New Beta Version - March 1st (3/1)

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Gazebo

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Hey all,

Big new beta version inbound. Lots (and I mean lots!) of changes here, and a big update from Putmalk. This is a biggie. Needless to say, it isn't savegame compatible.

Here's the changelog:

Bugs:
  • Fixed some deal AI quirks related to 3rd party DOWs (should show popups for AI DOWing you now, hopefully)
  • Some more work on multiplayer support and bugs (still waiting on JdH for deal fix for Active AI)
  • A few more bugfixes here and there (smaller issues reported on github and civfanatics)
  • Worked on City Specialization logic for AI - should more competently choose specializations and focuses geared towards maximizing their bonuses
  • A bunch of other AI optimizations here and there, especially in city AI
  • Tactical fixes and other bugfixes from Ilteroi, particularly with regards to operational and city-attack functions
  • Greatly reorganized Unit Changes and Leaders folders of CBP (cleaning house)

New:
  • Science system reworked - see changes below
  • World Wonders now have social policy alternative unlocks - see below
  • Unit combat/ranged combat strengths rebalanced - see in-game civilopedia for specific values
  • New scout promotion line (see below)
  • New diplo modifiers for Policies and PtP
    1. Shared/different policies will now lightly affect relations with another civilization
    2. Shared Pledge to Protect with a minor will now positively affect relations with another civilization
  • Merged changes/features/requests from Iamblichos, Mandritti, et. al.
  • Added JFD modular bully unit functions
  • Integrated new C4DF from Putmalk. See spoiler below for patch notes

Spoiler :

C4DF 3/1 Beta Patch Notes


General
  • Masters now receive a +33% tourism bonus against their vassals
  • Vassals can no longer be considered for Choose Host or World Leader – but they still become host of the World Congress upon founding it.
  • Death of a Vassal's unit inside his territory now counts for failed protect score
  • Death of a Vassal's unit inside enemy territory no longer counts for failed protect score
  • Pillaged vassal territory now applies a small failed protect score
  • Notifications related to Vassalage have received an upgrade to be more descriptive.
  • Upon capitulation (forced vassalage as part of a peace treaty), the new vassal will reset negative diplomatic modifiers similar to civ resurrection. Voluntary vassals are not affected by this.
  • You can declare war on your vassals, but other teams cannot declare war on your vassals. This provides two options of breaking vassalage: declaration of war, and peaceful liberation (see Vassal Liberation section).
  • Extended range of failed protect score near vassal cities to 3 hexes away.
  • Added a new Vassalage Overview – see the Vassalage Overview section
  • Technology Trading has been moved to Scientific Theory

AI
  • AI Vassals can denounce their masters – the weight is determined based on how well you've treated your vassal.
  • AI Masters will never denounce their vassals
  • Retooled AI evaluation on the following:
    • Wants to capitulate
    • Wants to become your voluntary vassal
    • Wants to end vassalage with master
    • Wants to accept human's bid to end vassalage
  • Now evaluate a few flavors (expansion, offense, military training defense, culture, wonder) when determining whether a vassal wants to become a voluntary vassal or not.
    • For example: Ramesses is 22, Enrico is 10, Shaka is -34, Attila is -14
    • Note to modders: if you delete those flavors, then the flavor mod difference for that flavor is 0
  • Common sense evaluation: If an AI is going for diplomatic victory, and the United Nations has started, then they will never accept voluntary vassalage and will attempt to leave vassalage immediately.

New Feature: Vassal Overview
  • In an effect to provide a unified and easy to manage screen for all things related to Vassalage, I have created the Vassal Overview
  • If you have vassals, you can select each one individually to receive more details about them
  • The Vassal Overview provides a concise description of the type of vassalage, how long the vassalage has lasted (and the turn it started) as well as helpful tooltips to provide more meaning to things that can be unclear to the player.
  • On the left side of the Vassal Details box, you can see basic stats (similar to the top panel for your own civ) for your vassal. You can also see what tech they are researching, and how long
  • On the right side of the Vassal Details box, you can set your vassal taxes and view details on how they view your vassalage and why they feel that way. You can also liberate your vassal (when applicable, see Vassal Liberation section)
  • UI by Putmalk, button icons by Gazebo

New Feature: Vassal Taxes
  • You can set vassal taxes on intervals of 5% (from 0%-25%).
  • Vassal taxes are applied per vassal, but distributed evenly amongst teammates.
  • Vassal taxes are calculated at the beginning of the vassal's turn and are a percentage of their gross (positive gold) income.
  • The heavier you tax a vassal, the more they will hate you.
  • AI teammates will never set taxes for human players.
  • AI opponents will set taxes based on a number of factors, including how much they like you, and how both of your financial situations are.

New Feature: Vassal Liberation
  • Masters can now liberate their vassals after a certain period of turns (50 turns on Standard).
  • Liberation of vassals acts as a peaceful removal of vassalage, and grants a huge positive modifier for liberating a vassal
  • You may liberate vassals when eligible through the new Vassalage Overview
  • You may request independence from masters through the new Vassalage Overview
  • AI masters will liberate you if they like you, and they do not deem you a threat to them
  • This is not the same as resurrecting a player, so you will not receive a reset in negative diplomatic modifiers.

Bugfixes
  • Fixed a bug where voluntary vassalage was not being correctly set
  • Fixed a bug where you could call the LUA function DoBecomeVassal() with invalid civs (for example, could set a civ to be a vassal of itself)
  • Reversed the function for canBecomeVassal() to be actually sane. This mostly affects modders:
    • Team1.canBecomeVassal(Team2) now checks if Team1 can become Team2's vassal, was Team2 can become Team1's vassal
  • Added new function CanMakeVassal() which is simply the reverse of CanBecomeVassal()
  • Fixed issue where DealAI did not send offers to revoke human vassals

UI
  • Complete pass on tooltips on the Diplomacy Trade screen related to "Vassal State", "Capitulation", and "Liberation" in an effort to provide more clarity to the player

Upcoming for the C4DF Beta:

Spoiler :

  • Finish tooltips in Vassal Overview for human vassal (very incomplete atm)
  • Verify that AI behavior is normal when AI is vassal of another AI
  • New player help Foreign Advisor
    • Vassalage enabled
    • You are a vassal
    • You have a vassal
  • New notifications:
    • Liberation Possible
    • Vassal can declare independence
    • You can declare independence
  • New vassal treatment modifier: Your ideology is different than our preferred ideology (-50)
  • Any additional discovered bug / crash fixes related to C4DF
  • Tooltip pass
  • Civilopedia pass



General Balance:
  • War quest now provides 50% of the reward (for each party) if you ally both (so you're only getting 50% total of the reward)
  • Five Year Plan grants Lumbermills +1 Production
  • Arabian UA now +2 science again (was +3, but change to science system warranted this).
Big Stuff
  • Reduced tech and policy % penalties based on # of cities by 2% across board
  • Citizens no longer provide a base amount of science
  • World Wonders from policies moved to finisher of branch (instead of opener)
  • World Wonders now have a # of policies required (see tooltip) that serves as an alternate means of unlocking the World Wonder. Wonders are now viable for high-culture and high-science civs
Religion
  • Rebalanced faith on pantheons - many reduced by 1 faith
  • God of War - now +50% RCS from Cities, but lost bonus healing
  • Goddess of Protection - now +10 healing in friendly territory, +1 faith/culture from barracks/palace/walls
  • Reduced faith from Religious National Wonders slightly
Tech Tree
  • Moved Merchant Specialist to Caravansary (from Market) - all general specialists now start in Classical Era (Except from UBs and Tradition)
  • Moved last Academy buff to Nuclear Fission (Was on Satellites)
  • Moved Oil/Well to Combustion, moved IFC (CSD) and Statue of Liberty to Biology
Units
  • Unit combat power completely rebalanced - should have a more balanced lategame
  • Scouts now start with a different promotion tree option
  • Trailblazer I-III
  • Trailblazer I: Double move Jungle/Forest
  • Trailblazer II: Double move Snow/Desert
  • Trailblazer III: Ignore ZoC, use enemy roads
  • Scouting I and II require Trailblazer II or Survivalism II (also Scouting I if going for Scouting II)
  • Scouting III requires Trailblazer III or Survivalism III
  • Archaeologist requires Public School now, not University
  • Moved Rocket Artillery to Advanced Ballistics
  • Moved Paratrooper to Rocketry
  • Paratrooper and XCOM are now unitcombat_recon (so they retain scout promotions)
  • Cavalry and all UUs now mounted ranged units
  • Anti-Tank gun resurrected as Armored Car, appears at Ballistics (mounted ranged unit) - uses appearance of landship from EoSS scenario (armored car, essentially)
  • New unit between Explorer and Paratrooper - Zeppelin - recon unit, available at steam power - can hover (before you protest, remember that civ 4 had an airship around the same time period!)
  • Explorer moved to compass
  • Marine moved to Satellites, now 'Special Forces,' upgrade unit for Paratrooper
  • Lancer converts into Landship
  • Landship now requires oil (like the Tank)
  • So now, we have unified lines for recon, mounted ranged, and mounted melee military units
  • Recon: Scout->Explorer->Zeppelin->Paratrooper->Marine->XCOM
  • Mounted Ranged: Chariot Archer->Skirmisher->Heavy Skirmisher->Cuirassier->Cavalry->Armored Car->Helicopter
  • Mounted Melee/Armored: Horseman->Knight->Lancer->Landship->Tank->Modern Armor->GDR

Buildings
  • Amphitheater/Acropolis: removed 1 per culture, added flat culture (+2 on amphi, +3 on Acropolis)
  • New Building: Council, available at Wheel, +1 Science, 10 science instantly when completed (Icon courtesy Janboruta)
  • Stonehenge now gives a free Council instead of a free Shrine
  • Barracks/Ikanda: +1 production on mines (moved over from Forge)
  • Increased science from Kills from Dominance Policy
  • Shrine - 20% of faith added as science every turn
  • Library/Royal Library grants flat +2 science, requires Council
  • Increased base science of university by 1
  • Removed per-citizen science from Research Lab- now gains flat science and boosts the science output of factories, hospitals, and medical labs in the city
  • Forge/Siege Foundry - 10% of production made in City added as science every turn - moved +1 production on mines
  • Market/Bazaar: lost 1 per 6 citizens gold, gains 10% of gold made in City added as science every turn - market now +1 Gold (Bazaar +2)
  • Windmill: Grocers and Granaries in the City produce +2 Food
  • Garden/Bath/Candi: 10% of culture made in City added as science every turn
  • Grocer/Coffee House: 15% of food made in City added as science every turn
  • National College now 1 science per 2 citizens (Was 1 per 4)
  • Royal Library now a National College replacement: in addition to National College bonuses, it generatss +2 science on all libraries in empire, has an extra GW slot, and every GW of Writing in your Empire generates +5 XP for units created in your cities
Other:
  • Special thanks to Skaz881 as art contributor for spice rework for Indonesia (missed this earlier, oops!)

Things to look for while beta-testing:
  • Wonder policy unlock requirements v. tech requirements balance
  • New building balance (yields, tech speed)
  • Tech cost balance (this is a known concern – AI sometimes rockets into Modern Era by 1800, other times it doesn't. This needs looking at)
  • Unit combat/ranged combat balance
  • Odd AI behavior
  • Bugs in C4DF
  • UI bugs/issues in EUI or No-EUI versions

New version online as of 11:35pm EST. Not savegame compatible, and all files in the folder need to be installed.

Happy Civving!

Beta Downloads Folder

Update:

Insert this line into your CBP to fix Helicopter Gunships not being able to attack!

Code:
	UPDATE Units SET Range = '1' WHERE Type = 'UNIT_HELICOPTER_GUNSHIP' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_UNITS' AND Value= 1 );

Put it in Balance Changes/Units/MountedUnits.sql

Cheers,
G
 
Market/Bazaar: lost 1 per 6 citizens gold, gains 10% of gold made in City added as science every turn - market now +1 Gold (Bazaar +2)
Ehm, not trying to be rude here, but what the hell?

The Bazaar used to have the same gold-generation as a stock-exchange, which was its main selling point, and now it got 1 extra flat gold compared to a normal market?
 
Ehm, not trying to be rude here, but what the hell?

The Bazaar used to have the same gold-generation as a stock-exchange, which was its main selling point, and now it got 1 extra flat gold compared to a normal market?

Bazaar also has increased trade route range. Considering how powerful Arabia's UA is, having a weaker earlier UB seems fine. We can buff it later if we need to.

G
 
Bazaar also has increased trade route range. Considering how powerful Arabia's UA is, having a weaker earlier UB seems fine. We can buff it later if we need to.

People have already complained about it being the absolutely most boring UB in the game, no real need to completely maim it.
 
Very exciting update, can't wait to try it!

Thanks Gazebo, Putmalk and others.
 
People have already complained about it being the absolutely most boring UB in the game, no real need to completely maim it.

I think you're overreacting. Focus on the good here, yo.

Besides, it's double the base yields of the Market! No other UB doubles the base yields. :)

G
 
Market/Bazaar: lost 1 per 6 citizens gold, gains 10% of gold made in City added as science every turn - market now +1 Gold (Bazaar +2)

Moved Merchant Specialist to Caravansary (from Market) - all general specialists now start in Classical Era (Except from UBs and Tradition)

Time to play the Ottoman again

Archaeologist requires Public School now, not University

Does this mean we can give Pioneers Uniersities?
 
I feel dumb for asking this, but

New diplo modifiers for Policies and PtP
2. Shared PtP with a minor will now positively affect relations with another civilization

What is PtP in this context?
 
That was when Pop = more Science
What does that have to do with anything? Science is not gold, and market is not a science-building. It doesn't really boost your growth either.

I think you're overreacting. Focus on the good here, yo.
I never overreact to anything.


Besides, it's double the base yields of the Market! No other UB doubles the base yields. :)
Arena triples the base culture
And there are quite a few UBs that adds base-yields to buildings without any baseyields which would be infinite percent increase.
 
I feel dumb for asking this, but



What is PtP in this context?

Pledge to Protect a CS. Sorry, shorthand wasn't very clear!

Arena triples the base culture

Ah, but I said doubles. :)

Does this mean we can give Pioneers Uniersities?

Universities come too soon after Pioneers. Also, the idea of a Pioneer/Colonist insta-popping a university feels odd. Library is okay, but university lacks...gravitas.

G
 
Pledge to Protect a CS. Sorry, shorthand wasn't very clear!

I should have been able to figure that out, but in my defense, I'm not terribly bright.

Thanks, G! Will give the new build a go tomorrow.
 
Trail Blazer is still giving additional sight.

Oh poo, I zigged when I should have zagged. Uploading a fix now. Savegame compatible.

Edit: and fixed. CBP the only change. Change won't update for units that already have it, but otherwise will work with new saves.

G
 
A couple of things that will probably require a watchful eye as far as balance.

Faith shrine interactions
  • all pantheons and beliefs that generate faith on a non per turn basis will be weaker based on the lack of science indirectly generated.
  • Byzantine UB scaling = 10% science per pop.
  • Celts Science per 2 pop pantheon probably very strong.
 
Fixed some deal AI quirks related to 3rd party DOWs (should show popups for AI DOWing you now, hopefully)
Thanx, a question on this: Have you tweaked any balance with regards to AI's willingness to accept a third-party request to DoW you if you have a good relationship with them. From what experience I had in 02-24 beta, AI was extremely fickle with this, I had numerous instances of AIs that were very friendly with me DoW'ing me out of the blue, most likely because of a third party bribe (albeit the missing pop-up means I can't confirm that 100 %).

PS: Why was the requirement that you needed a DoF in order to bribe someone to DoW a third party removed? I'm not saying it's a bad thing, just curious.
 
Moved Merchant Specialist to Caravansary (from Market)

rip Venice's early game. If their Doge Palace had a merchant specialist slot however...

Thanx, a question on this: Have you tweaked any balance with regards to AI's willingness to accept a third-party request to DoW you if you have a good relationship with them. From what experience I had in 02-24 beta, AI was extremely fickle with this, I had numerous instances of AIs that were very friendly with me DoW'ing me out of the blue, most likely because of a third party bribe (albeit the missing pop-up means I can't confirm that 100 %).

PS: Why was the requirement that you needed a DoF in order to bribe someone to DoW a third party removed? I'm not saying it's a bad thing, just curious.

Their willingness to accept third-party DoW request is quite high in my opinion to the point where they could pay 2gpt to DoW me. :sad:
 
rip Venice's early game. If their Doge Palace had a merchant specialist slot however...

Hurts early-game economy in general quite a bit. While playing Liberty I was pretty much relying on working merchants in all cities right from the start.
 
Sounds very exciting. The Council building is the extra boost The Wheel deserves.

Though, I didn't expect you'd actually go ahead with the big science and wonder unlock changes before the next full release.
 
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