Hey all,
New version inbound with some big bugfixes and balance changes. Here's the rundown:
New version will be online around 4:30pm EST (2/10).
Cheers,
G
New version inbound with some big bugfixes and balance changes. Here's the rundown:
Bugs:
- Fixed some bugs related to buildings and the 'yield from construction' element of a few policies
- Pioneers/Colonists no longer grant gold/culture for their starting buildings, and 'spoof' buildings (i.e. buildings with a production cost of -1) do not grant this bonus. No longer gain bonuses for buildings granted for free (i.e. via policies or decisions) or buildings purchased. Buildings must actually be produced (with Production) to garner the benefit.
- Fixed text in policy tooltips regarding ideologies, fixed text error in piety
- Fixed text error in EUI that made 'Population Growth' become 'Font of Dharma' (bc1 cut a corner on that txt_key )
- Fixed bug in E&D related to reported crash
- Cities that are in resistance or being razed should now properly count towards unhappiness (1 unhappiness per population in the city)
AI:
- Slight tweak to fort placement algorithm to allow for a greater chance of replacement with a yield-producing improvement (if necessary)
- Added Fort function and yield memory adjustments from Ilteroi
- Fixed 'false gift' AI bug in C4DF.
Policies:
MightTradition
- Tribute now grants Production and Gold instead of Food and Gold
- Removed -25% policy costs from Might finisher (needed to be balanced against Tradition/Liberty finishers)
- Moved Culture from City conquest from Opener to Finisher
- Removed population scaling from 'yield from city conquest'
- Combat bonus vs. Barbs now 25% (was 33%), removed 'reveal encampments buff' (as the AI can't really take advantage of this, so it gives the player too much of an advantage when hunting camps)
Liberty
- 'per 5 citizens in capital' policies now per 4 citizens (slight buff)
Piety
- City planning now grants 25 Culture in Capital (instead of GAP) from birth
Patronage
- removed 'secondary pantheon' element from finisher, replaced with: Religious Buildings purchased with Faith grant +1 Happiness (includes Monastery). Removed because of randomness of bonus (impossible for player to control) and utility based on pantheon structure as it is now. In short, it wasn't terribly meaningful, and was impossible to manage. Not fun.
Aesthetics
- finisher now also grants: All Specialists produce +1 Culture. (Patronage was hurting for culture, and this meshes well with 'patron' concept).
Autocracy
- Opener: Earn Great Writers, Artists, and Musicians 5% faster, with each additional Aesthetics policy unlock increasing this by 5%. Receive a large amount of Culture every time you expend a Great Person. Unlocks building the Uffizi. Adopting all policies doubles the theming bonus you receive from Museums and Wonders, and reveals hidden antiquity sites. It also allows the purchase of Great Musicians with Faith starting in the Industrial Era.
- Humanities: All Culture buildings that can hold Great Works produce +3 Science. All Great Works produce +1 Gold.
- Public Galleries: 100% of excess Happiness added each turn to the amount of Culture that may be spent on Social Policies. +1 Happiness from Museums.
- Flourishing of the Arts: World Wonders earn +5 Culture, +1 Culture in all cities, and the empire immediately enters a Golden Age.
- National Treasure: A Great Person of your choice appears near your Capital. +1 Culture and +1 Production from GP improvements.
- Cultural Exchange: Increases the Tourism modifier for shared religion, trade routes, and open borders by 25% each.
- Adjusted yield from border growth in Lebensraum
Beliefs:
Minor balance adjustments to pantheons (See below)
[*]-- Goddess of the Hunt
- +1 Faith and +1 Food from Camps
[*]-- Fertility Rites
- +2 Faith from Granaries, and 10% faster Growth Rate
[*]-- God of Craftsmen
- +1 Faith for every 10 Gold per turn, and +1 Production in cities with population of 3+
[*]-- God of the Sea
- +1 Faith from Fishing Boats and +2 Production in coastal Cities
[*]-- God of the Open Sky
- +1 Faith from Pastures and +2 Food from Stables
[*]-- Messenger of the Gods
- +2 Faith and +2 Science in cities with a City Connection
[*]-- One With Nature
- +4 Faith and +2 Culture from Natural Wonders
[*]-- Goddess of Wisdom
- +1 Faith for every 10 Science per turn, and +2 Science in Capital
[*]-- Stone Circles
- +2 Faith from Quarries, and +2 Production from Stone Works
[*]-- God of War
- +2 Science from Barracks, and gain Faith if you win a battle
[*]-- Places of Power
- +2 Faith from Mountains, Oases, and Atolls, and +1 Happiness from Cities on rivers
[*]-- Goddess of Love
- Gain 5 Faith and 3 Golden Age Points every time a Citizen is born. Bonus scales with Era'
[*]-- Religious Settlements
- +10% faster border growth, and gain 5 Faith every time a city expands its borders. Bonus scales with Era
[*]-- God of Festivals
- +1 Faith and +2 Culture from every unique Luxury Resource you own
[*]-- Oral Tradition
- +1 Faith from Plantations, and +2 Culture from Markets
[*]-- Ancestor Worship
- +1 Faith for every 5 Citizens in a city, and +2 Production in Capital
[*]-- Desert Folklore
- 1 Faith and +2 Gold from Desert tiles with improved resources
[*]-- Sacred Path
- +1 Faith from Jungles, +1 Culture from Forests
[*]-- Goddess of Protection
- +30% increase in city Ranged Combat Strength, and +2 Faith from Walls
[*]-- Faith Healers
- +10 HP healed per turn in friendly territory. Gain 2 Faith when healed this way. Bonus scales with Era
[*]-- Monuments to the Gods
- +3 Faith from World Wonders, and +15% Production of Ancient/Classical Wonders'
[*]-- Dance of the Aurora
- +1 Faith and +2 Food from Tundra tiles with improved resources
[*]-- Polytheism
- +2 Faith and +1 Happiness in Capital, and +1 Happiness for every known Civilization with a Pantheon
[*]-- Earth Mother
- +1 Faith from Mines on improved resources, and +3 Gold from Shrines'
[*]-- God-King
- Palace provides +2 to these yields: Culture, Faith, Gold, Production, Science
[*]-- Sun God
- +1 Food and +1 Faith from Farms on improved resources, and +2 Faith in the Capital
Techs: Adjusted tech costs (scaled a little more sharply towards end game)
Units:
- Landship/Tank/Panzer/Modern Armor adjusted (CS) - 55, 75, 85, 110, respectively
- Admiral movespeed increased by 1 (via promotion)
- Adjusted Turtle Ship to give it the correct techs and stats
- Barbarian units slightly weaker overall
- Incan Slinger slightly weaker than Archer now
- Impi CS now 28 (was 30)
Zulu: Buffalo Chest/Loins promotions buffed - Chest now affects all types of terrain, and Loins now grants +15/+50% bonuses (where applicable)
New version will be online around 4:30pm EST (2/10).
Cheers,
G