Hey all,
New version inbound! Here's the changelog for the final beta:
And the full changelog for the version!
I'm leaving the 11/20 version in a separate downloads folder on the main page (in the event this version breaks somehow), but I'm pretty happy with this one. All files affected, and the auto-installers are updated as well. Let's hope this works!
Needless to say, this is not savegame compatible with saves from previous versions.
Have a great holiday - I'll be around, but mod progress will quiet down for the next few weeks.
Cheers,
Gazebo
New version inbound! Here's the changelog for the final beta:
Spoiler :
- Fixed a few remaining plot-related bugs.
- Fixed a few gitub elements.
- Bugpass on DLL elements related to new systems and changes and github reports
- Rewrote warscore modeling to use in integer-system (instead of sliding-scales)- should be a bit more responsive to war changes
- Fixed a few deal-related bugs, including some peace-blocking bugs and a bug with how the AI evaluated GPT (should be more rigifd)
- Fixed a bug in Spain's UA, and adjusted the UA text appropriately.
- A few other assorted bugfixes.
And the full changelog for the version!
Spoiler :
Changes and Improvements
Bugfixes:
- Set up warmonger penalties to only apply to cities you can liberate after you have chosen not to liberate it (this is why liberating a CS could cause your warmonger to rise - the cost of conquest was greater than the bonus for liberation).
- Added diminishing returns for warmonger bonuses from liberating the same CS over and over, and removed warmonger penalties from recapturing a city that you were the previous owner of.
- Rewrote war score to only consider war damage and military/economic strength - should have fewer wild swings (and will be a bit more rational in behavior)
- Added Ally civ icon to espionage screen for minor civs (easier to see where to send spies this way)
- Added city banner and popup window icons/text for austrian marriage status with CSs
- Added Coup 'faux quest' icon to CS quests to more easily check on the coup cooldown for CSs
- Reworked religious natural spread to be based on pathfinder - religion now spreads more evenly/clearly based on terrain, roads, impassable objects, etc. (no more 'radio wave religion')
- Added information to TR target choosing popup: your influence over the civ (by %), whether or not you are already connected to the civ (only shows for morocco), and City-State personality information (CBP)
- Added ability to sort by influence over a civ (for international routes), as well as production and food (For internal routes) (CBP)
- Added support for latest EUI (1.27e).
- Worked a bit more on AI diplomacy re: peace deals, trades, vassal logic, etc.
- Worked on AI build sanity for certain specific building cases
- C4DF: Added 'Liberation' tradeable item for revocation of vassals. Liberation ends all vassal-master relationships for that player. Can only be traded by the master of a vassal. Means to do so: if you are friends with the master, and quite strong compared to the master, the interaction is much more likely. Still quite expensive, though.
- C4DF: Replaced 'vassal tax' (yawn) with 'Global Liberation' one-shot resolution that ends all vassal-master relationships, globally. AI with vassals will be sad, AIs that like vassaled players and/or hate masters will love it.
- Added new QoL happiness element - building tooltips now show the before/after effects of a building's need modifier on the city's need-per-citizen value (if the building affects needs like that). Is somewhat esoteric, so it is hidden away behind the 'basic tooltip help' toggle.
- Added new (fantastic) art for many units and buildings from Wodhann
- Added War Score decay based on number of turns at war - War Score moves towards zero the longer a war lasts, so you can't 'eke' out a victory by stalling. Resets on city capture.
- Reworked mod menu ordering using (#) model to make it easier to enable all mods in the proper order.
- Fixed coup % change multiplier error (one of the many unclear 100/not 100 elements in the DLL)
- Pathfinder completely rewritten by ilteroi (a HUGE task - he deserves major props for this) - could potentially fix the MP desyncs (more testing needed)
- Fixed issue with Golden Age rollover so that happiness adds in during a golden age instead of being lost.
- Fixed 'settler-swallowing jungles' for JFD's EXCE and added JFD support for Currency mod, and includes JFD for GW event fix
- Fixed multiple bugs and quirks in vassal code with relations to Deal AI
- Fixed lua/deal AI and class woes with regards to resources, and loosened some deals (such as 3rd party war/peace)
- Fixed French UA culture ability not triggering full +100% bonus (CBP)
- Fixed Arabia UA duplication quirk due to improvement layering (CBP)
- Fixed Charge II and Promotion II not upgrading properly (CBP)
- Adjusted AI proclivity for international v. internal routes based on war
- Adjusted value scaling and probability %s of spy advanced actions
- Can no longer bait DOF or DP into war using the 'deal with it' button (so deal with it)
- AI optimizations of danger plot scoring and scooting
- Fixes for a few religion-related things for AI
- Barb aggression, spawning, and naval spawning addressed
- Assorted AI fixes and github errors addressed
- Tactical AI improvements and fixes
- Pathfinder, site settlement, terrain sanity and map generator fixes/improvements
- Rebase, air, unit movement, and other elements optimized and bug-fixed
- Fixed river spaghetti on standard map generation
- Bugfixes and AI/DLL improvements:
- Worked a bit more on vassal logic, and fixed vassal bugs (i.e. vote commitment being 0)
- Fixed some tooltip and other smaller bugs (github reports, etc.)
- Added UI info in trade screen (box courtesy JFD) for peace deals with AI, but only if the AI is the one surrendering (info is above trade boxes in center of screen)
- Gives the max and current value of the peace deal, thus letting you more easily set your own terms
- Does not appear when you surrender or if you are doing a white peace
- -1 in leftmost deal value element means the AI will not trade the item.
- Added support for JFD currencies code
- Minor Civ AI should build more military units, reliably
- Fixed Cold War bug cancelling all TRs b/w major civs.
- Added QoL elements to civilopedia for improvements with new CP bonuses like adjacency
- Added deficit model to LUA for happiness yield values tooltips while hovering over in-city happiness element (CBP)
- Most one-shot bonus yields and yields from kills now scale with gamespeed
Leader Balance:
- Austria UA now needs 20 turns of alliance for marriage application (too hasty, Mr. Wickham)
- Incan UA modified: Incans can settle cities on mountains and build roads/railroads on mountains. Only Inca may move on mountains, however roads/railroads on mountains (and cities) are passable to all.
- Pachacuti - cities on mountains start out looking like machu picchu (thanks, JFD!), gain +2 production, and extra defense (like hill cities, but better)
- Celts: UA element changed - now gain +3 faith in every city where your Pantheon is present instead of GW bonus. UA pantheons rebalanced to remove faith and add other yields (WIP). Pictish Warrior now CS 13 (Was 11)
- Celtic Pantheons adjusted:
Nuada: +1 Culture for every 6 Gold per turn, and +1 Golden Age Points for every 12 Science per turn
Dagda: +1 Culture, Gold, and Science for every 3 Followers- Reworked Polder base stats:
+3 Food, +2 Gold, +1 Production
+1 Gold to adjacent Villages and Towns- Reworked Terrace Farm base stats:
+1 Food, +1 Production
+1 Food per adjacent Mountain
+1 Food per adjacent Terrace Farm
+1 Food to adjacent Farms- Feitoria buffed:
Trade Routes to or from City-States with a Feitoria produce Production and Food equal to 25% of your Gold income from the trade route.
Building Balance:
Unit Balance:
- Borobudur now grants a free Monastery
- Oxford University Natl. Wonder - now 50 culture per tech researched, scaling w/ era.
- Circus Maximus now grants +10% Gold and Culture in the City during WLTKD.
- Ironworks generates +50 Science when you construct a building in this City, scaling with era.
- Grand Temple provides a golden age
- Free Social Policy removed from St. Basil's
- Taj Mahal provides +1 GAP per 5 citizens in City along with golden age
- Spanish Mission buffed (Was 30/15 yield %, is now 50/66)
- Ironworks now requires Forge instead of Workshop, is +10 production (was +8)
- Increased per-player cost of WC Leage Projects by around 30% (including CSD projects)
- Stockyard now Agribusiness (purely a name change)
- Odeon now Acropolis, gains +4 defense for city
- Removed specialist from longhouse
- Buffed St. Basil yields to 4faith/3culture (Was 3/1)
- Helicopter gets a free ranged attack before melee (like Impi)
- Paratrooper gains +25% CS v. Siege, Marine +20% v. Gun (Melee) units
- Workboats now 40 (were 70)
Other Balance:
Diplo AI Changes:
- Settler difficulty (CBP) now an advantage for the player - all other difficulties below Deity adjusted slightly to compensate for change
- Iron Working tech now requires construction, sailing requires military theory
- More aggressive scaling for internal route yields, and added a delta model for yields based on the difference in size b/w origin and destination cities
- Scaling model for internal trade routes is 1 for Classical/Medieval, and then 2 for Renaissance-on (was .5 for all)
- Reduced international TR yield % mods and CS ally/friend bonuses
- Reduced river bonus for International TRs to 20% (was 33%)
- Added era scaling for wonder consolation prize, but reduced base conversion value of consolation
- Coups now have a 20 turn cooldown, scaling with game speed (CP/CBP)
- Universal Healthcare (Freedom) - now grants +50 culture, scaling with Era, when a Citizen is born in any City.
- Increased happiness-tech delta slightly (more unhappiness in late game)
- Removed duplicated units at Deity level (handicap), but increased starting base units by 1 (no more two-city starts)
- Reworked difficulty curve and modeling in the DLL, specifically with regards to how and when the AI gets bonuses. This one is a biggie, and I'll need help balancing it.
- The AI now gets bonuses when it founds or conquers cities (scaling by era and number of cities owned), when it enters a new era, and when it starts a golden age (Should help curve AI power and challenge a bit more into the later game). The era and cities are opposed, to Civs get more bonuses as they progress through eras, but the amount is reduced based on the number of cities they own. This acts as a mild form of rubber-banding.
- Decreased second Prophet spawn faith need to 300 (was 400)
- Decreased base faith cost of GPs in industrial to 1000, but increased delta to 1200
- Decreased tech delta to /3 (was /2) on techs researched for faith purchasing
- Adjusted Tech costs upwards slightly.
- Barb assaulters a little less likely to explode on impact
- Holy Site - gains +3 Tourism and +3 Culture (so +3c/+3t/+3f) - Gains +3 Tourism at Flight, +3 Culture at Archaeology, +3 Faith at Acoustics
Added diplo opinion duration limitations for:
- landmarks
- returning civilians
- liberating cities
- forgiving spying
- sharing intrigue
- converting cities
- spy theft
Religion Balance:
- Pagoda reduced to +2 per religion
- Synagogue now +15% during WLTKD
- Mosque now +20% culture during GA
- Stupa now +5 Faith, Church reduced to +3
- Reduced Sainthood faith from GP expend to 100 (from 200)
- Ceremonial Burial now 25 Faith, 50 Culture (was 40/40)
- Reformation beliefs:
- 'Missionary Influence' Reformation belief now 'Global Commandments' - +10 Science, Culture, Gold, Faith, and Golden Age Points per turn while the Host of the World Congress. Receive 150 of these yields when you pass a Proposal. Bonuses scale with Era.
- Knowledge Through Devotion gains +1 Culture on all GP improvements and landmarks
- To the Glory of God gains +50 Culture/Faith/Science/Gold when you expend a GP
- Holy National Wonders - boost yields of all owned Holy Sites by +5 - each boosts in a different way
Altar - productionPantheons
Council - science
Garden - food
Mausoleum - faith
Reliquary - tourism
Apostolic - golden age points
Throne - faith
Ossuary - culture
Court - gold
Spoiler :
-- Goddess of the Hunt
+2 Faith and +1 Food from Camps
--Goddess of Fertility
+1 Food and +2 Faith from Shrines and Wells, and 15% faster Growth Rate
-- God of Craftsmen (Now God of Wealth)
+1 Faith for every +10 Gold per turn, and +2 Production and Faith in Cities with a Specialist
-- God of the Sea
+2 Faith from Fishing Boats and Atolls. +2 Food in coastal Cities
-- God of the Open Sky
+1 Culture for every 3 featureless Plains tiles near a City, +2 Faith from Pastures
-- Messenger of the Gods
+3 Faith and +2 Science in Cities with a City Connection
-- One With Nature (Now Goddess of Nature)
+1 Faith and Culture for every 2 Mountains within 3 tiles of a City, and Natural Wonders gain +3 Faith and +2 Culture
-- Liturgy (Now Goddess of Wisdom)
+1 Faith for every 10 Science per turn. +1 Science and +1 Faith in every City
-- Stone Circles (Now God of Craftsmen)
+3 Faith from Quarries, and +2 Production from Stone Works
-- God of War
+15 HP healed per turn in friendly territory, and gain Faith if you win a battle (bumped to 150%, from 120%)
--Goddess of Purity
+2 Faith from Oases, Lakes, and Marshes. +1 Happiness from Cities on rivers
-- Goddess of Love
Gain 12 Faith and 5 Golden Age Points every time a Citizen is born. Bonus scales with Era and Gamespeed
-- Religious Settlements (Now God of the Expanse)
+20% faster border growth, and gain 25 Faith every time a city expands its borders. Bonus scales with Era and Gamespeed
-- God of Festivals
+3 Faith and +2 Culture for every unique Luxury Resource you control
-- Oral Tradition (Now Goddess of Springtime)
+2 Faith from Plantations, and +2 Culture from Markets
-- Ancestor Worship
+1 Faith for every 3 Citizens in a city, and +3 Culture in Capital
-- Desert Folklore (Now Spirit of the Desert)
+2 Faith, +1 Food and +1 Gold from Desert tiles with improved resources
-- Sacred Path (Now Goddess of Renewal)
+1 Faith and +1 Culture for every 3 Jungle or 3 Forest tiles within 3 tiles of a City. +2 Faith from Herbalists
-- Goddess of Protection
+40% increase in city Ranged Combat Strength. +2 Faith and +1 Culture from Walls and Barracks
-- Monuments to the Gods (Now Goddess of Beauty)
+4 Faith and +1 Culture from World Wonders. +15% Production of Pre-Renaissance Wonders
-- Dance of the Aurora (now God of the Stars and Sky)
+2 Faith, +1 Production and +1 Culture from Tundra tiles with improved resources
-- Tears of the Gods (Now God of Creation)
+3 Faith and +1 Happiness in Capital, and +1 Happiness for every known Civilization with a Pantheon
-- Earth Mother
+2 Faith from Mines on improved resources, and +2 Production from Monuments
-- God-King
+1 Culture, Faith, Gold, and Science for every 6 Followers
-- Sun God
+2 Culture from Granaries and +3 Faith from Farms on improved resources
Policies
Tradition:
Progress: Renamed some policies (for flavor)
- Opener: +2 Food, +3 Culture, +5% Growth in all Cities
- Scaler: +1 Food, +4% Growth in all Cities
- Justice: 25% Ranged Strength for Cities, Royal Guardhouse in Capital (Engineer, +2 Production, +25 HP, +3 Defense)
- Sovereignty: 20% Culture cost reduction for tiles in all cities. Court Chapel built in Capital (1 Artist, 1 GW of Art slot, +2 Faith)
- Devotion (now Ceremony): Palace and National Wonders +2 Happiness. Court Astrologer in Capital (1 Scientist, +2 Science)
- Majesty: Specialists in capital consume 1/2 food. State Treasury in Capital (1 Merchant, +2 Gold, +15% Great Person Rate in all Cities)
- Splendor: Expending GP grants 50 GAP and Culture, scaling. Palace Garden in Capital (Writer specialist, 1 GW of Writing slot, +2 Culture from Monuments and Gardens)
- Finisher: +1 Food from Landmarks and GP Improvements and Throne Room in Capital (+1 to all yields, 1 Musician, 1 GW of Music Slot, +25% GA length)
Imperialism: Mercenary Army now Martial Law, gains Puppet/Occupied production element from Authority
Authority:
Piety:
- Culture and Science from kills scaled up by 20%
- Tribute: now 25/25 (Was 10/10), plot mod replaced with +50 culture from taking CS tribute
- Discipline: City garrisons generate +1 happiness and +3 culture. -50% road maintenance cost, -15% Gold maintenance for units (now in second tier, right side)
- Honor: +10% Strength, Military Unit spawns near all cities that are over 8 citizens, and at every multiple of 8 (now in third tier, right side)
- Finisher: Can purchase Landsknechts, Foreign Legions, and Mercenaries
- Finisher: Replaced Holy Site element with 'Internal Trade Route +33% when sent from capital or an owned holy city'
- Finisher: Religion City bonus now +2 (was +1)
I'm leaving the 11/20 version in a separate downloads folder on the main page (in the event this version breaks somehow), but I'm pretty happy with this one. All files affected, and the auto-installers are updated as well. Let's hope this works!
Needless to say, this is not savegame compatible with saves from previous versions.
Have a great holiday - I'll be around, but mod progress will quiet down for the next few weeks.
Cheers,
Gazebo