Hey all,
New version inbound. Major features include friendly units un-blockading owned tiles, a revamped top panel and loading screen tips from balparmak, adjustments to strategic resource valuation, possibly fixing multiplayer being horribly broken, and the removal of the cap on City-State unit gifts.
Link: https://drive.google.com/file/d/1kDoY0m8etquY134MJlRFqzLptFQwC5Vr/view?usp=sharing
Online as of 2:17 PM CST. Not savegame compatible.
New version inbound. Major features include friendly units un-blockading owned tiles, a revamped top panel and loading screen tips from balparmak, adjustments to strategic resource valuation, possibly fixing multiplayer being horribly broken, and the removal of the cap on City-State unit gifts.
Code:
General
- Database cleanup
- DLL defines cleanup (the Great Merge makes this a lot easier I must say)
- Some cleanup of City-State quest and resource valuation code
Balance
City-States
- Removed cap on unit gifts, but City-States will still disband the weakest units if they're above their supply cap
Blockades
- Blockaded status is now updated when the turn ends and when a unit is killed
- If a blockaded tile was locked, the city will remember it was locked and will try to work it again as soon as possible
- Cities will re-allocate the plots they are working before the turn begins (not new, but worth noting; no need to micromanage)
City Healing
- City healing rate increased if not totally blockaded
- If no tiles adjacent to the city are blockaded, healing rate is dramatically increased
- Blockaded status now determines whether a damaged city can be traded during peacetime
Units
- Only COMBAT units in damaged cities start damaged
- Inquisitors can now be purchased as long as there is a majority religion in the city (fixes some issues)
Third Party Peace Deals
- Now trigger war victory bonuses
AI
- Fixed tactical AI issues that were preventing effective city capture and city defense
- Reduced AI willingness to start wars when already at war
- Bumped forbidden range for "no settle" promise for humans by 1 tile
- Improvement to Germany AI to account for the removal of the unit gift cap
- Improved luxury and strategic resource valuation after community feedback, largely from azum4roll
- Increased base value of strategic resources
- AI now values each copy of a resource they purchase individually
- AI will not buy (or offer to buy) more resources when it has a surplus of at least 5
- Removed a lot of weird code
- Additional feedback on the new valuation is appreciated
UI
- EUI Top Panel rework (balparmak)
- Added tips on loading screens (balparmak)
- Improvements to lock specialist feature (balparmak)
- Added more UI indicators when a city's tiles are blockaded
Bugfixes
- Fixed a problem causing reproducability issues when loading a save file; might fix multiplayer being horribly broken
- Triremes, Lighthouses, etc. can no longer be built in cities next to Lakes
- Fixed a background image error
- Fixed dummy policies counting towards Adopt Policy button -> Ideology tab feature
- Fixed automated naval units giving up on exploration in tight spaces
- Fixed Workers repairing improvements in cities that are being razed
- Fixed issue where two events that shared choices would only allow you to select one
- Fixed religious followers contest quest not functioning properly
- Fixed bug allowing the trade of multiple cities in a single deal with AI players
- Fixed issue preventing AI rebasing of missiles to missile cruisers
Link: https://drive.google.com/file/d/1kDoY0m8etquY134MJlRFqzLptFQwC5Vr/view?usp=sharing
Online as of 2:17 PM CST. Not savegame compatible.
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