Ho ho ho!
What's this? A new version? Before Christmas? My, you must all be good children! Or perhaps you are extremely naughty. Either way, new version inbound! We're going for a full release because - frankly - the scaling on happiness late game for humans sucks on the current release candidate. It's much better now. Here we go!
Now, on the impossible chance that my profound testing leaves something to be desired in human hands, I added a failsafe:
Go to:
Find the line that updates BALANCE_HAPPINESS_POP_MULTIPLIER with a number. It is currently zero. If you find your empire is descending into a nightmare of unhappiness, make this number negative. -10, -20, whatever you need it to be to get things on track. And let me know!
Online as of 12:00AM EST. Midnight oil, ho!
Link: https://mega.nz/#F!DMsxkDYI!zSpR9CHpmAfWyIvMXaN3pw
Obviously not savegame compatible. Start over, nerds!
Cheers,
G
What's this? A new version? Before Christmas? My, you must all be good children! Or perhaps you are extremely naughty. Either way, new version inbound! We're going for a full release because - frankly - the scaling on happiness late game for humans sucks on the current release candidate. It's much better now. Here we go!
General
- Tactical AI - significant performance improvements and much better decision-making
- General bug-fixes for Github issues, etc.
- Major improvements to AI deal logic for resources, maps, etc.
- Return of AI demand logic (fixed bugs breaking mechanism)
- AI policy and belief selection tweaks and improvements (should see more diversity in branches, and more tile-based pantheon choices)
- Modding - modders: fixed some CSD legacy code for diplo units by adding a new promotion element that grants influence directly, instead of manipulating the GM code)
Balance
- Difficulty
- Removed AI happiness bonus at all levels - is now 100% same as player
- Policies
- Fealty
- Nobility - now grants happiness and food bonuses to Armory as well
- Divine Right - now 100% of happiness to culture (Was 50%)
- Burghers - now +4 science/culture from TR to other civs (was +2)
- Serfdom - +50% internal TR power, Plantations gain Pasture bonus (+1g/p), now +1 culture per 4 non-specialists (was 5)
- Freedom
- Avant Garde - added -10% unhappiness from boredom (was only ideology without a need modifier)
- Promotions
- Bombardment (naval) - now +10% CS, +25% v. Cities (was 5%/20%)
- Fixed bug in targeting giving scaling bonus versus units (now 10% flat per level)
- Civs
- Denmark
- Runestone - pillaging bonus now resource tiles only - +10 gold for land, +10 culture for sea
- Wonders
- Temple of Artemis - increased local % bonus for ranged units to 25% (was 15%)
- Prora - pillage bonus now land resource tiles only.
- Fixed missing policy requirement for Taj Mahal, removed requirement from Red Fort
- Text fixes for non-global attributes
- Resources
- Back to a base value of 1 happiness (scaler remains the same)
- Processes
- Now reduce need of the appropriate yield type by the % value of the production conversion (so 25% for all VP processes)
- Happiness
- Continued work on smoothing unhappiness modifier curve
- Increased specialist unhappiness back to .34 (was .25)
- Adjusted the models that underpin the population and tech modifiers
- There are now just FOUR things that increase needs modifiers in cities:
- Empire size - currently 'founded cities X 2,' scaling with map size (only applies to large/huge for scaling)
- City pop - is just the flat # of citizens, converted to a % (so 10 citizens = 10%)
- Capital status - if capital, +25%, otherwise it doesn't apply.
- Tech level - % of techs you've completed (out of total # of techs), divided by 2. So caps at 50% by the end of the game.
- These values are 'staticized' for cities, so you'll know exactly what growth will do when it happens.
- Added UI elements for more transparency in city screen.
- Breaks down positive and negative needs modifiers so you know what's up
- Made some adjustments to need modifiers from buildings/policies based on changes above - balance is roughly the same on these
- Reduced all 'global' need modifiers from wonders (these were causing some major skew by themselves)
Now, on the impossible chance that my profound testing leaves something to be desired in human hands, I added a failsafe:
Go to:
Code:
C:\Users\~\Documents\My Games\Sid Meier's Civilization 5\MODS\(2) Community Balance Overhaul\Modular Elements\Happiness Mod
Find the line that updates BALANCE_HAPPINESS_POP_MULTIPLIER with a number. It is currently zero. If you find your empire is descending into a nightmare of unhappiness, make this number negative. -10, -20, whatever you need it to be to get things on track. And let me know!
Online as of 12:00AM EST. Midnight oil, ho!
Link: https://mega.nz/#F!DMsxkDYI!zSpR9CHpmAfWyIvMXaN3pw
Obviously not savegame compatible. Start over, nerds!
Cheers,
G