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New Beta Version - October 23rd (10-23)

Discussion in 'Community Patch Project' started by Gazebo, Oct 24, 2019.

  1. Gazebo

    Gazebo Lord of the Community Patch

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    Hey all,

    New beta inbound. There have been enough bigger bugfixes for newer code in this one that I'd like to beta test it for a bit before committing to a new full release.

    Code:
    AI
        Fixes for tactical AI behavior and aggression, some major performance improvements for tactical AI
        AI citizen placement improvements
        Deal AI improvements, specifically for voting logic
        Refined Diplo AI a bit for deal logic with other players
        AI no longer gets production bonuses towards civilian units, nor an era bonus towards world wonders
    
    UI
        Added WLTKD resource trigger info to trade panel for luxury trade info   
    
    Balance
    
    Espionage
        Rigging Elections can level up spies; bonus influence now scales exponentially with era
       
    Trade
        Changed Science/Culture from CS routes to Ally only, dropped base valuation by 1
       
    Buildings
        Fixed some missing building dependencies
        Coal Refinery now a Refinery - grants +1 iron and coal (was +3 coal)
        Agribusiness - revamped; now +3 Gold/Production on all Farms and Pastures (removed food); Food Process in city is 15% more efficient at converting hammers to production (and 15% more effective at combating distress)
        Factory - bumped to +2p per Factory (was +1)
        Internal Trade Route buff buildings:
            Overall - moved bonuses a little bit earlier to help make them a little more competitive
            Market/Bazaar - removed +2 food
            Lighthouse/Runestone now +4/+6 food from ITR
                Giving coastal cities an early utility bump will be good for balance
            Workshop ITR production bumped to +4
            Stable/Ducal Stable now +2/+4 ITR production
                Niche building given a bit of life
            Windmill - now +6 food for ITR
            Removed ITR food from Stockyard
            Removed ITR production from Factory
       
    Units
        Removed DFPs from paratroopers/special forces/XCOM units
        Removed resource requirement for naval melee units
        Carrier now requires Aluminum (was Iron)  
        Naval Units weaker as garrisons, fixed quirk in code (per @ilteroi)
    Online as of 11:00PM CST. Not savegame compatible.

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

    Cheers,
    G
     
    Last edited: Oct 24, 2019
    Maxxim69, Erikose, Legen and 15 others like this.
  2. ryanmusante

    ryanmusante Regular Supporter

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    Since the naval units do not count as garrison, what happens if they are placed in the coastal city?
     
  3. Zuizgond

    Zuizgond Prince

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    Looks promising. Thanks :)
     
  4. BiteInTheMark

    BiteInTheMark Emperor

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    ?
    Would it be possible to give additional informations about luxuries in the tradepanel or diplo screen for the Netherlands? It's always annoying to permanently check which luxuries I've already importing or exporting (and triggering the UA)

    The espionage change will probably make things only worse. Nothing will change that super high influence CS will appear in the game. Why not simply reduce the impact of missions and diplomats?

    Do I see it right, that non-coastal cities does still have the same amount of Food ITR then before, and that the earliest non-coastal Food-ITR buff is now the windmill?
    That's only shuffling the mechanic around at the buildings but didn't touch the core problem.

    The changes to the naval units sounds pretty good.
     
  5. ilteroi

    ilteroi Prince

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    the note is misleading. naval units are just weaker as garrisons. but the minimum city cs check used their full strength, which was inconsistent. that has been corrected.
     
    ryanmusante likes this.
  6. LifeOfBrian

    LifeOfBrian Warlord

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    Looks like a good version, thanks!

    Has anything replaced the food bonus to ITR that has been removed from marekts/bazaars?
     
  7. PapaRockett

    PapaRockett Prince

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    > Rigging elections levels up spies

    Elizabeth intensifies
     
  8. BiteInTheMark

    BiteInTheMark Emperor

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    OK, next Game will be again India.....
    Harappan Reservoir + Agribusiness + Cathedral + Imperialism + Wind Plant = Farm does BOOMSHAKALAKA BOOMSHAKALAKA
    :ar15::ar15::ar15:
    +7:c5food:+9:c5production:+8:c5gold:+4:c5science: by a ***** farm :lol:
     
  9. azum4roll

    azum4roll Prince

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    Is there a reason to work mines after building the new agribusiness?
     
    JamesNinelives and vyyt like this.
  10. ridjack

    ridjack King

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    I'm definitely glad to see the iron requirements being relaxed. Iron was starting to feel way too precious with all the ships AND the late game siege units needing them.
     
  11. General_Drax

    General_Drax Chieftain

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    Now Agribusiness worth building. It did cost a leg and 2 horses for ... fighting more unhappinness due to growth.

    " AI no longer gets production bonuses towards civilian units, nor an era bonus towards world wonders" + Rigging elections for CS could really save my playthrough right now. Sadly Austria is unstoppable. I'll lose and grab the new version.

    Nice update !
     
    Erikose likes this.
  12. Zuizgond

    Zuizgond Prince

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    +3p on farm with agribusiness seems a bit too much. Would reduce it to +2p.

    Also just started a game with Poland but didn't get a free policy when entering Medieval era. Is this intended or a bug?
     
    vyyt and bigcat88 like this.
  13. Moi Magnus

    Moi Magnus Emperor

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    In English, "every other Era" is synonymous with "once every two Eras", so Classical, Renaissance, ...
    [But you're not alone to learn this expression through Vox Populi.]
     
    JamesNinelives likes this.
  14. pineappledan

    pineappledan Deity

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    I really don’t think this change to agribusiness is the right direction. The problem isn’t the wrong types of yields on farms, the problem is additional yields on farms at all.

    this change means farms and pastures are basically GP tiles. How do you balance mines, lumber mills against this absurd yield Bath now? How is Order and Industries’ :c5production: bonuses to mines/mills supposed to stack against Imperialism/Freedoms’ boosts to a plainly better improvement?

    the two latest patches have put too many yields on the board in entirely too specific arrangements. With wind plant putting 12 yields on every plains/grassland tile, how is any CiV with a desert or tundra or mildly hilly capital supposed to compete in a mildly close late game? Against a civ that can get a combined imperialism/wind plant/agribusiness bonus of 2:c5food:8:c5production:4:c5science:7:c5gold: on every grass farm?

    this also means that civs with UIs that compete with farms for space can throw their UI in The dumpster after Industrial. Shoshone encampment and Hunnic Eki are all worse than a late game farm
     
    Last edited: Oct 24, 2019
    Maxxim69, cerk, Kim Dong Un and 5 others like this.
  15. pineappledan

    pineappledan Deity

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    Problem: late game plants are too inflexible and feel like geographic determinism
    Solution: literally double-down by doubling the yields without changing any of the tile types.

    problem: agribusiness is too niche, but farms are otherwise balanced
    Solution: break farms

    I can’t... what?
     
  16. BiteInTheMark

    BiteInTheMark Emperor

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    Its this tendency to always go from one extreme to another, which will lead to a never ending story. Bye bye gold status.

    A lot of people have suggested good and creative ideas, how to make Agribusiness interesting. A yield gangbang party for farms wasn't one of those. The reason behind the doubling of wind plant / hydro plant yields is also out of my understanding. Normal buildings don't have to be game changer.

    Like pineappledan said, this declassifies most of the UI of civs.
     
  17. Zuizgond

    Zuizgond Prince

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    Thanks :)
     
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  18. ridjack

    ridjack King

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  19. Gazebo

    Gazebo Lord of the Community Patch

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    Farms go largely unworked by the late game, at least by the AI.

    Power plants aren’t creating any issues - I know you have a mod mod you prefer, but that doesn’t mean the beta versions are wrong. Besides, you should be happy, I added that process modifier code you asked for a while back.

    G
     
  20. ridjack

    ridjack King

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    Is this actually a problem, though? They go unworked by me, too - mostly because they get deleted and replaced by villages, GPTIs, unique improvements and the like. Farms have always been the absolute bottom-tier improvement in my eyes, but they do mostly do the one thing they need to do, which is get more food when you need it.

    I don't actually have an opinion on this so far, just a bit of Devil's Advocacy.
     
    Maxxim69 and JamesNinelives like this.

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