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New Version - February 27th (2-27)

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Gazebo

Lord of the Community Patch
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Hey all,

New full version inbound. Yes I realize it is now 2-28 on EST. But I compiled on 2-27 so here we go.

Here's the hefty changelog. If you've been following the beta, most of this will look familiar:

== CP==

Bugs:
  • Fixed bugs and reports from github
AI:
  • Fixed a few more quirks in the grand strategy AI
  • Fixed a rather nasty long-standing bug in city specialization and citizen logic for the AI
  • Added AI diplo penalty for capturing an original holy city from a founder.
  • Changed archaeology penalty so that you are penalized when you start digging, not after.
  • AI peace logic loosened a bit with regards to unhappiness and war weariness.
  • AI should pillage more.
  • AI no longer gets a discount on Great Prophets
  • Lowered AI obsession with Shrines right off the bat
  • Adjustments to the AI regarding danger on plots and fog-of-war related knowledge
== CBO ==


AI difficulty balance:
  • Adjusted AI handicap bonuses to apply to all cities (not just capital). Averages out to roughly same, as total value was reduced.
  • AI now gains a % of production in the unit's origin city for a military unit when it is defeated in battle (based on AI handicap) - is a marginal amount, but should help the AI survive a bit better in high-level play

War rebalance:
  • War Weariness is now a thing from the beginning of the game - is a global modifier
    • Affected by length of the war, cultural influence, and damage recieved by the other player - scales with your technological level (so early game war weariness is less rapid/severe than late-game war weariness)
    • More damage (i.e. lost units, lost cities, etc.) increases your war weariness
    • Wars against civs that have cultural influence over you increase your War Weariness more quickly.
    • Starting a war, or having war declared on you quickly reduces war weariness due to enthusiasm/fear.
  • War Weariness affects three things:
    • Unhappiness (value is diminished by number of cities you own, so tall civs are hurt a bit more by this!)
    • Unit Supply (longer and/or more decisive conflicts reduce your unit supply, up to +75% of your max possible)
    • Unit Production/Gold cost (longer and/or more decisive conflicts increase your unit costs, up to +75%)
  • Going over supply hurts both production and growth - 5% per unit over, up to 75%.
  • Rebalanced unit supply:
    • Handicaps reworked slightly re: starting/expanding supply
    • Puppets only contribute 50% of their pop towards potential military pool for a city.
  • Era reductions:
    • Supply from Population declines based on the number of technologies you own (citizen militia giving way to professional armies, etc.), dropping to 5% of a city's population at minimum.
    • Handicap starting supply reduces by 1 every era, dropping to zero if possible
  • Some buildings now increase your unit supply cap by % amounts based on city population (per city)
    • 5% from Walls (10% from Walls of Babylon)
    • 5% from Castles (10% from Mission)
    • 5% from Harbors/Seaports
    • 5% from Arsenals (10% from Krepost)
    • 5% from Hospitals
    • 5% from Military Bases
    • 10% from Heroic Epic
    • 5% from Stable(10% from Ducal Stable)
  • Some buildings now increase your unit supply cap by a flat amount
    • +1 from Barracks (+2 from Ikanda)
    • +1 from Armory (+2 from Dojo)
    • +1 from Military Academy
  • If you expend a Great General for its Citadel bonus, you increase your Military Unit Supply Cap by 2
  • Global bonuses:
    • Himeji: +10% supply cap (population) in city where it is built
    • Red Fort: +5% Supply Cap (population) in all Cities
    • Brandenburg Gate: +10 Supply Cap (flat) in city where it is built
    • Great Wall: +1 Supply Cap (flat) per city (expires with GW at Dynamite)
  • Added UI top panel information for all of this

General:
  • Increased Industrial+ unit and building costs by about 25-40%, and increased building maintenance in late-game by about 2GPT per building
  • Reduced late-game tech costs by about 10-15%.
  • Faith required to found/enhance a religion increased to 800/1200 (goal: pushing the goal line back a bit allows later-blooming pantheons to have a chance to surpass early boost pantheons)
  • Increased plot acqusition multiplier by 1 (affects cost of every tile after the first by about 5%)
  • Increaded faith unit cost by about 20%, increased late-game unit production costs by about 15%.
  • Increased cost of ideological tenets and late game policies based on the # of tenets unlocked thus far (slow down tenet acquisition slightly)
City-States
  • Pledges of Protection now limited by 3 OR factors:
    • - Can trade with CS
    • - Allied to CS
    • - Trade Route to CS
    • If you have 60% military PLUS one of these, you can PoP. Otherwise, nope.
    • If you have 60%, have a PoP but suddenly lack one of these, a countdown begins at which point the PoP ends (just like <60% military countdown)

Promotions:
  • Logistics now -30% RCS (was -20%)

Culture:
  • Adjusted Historic Event tourism down just a bit more

Religion:
  • Reformation beliefs are no longer founder-exclusive. If you are following the religion, you get the bonus.
  • Follower: Thrift now 1 Gold per 2 followers, up to +20 Gold (was 1:1)
  • Rebalance Founder beliefs a bit:
    • Apostolic Tradition: now grants GAP and Food (25)
    • Ceremonial Burial: now 40 Faith and Culture (was 25/50)
    • Council of Elders: now 40 Science/Production (was 35 Science)
    • Divine Inheritance: now 15% (was 20%)
    • Theocratic Rule: Removed Science
    • Transcendence: added in missing Food and Production for Holy City
    • Way of the Pilgrim: now 25 Tourism and Culture (was 50 Tourism)
  • Fixed some incorrect yields on Religion NWs
Policies:
  • Progress: reduced Equality pop requirement to 16 (Was 18)
  • Authority: reduced supply cap adjustment to 10%, added 25% War Weariness reduction to Honor; reduced culture and science from kills by 20%
Ideologies:
  • War Weariness modifier in Autocracy reduced to 25% (Was 50%)
  • Party Leadership (Order): now +5 (was +2)
  • Tier 3 Tenets buffed:
    • Freedom:
      • Media Culture: Stadiums gain +20% Culture
      • Space Procurements: Research Labs gain +20% Science
      • Treaty Org: 5 free WC votes (scaling)
    • Order:
      • Spaceflight Pioneers: 100 Science (scaling) from GP expend
      • Iron Curtain: +200% Internal Route (was 50), +5 Gold/Production connections
      • Dictatorship of Proletariat: 75% Tourism (was 34%)
    • Autocracy:
      • Cult of Personality: Warscores with Civilizations count as Tourism Modifiers against them.
Leaders:
  • Russia: Ostrog- +1 Gold on Camps/Lumbermills/Mines, 50% on Culture/Gold tile costs (was 25%) - 150p cheaper, but +1 maintenance
  • India: Can now build inquisitors. Naga-Malla base move increased by 1.
  • Shoshone: Pathfinder gains 40% more yields and experience from ancient ruins than a normal scout.
  • Poland: Winged Hussar now 40CS
  • China: now a 50% reduction each era (was based on # cities before)

Online as of 12:30AM EST. Not savegame compatible with saves from prior versions, or from the beta.

Link: https://mega.nz/#!Xd9hiLqB!jzoyD9XnjCc4gBRIg1TTX16TO3b_sjG0h4JgNRx2-N0
 
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  • - Can trade with CS
  • - Trade Route to CS
this doesn't make sense to me in being able to pledge. If you have a trade route to a CS then technically you "can trade with CS". This makes it so that there's only two real prerequisites.

Nevertheless, finally getting to see Space Procurements getting a non-science victory bonus is a sight for sore eyes.
 
Heh, this is the second time I happened to jump in on the forum after a long hiatus to see what the mod's up to and be surprised at a very recent release. Gonna be real interesting trying to grapple with all the tweaks to war weariness.
  • Changed archaeology penalty so that you are penalized when you start digging, not after.
Long time coming!
 
this doesn't make sense to me in being able to pledge. If you have a trade route to a CS then technically you "can trade with CS". This makes it so that there's only two real prerequisites.

Nevertheless, finally getting to see Space Procurements getting a non-science victory bonus is a sight for sore eyes.

It is a failsafe - I was having issues with the PtP suddenly starting the countdown because something might cause your TR distance to drop suddenly (blockade, whatever).
 
Oh man, I was not expecting those Founder changes. It's high time I booted up a long term game to experience all the new changes.
 
Cool to see the Beta changes become official. I have a question though
  • Divine Inheritance: now 15% (was 20%)
  • Transcendence: added in missing Food and Production for Holy City
I think transcendence was already considered a top tier belief, so it seems odd to me to buff it. The potential to get a wonder with that production strikes me as a very strong move. Meanwhile nerfing Divine Inheritance, which I found strong very limited to a specific strategy (you need to be tall and golden age oriented)

I'm very happy to see those changes to ideology tier 3s and the spreading founders. However, treaty organization gives 5 votes, scaling with era? So 25 votes in Modern Era, or I am misunderstanding?
 
I was pretty excited to test the supply system but those ideology changes are way too hype to ignore.
 
I guess it's time to fire it up and see whether or not I need to start crying about war nerfs.

I think the thrift change is actually a huge deal. I've considered it the best follower belief for a long time, so it's no surprise it got nerfed. No idea how it'll feel now.

Divine Inheritance nerf also strikes me as unneeded. Was it really performing that well in it's tiny niche?

Spreader founder changes are nice to see. Not sure if it's going to be enough, but it's certainly a good start. I'd rather have seen some benefit for having converted many cities. (Like Council of Elders giving +1 science and production in each city for every 10 cities following your religion.) I suppose we'll see how they do now.

Tier 3 belief buffs are welcome. I can't tell you how many games I literally skip 1 or 2 tier 3 beliefs I could get.

Anyways I'll see when I have some time to test. Thanks for the awesome hard work G and team!
 
It functions the same as the Consulates policy in Statescraft only that it's now giving 5(4 in code.. though) per 8 city-states which is huge. With 40 city-states, you can grab 25 easiest votes of your life.
 
So far I'm liking it, thanks for the great work!

Just a couple of first notes:
1. In the early game (haven't progressed far yet) the AI is often valuing luxuries at 50 or 100, 1gpt or 2gpt. I know gold can be scarce at the beginning, but there are quite a few starts where you might gain a bit more gold and go on a shopping spree, so perhaps this is something to keep an eye out for.
2. Has there been a change as to how the Goddess of festivals pantheon works? I've noticed I'm not gaining 2g for each luxury, but maybe there's an extra condition for getting gold that I'm missing? If not, l'll try to figure out a way to send logs.
3. I'm liking the increased pillaging from the AI!
4. If I understand correctly, it's better (in terms of happiness) to declare war than to be declared on? So if I see massive troops incoming, I'm better off declaring war first? For cost-benefit purposes in such situations, what are the current warmonger penalties for "just" declaring war?
 
In changelog it says "Faith required to found/enhance a religion increased to 800/1200". But in-game on Immortal its actually 800\1100.
 
I guess it's time to fire it up and see whether or not I need to start crying about war nerfs.

I think the thrift change is actually a huge deal. I've considered it the best follower belief for a long time, so it's no surprise it got nerfed. No idea how it'll feel now.

Divine Inheritance nerf also strikes me as unneeded. Was it really performing that well in it's tiny niche?

Spreader founder changes are nice to see. Not sure if it's going to be enough, but it's certainly a good start. I'd rather have seen some benefit for having converted many cities. (Like Council of Elders giving +1 science and production in each city for every 10 cities following your religion.) I suppose we'll see how they do now.

Tier 3 belief buffs are welcome. I can't tell you how many games I literally skip 1 or 2 tier 3 beliefs I could get.

Anyways I'll see when I have some time to test. Thanks for the awesome hard work G and team!

We will meet monitor Divine Inheritance. I'd consistently seen AI with this founder running away with the game due to GA stacking.

So far I'm liking it, thanks for the great work!

Just a couple of first notes:
1. In the early game (haven't progressed far yet) the AI is often valuing luxuries at 50 or 100, 1gpt or 2gpt. I know gold can be scarce at the beginning, but there are quite a few starts where you might gain a bit more gold and go on a shopping spree, so perhaps this is something to keep an eye out for.
2. Has there been a change as to how the Goddess of festivals pantheon works? I've noticed I'm not gaining 2g for each luxury, but maybe there's an extra condition for getting gold that I'm missing? If not, l'll try to figure out a way to send logs.
3. I'm liking the increased pillaging from the AI!
4. If I understand correctly, it's better (in terms of happiness) to declare war than to be declared on? So if I see massive troops incoming, I'm better off declaring war first? For cost-benefit purposes in such situations, what are the current warmonger penalties for "just" declaring war?

There's no difference re declaring war like that for happiness. Warmonger is 75% of full if you are declared on though.

The festivals gold should appear in your capital, not on the tile. Once you found the bonus heads to your holy city.

In changelog it says "Faith required to found/enhance a religion increased to 800/1200". But in-game on Immortal its actually 800\1100.

That's just a changelog typo.
 
It functions the same as the Consulates policy in Statescraft only that it's now giving 5(4 in code.. though) per 8 city-states which is huge. With 40 city-states, you can grab 25 easiest votes of your life.

Should be 4, simply a typo in the changelog and description. I'll fix later.
 
Thanks for the reply. I haven't seen any increase in my gold (neither in my total gpt nor in my capital) when I gain control of a new luxury.
 
Are Guilds(artist,musician ets.) not considered as "Buildings"? Because Progress policy Expertise doesn't grant 20% production while constructing them. It seems that all buildings that you can build a limited amount of (Guilds,Recucling center) doesn't get the bonus.
 
Woo, I know what I am doing today, then! :D

Given the nature of the changes, I think it's time I took another look at super-wide Byzantium Sacred Sites and see if I can get anywhere with it. (Going wide will get me into wars so I can see how the war weariness changes work, I like the Order changes and of course religion changed more than a bit here.)
 
Are Guilds(artist,musician ets.) not considered as "Buildings"? Because Progress policy Expertise doesn't grant 20% production while constructing them. It seems that all buildings that you can build a limited amount of (Guilds,Recucling center) doesn't get the bonus.

They're national wonders, which are not 'buildings' per se.
 
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