Hey all,
New version inbound. Some good stuff here.
Online as of 11:30pm EST. Not savegame compatible.
Link: https://mega.nz/#!OdMWRDwQ!vYzZueY_msT7v4ZrgqK0-_SCrUGA_wbKoeNo-gvQp0U
Cheers,
Gazebo
New version inbound. Some good stuff here.
DLL:
General:
- Fixed a collection of bugs and quirks from github et. al.
- AI improvements to a few select systems
- Some speed optimizations here and there
Religion:
- PtP/Attacked CS Diplo Options
- Tooltip always noted a 'risk of elevation to war' for these options...but there was no risk. I added a risk.
- Military Supply slightly tigher than before (-5-10% difference from tech rate)
Buildings:
- Made a rationalization pass of religious pressure
- Reduced religious pressure defense on faith purchase buildings (10%, down from 20%)
- Non-majority religions produce some pressure in cities - no longer a majority-to-majority only affair
- End of winner-take-all aspect of religious majorities in cities (for pressure) should result in slightly more diverse empires
- Also just plain makes sense - religious minorities should have an impact on religious spread to neighbors
- This impact is commensurate with the minority's relative size - majority religions get full strength, whereas minorities are a factor fo their % of the population in a city
- Religious spread via trade routes still only does majority-to-majority bonuses, though (otherwise you can't easily direct the spread this way)
- Also tweaked the numbers for religious unrest unhappiness a bit - takes more to cause it, but harder to stamp out entirely with just a temple.
- Reworked religious building logic so that religious buildings purchased with faith (and tied to beliefs) that boost pressure only do so for the religion that it is tied to.
Promotions:
- Grand Temple - +1 faith/culture for all temples
- Stable - bumped base production to 3, % modifier for mounted units to 33%
- All Tourism from trade route buildings (caravansary, harbor, mint, etc.) have had their tourism boost increased by about 20%
- Workshop gains +1 Gold on Forests/Jungles
Medieval Policies Reworked
- Naval Misfire now 25% (was 33%)
- Boarding Party I-III: standardized combat strength bonus to 15/15/15; flank now 50%(was 25%)
- Coastal Raider I-III: removed Gold bonus - added 'Damage from Cities reduced by 20%' to each rank.
- Melee naval units should be a greater coastal threat and should be less likely to die from city assaults. They're still faster than naval ranged units but, since they can't move after attacking, they're more like battering rams.
- Denmark's UA now no longer overlaps with a basic promotion line (yay), while the Glory Hounds promotion now has a much more specific role.
- Piety now Fealty
- Opener - 25% reduced faith costs
- Scaler - +1 Gold, Food and, Production in owned Cities.
- Organized Religion - +50% Pressure in all nearby Cities without your majority Religion, +1 Faith from Specialists. Can build Monasteries.
- Divine Right - +1 Happiness and +10% Food from Castles, +100% construction rate of Castles and Armories.
- Nobility - All positive Happiness is added to your Empire-wide Culture rate. -25% Unhappiness from Boredom.
- Serfdom - Pastures generate +1 Gold and Production. +1 Culture in Cities for every 4 non-Specialist Citizens.
- Burghers - Doubled Border Growth and +15% Production in Cities during WLTKD.
- Finisher - +3 to all Yields in Cities following Religion. The Tourism modifier for shared religion increases by 25%.
- Aesthetics now Artistry
- Opener - +25% Artist/Musician/Writer rate in all cities.
- Scaler - +1 Science and Culture in owned Cities.
- Humanism - Great Works and Landmarks produce +1 Golden Age Points and +2 Science. +4% Science for every Great Work in a City (up to %20).
- Refinement - +1 Happiness for every 3 Policies unlocked. +10% Culture in all Cities during Golden Ages.
- Heritage - World Wonders produce +2 Culture, and Natural Wonders produce +5 Science. +50 Golden Age Points when you construct World or National Wonders, scaling with Era.
- Cutural Exchange - The Tourism modifier for open borders with other Civilizations increases by 20%. +2 Culture +1 Production from all Guilds.
- Patronage - A Great Person of your choice appears near your Capital. Expending a Great Person generates +50 Gold, scaling with Era.
- Finisher - Starting Golden Ages and Completing Archaeological Digs generate Historic Events. Allows you to see Hidden Antiquity Sites.
- Statecraft
- Opener - City-States Quest Rewards increased by +50%.
- Scaler - +10% Influence from Diplomatic/Trade Missions.
- Foreign Service - +2 Paper for each City-State Alliance you maintain. Earn Great Diplomats 50% faster, and the Tourism modifier for trade routes is increased by 15%.
- Trade Confederacy - +25% Yields for Trade Routes originating from your Capital or a Holy City. Gain +1 Influence (per turn) with City-States that you have a Trade Route with.
- Shadow Networks - Gain additional Spies (based on number of City-States in game). +3% Culture in Capital for every active Spy or Diplomat (up to 30%).
- Exchange Markets - Resources from City-States count towards Global Monopolies. 1 Free Trade Route, and +1 Happiness for every active Trade Route.
- Consulates - +1 Delegate in the World Congress for every 8 City-States in the game. When you complete a Trade Route to a City-State, receive a Tourism boost with all known Civs based on your recent Culture and Tourism output.
- Finisher - Every Session, gain Culture, Science, and Gold based on the number of Delegates you control, scaling with Era. World Wonders require 1 less Policy for every 3 CS Allies you maintain.
Online as of 11:30pm EST. Not savegame compatible.
Link: https://mega.nz/#!OdMWRDwQ!vYzZueY_msT7v4ZrgqK0-_SCrUGA_wbKoeNo-gvQp0U
Cheers,
Gazebo
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