Hey all,
New version inbound. Lots of good fixes and optimizations here. I'm particularly happy to note that my pet project of reworking the AI demand system is complete. The AI can demand again, and will do so properly (and will generally use this as a prelude to war - unless you acquiesce!).
New version online as of 10:45pm EST. Not savegame compatible.
Installer Link (7-15 Version)
Cheers,
Gazebo
New version inbound. Lots of good fixes and optimizations here. I'm particularly happy to note that my pet project of reworking the AI demand system is complete. The AI can demand again, and will do so properly (and will generally use this as a prelude to war - unless you acquiesce!).
Leaders:
Units:
- Austrian UA additions: +50% Quest Rewards from CSs. GP Rate bump boosted to +15 (was 10)
- Aztec Floating Garden buffed (1f/p per 2, was 1 per 4)
- Dromon now 12 RCS (was 10)
- Greatly increased SS part cost
General:
- CS tribute scales with era.
- Reworked GP faith scaling model.
- Fixed God King/Dagda to only work for owned cities.
- Adjusted scaler for Assyrian tech bump UA sub-element
- Fixed some text issues and other typos
- Fixed some Event quirks
CP:
- Increased range delta for religious pressure by 50% (should bring it back into line with vanilla pressure distance, if not functionality).
- Worked on some performance bottlenecks a bit
- Added Contracts and Sovereingty support for JFD
- Fixed assorted CTDs and other bugs reported on github.
- Addressed some save/load issues and other problems associated with DLL stability
- Adjusted scaling on AI difficulty bonuses slightly (should result in same performance, just slightly different scaling)
AI:
- Improvement to builder AI logic and city AI construction of builders/workboats.
- Tactical AI fixes and optimizations.
- Additional work on Military AI and Homeland AI defensive logic.
- Worked on AI responsiveness to victory thresholds and competitiveness.
- Re-enabled AI demand system, and tweaked AI major/minor civ opinion/approach logic somewhat
- Improvements to AI site selection, operational movement, and some other failsafes for operations
- Worked on Venice and Puppet AI a little more
Events:
- Added GameOption based system for filtering out good/neutral/bad/trade/civ-specific events from being avaialble
- Event modders will need to use the new EventClass table element to set this. If left un-set, the filters will not apply to your events
- By default, all events are available
New version online as of 10:45pm EST. Not savegame compatible.
Installer Link (7-15 Version)
Cheers,
Gazebo