New Version - January 29th (1-29)

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Gazebo

Lord of the Community Patch
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Hey all,

New version inbound.

Code:
General
    Bugfixes and performance improvements
    Major improvements to tactical AI
      Note: the AI is tuned to be a bit more aggressive with its units overall in this version. Keep an eye on this, let us know what you think.
    Major improvements to Tech selection AI
    Minor adjustments to building/unit production AI
    Misc AI improvements and optimizations

Changelog
    UI
        Added 'Created By: City" to mouseover UI for units (hover over unit portrait)
        Adjusted instant yield tooltip on top panel to add more tourism info
        Adjusted culture overview tourism screen rising/falling values and metrics
        Added instant yield tourism to tourism modifier mouseover tooltip in culture overview
        Added Corporation tab to City view building list for organization purposes
        Modified Trade Route selection panel with better icon/TT support for corporations (look for corporation info in the bottom left-hand corner of each potential TR).

    Happiness
        Base happiness from luxuries is 2; puppet unhappiness divisor is 4 (was 3)

    Civs
        Denmark
            UA: Viking Promotion now gives +5HP in neutral territory healing; removed city damage reduction and gold theft bonus
            UA: Longship Promotion: removed city damage reduction and gold theft bonus; added 15% CS and double heal on coastal tiles
            Runestone - now +30 Gold/Culture in City a Unit was created by when that unit Pillages any tile
        Rome
            Colosseum: now +10 GG/GA in City when a Unit that was created by the city kills a unit; +5 GAP in city when any unit kills another unit, scaling with Era
                A hybrid building, the Colosseum gets a big boost of GG/GA if a hometown unit kills someone, and a small bump to GAP when anyone is killed.
        Greece
            Acropolis: now +25 Culture in City when a Unit that was created by the city kills a unit; +5 Border Growth in city when any unit kills another unit, scaling with Era
                A hybrid building, the Acropolis gets a big boost of culture if a hometown unit kills someone, and a small bump to border growth when anyone is killed.
        China: Post-bugfix, now 50% reduction in UA yields on Era Change (was 100%)
        Mongols
            UA change: every CS you bully into surrendering increases the resistance of all future CSs to surrendering by +10
                A slight increase in difficulty for the Mongols, should help a bit with long-distance spiking of CSs early on

    Difficulty
        Players given a slight needs modifier reduction at difficulties <= Prince. AI given a penalty at Settler (+5%, a bonus at Immortal/Deity(-5%/-10%)

    Wonders
        Ironworks - now +2 Iron
        Globe Theater - Global Boredom reduction, +2 GAP from GWAM (Was +1)
        Prora - 25 culture in city when any unit pillages a tile
        Fixed missing price updates on CN Tower, Apollo Program

    Beliefs
        Orders - now 3 Faith on kill, globally

    Units
        Can no longer buy nukes with gold (evil geniuses very sad)

    Tourism
        GWs now back to 3 culture
  
Corporations
    Global changes to all Corporations:
        - Reworked max Franchise system:
            - All Corporations now have a base #(3), which is increased by the number of offices and the number of trade routes. It is 1:2 Franchise/Office and 1:1 Franchise/Trade Route(so bigger empires have slightly more corporate power, but also more cities to be franchises/officed).
        - Every Corporation has a 5% chance each turn to randomly spread to a valid nearby foreign city, if you are trading with that Civilization and the Civilization is not embargoed (vassal/master relationships ignore this). This does not replace the TR functionality; it simply accelerates the spread of franchises to Civilizations after founding. This % chance can be adjusted on corporation by corporation basis. Note that if you get embargoed...all your franchises get vaporized instantly. So watch out!
        - All Corporations increase the Tourism modifier with a foreign civ by 2%x the # of your franchises in their empire. This value can be adjusted on a corporation by corporation basis.
        - All Corporations now grant 2 free TRs
        - Corporation resource tile yield bonus now given to Franchises (was formerly for Offices/HQs). So now foreign cities with resources benefitted by your Corporation now get the buff, instead of owned cities (easy way to buff Franchises and make them beneficial).
        - Reduced Production cost of Offices to 900 (Was 1100)

        Specifics:

        - Trader Sid's:
            Caravansary/Market now +3 Gold (was +2)

        - Firaxite: Added University +3 Science

        - LandSea: no specific changes

        - Giorgio: now grants Specialist bonus to GWAM only, but bumped to +2 Culture per Specialist

        Hexxon: added Wind Plant +3 Production

         - TwoKay: Added Hospital, buff now +3 Food (was +2); Offices reduce all Needs Modifiers in the City by 5%.

        - Civilized: now +4 GAP (was +2) from Customs House and Bank; Offices grant +3% Golden Age Length Modifier per Office


        Corporation Policies:
              Transnationalism now bumps random spread chance up to 10%, from 5% (Was formerly the ability that unlocked random chance). Also buffs all Corporation Offices by +2 Culture
              Nationalization: +2 Science from all Corp Offices, Offices count as two Franchises each, and Corporate trade route bonuses to cities with franchises are doubled (i.e. internal routes for this Tenet) - now clears all foreign franchises from your cities, and clears your franchises from foreign cities (so your corporation is solely a national corporation) - no one else can spread corporation franchises to you!
              Syndicalism: +2 Production from all Corp Offices. Also, this synergizes with tourism change above, as the bonus effectively doubles your tourism % per franchise once you're 'popular' with a civ (making it easier to get to influential!)

Online as of ~12:30am EST (Mega is being slow, be patient with upload). Not savegame compatible with current saves.

Link: https://mega.nz/#F!DMsxkDYI!zSpR9CHpmAfWyIvMXaN3pw

Cheers,
G
 
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It's 6:30 AM here. I just woke up and you're here with a patch. Scary things. :eek:

Edit: done refreshing Mega page, it's up :P
 
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About Mongols. Why does the +250% tribute still exist now that the hard cooldown has been removed? I think that could be removed, the biggest issue people had with the Mongols before was that 50-turn cooldown on annexation and lack of tribute, now with the removal of that 50 turn cooldown, we can just make the heavy tribute yields standard again, right?

I also just remembered we were talking about removing advanced actions pre-Medieval for England. What happened to that?

So...how close are we to Gold? I think we've more or less completely polished up Policies, Ideologies, Religion, Trade Routes, Promotions, Units....I feel like we've discussed every topic under the sun. Are there still nagging things to be addressed?
 
Order went from 2:c5faith: on kill to 4:c5faith:. There was some confusion on this, because it sounded like G wanted to increase it by +1:c5faith: on kill. So is it a typo, or did he ultimately decide to go with 4:c5faith:?
 
Acropolis: now +25 Culture in City when a Unit that was created by the city kills a unit; +5 Border Growth in city when any unit kills another unit, scaling with Era
A hybrid building, the Acropolis gets a big boost of culture if a hometown unit kills someone, and a small bump to border growth when anyone is killed.

It looks like the new wide yields are awarded to any city owned no matter if an acropolis is actually built there. It's a small power bump because I obviously want the UB everywhere asap but it doesn't feel right. Reported on github.

Spoiler :

acropolis.png


P.S. Alex still kicks ass and takes names. Just the initial feeling but 25 :c5culture: in classical, when all my army has been built in Athens, is pretty impactful.
 
Eh actually I'd better wait for an hotfix, upon building a second acropolis the border growth bonus doubles for all cities, it'll go out of control soon. :cringe:

OT: I finally managed to build the Parthenon on deity in Athens, it has to be an achievement :king:
 
Playing on emperor, the AI playes really aggressiv now, 4 starts, 4 DOW after around 60 turns.

As a counterpoint, playing on a more island map on Emperor. I got an early DOW from the Zulus (but...its the Zulus). Beyond that, its quiet so far.
 
It looks like the new wide yields are awarded to any city owned no matter if an acropolis is actually built there. It's a small power bump because I obviously want the UB everywhere asap but it doesn't feel right. Reported on github.



P.S. Alex still kicks ass and takes names. Just the initial feeling but 25 :c5culture: in classical, when all my army has been built in Athens, is pretty impactful.

Ill fix it. :)
 
I havent tried it yet but 25 culture is equal to 5 Acropolis as before. In classical its about the same but before we need to build the Acropolis everywhere to get the bonus, now we only need it in the capital, so it is a buff early, but later the yield will be much less than before when we have many cities.
 
Hotfix inbound:

Fixes missing promotion upgrades for some air promotions, and fixes a missing promotion attrib. for a bomber promotion (bad merge)
Fixes odd city scaling of Pillage and Victory 'global' yield tables (I streamlined something and accidentally forgot to hook up a table, fixed now).
Unfortunately this one will still leave any existing values for Colosseum's/Acropolises intact at the player level, but newly constructed ones will work correctly. Pretty small problem.​


Link: https://mega.nz/#F!DMsxkDYI!zSpR9CHpmAfWyIvMXaN3pw

G
 
I almost broke the F5 key.

Guess I'll go back 10 turns and build some fixed Acropolis, no biggie, was afraid of having to restart :thumbsup:
 
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