New Version - April 20th (4/20)

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Gazebo

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Hey all,

New version inbound. Not a ton of changes here - mainly clearing out old github issues and a few balance tweaks. This venerable old beast is getting so very, very close to completion. Exciting stuff!

==CP==
-Bugfixes-
  • Fixed all outstanding issues on Github
    • Notable:
    • Fixed broken peace deal issues at certain GPT thresholds
    • Fixed AI unit attack/movement logic in specific high-risk situations
    • AI units with multiple attacks will use them logically
    • AI proclivity towards war against alliances reduced slightly
== CBO==

-Balance-
Units:
  • Unit upgrade costs for non-produce-able units (i.e. CS unique gift units such as the Ballista) fixed - units with 0 production now count as costing half of the production cost of the upgrade unit (instead of the full cost)
Resources:
  • Doubled fresh/no-fresh tech yield increases on lumbermills and jungle lumbermills
  • Added +1 Science to Whales, +1 Food to Crabs, and +1 Gold to Cotton from improvement
Buildings:
  • Supply from Population from buildings increased to 10% (was 5%) - UBs that were already at 10% remain at 10%

Promotions:
  • Reworked ranged unit promotion trees a bit:
  • Accuracy I-III: now +10% damage v. fully-healed units (was 10% v. Cities)
  • Accuracy IV: now 25% v. fully-healed units (was v. wounded units)
  • Barrage IV: now 15% in non-friendy lands (Was free pillage)
  • Removed Range/Indirect Fire from Skirmisher line - now gain:
    • Whirlwind (requires Accuracy 3) - 5 splash damage to all enemies adjacent to target
    • Parthians (requires Barrage 3) - +1 movement
  • Siege units no longer get Medic I-II - now get:
    • Splash Damage - 5 splash damage to all enemies adjacent to target (requires Barrage 2)
    • Splash Damage II - 5 splash damage to all enemies adjacent to target
Civs:
Poland:
  • Old Polish UA restored
  • Ducal Stable - 50% Mounted Unit production (was 25), removed resource requirement, grants 1 Horse
Assyria:
  • Siege Tower gets Medic 1 and 2 (was just Medic 1 before)
Processes
  • New Defense Process at Military Theory - allows you to convert production to defense.and increases city hit point regeneration by 20%

Online as of 12:45am EST. Not savegame compatible.

Link: https://mega.nz/#!6cMhGTwI!qPwqWh5SW0_jPToa3pooWBlrdXQ3SAsu2qfv21H5PAI

Cheers,
Gazebo
 
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Poland literally playable again.
 
"
  • Splash Damage - 5 splash damage to all enemies adjacent to target (requires Barrage 2)
  • Splash Damage II - 5 splash damage to all enemies adjacent to target"
Is this really a good idea? Flat damage independent of combat-strength?
 
"
  • Splash Damage - 5 splash damage to all enemies adjacent to target (requires Barrage 2)
  • Splash Damage II - 5 splash damage to all enemies adjacent to target"
Is this really a good idea? Flat damage independent of combat-strength?
Yeah, it really promotes of flanking your enemies on a next level.

Awesome work, I'm excited for this long awaited patch.
However, I am disappointed to see Way of Transendence remain unchanged. There hasn't been too much discussion on it (maybe players haven't used it yet?) but its really out of line
I'm sad it doesn't scale hard enough with the era. Maybe yields earned upon a tech research.
 
Awesome work, I'm excited for this long awaited patch.

However, I am disappointed to see Way of Transendence remain unchanged. There hasn't been too much discussion on it (maybe players haven't used it yet?) but its really out of line

I didn't feel that it needed it, truth be told - it is powerful, yes, but the relative infrequency of the buff is often difficult to perfectly time with other plans. I'm open to balance concerns if we can see more evidence that it outclasses all other founder beliefs.

"
  • Splash Damage - 5 splash damage to all enemies adjacent to target (requires Barrage 2)
  • Splash Damage II - 5 splash damage to all enemies adjacent to target"
Is this really a good idea? Flat damage independent of combat-strength?

It is the 'cleanest' method of handling AoE damage, given the UI. There's no way to display the damage that could/would be dealt to adjacent enemies if you used percents or CS v. RCS. It'd be math-heavy. Flat damage feels better. Besides, getting siege units out into the field of battle is relatively new for them, and players will need to decide if the splash damage is worth not attacking cities.


Poland literally playable again.

FYI the event cooldown bug is fixed for you. Let me know if it doesn't work.
 
"
  • Splash Damage - 5 splash damage to all enemies adjacent to target (requires Barrage 2)
  • Splash Damage II - 5 splash damage to all enemies adjacent to target"
Is this really a good idea? Flat damage independent of combat-strength?

I am also little bit concerned about it (didn't comment on it in the balance thread, because it seemed not possible at first). Hurled stones doing the same splash damage as missiles regardless of the target's defense seems strange to me. Also, we can theoretically end up doing more damage to the surrounding units than the target in the center (which is not necessarily a bad thing).

But let's try it out first before judging.

Thanks for the hard work, Gazebo.
 
Is the thing where you can't go over supply cap fixed. Or is it meant to be that you can't go over it. I have had a lot of problems on immortal with enemies coming from multiple directions and no way protecting everything with my rather small unit cap.
 
Was there changes for tourism?(I am about -% penalty for each city,to count all cities, not only non-puppet?)
 
Awesome work, I'm excited for this long awaited patch.

However, I am disappointed to see Way of Transendence remain unchanged. There hasn't been too much discussion on it (maybe players haven't used it yet?) but its really out of line
If you're implying that it needs a nerf, then I kind of agree. What a player can do, is leave their holy city on farming just before they enter the new era. When they do reach that era, the holy city can build that tech's world wonder in just one turn.
 
Nice! But I thought you were also going to include India's UA in the pantheon. For the next update?
 
Hey all,

New version inbound. Not a ton of changes here - mainly clearing out old github issues and a few balance tweaks. This venerable old beast is getting so very, very close to completion. Exciting stuff!



Online as of 12:45am EST. Not savegame compatible.

Link: https://mega.nz/#!6cMhGTwI!qPwqWh5SW0_jPToa3pooWBlrdXQ3SAsu2qfv21H5PAI

Cheers,
Gazebo

Heavy buffs for Poland. Interesting, I will try it out though I am uncertain if it needed that much. Does the Horse manifest on a tile like Luxuries with Candi? It's going to be a seriously good UB if that's the case and even without it, it's still going to be great.

Awesome work, I'm excited for this long awaited patch.

However, I am disappointed to see Way of Transendence remain unchanged. There hasn't been too much discussion on it (maybe players haven't used it yet?) but its really out of line

I agree. It not only gives reliable powerful boosts, it also grants them for every yield type. Something really must go. Stuff like Council of Elders requires to convert IIRC 10 cities every era to match, and it'll only do so in Science/Production as it doesn't provide any other yields. The only thing that could eclipse WoT yields-wise is Hero Worship I guess and it only provides two of the worst yields anyway (Faith and GAP). WoT should give 200 instead of 300 imho.

The other balance problem is Well being too bad, it really should get it's maintenance reduced to 1 at least. River locations would still be prefered as it should be, but in the current form... Well, I'll be honest and state truthfully that I've recentgly started to reroll every start without a river. The Well could just as well unlock later, I can't afford to build it with 2 Gold maintenance anyway, early game is too gold-starved for that.

Anyway, how does converting production into defense work? I didn't notice more CS instantly despite my city having 20 Production (should be getting 4CS if it's really a 20% conversion).
 
Is the thing where you can't go over supply cap fixed. Or is it meant to be that you can't go over it. I have had a lot of problems on immortal with enemies coming from multiple directions and no way protecting everything with my rather small unit cap.

Yes.

Was there changes for tourism?(I am about -% penalty for each city,to count all cities, not only non-puppet?)

Huh? No.

Nice! But I thought you were also going to include India's UA in the pantheon. For the next update?

Huh?

Heavy buffs for Poland. Interesting, I will try it out though I am uncertain if it needed that much. Does the Horse manifest on a tile like Luxuries with Candi? It's going to be a seriously good UB if that's the case and even without it, it's still going to be great.



I agree. It not only gives reliable powerful boosts, it also grants them for every yield type. Something really must go. Stuff like Council of Elders requires to convert IIRC 10 cities every era to match, and it'll only do so in Science/Production as it doesn't provide any other yields. The only thing that could eclipse WoT yields-wise is Hero Worship I guess and it only provides two of the worst yields anyway (Faith and GAP). WoT should give 200 instead of 300 imho.

The other balance problem is Well being too bad, it really should get it's maintenance reduced to 1 at least. River locations would still be prefered as it should be, but in the current form... Well, I'll be honest and state truthfully that I've recentgly started to reroll every start without a river. The Well could just as well unlock later, I can't afford to build it with 2 Gold maintenance anyway, early game is too gold-starved for that.

Anyway, how does converting production into defense work? I didn't notice more CS instantly despite my city having 20 Production (should be getting 4CS if it's really a 20% conversion).

Horse does not spawn. Simply granted. Well maintenance keeps rivers stronger. Wells aren't for every city right off the bat.

Transcendence will get a look.

Forgot to note defense conversion in patch notes. It doesn't covert 20% directly. It's a little bit of spooky math but expect a few points of defense bonus, not directly 20%.

G
 
Poland:
  • Old Polish UA restored
  • Ducal Stable - 50% Mounted Unit production (was 25), removed resource requirement, grants 1 Horse

Super happy with the patch overall. This is my only 'problem.' Poland was considered OP and nerfed, so now you're reverting the nerf AND buffing them to be stronger than before? This seems like an over-reaction truth be told.

Their UB has gone from being one of the worst in the game, to a middling UB. It's no Jelling Stones or Floating Gardens, but guaranteeing you can access knights and lancers is pretty huge.

I don't think we're going to see Poland crush every game, but I think if they were OP before they're a bit moreso now. It also contributes towards power creep for sure, as another thing to keep in mind.

Other than that yeah, super happy. Assyria's change is exactly what the siege towers needed.

The yield improvements are all solid and logical as well.

Finally the promotions are about 80% satisfactory, which is good in a democracy / begatacracy (which is what we're called I think. :lol: ) so I'm happy. Only think I'm still going to hold out on are Hardened 1 and 2 (20% CS) to replace/compliment cover on archer/skirmisher lines.

Also yeah, Transcendence needs a nerf. It's OP. I think either removing production, removing faith or reducing the yields is needed. Removing production takes away the free wonder, removing faith means you can't enhance/spread so quickly, which hurts a lot too.
 
Hey all,

New version inbound.

Gazebo, thanks for all the versions. I made a post some days ago, is there a chance to change the benefits for tourism influence from actual trade, spies and rebellion to an amount of combat buff (like 3% per influence level, maybe more maybe less) to make tourism oriented civs still good if no playing with cultural victory enabled? I think is the only "agenda" that becomes really bad when the related victory condition is off. Sorry for reposting, I want to know if there is a chance of that happening. Thanks again!
 
Super happy with the patch overall. This is my only 'problem.' Poland was considered OP and nerfed, so now you're reverting the nerf AND buffing them to be stronger than before? This seems like an over-reaction truth be told.

Their UB has gone from being one of the worst in the game, to a middling UB. It's no Jelling Stones or Floating Gardens, but guaranteeing you can access knights and lancers is pretty huge.

I don't think we're going to see Poland crush every game, but I think if they were OP before they're a bit moreso now. It also contributes towards power creep for sure, as another thing to keep in mind.

Other than that yeah, super happy. Assyria's change is exactly what the siege towers needed.

The yield improvements are all solid and logical as well.

Finally the promotions are about 80% satisfactory, which is good in a democracy / begatacracy (which is what we're called I think. :lol: ) so I'm happy. Only think I'm still going to hold out on are Hardened 1 and 2 (20% CS) to replace/compliment cover on archer/skirmisher lines.

Also yeah, Transcendence needs a nerf. It's OP. I think either removing production, removing faith or reducing the yields is needed. Removing production takes away the free wonder, removing faith means you can't enhance/spread so quickly, which hurts a lot too.

Poland's old UA really isn't as OP as many thought. Bias from BNW.

Gazebo, thanks for all the versions. I made a post some days ago, is there a chance to change the benefits for tourism influence from actual trade, spies and rebellion to an amount of combat buff (like 3% per influence level, maybe more maybe less) to make tourism oriented civs still good if no playing with cultural victory enabled? I think is the only "agenda" that becomes really bad when the related victory condition is off. Sorry for reposting, I want to know if there is a chance of that happening. Thanks again!

Tourism is perfectly viable w/o culture enabled.

Damn! I thought this was coming on Fridays as usual.

Overall, welcomed changes (even if we pushed for a bit more). Wells are still too expensive to justify building in Ancient. I agree that they need to be worse than water mills, but this is prohibitive in a time where every coin matters.

I'm curious why lumbermills have been buffed.

The AI was tearing them down, and forests too, b/c yields fell off.
 
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