New Version - July 17th (7-17)

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Gazebo

Lord of the Community Patch
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Hey all,

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:
Hey all,

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

Ayyyyy, thanks for the shoutout!

Looking forward to trying out these balance changes; happiness in particular looks like it'll be in a better place, and the new growth and combat changes promise to be interesting.

Cheers G :)
 
Hey all,

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

Thanks for mentioning me :). Just one thing that you forgot to mention, which I think is somewhat important, is the fix for the combat preview panel bonuses overflow
 
Last edited:
Whoops, I goofed up. I made a typo causing AIs to apply the penalty for demanding they not settle near your lands, regardless of if you've made that request.

Sent a pull request fixing that; apologies for my idiocy there.

The penalty is -20, which doesn't by any means make the game unplayable but would increase AI hostility slightly.
 
Exiting!

Hope you are settled in well in your new place, G.

Changes look good to me. I'll put Venice back in my Huge map game and see how they go with the changes. They tended to get conquered quite a bit in my previous games.

I had a look through the recent discussion on these changes, and thought it was worth posting G's explanation for what the change to the growth function means. I found it difficult to understand just from the notes.
Growth function:
The changes I'm tinkering with primarily affect the mid and mid-late game in terms of cities that grow almost by accident. It means that farms and terrain food will remain important, whereas in the current version a lot of passive/instant food can propel cities forward without any farms whatsoever.
 
Whoops, I goofed up. I made a typo causing AIs to apply the penalty for demanding they not settle near your lands, regardless of if you've made that request.

Sent a pull request fixing that; apologies for my idiocy there.

The penalty is -20, which doesn't by any means make the game unplayable but would increase AI hostility slightly.
Edit* found it
 
Last edited:
thx for the patch, it's nice to see more changes though India seems weird with all that Production (especially much better lakes than Aztecs is a weird choice), I'll just see if the happiness change is right or if I should just modify the values myself again. Remembering what the base version was like and looking at these, I doubt the change will be enough, but I hope the looks are deceiving.
 
So what is the reasoning behind the workshop nerf? Are you trying to make Workshop into a niche building for ITR heavy strategy? I just don't see why I would ever build this outside of my capital (besides the prereq for factories)
 
So what is the reasoning behind the workshop nerf? Are you trying to make Workshop into a niche building for ITR heavy strategy? I just don't see why I would ever build this outside of my capital (besides the prereq for factories)

It's probably worth 3 production base in most non-capital cities for most of the game plus anything extra from forest tiles. So I'll probably build it in any high pop city, any city working some forests, and any city sending production ITR. It also still has the engineer specialist I think so any city working engineers still wants it. That's probably a good step above niche IMO.
 
Hi, there seems to be an issue with my Venetian puppet cities where I can't build anything without paying gold for it. I've never previously played Venice, so not sure if this is intended leftover from previous version.
 

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Hi, there seems to be an issue with my Venetian puppet cities where I can't build anything without paying gold for it. I've never previously played Venice, so not sure if this is intended leftover from previous version.

Intended, Venice can only spend Gold in puppet cities, not produce stuff.
 
Hi, there seems to be an issue with my Venetian puppet cities where I can't build anything without paying gold for it. I've never previously played Venice, so not sure if this is intended leftover from previous version.
You can't chose what the city build unless paying gold for it.
However, the city should automatically chose a building to build (as for standard puppet cities), so if the city is not building anything for more than a turn, then it is a bug.
 
You can't chose what the city build unless paying gold for it.
However, the city should automatically chose a building to build (as for standard puppet cities), so if the city is not building anything for more than a turn, then it is a bug.

Yeah, the city is idling unless I spend money to invest in a building.
 
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