- May 11, 2021
It's really good to see that the multiplayer is not forgotten !
Thanks a lot for all the hard work.
Thanks a lot for all the hard work.
Sorry for my inexperience in advance, but is there somewhere I can directly download the mod pack for this version without using the auto-installer?Hey all,
New version inbound. Contains LOTS of balance changes, mainly from implemented VP Congress proposals.
A few housekeeping announcements:
- I made some mistakes on the vote for the Espionage Rework Proposals. One proposal - Changes to Spy Mission Selection (the most popular, and one that is in my opinion a common sense change) has been implemented. The remaining four will be voted on again. I will post the new poll in the main forum shortly. Four options, two of which are mutually exclusive, should make the vote less confusing than five, at least.
- There will be additional changes to the VP Congress system announced soon. Stay tuned!
- Another version will be released at the end of the month, or when all remaining VP Congress proposals from this session are implemented on GitHub, whichever is sooner. This upcoming version will not be savegame compatible.
- This changelog is huge and may contain inaccuracies. If you notice any, please let me know!
Special thanks to KungCheops for the excellent work on improving the road building AI, Enginseer for an enormous number of text reworks, and seroperson for work on fixing desyncs in multiplayer.
Thanks also to N.Core, axatin, and Enginseer again for implementing many sponsored proposals. You make our democratic balancing system work!
General - Performance improvements - Some fixes for desyncs in multiplayer - Replaced std::sort usage with std::stable_sort for consistent outputs - Improvements to database hashing algorithm, clang build queue AI - Massive improvements to road building AI, courtesy of KungCheops AI is much better at building shortcuts and locating strategic defensive points Iroquois and Songhai AIs are now better at exploiting their road trait bonuses - Some improvements to general Worker AI as well, particularly when deciding where to build Forts - Blocked automated Workers from building improvements in cities that are being razed - Adjustments to Diplo & City-State AI determination of "potential military threats or targets" Ties into road-building AI as well - AI will prioritize building roads near borders with threats or targets - Diplo AI resets 'times agreed to coop war' bonus to 0 if any war declaration or city capture against them occurs, not just betrayals - Diplo AI resets 'times refused to go on coop war' penalty to 0 if they make peace with the player Or if the player capitulates to any civ (voluntary vassalage doesn't count) - Diplo AI now notices direct betrayals against human teammates, not just AI teammates - Removed an unintended slight reduction in diplomatic hostility towards neighbors in the early game - Tactical AI now considers the ally of a City-State when calculating tactical dominance zones - Tactical AI search depth reduced for performance reasons Can be reverted in DifficultyMod.xml - Tactical AI 'branching' reduced when the AI has large numbers of units to process, again for performance reasons - Tactical AI less likely to abort melee units' killing attacks UI - City-States affected by Open Door / Sphere of Influence now have indicators on the Espionage Overview - Faith purchase menu now shows twice as many options before it requires you to scroll down - Numerous text fixes and additions, most of them from Enginseer, including clarifications to several UAs and improvements Policy text rewritten in bullet point form Balance Barbarians - Removed Coast Walkers promotion (Barbs that spawn on the coast can no longer embark prior to 80% of civs researching Sailing) Buildings General - Cleaned up conquest probability entries Conquest probability is 80% for most buildings 100% for World Wonders and religious buildings 0% for defense, military training, and policy-exclusive buildings (requires Civilizing Mission to capture) National Wonders, Guilds, Refineries can never be captured Courthouse, Corporation buildings, Spanish Mission, and instant yield buildings can never be captured - Added "Flat Damage Reduction" to some buildings You might be familiar with its cousin in the Promotion Tree which flatly reduces damage from all sources (minimum 1!) For cities, attacks can deal 0 damage (and award no XP if they do) This ability encourages the use of siege attacks over spamming ranged attacks to down an enemy city - Reworked Defense Building line Arsenal: Buffed city HP boost from 175 to 300 Bastion Fort: Loses 150 City HP, gains flat damage reduction of 2 Castle: Loses 150 City HP, gains flat damage reduction of 2 Harbor: Loses 150 City HP Military Base: Moved from Rocketry to Radar, City CS boost increased to 24 (was 20) Mine Field: Loses 10 City CS and 200 City HP Strategic Defense System: Loses 200 City HP - Reverted recent changes to lategame building maintenance Industrial era buildings now cost 6 or 7 GPT Modern era buildings now cost 8 GPT Atomic era buildings now cost 10 GPT Information era buildings now cost 10 GPT - Removed 10% Production cost increase per city in empire, excluding the capital, from Guilds, Refineries, etc. - Production cost and population requirement increase for National Wonders is now 25% per city in empire, excluding the capital (was 10%) Does not apply to American, Assyrian, English, Carthaginian, and Venetian unique NWs (stays at 10%) - Base national population requirement decreased for all National Wonders All Unique National Wonders: Removed entirely Heroic Epic: 20 -> 12 Scrivener's Office: 20 -> 12 School of Philosophy: 25 -> 15 National Monument: 25 -> 15 Circus Maximus: 25 -> 15 Oxford University: 35 -> 19 Grand Temple: 30 -> 19 East India Company: 40 -> 22 Ironworks: 40 -> 22 Printing Press: 30 -> 25 Hermitage: 45 -> 30 Foreign Bureau: 45 -> 40 National Intelligence Agency: 70 -> 50 International Finance Center: 60 -> 40 Palace of Culture and Science: 60 -> 40 Hall of Honor: 60 -> 40 Airport - Moved from Radar to Rocketry Aqueduct / Harappan Reservoir - Now requires a Granary in the city Hydro Plant - Added +3 Science per lake/river tile - Removed +3 Gold per lake/river tile Scrivener's Office - No longer affected by Ceremony Because it lacks building requirements Wind Farm - Added +1 Science per worked tile - Removed +1 Gold per worked tile City-States - Pledges of Protection now require the median military power instead of 60% of the highest military power If there are an even number of civs, thus the median is the average of two values, the lowest of the two is the requirement Should allow for more pledges and reduce the impact of outliers Fixed an issue with notifications when a pledge is at risk of being annulled for both distance AND weakening military Civs Assyria - Removed Gold maintenance on Royal Library Babylon - Walls of Babylon reworked +8 CS, +150 City HP +4 Science +3 Great Scientist points No maintenance cost Great Scientists provide 10% more instant Science when expended - Bowman loses Indirect Fire, gains Marksmanship (+33% RCS when attacking wounded units) Brazil - Bandeirantes now has Defensive Embarkation, like the Explorer China - Nerfed Siheyuan improvement No longer produces +1 Culture as its base yield (which means no more WLTED Culture yield as well) Civil Service no longer provides +1 Gold +1 Science at Electricity changed to +1 Gold at Electricity India - UA Reworked Start with a Pantheon Great Prophets cost 35% less Faith Founding a religion converts all owned Cities +1 Religious Pressure (was +0.6) and +1% Food (was +2% Growth) for each follower of your religion in a city Pressure bonus is capped at 24 followers (was 36) No Unhappiness from Religious Unrest (this ability was always there and is now documented) Cannot build Missionaries Maya - Atlatlist loses Atlatl Strike (+33% RCS when attacking wounded units), gains Indirect Fire Netherlands - Polder can now be built on any water tile surrounded by 3 land tiles, including on Lakes Korea - UA now gives +20% Science during Golden Ages instead of +30% GPP - Seowon reworked Base yields are now 3 Science, 2 Culture (was 3 Science, 2 Faith) Removed +15% Science during Golden Ages Moved back to Education like the University (was Philosophy) Added +1 Science, +1 Production to all Great Person Improvements near city (as well as Great Works) Rome - Removed ability to forcefully annex City-States - Gains +30% CS vs. City-States - Conquered City-States provide rewards as if they were Allies (was Friends) - Fixed conquered Mercantile City-States not providing Gold Shoshone - Now claims 4 additional tiles when conquering a city Espionage - When a spy has completed a mission without being identified, the mission select screen appears and the next mission can be chosen No need to leave the city to change mission selection anymore! - The option "Defer mission selection for one turn" has been added, allowing the spy to choose a mission next turn instead - Rigging an election in a City-State now increases coup chances by: 20% for a Level 1 spy (unchanged) 30% for a Level 2 spy (new) 40% for a Level 3 spy (new) 0% for a City-State under a Sphere of Influence (new) - Moving a spy out of a City-State resets the increased coup success chance This prevents using a high-level spy to rig elections and then replacing them with a low-level spy to avoid losing them - Spies can now gain XP if they rig an election in a non-capital city of a City-State - Fixed "Arm local populace" spy mission requiring the spy owner to be unhappy instead of the targeted civ Ideologies Freedom Their Finest Hour - Increased bonus Air Unit slots from 1 to 2 - Added +3 city CS for each Air Unit stationed in city - Removed 33% CS increase to all cities - Removed 25% Production bonus towards air units in all cities Policies Imperialism - Structure of the tree revamped to be more flexible Martial Law - Now requires Colonialism - Gains +1 Happiness and +4 Culture per garrisoned unit - Loses +1 Happiness from Constabularies Exploitation - Now only requires Civilizing Mission - No longer allows military upgrades in city-states or vassals (moved to Regimental System) Regimental System - No longer has prerequisites - Allows military upgrades in city-states and vassals (moved from Exploitation) - Great Admirals will grant 2 extra copies of Luxuries (moved from Rationalism's Free Thought) Civilizing Mission - No longer has prerequisites - Fixed a bug allowing this policy to retain the unique buildings of other civilizations Finisher - Ironsides promotion renamed to Banzai!, now given to Airplanes and Naval Units - Removed +3 CS to cities for each stationed Air Unit - Removed -3% Unhappiness from Needs in cities for each stationed Air Unit Rationalism Free Thought - Moved Great Admiral Luxury bonus to Regimental System (Imperialism) Promotions Blockade - Gains 50% chance to withdraw from melee combat - Loses "steals gold equal to damage inflicted on a city" Piracy - Gains "steals gold equal to damage inflicted on a city" (capped at 10x City Strength) - Loses 50% chance to withdraw from melee combat Tank Hunter I and II - Each grant a +50% bonus vs. Armored Units (up from +25%) Religion Units - Inquisitors now have a base cost of 300 Faith (up from 200) - Inquisitors no longer cause 1 turn of Resistance when Removing Heresy Founders Divine Inheritance - Celestial Throne now gives +5 Golden Age Points to Holy Sites (was +5 Faith) Holy Law - Divine Court now gives +5 Culture to Holy Sites (was +5 Gold) Theocratic Rule - Grand Ossuary now gives +5 Gold to Holy Sites (was +5 Culture) Followers General - Great Work Slots removed from all religious buildings - Conversion Resistance removed from almost all religious buildings (2 exceptions, listed below) Cooperation - Reworked +3 Food from Internal Food Trade Routes, scaling with Era +3 Production from Internal Production Trade Routes, scaling with Era +2 Production if city has a specialist Gurdwaras - New building belief - +2 Faith, +3 Food - +10% Food, +10% City Defense - +25% Religious Majority Pressure - -1 Unhappiness from Distress Gurukalam - New belief - +1 Faith in city for every 5 Science per turn it produces (capped at half the number of followers in the city) - Gain Culture and Food equal to 10% of Faith purchases Indulgences - New belief - +1 Faith in city for every 10 GPT it produces (capped at half the number of followers in city) - Gain Gold and Production equal to 10% of Faith purchases Mandir - Reworked +3 Faith, +2 Food Gain 5 Food, Production, Gold, Culture and Science on citizen birth, scaling with era +15% Religious Majority pressure +10% Conversion Resistance -1 Unhappiness from Poverty Orders - Reworked +3 Gold, +2 Faith +3 City Defense +25% Religious Majority pressure Military Land Units gain the Morale promotion Gain Faith equal to 10% Production cost of units built in this city Gain Production equal to 10% of Faith purchases in this city Synagogue - Removed Religious Majority pressure - Has +15% Conversion Resistance Teocallis - New building belief - +2 Faith - +1 Unit Supply - +25% Religious Majority pressure - +15 XP for Military Units in this city - +3 Faith in this city when a unit created here kills a unit - -1 Unhappiness from Distress Veneration - Removed Enhancers Abode of Peace - Buffed Influence from quests with City-States following this religion to 25% (was 20%) - Now +1 Gold and Faith per 2 City-State followers (was per 10 followers in foreign cities) Mendicancy - Removed +1 Faith for every 10 GPT in city - Missionaries of this religion now erode existing pressure of other religions by 10% Inquisition - Buffed Inquisitor cost reduction to 33% (was 25%) Zealotry - Removed Missionary erosion of existing pressure Reformation Faith of the Masses - Removed ability to purchase Stadiums with Faith Global Commandments - Removed +10 Culture, Science, Gold, Faith, GAP every turn while host of the World Congress - Buffed bonus Culture, Science, Gold, Faith, GAP from passing a proposal to 350, scaling with era (was 150, scaling with era) Inspired Works - Nerfed Science and Faith bonus to Landmarks and GPTIs to +2 (was +4) Technologies General - Reduced Atomic and Information era tech costs by about 10% Computers - Loses +15% Tourism modifier Internet - Nerfed Tourism modifier to +50% (was +100%) Radio - Loses +15% Tourism modifier Units Helicopter Gunship - Can now hover on Ocean tiles, but can't attack from them Pioneer / Colonist / Conquistador - Founded cities now include a Herbalist, Lodge, and Arena Spearman / Hoplite / Immortal / Pictish Warrior / Barbarian Spearman - Gains Brute Force promotion (+33% CS vs. Barbarians) World Wonders Statue of Zeus - Buffed CS increase when attacking cities to +25% (was +15%) - Now grants a free Worker upon completion Miscellaneous Bugfixes - Fixed Venice not being able to invest in the building a puppet city is currently constructing - Fixed a bug where units that could capture units did not follow up on a killed unit it could not capture - Fixed spies being unable to move to owned cities - Fixed AI spies being unable to move to major civ cities (Community Patch only) - Fixed Germany's UA not triggering (Community Patch only) - Fixed bugs with the Religion Overview screen - Fixed a pathfinding issue - Fixed Throne Room (Tradition Finisher) not giving +10% Culture to the capital as advertised - Fixed Barbarian units abandoning encampments - Fixed bug causing AI units to leave safe positions - City-States will cancel/never give coup quests if a targeted City-State was recently couped, under a Sphere of Influence, or lost their ally - Fixed a bug where the "turns to Golden Age" display wasn't factoring in GAP from other sources
Online as of 12:46 AM CST. Not savegame compatible.
Version 3.4.1 released. Link above has been updated.
- Fixed incorrect base National Population requirement for Ironworks, Oxford University, Hermitage - Fixed a bunch of text issues
Online as of 11:35 AM CST on May 9. Savegame compatible with 3.4 versions.
Multiplayer is still considerably unreliable at the moment. If bugfixing continues, that may change, but be prepared for crashes and desyncs, possibly immediately.I am downloading this mod for the first time but would like to play with some friends.
Thanks for the feedback. Do you know if multiplayer is more reliable on previous versions of the mod?Multiplayer is still considerably unreliable at the moment. If bugfixing continues, that may change, but be prepared for crashes and desyncs, possibly immediately.
As for how to build a modpack, I'm not personally familiar.
I've heard it's more stable on some versions than others, but the problems have been there for a long time.Thanks for the feedback. Do you know if multiplayer is more reliable on previous versions of the mod?
Posted above about babylon, the flat yields really benefits wide non trad, 4 science is probably a bit much.Very interested to hear how people feel about the Babylon & Statue of Zeus buffs. They both seemed like they were in the right direction, but a little excessive.
This: >Castle: Loses 150 City HP, gains flat damage reduction of 2Walls wasn't changed. Siege units and City Assault are supposed to break cities.
How many units did the AI have in defense, inside and surrounding the cities?This: >Castle: Loses 150 City HP, gains flat damage reduction of 2
I took down a flatland castle city in 3 turns with 3 cannons and that army just went straight through assyrian lands.
This was after spending some time grinding down his waves of units first draining his resources and standing army but the cities then fell very fast.