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Hi everyone,

Nothing too special, but I'll drop a new release to start the new year off right!

This is a semi-experimental release and another release will be coming soon to fix more bugs and add more features.

Needs testing, some bugs might be present.

Changelog:
Code:
General
- The BuildableOnResources columns in the Improvements table is no longer its own restriction; ie. If you select BuildableOnResources and no other placement criteria, the improvement cannot be built anywhere.
- Improvements are unable to be built on resources by default, regardless of their other placement criteria. BuildableOnResources allows the improvement to ignore resources when looking at its placement criteria.
- Performance improvements
- Code cleanup
- Lots of text and tooltip fixes, especially for non-EUI version

Balance
   Buildings
     Dojo (Japanese UU)
     - Eight Virtues of Bushido now affects Naval Melee units

     Ostrog
     - Now has the same heal rate change as Bastion Fort (bugfix)

     Strategic Defense System
     - If the 50% chance succeeds, a Nuclear Missile will be treated as an Atomic Bomb instead of destroyed outright (nerf)
     - Atomic Bombs are still destroyed outright

   Units
     Bowman (Babylon UU)
     - No longer requires Barracks to purchase

     Galley (Barbarian UU)
     - Now unlocked at Fishing (temporary change while the VP Congress rework is coded)

     Nuclear Missile
     - Range doubled to 24
     - Uranium cost reduced to 1 (from 2)
     - Production cost reduced to 5600 (was 7000)

   War
   - When conquering a City-State with a Sphere of Influence, there is now an option to remove it
      AI trained to do this as a last resort, if they don't want the city
      Can only do this if you've conquered the City-State's last city
      City-State will still have -60 Influence after "liberating" them this way

AI
- Major improvements to tactical AI
   AI handles Great Generals, Great Admirals and siege units better
   Major improvements to combat simulator, including fixing a bug where it had insufficient memory to calculate optimal moves
   Combat simulator wastes less memory and detects duplicate positions more effectively
   Combat simulator focuses on breadth over depth at first, then depth over breadth later on, when evaluating its options
   Search depth in DifficultyMod.xml now affects both defensive and offensive moves, updated on all difficulties
   New caps for search depth values:
   - Max Branches: capped between 2 and 9
   - Max Choices Per Unit: capped between 2 and 9
   - Max Completed Positions: capped between 3 and 123
- Improvements to AI city founding and citadel management behaviors
- Fixed some pathfinding issues
- Improved logic for denouncing friends - AI won't backstab this way unless they have something to gain and nothing they care about losing
- "Your friends found reason to denounce you!" diplo penalty now applies even if not considered untrustworthy
- Can now trade their temporary items (e.g., GPT) for the human's permanent items (e.g., Technologies), allowing the human to take that risk if they want to
    Can be disabled in DiploAIOptions.sql
- Temporary for permanent trade restrictions removed if Always Peace or Permanent War or Peace options are active

UI
- Added Civilopedia documentation for canals, Great People
- New model for Siheyuan (Chinese Unique Improvement)
- Loading screen tip text no longer hardcoded, can be localized

Fixes for DoW popup and combat preview screen
- the popup "does this mean WAR?" does not appear if it is possible to enter a tile peacefully (tile blocked by civilians or embarked unit moving on a tile with a ship etc.
- when determining which player to show in the DOW popup, unit precedence is taken into account: if present on the tile, the land unit is attacked, else the naval unit, else the embarked unit
- move orders for which no path can be calculated are no longer immediately canceled (this was the reason why there was no DOW popup when trying to enter foreign territory or a tile blocked by a neutral unit)
- if a move order is given to a tile that is not visible, and it turns out during the move that the tile is blocked then no DOW popup is shown
- when a ranged unit is selected and a right click is done on a tile on which the ranged unit can move although there is a neutral unit on it (e.g. a tile with a ship but no embarked unit), then the default action is movement, not declaring war. this makes the default action consistent with the UI interface, which also shows a movement path (a white circle with a number and not a red one) in those cases
- no combat preview screen is shown for embarked ranged units and for land units moving on a water tile with a unit (no attacks possible in both cases)
- a combat preview screen is shown for land units attacking a naval unit on land (in a fort/citadel)

New Shortcuts from L. Vern
  More right click shortcuts:
   With a Caravan or Trade ship selected, right click on a friendly city to conduct a "change home city mission"
   With a great admiral selected, when in a friendly city right click on a friendly coastal city to conduct a "change port" mission
   With any land unit on an airlift eligible tile, right click on an eligible tile to airlift to it. While right click is held down, all valid destination plots are highlighted.
   For all above, holding right click and hovering a destination city will show a highlight on eligible destination plots. If a unit can move there normally, a normal move will be prioritized so as to not end the turn instantly for that unit.

  Aircraft Group Commands:
    Forward Rebase (Shift + Right Click on airbase):
     - Will move all aircraft on the selected hex to target airbase until no more slots are available or all aircraft have rebased
     - On each iteration, will move higher current hp aircraft first, with ties broken by unit level
    Fallback Rebase (Alt + Right Click on airbase):
     - Will move all damaged aircraft on the selected hex to target airbase until no more slots are available or all aircraft have rebased
     - On each iteration, will move lower current hp aircraft first
    Massed Strike Mode (Shift + Right Click on enemy):
     - Will air strike the unit on the target hex using until all aircraft have attacked or the target is dead
     - On each iteration, will attack with higher current hp aircraft first, with ties broken by unit level
     - Aircraft that can attack more than once will do so before the next aircraft begins attacking

Bugfixes
- Fixed some crashes
- Fixed another way that Barbarians could spawn inside player cities
- Fixed units not receiving XP
- Fixed Barbarian Settlers, Workers, Missionaries, Inquisitors not being able to be captured back
- Fixed Barbarians not capturing cities
- Fixed a bug where ships could enter land tiles not adjacent to water
- Fixed a bug with extra yields from specialists
- Fixed a minor issue with Venice city captures
- Fixed Iroquois movement bug in Community Patch only (should only count owned tiles)
- Fixed Kasbah being buildable on resources not adjacent to cities
- Fixed Shoshone encampment bug
- Fixed bug with luxury resource trading prices
- Fixed AI swapping out high HP garrisons with low HP garrisons while under attack
- Fixed Conscription policy not triggering in starving cities
- Fixed City-State Influence bar showing up as negative if City-State was Afraid (non-EUI)

Link: https://drive.google.com/file/d/1350pVhQY-2LsworLOb89xs5b62aahPQa/view?usp=sharing

Online as of 9:33 PM CST. Not savegame compatible.

---
Version 3.1.1 released. Link above has been updated.

Changelog:
Code:
- Fixed missing loading screen tips textkeys
- Fixed two database errors
- Integrated Improved Tech Tree modmod into base VP (EUI only)
- Great Engineer Manufactory scaler nerfed to 10% (was 25%)
- Ancestor Worship now +1 Culture from Councils (was +2), +1 Faith per 4 pop (was per 5)
- Skirmisher RCS buffed to 8 (was 7)
- Great Prophet movement increased to 4 (was 2)
- Deer can now spawn in Jungle
- Featureless Deer are now converted to Jungles in tropical areas during map generation
- Updated Communitas map to 2.6.0
- Factory gives +2 Production, +2 Science to Coal

Oil Changes
- Base yields for improving Oil are now +5 Production (was 3), +7 Gold (was 5)
- Five-Year Plan now adds +3 Production to Oil Well
- Research Lab gives +4 Science to Oil resource

Lategame Unit Tweaks
- Bazooka range increased to 3 (was 2)
- Bazooka CS increased to 60 (was 50), RCS to 80 (was 70)
- Bazooka Production cost increased to 1800 (was 1300), Faith cost to 1000 (was 800)
- Rocket Artillery loses free Anti-Tank Rounds promotion
- Covering Fire I nerfed (+10% CS when defending, down from 20%)
- Covering Fire II buffed (-15% CS aura to enemy units, up from -10%)
- Infantry CS increased to 62 (was 60)
- Pracinha CS increased to 62 (was 60)
- Mercenary CS increased to 66 (was 65)
- Mechanized Infantry CS increased to 80 (was 75)

Online as of 10:57 AM CST on January 2. Not entirely savegame compatible; shouldn't crash, but balance changes may not apply to new games.
 
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If you're facing missing text on UI tips, please copy this XML file to My Games/ Sid Meier's Civilization 5/Text, and delete the Localization-merged.db file on the Cache folder. The installer is missing this file.

This new implementation should be better. I've seen less crashing that was caused by Lua memory errors.
 

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- Loading screen tip text no longer hardcoded, can be localized

thank you! I no longer need to overwrite the lua file.
 
So... Workshop are unlocked before build a forge from Iron Works tree, wright? No. Workshop its only unlocked in ...Civil Service?
I'm confused.
 
Version 3.1.1 released. Link in OP has been updated.

Changelog:
Code:
- Fixed missing loading screen tips textkeys
- Fixed two database errors
- Integrated Improved Tech Tree modmod into base VP (EUI only)
- Great Engineer Manufactory scaler nerfed to 10% (was 25%)
- Ancestor Worship now +1 Culture from Councils (was +2), +1 Faith per 4 pop (was per 5)
- Skirmisher RCS buffed to 8 (was 7)
- Great Prophet movement increased to 4 (was 2)
- Deer can now spawn in Jungle
- Featureless Deer are now converted to Jungles in tropical areas during map generation
- Updated Communitas map to 2.6.0
- Factory gives +2 Production, +2 Science to Coal

Oil Changes
- Base yields for improving Oil are now +5 Production (was 3), +7 Gold (was 5)
- Five-Year Plan now adds +3 Production to Oil Well
- Research Lab gives +4 Science to Oil resource

Lategame Unit Tweaks
- Bazooka range increased to 3 (was 2)
- Bazooka CS increased to 60 (was 50), RCS to 80 (was 70)
- Bazooka Production cost increased to 1800 (was 1300), Faith cost to 1000 (was 800)
- Rocket Artillery loses free Anti-Tank Rounds promotion
- Covering Fire I nerfed (+10% CS when defending, down from 20%)
- Covering Fire II buffed (-15% CS aura to enemy units, up from -10%)
- Infantry CS increased to 62 (was 60)
- Pracinha CS increased to 62 (was 60)
- Mercenary CS increased to 66 (was 65)
- Mechanized Infantry CS increased to 80 (was 75)

Online as of 10:57 AM CST. Not entirely savegame compatible; shouldn't crash, but balance changes may not apply to new games.
 
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very curious to know what was changed in the latest communitas_79 map update, anyone have the link that describes teh changes for that?
 
"Strategic Defense System
- If the 50% chance succeeds, a Nuclear Missile will be treated as an Atomic Bomb instead of destroyed outright (nerf)
- Atomic Bombs are still destroyed outright"

What is the real world idea behind this? Either a nuclear missile is intercepted, or it goes through. Hard to imagine how its yield could be halved by the SDI.
 
"Strategic Defense System
- If the 50% chance succeeds, a Nuclear Missile will be treated as an Atomic Bomb instead of destroyed outright (nerf)
- Atomic Bombs are still destroyed outright"

What is the real world idea behind this? Either a nuclear missile is intercepted, or it goes through. Hard to imagine how its yield could be halved by the SDI.
Some missiles can utilize the MIRV type system, where the missile generates a number of smaller missiles that are harder to counter. You could imagine an SDI counters SOME of the missiles but not all of them, hence the reduction in damage.

Is it perfect...nope. Is it good enough in a games where triremes can scoot across the ocean just as fast as a destroyer can....yep.
 
Barbarians are still fun! im overwhelmed by them ! lost starting warrior and pathfinder screenie to follow once ive installed the patch on my desktop and resume and this is chieftian!!
Spoiler Barbs :
Barbarians.jpg

Also the science interface is very clear excellent!
AI Pathfinders doing suicide runs at brutes again...then dying when barbs return
 
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luxuries being traded for flat gold, wasn't that removed due to possible abuse of the AI? Asking since it is back and I didn't see it in the list (or i glossed it over)
 
luxuries being traded for flat gold, wasn't that removed due to possible abuse of the AI? Asking since it is back and I didn't see it in the list (or i glossed it over)
You should be able to trade your flat gold for their luxuries, but not the other way around.
 
You should be able to trade your flat gold for their luxuries, but not the other way around.
I'll try and get some examples together for bug reports on GitHub but it's definitely happening the other way around, and the AI are overpaying for luxuries still as well. Will make a proper report when I have time if no-one else does first
 
I am playing on version 3.1 (not 3.1.1). "End turn" will not work at the end of my current turn (turn 175). Please advise me.
 
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