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New Version - July 17th (7-17)

Discussion in 'Community Patch Project' started by Gazebo, Jul 18, 2019.

  1. Gazebo

    Gazebo Lord of the Community Patch Supporter

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    Hey all,

    New version inbound. Changelog:

    Code:
    General
        AI improvements re: diplomacy and dealmaking (HeathcliffWarriors & 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: Jul 18, 2019
  2. HeathcliffWarriors

    HeathcliffWarriors King

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    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 :)
     
    vyyt, JamesNinelives and Gazebo like this.
  3. Aqinu

    Aqinu Chieftain

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    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: Jul 18, 2019
    Hinin, vyyt and JamesNinelives like this.
  4. HeathcliffWarriors

    HeathcliffWarriors King

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    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.
     
    CrazyG, vyyt and JamesNinelives like this.
  5. Necamijat

    Necamijat Chieftain

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    Looks like civ selection screen still mentions Ethiopia's faith on SR
     
  6. JamesNinelives

    JamesNinelives Prince

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    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.
     
    CrazyG likes this.
  7. Asterix Rage

    Asterix Rage Warlord

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    :thanx:
     
    Hinin, CrazyG and JamesNinelives like this.
  8. jaymrobinson

    jaymrobinson Chieftain

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    Thanks G, gonna try this out when I get home.
     
  9. Kim Dong Un

    Kim Dong Un The One & Unly Supporter

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    Edit* found it
     
    Last edited: Jul 18, 2019
  10. Gazebo

    Gazebo Lord of the Community Patch Supporter

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    I'll make a hotfix for HWs grave and insurmountable typo today. :)

    G
     
    mystikx21, vyyt, Hinin and 3 others like this.
  11. Gazebo

    Gazebo Lord of the Community Patch Supporter

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  12. Enrico Swagolo

    Enrico Swagolo Deity

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    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.
     
    Arthur Jama likes this.
  13. HeathcliffWarriors

    HeathcliffWarriors King

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    Heh, thank you for that, appreciated :)
     
  14. Bromar1

    Bromar1 King

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    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)
     
    Enrico Swagolo likes this.
  15. crdvis16

    crdvis16 King

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    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.
     
  16. Necamijat

    Necamijat Chieftain

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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.
     

    Attached Files:

  17. HeathcliffWarriors

    HeathcliffWarriors King

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    Intended, Venice can only spend Gold in puppet cities, not produce stuff.
     
  18. Moi Magnus

    Moi Magnus Emperor

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    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.
     
    tu_79 likes this.
  19. Necamijat

    Necamijat Chieftain

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

    HeathcliffWarriors King

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