



New version inbound. A few bugfixes and a quick turnaround on some balance changes based on feedback from the 26th. Yeah, it's a quick turnaround, yawannafightaboudit?
Bugfixes
Balance
- Fixed a few smaller bugs and typos
- Fixed 'can't buy great admirals' bug (blame Spain)
- Fixed worker conga improvement spam
General
Units
- Median tech percent for barbs and minor civs is now 80 (if 80% of civs have a tech, the barbs/CS get it as well) - I found that anything lower than this created some very weird imbalances around turn 100.
- Bumped minor civ max XP to 70
- Refactored difficulty handicap method for AI - now gets smaller bonuses per handicap event overall, but there are more events (incorporated historic events into bonuses for AI) - this may need additional tuning, we'll see.
- Removed free Deity pottery tech (whiners
)
- Slowed CS unit production a bit in the early game in specific situations (were spamming warriors/spearmen like crazy for no reason sometimes).
Specialists
- Prisoner of War promotion now lasts for 50 turns, instead of indefinitely. Does not scale with gamespeed.
Policies
- Reduced tech yield bonuses for all specialists by 1 (to a minimum of 1, where applicable)
- Fealty
- Scaler- removed Gold, added +3 defense per city
- Divine Right - Boredom reduction now 15% (Was 25%)
- Serfdom - now +1 culture per 5 citizens (Was 1 per 4)
- Statecraft
- Opener - now scales per 15 citizens (was 25)
- Scaler - gains +1 gold per city
- Shadow networks - gains +1 science per specialists, but lowered science bonus on constable/police station to +3
- Artistry
- Scaler - loses +1 culture per city, gains +2 golden age points per city instead
- Humanism - removed % science great work bonus - added +1 culture per specialists
- Rationalism
- Academics - removed +1 science from specialists, added +4% science per great work in city (up to 20%)
Online as of 11:15 PM EST. Not savegame compatible.
Linky: https://mega.nz/#F!DMsxkDYI!zSpR9CHpmAfWyIvMXaN3pw
Cheers,
Gazebo
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