New Version - February 10th (2/10)

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Gazebo

Lord of the Community Patch
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Hey all,

New version inbound.

==CP==

  • Bugfixes:
    • Tied up more religion loose ends
    • Addressed the few github issues (including krakatoa)
    • JFD requests implemented
    • Some performance improvements related to mapdistance functions
    • Adjusted tile acquisition logic to move towards more desirable targets a bit more regularly
  • AI:
  • Adjusted AI promotion and belief logic a bit
  • Worked on a few AI elements related to unit production and war
  • Adjusted AI attack aggression in some combat scenarios
  • Adjusted AI production, religion, grandstrategy, and policy selection models
  • Adjustments to AI military strategy regarding defensive behavior and multi-pronged attacks
  • Adjusted AI promotion logic in some situations
  • Adjusted AI specialist criteria
== UI ==
  • Added more detailed information regarding Pledge to Protect Military rank info
  • Added Marriage status for CSs to Austria diplo list icon in EUI
  • Cleaned up some missing UI information
==CBO==

  • General:
    • Reduced base tourism from historic events by about 50%, but modified it so that the tourism you gain with civs is modified based on your current tourism modifiers with each civ (as per the tourism screen).
    • Streamlined and codified tourism penalty - now your Tourism (both produced in Cities and from Historic Events) decreases based on the # of cities you control, period. Currently in testing.
    • Adjusted late-game downwards unhappiness a bit (~7% less severe of a curve).
  • Beliefs:
    • Pantheon Goddess of Fertility: now includes Watermill
    • Pantheon Goddess of Beauty: now +2f from Wonders
  • Buildings:
    • Well loses base +2 food
  • Leaders:
    • Assyria:
      • Royal Library comes with Flood Tablet GW, expanded to 3 slots.
      • No longer requires library in the city, and comes with a free library.
    • France:
      • UA modification: When you conquer a city, steal Great Works from the owner and gain a temporary boost to Culture and Production.
      • Culture bonus is 50% of total output, Production bonus is 25% in each city. Duration = 1/2 population of conquered city (adjusted for gamespeed).
    • Sweden:
      • UA: GG UA bonuses apply to all GGs born (not just GGs earned naturally during war).
      • UA: GGs 10% more effective.
      • Carolean: gains 'Grenadier' promotion - when you advance from killing a unit, all newly-adjacent units immediately take 10 damage.
    • Zulu:
      • UA: removed GG effectiveness. Added: Your military is 50% more effective at intimidating City-States, and you recieve 25% more yields from demanding tribute.
      • Ikanda: added +1 Culture
    • China:
      • Paper Maker: now grants 15% more Gold in city during WLTKD. +2 Science (was +1), Science per pop now Gold per pop.
      • New UA: Creating Great Works or gaining Cities grants "We Love the Empress Day" and +1 Culture and Food in all Cities. These bonuses decline every Era due to dynastic transition. +10% Food during "We Love the Empress Day."
      • Design: an extra +1 culture/ +1 food in your capital from the get-go gives you some development flexibility. Older cities will gain more from this UA (as the +1f/c is given only to existing cities), so rapid early expansion is key to maximizing the bonuses. China will have a potent Ancient/Classical advantage that tapers off (as the bonus yields decline every era based on the size of your empire), so you will need to transition into either a warfare kingdom or a culture kingdom after the settlement phase to continue to reap benefit from the UA. This UA is in beta testing, so please report your findings.
      • Renamed UA to Mandate of Heaven (founder belief now Divine Inheritance)
    • Korea:
      • Seowon: now 15% more science during GAs.
      • UA: adjusted GPP rate during GAs to 30% (was 25%), removed Science from GP UIs, added +50 GAP from GP birth (Scaling).
    • Celts:
      • Reduced Epona yields (12, from 15)
      • Reduced Morrigan yields by 20%
      • Change Cernunnos to Gold from Forests (was Culture), added +1 Culture from Camps
    • Brazil:
      • UA: no longer replaces growth in Carnaval with culture - you get both
      • Bandeirantes: can now also build mines, quarries, and brazilwood camps.
      • Brazilwood now a culture monopoly - UI yields +1 Gold, base resource yield +1 Gold (tied to Hexxon Refineries Corp)

Online as of 8:05pm EST. Not savegame compatible.

Link: https://mega.nz/#!6ZMzmSDC!Dtn6o8Z7cKl06p90n8BMKfX3LewbZtD9IYjFOJicN3g

Cheers and Happy Friday,
Gazebo
 
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Hell yeah. Thanks for your efforts.

>Adjusted late-game downwards unhappiness a bit (~7% less severe of a curve).

Starting a new game immediately!
 
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Ooh, looking forward to seeing how this "AI specialists criteria" effects the game. I'm assuming this applies to player controlled cities as well?
 
I don't appear to be receiving food from maritime city-states. It should appear in the food tooltip in the capital right?
 
I don't appear to be receiving food from maritime city-states. It should appear in the food tooltip in the capital right?
Maritime City-State food goes directly on the city tiles. It doesn't show non-whole numbers, but I assume they still exist.
 
You forgot to add the auto-correct regarding the Super Bowl. Other than that, I think you literally hit everything. I am in awe... and discontinuing my entertaining "Aztecs take Authority and Piety to reach the heavens" game immediately, in favor of this magnus opus.
 
It looks like China gets +10% to everything when in we love the king day, not just food. I'm assuming that isn't intentional?
 
It looks like China gets +10% to everything when in we love the king day, not just food. I'm assuming that isn't intentional?

I think it is just a tooltip snafu. I saw it earlier, was just about to post a hotfix. :)

Edit: and posted. Savegame compatible for you early-birds.

G
 
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A major uniques rework. :)

  • Reduced base tourism from historic events by about 50%, but modified it so that the tourism you gain with civs is modified based on your current tourism modifiers with each civ (as per the tourism screen).
  • Streamlined and codified tourism penalty - now your Tourism (both produced in Cities and from Historic Events) decreases based on the # of cities you control, period. Currently in testing.
Let's see if this time we're done with the CV issue.
 
I'm stealing a tech every 6 turns, way faster than I can research them myself, and actually eclipsed the guy who I was stealing them from by doing that. This doesn't seem right. Is there some kind of modifier that would cause that?
 
Why is the update cycle for this mod every other day, won't the balance changes you make be super inconsistent? I want to try the mod, but every time I keeping getting put off by the constant updates and bugs that are introduced. Have you considered adding a "stable" version?
 
Why is the update cycle for this mod every other day, won't the balance changes you make be super inconsistent? I want to try the mod, but every time I keeping getting put off by the constant updates and bugs that are introduced. Have you considered adding a "stable" version?
Most new versions are touching different things. Meaning this update is changing different things from the last update. I wouldn't worry too much about playing the most recent one, they're all stable at this point. Just play the most recent one and check in every week or two if you just want to play. Its mostly smaller balance changes at this point, so it won't affect too much.
 
Why is the update cycle for this mod every other day, won't the balance changes you make be super inconsistent? I want to try the mod, but every time I keeping getting put off by the constant updates and bugs that are introduced. Have you considered adding a "stable" version?
Well, they've tried to do two branches thing, but quickly ran into "nightly is more stable than the stable version" problem due to bugs for stable branch piling up over time.
 
Well, they've tried to do two branches thing, but quickly ran into "nightly is more stable than the stable version" problem due to bugs for stable branch piling up over time.

Couldn't that be fixed by focusing on bug fixing rather then balance changes for a month or two, then releasing the "stable" version. I know nothing about programming but I assume most bugs are introduced with the balance changes?
 
Couldn't that be fixed by focusing on bug fixing rather then balance changes for a month or two, then releasing the "stable" version. I know nothing about programming but I assume most bugs are introduced with the balance changes?
I actually prefer the weekly update/change pattern. Most of the changes are usually targeted at improving the functionality of the AI. We frequently get balance changes but I find these are usually welcome changes that rarely cause issues and in fact add more to the game then bungle up.
 
Couldn't that be fixed by focusing on bug fixing rather then balance changes for a month or two, then releasing the "stable" version. I know nothing about programming but I assume most bugs are introduced with the balance changes?
At this point I don't think that's needed, I don't see a problem that needs to be fixed. They're all relatively stable. I haven't had a CTD in awhile, and haven't come across any serious bugs either. The goal right now is just to finish, and they're heading towards more and more stability. I like how things are going quite a bit actually.
 
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