New version inbound. Lots of good stuff here!
Not savegame compatible. I'm leaving 10-10 up in case there's a bug a missed and I'm out of town.
Link: https://mega.nz/#!6ZUi2YjJ!SSKLlpln-EQCGagVRoc9E0mkwWKWoi2A8-TYRAD9Crk
Cheers,
G
Code:
General
Bugfixes and performance improvements
Fixed some aberrant diplo issues related to approach and power estimation
Fixed some deal issues with reference to demands sometimes passing through when they shouldn'they
Tactical AI and Homeland AI performance improvements
Modding
Added 'GAMEEVENT_ConquerorValidBuilding' for overriding Rome's UA for buildings (takes 'city->getOwner, city->getID, conquerorID, buildingID' as values) - is a true/false test
Balance
Civs
Huns - UA modified - now 50% less war weariness, 50% more war weariness for enemies. Claims adjacent tiles when a city gains a tile of the same type (all types, not just Plains/Grassland). Loses flanking bonus modifier.
Mongols - now get a large lump yield based on the type of CS conquered when they conquer a CS. Is 250% the value of the heavy tribute of that CS at the moment of capture, scaling with era. Big beefy yields.
Venice - now has no route restrictions for TRs (export/import limitations)
Tiles
Perfume gains +1g on Plantation
Religion
Thrift now caps at 10 (was 15)
Inquisition now starts at 500 gold (was 300)
Mendicancy TR bonus now scales with Era, but is dropped to base 2f/p (was 4)
Syncretism gains +1p per 2 followers of other religions
Combat
Flanking bonuses are now calculated the same way as all other bonuses (directly, instead of modifiying the bonus) - the bonus itself was reduced to 5%x the delta of friendly v. unfriendly units adjacent to the unit being attacked
Flanks should actually be 'flanks' now, and the bonus will be more potent than before. All promotions that affected flanking were reduced numerically to compensate, but the % value of the buff remains the same (i.e. 50% flanking modifier, etc.)
units with noDefensiveBonus flag still profit from forts & citadels
walls etc don't count against units with ignoreBuildingDefense flag. default promotions on cannon etc should have been changed to compensate this
Happiness
Luxury happiness now exists on a gradient curve using average city size in your empire as the gradient modifier - should result in a more natural curve than before
Luxuries are now base-2 happiness (instead of base 1) to compensate for this changes
Sanitized the happiness functions so that the tooltips for things (such as % need modifier reduction) are more accurately reflected in the per pop estimations
Doing so resulted in a reduction of the bonuses - the outcome is roughly the same, this was largely for UI purposes
This affected buildings and policies that modified needs, but the balance is the same, so I won't list the changes
Increased happiness need modifier from pop by 30 (Was 420, now 450). This is to compensate for increased luxury happiness and the leniency afforded by static-ized yields
Positive (i.e. bad) need modifiers (like tech) are now set statically when a city grows, so that researching techs won't suddenly jump your unhappiness
This means that unhappiness swings should be even less likely than before, and the UI is even more accurate at predicting unhappiness on growth
Not savegame compatible. I'm leaving 10-10 up in case there's a bug a missed and I'm out of town.
Link: https://mega.nz/#!6ZUi2YjJ!SSKLlpln-EQCGagVRoc9E0mkwWKWoi2A8-TYRAD9Crk
Cheers,
G
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