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:
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
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:
AI:
- Fixed bugs and reports from github
== CBO ==
- 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
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:
City-States
- 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)
- 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:
Policies:
- 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
Ideologies:
- 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%
Leaders:
- 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.
- 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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