Hey all,
New beta version inbound.
Link : https://mega.nz/#F!iMNVEISb!gW3aPq-MQ-kibL0lFxrw-w
Not savegame compatible.
Cheers,
G
New beta version inbound.
General
Balance
- Bugfixes and performance improvements
- AI improvements to belief selection, particularly pantheon selection
- AI improvements to religious decision-making for spreading and maintaining their faith
- Religion
- When you change your official religion (usually through conquering a holy city), your faith is reset to zero.
- Promotions
- Boarding Party I: +15%CS. Inflicts Boarded(I) status on enemies during melee combat, reducing movement by 1.
- Boarding Party II: +15%CS. Makes unit immune to Boarded status.
- Boarding Party III: +15%CS. Inflicts Boarded(I) status on enemies during melee combat, reducing movement by 2.
- Minelayer (available at Combustion and with Boarding Party II)- -10% Ranged Defense; -2 Movement for units that start turn in unit's ZOC (unless immune to ZOC).
- Indomitable: now +25% CS when defending, immunity to Boarded status (removed bonus HP)
- UI - moved AA/Interception data to top of enemy unit panel to avoid clipping
- Status for 'inflicted' promotions (like Boarding Party) listed in enemy unit panel (in testing)
- Difficulties
- Removed Growth bonuses for AI
- Adjusted base handicap values for A/B/C values to (100, 175, 325), was (80, 150, 300)
- Leader
- Rome: now captures all buildings, free and real, including national wonders, etc. (does not capture palaces)
- Happiness
- War Weariness
- Now takes into calculation the damage dealt to the enemy, including captured cities, during a conflict. Is weighted at roughly 50% of your own damage.
- Tweaked values slightly to increase 'curve' and potency of unhappiness late-game
- New method for managing happiness for cities- global medians are now stored as static values for cities - these values do not update until the city grows
- This means that cities should not greatly increase their unhappiness prior to growth, and that players can prepare for unhappiness spikes much more easily
- On-turn unhappiness should be far less erratic, and timed to city growth
- UI adjusted to provide information on this - hovering over growth or happiness will show you the predicted unhappiness increase for the city the next time it grows
- Beliefs
- Followers:
- Adjusted yield rates on per-follower beliefs
- Gold: 1:1;cap 15
- Food: 1:1; cap 15
- Science: 1:2, cap 15
- Faith: 1:3, cap 10
- Culture: 1:3; cap 10
- Production: 1:2, cap 15
- Each has a minimum of 1.
- Pantheons
- God of all Creation: grants Capital +1 culture, but removed scaling culture from pantheons
Link : https://mega.nz/#F!iMNVEISb!gW3aPq-MQ-kibL0lFxrw-w
Not savegame compatible.
Cheers,
G
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