New Version - June 12th (6-12)

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Gazebo

Lord of the Community Patch
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Hey all,

New version inbound:

Code:
General
    AI bugfixes and performance improvements
    Fixed espionage rate for stealing
    Fixed UI issues with happiness system
    Adjustments to pathfinder path weighting
    Adjustments to AI tile conflict diplo
    Adjustments to AI diplo logic re: AI/Human fairness for promises
Balance
    Buildings
        Palace now makes 1 specialist no longer cause urbanization
        Artemis - 2 specialists in city no longer cause urbanization
        All 'flat need reducers' that were formerly 2 now 1
    Projects
        Public Works now -15% (was -20%)
    Units
        Many ranged units (specifically mounted ranged) had RCS reduced by 1 - most post-classical ranged units had RCS reduced by 1
    Beliefs
        Fixed Defender of the Faith - was supposed to be 10/10 (Was 15/15)
    Happiness
        Reworked UI TT for unhappiness to be more usable
        Scrapped % pop modifier for needs in cities
        Empire needs modifier now 5% per city (was 3%)
        Puppet mod now 34% of pop (was 25% of pop)
        Tech modifier now 75% (was 225%) of known techs, and fixed bug doubling value in some instances
        Capital modifier now 25% (was 20%)
        Base divisor for yields now 25 (Was 100) - makes yield deficits more sensitive in cities
        Unconnected penalty now 34% of pop (was 25%)

Savegame compatible, technically, though I'd honestly recommend just grabbing the new DLL out of the CP and replacing your existing DLL if you're running a savegame.

Full installer link: https://mega.nz/#F!DMsxkDYI!zSpR9CHpmAfWyIvMXaN3pw

Just the DLL: https://mega.nz/#!qFMRna5Z!NQcQWUmekdIOHabIFypJfrsJqc20oA1X4epRaz1MnX0

Cheers,
G
 
Thank you so much, I appreciate the nerf to ranged units as well (I'm guilty of spamming them too much). May I ask what the diplo logic of "AI/Human fairness for promises" is ?
 
Nice.

I wonder if it was necessary to add a free urbanization to the palace after the removal of the city size penalty.

The rest looks good.
There was a -2 flat :c5unhappy:urbanization reducer on the Throne Room which got reduced to -1. This change means that Tradition still has a total of 2 free specialists, but it also means Honor and Progress get 1. I think it's a great change because it felt like honor and progress were getting locked out of specialists entirely.
 
There was a -2 flat :c5unhappy:urbanization reducer on the Throne Room which got reduced to -1. This change means that Tradition still has a total of 2 free specialists, but it also means Honor and Progress get 1. I think it's a great change because it felt like honor and progress were getting locked out of specialists entirely.

I didn't change Throne Room.
 
May I ask what the diplo logic of "AI/Human fairness for promises" is ?

There was a Firaxis bug I fixed where promising to stop attacking an AI's protected City-State and then killing that City-State (breaking the promise) would make you immune to the diplo penalty for ignoring other civs' request to stop attacking their protected City-States. Very rarely encountered, I'm sure, but still. Think there was also some adjustment to the expansion promise logic re: land dispute aggression - I believe plot distance between the closest city pair is factored in.
 
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Nice a new version and the smoother tech unhappiness is very well welcome.

I noticed something really strange for an unknow reason the urbanization bonus is absent from the Temple of Artemis and is instead applied to Uffizi. I redownloaded to be sure, so bug, wrong changelog or change of plan ?
 
Nice a new version and the smoother tech unhappiness is very well welcome.

I noticed something really strange for an unknow reason the urbanization bonus is absent from the Temple of Artemis and is instead applied to Uffizi. I redownloaded to be sure, so bug, wrong changelog or change of plan ?

Typo, planned to hotfix today.

Edit: done.
 
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I suffered heavy difficulties with hapiness on 6-2. No way to be a succesfull, glorious and heavy empire. (my playstyle is very special)
I hope 6-12 will ease,

and still hope a gold rc this year? Really needed now on the modmod scene I believe.

Thanks to the tremendous teamCode on it.
 
I suffered heavy difficulties with hapiness on 6-2. No way to be a succesfull, glorious and heavy empire. (my playstyle is very special)
I hope 6-12 will ease,

and still hope a gold rc this year? Really needed now on the modmod scene I believe.

Thanks to the tremendous teamCode on it.

Changes to the mod are pretty minimal at this point structure-wise. Nothing that the modmodders out there can't handle.

G
 
I didn't change Throne Room.
Need = yield, not specialists.
Oh. I saw the "All 'flat need reducers' that were formerly 2 now 1" and interpreted that as including Throne Room and Factory. I think reducing those two to 1 would be a good idea though. After playing 2 games with the urbanization mechanic I think it's pretty good, and I think having too many urbanization reducers takes the teeth out of it a bit. Adding 1 to the palace is nice because it lets Progress and Autority in on the fun, and Tradition with only 1 on the throne room would be no worse off. By Factory, you're either in a good enough place to should a bit more :c5unhappy:, or you're not. Very unlikely that 1 urbanization is going to make a big difference to you, and if it does then you should probably be doing a public works instead. Also, if you removed the 2 urbanization reductions from everything except Artemis then it's a bit more special; feels more wonder-y.

I dunno. My 2 cents
 
Oh. I saw the "All 'flat need reducers' that were formerly 2 now 1" and interpreted that as including Throne Room and Factory. I think reducing those two to 1 would be a good idea though. After playing 2 games with the urbanization mechanic I think it's pretty good, and I think having too many urbanization reducers takes the teeth out of it a bit. Adding 1 to the palace is nice because it lets Progress and Autority in on the fun, and Tradition with only 1 on the throne room would be no worse off. By Factory, you're either in a good enough place to should a bit more :c5unhappy:, or you're not. Very unlikely that 1 urbanization is going to make a big difference to you, and if it does then you should probably be doing a public works instead. Also, if you removed the 2 urbanization reductions from everything except Artemis then it's a bit more special; feels more wonder-y.

I dunno. My 2 cents

We’ll see yeah. First get needs in order, then I can fine tune the icing.
 
Just started a game with this patch. On t114 I have 4 Progress cities, with the lowest pop average of four on my continent (others have 3, 4 and 5 cities. Two civs are at 100%, a third at 88%). Playing exactly the way I've played for the last few patches, I am at 56% happiness while at peace, with all four cities unhappy. The problem in the capital and one other is distress, poverty in the other two. I don't know what changed, but basic gameplay this early should not result in this sort of misery.

I haven't had this sort of unhappiness in peacetime since... I can't even remember. This early... never, which is really saying something. Maybe there's a specific adjustment, but in the meantime, this is way too early in the game to not be having fun.
 
Yea I started 3 games on Immortal and expanded quickly (5-6 cities) as I would always to keep up with AI; I abandoned the games early due to being under 60% happiness. I started a new game today on Immortal as the Huns and I made sure to settle carefully and on as many luxuries as I can (the Huns UA helped with obtaining tiles); so far this game's going well, but happiness dropped under 75% after puppetting 3 Korean cities.
EDIT: forgot to mention that on the Huns game I have all my cities except capital capped at 3 pop
 
Just started a game with this patch. On t114 I have 4 Progress cities, with the lowest pop average of four on my continent (others have 3, 4 and 5 cities. Two civs are at 100%, a third at 88%). Playing exactly the way I've played for the last few patches, I am at 56% happiness while at peace, with all four cities unhappy. The problem in the capital and one other is distress, poverty in the other two. I don't know what changed, but basic gameplay this early should not result in this sort of misery.

I haven't had this sort of unhappiness in peacetime since... I can't even remember. This early... never, which is really saying something. Maybe there's a specific adjustment, but in the meantime, this is way too early in the game to not be having fun.

Haven't encountered this in testing, but I appreciate the feedback.

G
 
This is a bit... suffering. I'm not going to jump to pointing fingers and all, but G, in this situation, what is your "remedy"? What should I be doing at this stage of the game to counter this penalty? By growing, I will jump to 10 unhappiness in the capital, and this will kick out two of my specialists, if not more because by kicking out specialists, I may no longer meet other needs... I think? As Korea, that's hardly optimal. Do I literally have to sit around with a size 9 city on avoid growth until I improve the capital's land more? Even that seems unoptimal, as tradition capitals are generally meant to grow to the sky; wasted time is wasted efficiency. This level of micromanagement is something I'm not used to... Is having 5 cities a detriment to what I'm aiming to do or a help to it? I honestly have no idea. Advice appreciated.

https://snag.gy/EhofGP.jpg
 
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