Hey all,
New version inbound...now!
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AI Optimizations/Improvements/Bugfixes:
- Small adjustments to AI settlement logic (should forward settle a little bit less)
- Speed optimizations to a few AI operation routines
- Adjust scaling value of food for city governors (should value tiles a bit more overall than now)
- Adjusted AI specialist value to more effectively account for happiness/unhappiness from specialists
- Small bugfixes and feature requests (Anarchy notification, free tiles goody hut to nearest city, etc.)
- Improvements to AI production logic when at war (will run continual processes less often)
- AI military logic adjusted a little (less likely to see units poached from larger operations for smaller ones)
Balance (CBP):
- Happiness/Unhappiness variables adjusted a bit
- Is now 1% per point of unhappiness, up to a max of 30%
- Positive happiness now boosts national yields and city growth, up to a max of 15% (15 happiness) - this should be a nice 'catch-up' mechanic for smaller civs, as they usually have much more happiness than larger civs
- Terrain/Improvement/Resource changes:
- Plantations, Forts, and Villages now remove jungles again (was an odd decision to begin with, as it makes no agricultural/settlement sense AND had the side-effect of making some resources too strong)
- The only improvements that retain jungles/forests are lumbermills, camps, and brazilwood camps (this is by design)
- Fishing boats now all provide +1 food at base (should boost all coastal cities a little bit)
- Lighthouses no longer uniquely buffs fish - all sea resources now simply get +1 production (in addition to coastal yield buff)
- Plantations provide +1 gold (was in 6-19 version, but consolidating change here)
- Pastures provide +1 food
- Quarries provide +1 production
- Camps provide +1 gold
- Buffed GP improvements by +1 yield (base)
- Buffed Shoshone Encampment (+1 to all yields)
New version inbound...now!
G