
     
  3. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    we civ4 happiness now
     
    cammcken likes this.
  4. ofmiciv5

    ofmiciv5 Warlord

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    OH GOD I'VE BEEN WAITING FOR THIS! LET'S GET IT STARTED!!!
     
  5. DakaSha

    DakaSha Chieftain

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    TIL 1.33 ~ 2
     
    shangela likes this.
  6. Kim Dong Un

    Kim Dong Un The One & Unly Supporter

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    Ohh ohohohoh, you sly dog. I was not expecting this tonight. My body may not be ready...
     
  7. doublex55

    doublex55 Prince

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    Gold is gonna be more important to a warmonger than production. Even if you are unhappy you can buy and upgrade units like normal.

    Man I just started a game and was in the middle of a gigantic mountain range with goddes of nature! Too bad I wasn’t inca. Would it be worth going rationalism over industry as ottomans? (+2 trade routes, + trade route yields for the extra routes I accrue from wonders) Observatories with an average of 9 mountains per city (13 in capital) in a 5 City Empire is insane!
     
    Last edited: Mar 15, 2019
  8. Gokudo01

    Gokudo01 Emperor

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    units which start with half xp until freedom
     
  9. Gothic_Empire

    Gothic_Empire AKA, Ramen Empire

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    Viralvoid and swapoer like this.
  10. amateurgamer88

    amateurgamer88 King

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    What was this GM bonus?
     
  11. doublex55

    doublex55 Prince

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    Yes but early game half xp is 7 xp instead of 15 xp, not a huge difference. and authority can buy their special unit and have full xp.
     
  12. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    For every puppet city you currently hold, you receive +20% Great Merchant Points in the Capital.
     
  13. Gothic_Empire

    Gothic_Empire AKA, Ramen Empire

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    Hero Worship gives admiral AND general points for landlocked cities. Not that I'm complaining.
     
  14. tu_79

    tu_79 Deity

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    Great changes.
    Did you remove the interdiction to settle new cities when empire is unhappy?
     
    JamesNinelives likes this.
  15. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    Great Admirals can technically exist inside a city without dying (like ships). So you can expend it for a free luxury.
     
    Gothic_Empire likes this.
  16. Gothic_Empire

    Gothic_Empire AKA, Ramen Empire

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    I have a very silly problem as Japan. I went tradition + hero worship. I do not have space for these guys yet, because I teched toward Samurai (not there yet) but do not places to put their great works. I feel like spending them on capital happiness (I can't anyway because open borders aren't a thing yet), culture, and golden ages this early in the game is an opportunity cost.

     
  17. FoxOfWar

    FoxOfWar Prince

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    Location:
    Unimproved Forests of Finland
    Wellp. There goes my weekend, I think...

    (Looking forward to testing out the happiness changes, sounds intriguing.)
     
  18. pineappledan

    pineappledan Deity

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    oh god, so much patching to do...

    I can tell you right now, Apostolic is going to be a complete beast now. swapping the worst yield for the best yield, Way of the Pilgrim doesn't give nearly as much culture. I guess we'll see tho
     
    Last edited: Mar 15, 2019
    shangela and JamesNinelives like this.
  19. Moi Magnus

    Moi Magnus Emperor

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    Good luck!
    (I would like to say "Bon courage", but it is untranslatable. Is luck the only way english peoples get out of difficult situations?)
     
    vyyt and Gokudo01 like this.
  20. Rekk

    Rekk King

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    "Be strong" or "You can do it!" are similar phrases of encouragement. "Have courage!" Mostly works for doing something that is difficult but there is also an element of fear involved.
     
    Asterix Rage likes this.

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