1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

New Version - January 29th (1-29)

Discussion in 'Community Patch Project' started by Gazebo, Jan 29, 2019.

  1. JohannesWasHere

    JohannesWasHere Chieftain

    Joined:
    Dec 4, 2018
    Messages:
    31
    i second that
     
  2. civplayer33

    civplayer33 Chieftain

    Joined:
    Sep 11, 2017
    Messages:
    605
    Huh? Was that an official change? Don't remember seeing that in the change logs. I'm asking because it might be a bug; haven't had time to check out the new version yet.
     
    vyyt likes this.
  3. civplayer33

    civplayer33 Chieftain

    Joined:
    Sep 11, 2017
    Messages:
    605
    Okay since I'm working on making the Promo Tree mod compatible with VP, I'm going through all the promos and yes, this was changed indeed, in the January 15 2019 version, but maybe not mentioned explicitly or clearly enough:
    On GitHub, you can see that Triplanes and Carriers were given Interception I, which means they should now be able to level that Intercept skill (increases by 25% chance per level) up to tier 4 (=100% chance). While doing that, I guess @Gazebo forgot that there are other units using these promotions as well, but not at tier 1, like AA-Units, which are now stuck at 25% because they get tier 4 natively, which used to mean 100% chance, but now that was changed to ("increase by 25% chance") and it can't be leveled further, because it's already tier 4.

    So either a new promotion needs to be created that gives 100% Interception chance and AA-units given that promo or AA-Units should get all 4 tiers of the Intercept promos or they should get tier 1 of the Intercept promos so that they can at least level it. In the latter case I would recommend buffing those units as well, because otherwise it would still be a massive nerf to them (you can level up to 4 with Military Academy, so get your 100% Intercept chance, but not any other promos unlike in previous versions).

    Edit: Destroyers should also be given Intercept I, btw, and Missile Cruisers and Mobile SAMs (or new promos need to be created for Destroyers and Missile Cruisers)
    Edit2: I'm pretty busy, does anyone wanna make a GitHub post for this? Pretty sure this is a bug...
     
    Last edited: Feb 1, 2019
    Rekk, ryanmusante and vyyt like this.
  4. Enrico Swagolo

    Enrico Swagolo Warlord

    Joined:
    Jun 10, 2013
    Messages:
    2,379
    On the subject of happiness, remember that bteter is happy bread than wealth taxation as currency says.

    Am I the only one seeing AI found way less cities than before? Tradition Brazil had enough places to settle like 6-8 great cities, but they've only made 4 until they reached medieval and made two more. Similar with Iroquois, who also took Tradition and made a total of 3 cities. While in these particular cases it's probably smart even though Iroquois settled spots I wouldn't have taken as Tradition, I'm seeing AIs that take Progress/Authority also settle seemingly less than they've used to, but they're all too eager to declare a war to take something someone made. It seems like everyone prefers to expand via conquest now, not settlers.
     
  5. civplayer33

    civplayer33 Chieftain

    Joined:
    Sep 11, 2017
    Messages:
    605
    I was going to write up a post about anti air promotion balance just now, but noticed there are way too many uncertainties for fruitful discussion. The two issues that need to be cleared up the most are:

    1. Is the "Air Defense I" promotion intended as a solo promotion (it currently is, since the AD II / III promos can't be chosen since they have no associated combat classes)?

    2. Was changing non-fighter units' interception chances an oversight or intended? If it's the latter: will those units be given "Interceptor I" in the next update or will everything stay as is? And if it wasn't intended, I assume there will be new promotions created, which give back the former interception chances to those units, right?
     
    vyyt likes this.
  6. tu_79

    tu_79 Warlord

    Joined:
    Feb 11, 2016
    Messages:
    6,350
    Location:
    Malaga (Spain)
    Good news for pioneers.
     
  7. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    17,243
    Gender:
    Male
    Location:
    Little Rock
    Re anti-air promotions, it’s just a bad merge. I did a manual merge because of master conflicts and it probably overwrote that file (same issue as before with the air units not getting their promotions). I’ll fix. Save game compatible.

    G
     
    vyyt, Rekk and civplayer33 like this.
  8. Stalker0

    Stalker0 Baller Magnus

    Joined:
    Dec 31, 2005
    Messages:
    4,944
    Was hoping to finish my game before going on vacation but its not in the cards. So here is what I've seen so far.

    Its a Standard China on Emperor Communitas with Standard Speed. I'm on Turn 340 right now.

    Happiness: Overall good. I have 10 cities and 3 puppets, backed by eternal WLTED growth. I am using Progress -> Fealty -> Rationalism -> Freedom.

    My happiness was manageable overall. I ranged between 25 and -22, with most of the time in the 13 ish range. I only had one time that my happiness got "in danger" of revolt and I stopped growth to recover. However, I found recovery to be quick and response, it only took a few turns of effort to right the ship and get in a good place....knowing that now I wouldn't have stopped growth before, I think I could have recovered without it. So that's good to me, I like that the system corrected strongly to me actions, it gave me the agency I'm looking for.

    The system was swingy, I dropped from 13 to -20 in a handful of turns...but as I said I was able to swing it back fast as well.

    I did see one case where going into a new Era dropped my happiness significantly, but it may mostly have been UI lag, because it recovered almost immediately within 1-2 turns.

    Corporations: I got Civilized Jewelers on Turn 290. I took Transnationalism to try it out (increases spread to 15%). After 30 turns (Turn 320) I have 14 franchises....so 155% GP growth in all systems with an office....and I can go up to 21 so far. We will see when my game ends so I know how much power I'm getting out of the corp, but right now it feels very strong.

    I don't know if I got super lucky, but even before I got Transnationalism, I was able to spread a franchise passively 3 times in a row over 3 turns....which at 5% should be very unlikely.

    Naval: Just noting, the AI does use both naval lines a fair amount (this was a heavy water map, lots of naval combat). I continue to be underwhelmed by boarding party, at least when the AI uses it. I haven't seen a time when the movement penalties applied to me have stopped me from killing ships. Meanwhile, Dreadnought continues to dominate in combat. I do like boarding party's secondary promotions. I use the navigation one early for scouting (or caravel exploring), I like the piracy promotion for a finisher ship to get some gold, etc. Its the core line that I don't think is attractive.

    AI Tactics: The biggest difference I've noted so far is naval pillaging. Its night and day, the AI crushes your coastlines if you don't protect them. There was this one ship that just walked along my coast pillaging everything in sight....which is exactly what I do....the copying bastard!

    When I first got my corp I couldn't build it, and I thought it was a bug. I then realized all of my pearls had been pillaged and I had forgotten to rebuild the boats!

    I haven't seen the AI be more aggressive than normal. The war declarations are par for the course from what I'm used to.

    CSD: Noting that I still think diplomatic units are too expensive in general. Envoys cost 50% more than Tercios...which I think is crazy. I find that I don't get to make a lot of these units until the late game when I've built everything else. For most of the game I'm focusing on quests. I don't mind that quests are the majority way, just wished it wasn't as dominant.

    China: Since China has been in the balance cross-hairs lately, my thoughts. The key thing about China is the eternal WTLED....by midgame it is trivially easy to have 100 turns banked...and that is without Tradition's extra GP for more Great Works. Now that in itself isn't that great....the trick is it synergizes very well with religion.

    If I get the beliefs that gives 15% to yields during WLTKD, or synagogues that gives +15% science during WLTKD...that is a massive boost to China, as opposed to a solid boost in the hands of most Civs. So that's why China's power can tend to swing from game to game. Give them the right religious beliefs and they will take off. Give them the wrong ones, and they are just ho hum.
     
    vyyt, ryanmusante, Skidizzle and 4 others like this.
  9. BiteInTheMark

    BiteInTheMark Chieftain

    Joined:
    Aug 23, 2016
    Messages:
    1,503
    Gender:
    Male
    Location:
    Germany
    Playing with a 10-city Korea, my Franchise immidiatly jumped to 20 after picking Transnationalismn, which increased my GP generation in my capital to around 500%. Other cities are now also extreme strong in GP generation. Using a lot of specialists in the lategame and taking Artistry is an awesome push together with Civilized Jewelry.

    Picking relative fast Ttradition with Korea and then saw that I have plenty of space made the Tradition pick a bit to a bad choice. I had the most time of the game (100-280) a lot happiness problems. Several times needed to stop growth, manually set specialists, pray for that coming GA which pulls me out of revolt, I was often at -15 happiness. Bottom was -42 after the end of a Golden Age. Greatest problem was poverty, even I had some decent jungles with chopping camps and used greatly villages. The happiness changed only after building stock exchanges in all my cities and I am now at +30 happiness.

    But the Celts and the Zulu seems to have a lot of trouble with happiness too. I saw -13% to -19% combat modifiers on celts while beeing at war with them. (Iam kinda perma war with them. Its really annoying. 7 wars in 300 turns is a odd thing). The Zulu raised 2 very big cities of Siam, and I think it may be depending on happiness too, cause those cities were relative big and had luxuries/ressources too.
     
    glider1 likes this.
  10. CrazyG

    CrazyG Warlord

    Joined:
    Oct 14, 2016
    Messages:
    4,129
    Location:
    Beijing
    I think its 5% per city, so if there were 20 nearby cities, this was average (please correct me if I'm wrong code people)
     
  11. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    17,243
    Gender:
    Male
    Location:
    Little Rock
    We have names! :)

    Yes, it is 5%, but the test is only done once per turn on the 'best' local city, so not 5% chance, per city, per turn, just 5% chance per turn.

    G
     
  12. CrazyG

    CrazyG Warlord

    Joined:
    Oct 14, 2016
    Messages:
    4,129
    Location:
    Beijing
    Is it working as intended, or did Stalker get that lucky? 3 spreads in the first three is like a 1 in 8,000 chance.
     
  13. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    17,243
    Gender:
    Male
    Location:
    Little Rock
    It's WAD, so far as I know.


    G
     
  14. Aristos

    Aristos Lightseeker

    Joined:
    Dec 11, 2001
    Messages:
    3,575
    Gender:
    Male
    Location:
    Deep inside...
    :lol::lol::lol::lol::lol:

    Hey code people, is the hotfix imminent?
     
    vyyt likes this.
  15. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    17,243
    Gender:
    Male
    Location:
    Little Rock
    That's not how it works, see above.

    G
     
  16. TranceBlossom

    TranceBlossom Chieftain

    Joined:
    Nov 21, 2018
    Messages:
    62
    Gender:
    Male
    Location:
    Tokyo, Japan
    The mega file is hasn't been updated, I'm confused
     
  17. vyyt

    vyyt Chieftain

    Joined:
    Jan 28, 2005
    Messages:
    1,662
    Location:
    Czech Republic
    @Stalker0, sorry to hear that you had to cancel your vacation in order to finish your current game. I hope you will have a chance for another vacation after finishing this game.

    Nice write-up by the way. I am in late Renaissance and my observations match yours so far: AI is pillaging "nicely", especially with ships, soldiers probably do seem more aggressive than before. I think the AIs are not more likely to declare war as some people suggested (so it should be working as @LoneCodePerson explained)
     
  18. HorseshoeHermit

    HorseshoeHermit 20% accurate as usual, Morty

    Joined:
    Apr 5, 2013
    Messages:
    1,274
    Location:
    Canada
    Pretty sure he meant he delayed the game for his vacation, not the other way around! :lol:
     
  19. Joel Lee

    Joel Lee Chieftain

    Joined:
    Jun 9, 2018
    Messages:
    10
    Do I need to uninstall the previous version, then reinstall this version, or can I just execute this file without doing anything to the previous version?
     
  20. TranceBlossom

    TranceBlossom Chieftain

    Joined:
    Nov 21, 2018
    Messages:
    62
    Gender:
    Male
    Location:
    Tokyo, Japan
    Just run the installer
     
    Joel Lee likes this.

Share This Page