New Beta Version - May 17th (5-17)

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Gazebo

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Hey all,

New beta inbound. Changelog!

Code:
Core
    Added Instant Yield Logging
Bugfixes
    Loads of github fixes and 'stale' fixes - if not listed, but closed recently, likely fixed or stale (i.e. no longer a valid issue)
        Adjust TR completion to be after building completion
        SD nuke blocking has a notification
        Fixed Border Growth Tooltip not account for some policies and effects
        Fixed stale deals now being cancelled by game
        Assorted text fixes based on github requests
        Reverted change to faith follower scaling for tech unlock founder policy element
        Fixed some missing tooltips and promotions on units
        Fixes for city citizen assignment and phantom yield discrepancies
        Fix for RA instant yield integration
        Barb camp yields now funnelled through the instant yield system
    AI
        Adjustments to diplo AI logic for vassalage and war
        Adjustments to deal AI valuation model for resources
        Tactical AI tweaks
        City Citizen AI tweaks
Changes
        Victory
            Vassals holding capitals now count towards domination victory
        Puppets
            Scrapped prior model - now build normally up to prior era of buildings
        Tourism
            Tourism base per GW now 3 (Was 4)
        UI   
            Mutually exclusived buildings can no longer coexist in queue
            Fixed static UI element for Great Musician tour length scaling
        Minors
            Specific global quests (horde and rebellion) no longer expire/obsolete due to war or bullying
        Refunds
            If a city has a building replaced by a 'free' copy from a policy etc., the current cost of the item in the city is refunded as an immmediate instant yield in the city
        Scaling Spies
            Policies/Abilities that scale on number of CS now only scale off of those founded in first 10 turns of game
        Happiness
            Empire Happiness is now distributed on from high->low pop cities (instead of order of founding)
                Distribution now ignores local population cap - so it'll just keep passing out happiness until the empire sources are gone
            Local happiness can now exceed local population, just like local unhappiness
            Slightly expanded the ratio for distress (70 -> 100), meaning you'll suffer less relative distress overall
            Distress is no longer the average of food/production in a city - it is now the sum of them
            Unit Production/Cost no longer scales off of local unhappy - now scales off of War Weariness
            War Weariness - increased rate of increase slightly, increased % cap to 34% of total empire pop (was 25%)
        Espionage
            Science/Gold theft no longer have effect cooldowns (no blocking)
            'Quell' counterspy mission no longer requires unhappy element in city
            Fixed CTD caused by firaxis spy pointer method (bad direct access, bad!)
            Fixed some strange notifications in specific situations
            Added two new espionage missions, locked behind policies/wonders:
                Steal Tech - locked behind Bletchley Park
                Steal GW (copy, not actually a theft)- locked behind Avant Garde
        Pantheons
            Goddess of Hunt - now +1G on Camp (was +1f)
            Aurora - removed gold
        Founders
            WoT - tweaked name; reduced to 15 per (was 20)
            Apostolic - now +30 food from spread (was 25), but tech unlock now scales 10 faith off of followers (250 max)
            Pilgrim - new name; now 50 tourism from spread (was 25); removed city bonus; now +1 happy per 10 peaceful foreign followers; +25 influence with CSs when you spread religion to them, scaling with era.

Online as of 12:00am CST (Yawn!). So technically...tomorrow? Today? Whatever.

Not savegame compatible.

Link: https://mega.nz/folder/2Jdw3aQT#Z49gV7KAyMq6YiG5BD9jaA

Also, I've started the process of getting a digital cert through Comodo. Hopefully I'll have it by the next version. You can see the price - it's not bad, but hey, I've managed to keep this dumb project free (at least financially free) for a long time. Time to pay up, freeloaders.

In all seriousness, I'm going to work with @Recursive to see how we can do a small drive to fund this thing, perhaps shunting the overflow to a charity. We shall see.

Cheers,
G
 

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Also, I've started the process of getting a digital cert through Comodo. Hopefully I'll have it by the next version. You can see the price - it's not bad, but hey, I've managed to keep this dumb project free (at least financially free) for a long time. Time to pay up, freeloaders.

In all seriousness, I'm going to work with @Recursive to see how we can do a small drive to fund this thing, perhaps shunting the overflow to a charity. We shall see.

Cheers,
G

Dude $85 is nothing. I bet at least 85 people could drop a dollar. I would. I've play so many hours of Vox.
 
The new Pilgrim seems really strong. One missionary to get 50 :c5influence: scaling with era is pretty nuts, especially if you have stuff like Feudalism or Triple spreads.
 
Changes look good but I thought moving to this new spy system would be more like the CK3 event system in which you would send them on a mission, IE steal science, then sometimes they come back with a dilemma:

(I've detected a counter spy in the city, should I proceed?)
(They have a powerful new invention called dynamite, but to learn more I will need to bribe someone)
(They are building a factory, should I light it on fire or learn its secrets?)
(I have captured an enemy spy, should I kill them or ransom them?)
 
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<--- One of those freeloaders due to lack of work...
In saying that, if I had work (Touch wood will have some soon) I'd happily shell out for a year as you guys have breathed life into Civ V in a way that Firaxis never bothered to, also cleaning up their code along the way!

Changes look good but I thought moving to this new spy system would be more like the CK3 event system in which you would send them on a mission, IE steal science, then sometimes they come back with a dilemma:

(I've detected a counter spy in the city, should I proceed?)
(They have a powerful new invention called dynamite, but to learn more I will need to bribe someone)
(They are building a factory, should I light it on fire or learn its secrets?)
(I have captured an enemy spy, should I kill them or ransom them?)

That would be quite interesting in terms of potential dynamics, could be built upon to really flesh it out like the event system implementation.


Off topic:
What was the issue without being certified? I must have missed that.

Edit: Damn typos...
 
Pilgrim - I don't think the happy bonus will do much, capitals (which is where I assume the bonus goes....or is it holy city) rarely need more happiness. If its the holy city, that creates an interesting option for a secondary city as holy to help keep happy. I do think the CS influence is a cool idea, look forward to trying it out.
 
Pilgrim - I don't think the happy bonus will do much, capitals (which is where I assume the bonus goes....or is it holy city) rarely need more happiness. If its the holy city, that creates an interesting option for a secondary city as holy to help keep happy. I do think the CS influence is a cool idea, look forward to trying it out.
This should be the ultimate non-capital holy city founder belief (other than Hero Worship). Only the happiness is city-based.
 
That Apostolic Tradition change is a massive buff to an already incredible belief. the food was increased by 20% and the faith is higher (you only need 10 followers to match the old one), and the cap is very easy to achieve (25 followers, if you have 35 pop in your cities that alone will do it).
 
That Apostolic Tradition change is a massive buff to an already incredible belief. the food was increased by 20% and the faith is higher (you only need 10 followers to match the old one), and the cap is very easy to achieve (25 followers, if you have 35 pop in your cities that alone will do it).
I guess it's 25 following cities.
 
Hovering on the Happiness of a city (top left menu) doesn't seem to list the sources of local unhappiness. Anyone else encountered the same issue?
If the city is unhappy I can still recieve a breakdown of the sources by hovering on the unhappy face below its name on the map.
 
That Apostolic Tradition change is a massive buff to an already incredible belief. the food was increased by 20% and the faith is higher (you only need 10 followers to match the old one), and the cap is very easy to achieve (25 followers, if you have 35 pop in your cities that alone will do it).

I wanted to get a feel for these designs, then scale them back. You know that’s how I do. :)
 
Is it intended that you can build Moai next to lakes?

Edit:
Also, is it intended that the cost of techs is reduced?
 
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Never thought I would see the return of the :c5influence:on missionary spread. I thought people had already tried it and abandoned the idea long ago.
 
Is it intended that you can build Moai next to lakes?

Edit:
Also, is it intended that the cost of techs is reduced?

Tech costs were not touched. Also did not touch Moai - likely a consequence of the change to waterways a few versions ago.

G
 
Is it intended that you can build Moai next to lakes?

Edit:
Also, is it intended that the cost of techs is reduced?

Portugal's UI can also be made next to lakes so I guess all things like that can be now? Makes this type of thing quite a lot better but more fair I guess?
 
Would someone be so kind as to link me to the instructions for how to submit a bug report with the required logs and memory dumps and save files and all that? I have a reproducible CTD on turn 99, during the barbarian turn of all things.
 
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