Hey all,
New version inbound. Changelog:
Link: https://mega.nz/#F!DMsxkDYI!zSpR9CHpmAfWyIvMXaN3pw
Not savegame compatible.
Online as of 12:15am CST.
Cheers,
G
New version inbound. Changelog:
Code:
General
AI improvements re: diplomacy and dealmaking (Recursive & Ilteroi FTW)
Improvements to text quality and consistency for some wonders, tooltips, and civilopedia entries (thanks Aqinu!)
Bugfixes for AI DOWs on vassals in some situations
Tactical AI improvements
Bugfixes and performance improvements
Balance
Difficulty:
All difficulties now gain +2 happiness base, removed +2 happiness from tradition palace bonus
Happiness
Removed specialist unhappy prevention cap
Need divisors now /50 across the board (were /25)
Tech modifier now 100 (was 75)
Growth:
Function (existing values included in /* brackets */):
int iBaseThreshold = /*15*/ GC.getBASE_CITY_GROWTH_THRESHOLD();
int iExtraPopThreshold = int((iPopulation-1) * /*12*/ GC.getCITY_GROWTH_MULTIPLIER());
iBaseThreshold += iExtraPopThreshold;
iExtraPopThreshold = (int) pow(double(iPopulation-1), (double) /*2.22*/ GC.getCITY_GROWTH_EXPONENT());
New values:
15/13/2.26
Plot culture cost up as well (uses same formula)
was 16 multiplier/1.35 exponent, now 16 multiplier/1.38 exponent
iThreshold = iBaseThreshold + iExtraPopThreshold;
Buildings:
Adjusted base yields from Hospital, Workshop, Grocer
Workshop now +1 production per 10 citizens, +2p flat
Grocer now +1 food per 5 citizens
Hospital now +1 food per 10 citizens, +2f flat
Workshop loses 1 free urbanization unhappiness
Library gains 1 free urbanization unhappiness
Factory urbanization bonus reduced to 1 (was 2)
Internal TR bonuses on Market/Workshop/Stockyard/Factory changed:
Now grant a flat bonus to each route yield type:
Market: ITR gain +2 food
Workshop: ITR gain +2 production
Stockyard: ITR gain +4 food
Factory: ITR gain +4 production
Grocer provides +1 happiness
Civs
Venice
UU: can now found Colonia cities instead of special Colonia towns (Colonia town removed)
Colonia start with 3 pop and 3 extra tiles, as well as a market and a monument
Venice can have max 3 colonia at one time
Piazza: gains +5 flat supply
Arsenale: gains +5 flat supply
Ethiopia:
UA: removed +1 faith on SR
UB: culture mod now 25% (was 33%), faith yield now +2 (was +3)
Celts:
Epona pantheon: now +10 science/culture/gold (was science/culture/food)
Arabia:
UB: now +3 gold (was +4)
Germany:
UB: now +4%p per CS TR (was +3%)
UA: now +2c/+2GAP from CS ally (was +2s/+2c/+2GAP), +2s/+2GAP from CS friend (was +1s/+1GAP/+1c)
China
UA - now +1 gold and +1 food for UA (was culture and food), reduces by 50% at era change
India:
UB: base yields now +3p/+3f (was +2/+4)
Oasis yield now +2p (was +2f)
Lake yield now +2p (was +2f)
Farm Yield now +1f/+1p (was +2f)
Policies
Artistry
Refinement: Removed +2 specialist no unhappy
Authority
Tribute: Food on border expand now Production
Progress
Expertise: removed food on building construction, bumped culture to +15 (was +10)
Finisher: now +25g from citizen birth (was +15)
Statecraft
Trade Confederacy: added 'Trade Routes to Civilizations with more Techs and/or Policies than you generate an additional +3 Science and/or Culture'
Fealty
Nobility: food from Castle now Gold
Burghers: removed TR to other civs' bonus; added '1 specialist in each city no longer produces unhappiness
Specialists:
Merchants now +4g base (was +3)
Trade
Divisor for Culture/Science delta for trade routes now 125 (Was 120) - less c/s from international routes
Units:
Adjusted CS for infantry line (old/new)
Fusilier (35/38)
Mehal Sefari (40/42)
Foreign Legion (52/55)
Rifleman (45/50)
Paratrooper (40/42)
Infantry (55/60)
Guerilla (57/62)
Mercenaries (60/62)
Marine (60/65)
Mech Infantry (70/75)
XCOM (70/75)
Adjusted RCS for a few late units
Gatling Gun (47/45)
Cavalry (43/42)
Berber Cavalry (47/46)
Cossack (49/47)
Machine Gun (62/60)
Light Tank (60/58)
Bazooka (67/65)
Rocket Artillery (79/75)
Helicopter (68/65)
Link: https://mega.nz/#F!DMsxkDYI!zSpR9CHpmAfWyIvMXaN3pw
Not savegame compatible.
Online as of 12:15am CST.
Cheers,
G
Last edited: