New Version - June 27th (6-27)

Status
Not open for further replies.

Gazebo

Lord of the Community Patch
Supporter
Joined
Sep 26, 2010
Messages
18,399
Location
Little Rock
Hey all,

New version inbound later today, wanted to go ahead and post the changelog. Running a final debug now (testing lua, dotting t's, crossing i's, etc.).

I'm uploading an album on imgur of Corporations and some of the other changes so you can more easily understand them (better than me writing them all out). The link will be here when the upload is complete.

Version album

Here's the changelog:

New:

Corporations!
  • Corporation system completely integrated into existing systems. Significant work done to make information on corporations easily accessible from trade menu and economic overview. Detailed explanation added to civilopedia, all tooltips are accurate as to abilities, and numerous notifications occur to alert you as to what your corporation is up to.
  • Note: if you want to disable corporations, simply delete the 'Corporations' folder in the CBP/Modular Elements folder. Voila!
  • If you want to make your own corporations, just follow what I did in the XML. I tried to make it as clear and organized as possible.
General flow of corporation gameplay:
1.) Build Corporation WW.

2.) Build offices in cities.

3a.) Send trade routes from cities with offices to foreign cities to actively spread corporation.

3b.) Receive trade routes in cities with Offices from foreign cities to passively spread your corporation.

4.) When owned or foreign trade routes that meet requirements above are completed, a franchise is created in the foreign city, and the bonuses of your offices increase in value.

5.) You can only have one franchise in each foreign city, though each corporation can have a franchise in every unowned city (so, theoretically, you can have one office and 7 franchises in an owned city).​
  • Incorporated UI-Trade Route Enhancements (Whoward's Mod) - no longer need secondary mod

Bugfixes:
  • Fixed city connection issues with harbors and railroads
  • Fixed 'can't attack city if friendly civilian is in it' issue
  • Fixed some XML/SQL issues related to units and buildings
  • Rewrote SQL for promotion nuke to not delete all promotions (for compatibility with mods that add promotions). Please note that all non-mod promotions are still deleted and rebuilt, so any mods that rely on a pre-existing promotion that is deleted will still break.
  • All reported bugs on Github addressed, and most in thread addressed. If you are not sure if your issue was addressed, please make a report on github!

AI Improvements:
  • Significant work on worker and city governor AI regarding happiness and proper yield/specialist distribution logic (more dynamic and responsive to city needs than before)
  • Workers now prioritize roads to disconnected (unhappy) cities, and will choose the best improvements based on happiness metrics
  • Continued optimization of AI operations and military AI, including more training as to the proper units to train during war (shifts production focus more clearly to counter strength of war target)
  • Capped a few AI opinion modifiers to limit exploitation (workers returned, intrigued shared)
  • Removed free AI happiness per era from difficulty (easier to balance happiness model this way)
  • Smaller SQL/XML bugfixes for policies and units (Github issues addressed)
  • Adjusted communitas map shape a bit to make continents a bit more distinct
  • Added cooldown for bullying of CSs after being liberated (30 turns, adjusted for gamespeed)
  • Mongols now obey bullying rules (previously did not, by accident)
  • Speed optimizations, AI bugfixes, some rare crash fixes, and other dll improvements
  • Rewrote trade route code to be far more intelligent, and to actually weigh internal/external routes based on potential yields and deficiencies, not distance (seriously, firaxis? longer routes are worth more? Why?)
QOL:
  • Fortified units wake after being attacked
  • Air units awake from sleep if a bombing target is in range.
  • Naval units can sentry in coastal forts and cities.
  • Anarchy will create a notification in the notification pane
  • Disorder is now 'Crime' (more reflective of gameplay concept than 'disorder')

Balance:

General:
  • Unit cost scaling increased quite a bit into late game (fewer units in game = more decisive battles and less map clutter)
  • Building cost scaling increased quite a bit into late game (balanced against unit cost and general AI city management improvements)
  • Adjusted faith cost of reformation-unlocked buildings a bit (are now -100 production of actual building, instead of flat 200 faith - was a little absurdly powerful)
  • Reduced empire-wide happiness boost to yields to 10% cap (was 15%) - unhappiness cap remains -30%.
  • East India Company now doubles luxuries around it (should help push you to a Monopoly, and makes the building worthwhile).

Civs:
  • Ship of the Line CS reduced by 5, but gains second attack promotion
  • Steam Mill production increased greatly, gold from TR granted (incoming and outgoing), and 'ideology per x' element removed.
  • Shoshone Camp reduced to 2f/1p/1c (was 2/2/2)
  • Ger buffed (given Krepost unique: -25% culture/gold cost for tiles)
  • Ostrog given new ability: Enemy land Units must expend 1 extra movement per Tile if they move into a Tile worked by this City. (Essentially, post-gunpowder Great Wall ability, but on a city-by-city basis, and only for tiles worked by the city.)

Things not addressed:
  • ViceVirtuoso's promotion duration element (this is going to take some work, as I have to store the duration, turn taken, and current turn values in sync) - may not be feasible (performance-wise)

Version will hopefully be online by around 4pm EST.

Also, I should note that this patch represents the end of the CBP's feature roadmap!

:dance:

From this point forward, the CP and CBP will focus on bugfixes, optimizations, and smaller balance issues. No more new features, which means no more new things for you to learn about.

Cheers,
G
 
Hey all,

New version inbound later today, wanted to go ahead and post the changelog. Running a final debug now (testing lua, dotting t's, crossing i's, etc.).

I'm uploading an album on imgur of Corporations and some of the other changes so you can more easily understand them (better than me writing them all out). The link will be here when the upload is complete.
Was actually going to ask you if you were planning to release something today, felt like such a day. Glad I didn't start a game :D

Also, I should note that this patch represents the end of the CBP's feature roadmap!

:dance:

From this point forward, the CP and CBP will focus on bugfixes, optimizations, and smaller balance issues. No more new features, which means no more new things for you to learn about.
Yeah, we'll see about that :D. You're going to get another brilliant idea some point down the line, everyone knows that :D. Don't promise things you can't keep.
 
Yeah, we'll see about that :D. You're going to get another brilliant idea some point down the line, everyone knows that :D. Don't promise things you can't keep.

I've had a roadmap that I drew up last summer (has it been a year already? Jeepers.) that, almost to the letter, I've followed. Helps that I'm a teacher - organizing and following a 'syllabus' is a skill set that I'm not ashamed to admit I am quite good at.

For my own sanity, though, this project needs to be feature-complete at this point. We've now, as a community, worked through and expanded nearly every system in Civ 5 that needed it.

G
 
ViceVirtuoso's promotion duration element (this is going to take some work, as I have to store the duration, turn taken, and current turn values in sync) - may not be feasible (performance-wise)

The primary reason I wanted it in was for performance reasons, but if it will still have a marked performance hit even through the DLL, then I can just do it in Lua without a problem if you want to move on to other things.

Thanks for looking into it!
 
The primary reason I wanted it in was for performance reasons, but if it will still have a marked performance hit even through the DLL, then I can just do it in Lua without a problem if you want to move on to other things.

Thanks for looking into it!

I'll definitely look into it more - the reminder to look at it came pretty late in this version cycle, so I wasn't really able to devote much time to it. I'll let you know more soon if it's actually feasible.

G
 
New:

Corporations!
Corporation system completely integrated into existing systems. Significant work done to make information on corporations easily accessible from trade menu and economic overview. Detailed explanation added to civilopedia, all tooltips are accurate as to abilities, and numerous notifications occur to alert you as to what your corporation is up to.
General flow of corporation gameplay:
1.) Build Corporation WW.

2.) Build offices in cities.

3a.) Send trade routes from cities with offices to foreign cities to actively spread corporation.

3b.) Receive trade routes in cities with Offices from foreign cities to passively spread your corporation.

4.) When owned or foreign trade routes that meet requirements above are completed, a franchise is created in the foreign city, and the bonuses of your offices increase in value.

5.) You can only have one franchise in each foreign city, though each corporation can have a franchise in every unowned city (so, theoretically, you can have one office and 7 franchises in an owned city).
Incorporated UI-Trade Route Enhancements (Whoward's Mod) - no longer need secondary mod
This all looks really solid, might make the lategame actually fun, but time will tell :D

Bugfixes:
Fixed city connection issues with harbors and railroads
Fixed 'can't attack city if friendly civilian is in it' issue
Fixed some XML/SQL issues related to units and buildings
Rewrote SQL for promotion nuke to not delete all promotions (for compatibility with mods that add promotions). Please note that all non-mod promotions are still deleted and rebuilt, so any mods that rely on a pre-existing promotion that is deleted will still break.
All reported bugs on Github addressed, and most in thread addressed. If you are not sure if your issue was addressed, please make a report on github!
Fixes are nice aren't they? :D

Did you fix capitals adding isolation-unhappiness?

AI Improvements:
Significant work on worker and city governor AI regarding happiness and proper yield/specialist distribution logic (more dynamic and responsive to city needs than before)
Workers now prioritize roads to disconnected (unhappy) cities, and will choose the best improvements based on happiness metrics
Awesome, time for a new game of "no controlled workers" :D I'll report the results later.

Continued optimization of AI operations and military AI, including more training as to the proper units to train during war (shifts production focus more clearly to counter strength of war target)
Capped a few AI opinion modifiers to limit exploitation (workers returned, intrigued shared)
Removed free AI happiness per era from difficulty (easier to balance happiness model this way)
Smaller SQL/XML bugfixes for policies and units (Github issues addressed)
Adjusted communitas map shape a bit to make continents a bit more distinct
Added cooldown for bullying of CSs after being liberated (30 turns, adjusted for gamespeed)
Mongols now obey bullying rules (previously did not, by accident)
Speed optimizations, AI bugfixes, some rare crash fixes, and other dll improvements
Awesome, I like my AIs smarter :D

Rewrote trade route code to be far more intelligent, and to actually weigh internal/external routes based on potential yields and deficiencies, not distance (seriously, firaxis? longer routes are worth more? Why?)
Wait, distance actually mattered? I thought people were screwing with me when they said that. I've never noticed that at all, can't have been a very big number.

QOL:
Fortified units wake after being attacked
Air units awake from sleep if a bombing target is in range.
Naval units can sentry in coastal forts and cities.
Anarchy will create a notification in the notification pane
Does this mean that the "Wake units in danger" mod was integrated, or did you do something else?


General:
Unit cost scaling increased quite a bit into late game (fewer units in game = more decisive battles and less map clutter)
Building cost scaling increased quite a bit into late game (balanced against unit cost and general AI city management improvements)
Adjusted faith cost of reformation-unlocked buildings a bit (are now -100 production of actual building, instead of flat 200 faith - was a little absurdly powerful)
Reduced empire-wide happiness boost to yields to 10% cap (was 15%) - unhappiness cap remains -30%.
Unit cost would refer to hammer/gold cost not maintenance, right?
I actually never tried those reformation-buildings out, did their cost not even scale with eras like normal faith-buildings?


Civs:
Ship of the Line CS reduced by 5, but gains second attack promotion
First of all, did you mean CS or RCS or both? Second of all, that would mean it is still stronger than a normal frigate and have two attacks. Might be a bit unreasonable but I guess I don't really know.

Steam Mill production increased greatly, gold from TR granted (incoming and outgoing), and 'ideology per x' element removed.
Pretty vague description, but I like the sound of it. Does it still unlock at steam-power and cost no coal?(mostly asking because it wasn't mentioned.

Shoshone Camp reduced to 2f/1p/1c (was 2/2/2)
Yay, my suggestion.

Ger buffed (given Krepost unique: -25% culture/gold cost for tiles)
Ostrog given new ability: Enemy land Units must expend 1 extra movement per Tile if they move into a Tile worked by this City. (Essentially, post-gunpowder Great Wall ability, but on a city-by-city basis, and only for tiles worked by the city.)
I guess we'll see how this turns out. Still think Russia should have border-expansion, but whatever.
 
I've had a roadmap that I drew up last summer (has it been a year already? Jeepers.) that, almost to the letter, I've followed. Helps that I'm a teacher - organizing and following a 'syllabus' is a skill set that I'm not ashamed to admit I am quite good at.

For my own sanity, though, this project needs to be feature-complete at this point. We've now, as a community, worked through and expanded nearly every system in Civ 5 that needed it.

It's okay, we'll figure something out, don't worry :lol:
 
Wait, distance actually mattered? I thought people were screwing with me when they said that. I've never noticed that at all, can't have been a very big number.

Distance was all that mattered for food/production routes. For gold routes, distance actually increased value, bizarrely enough.

Does this mean that the "Wake units in danger" mod was integrated, or did you do something else?

Nope, my own solution(s). Much cheaper (that mod is, IIRC, lua).

Unit cost would refer to hammer/gold cost not maintenance, right?
I actually never tried those reformation-buildings out, did their cost not even scale with eras like normal faith-buildings?

Hammers. Units/buildings/wonders all increased. Faith buildings did not scale correctly, no.

First of all, did you mean CS or RCS or both? Second of all, that would mean it is still stronger than a normal frigate and have two attacks. Might be a bit unreasonable but I guess I don't really know.

RCS.

Pretty vague description, but I like the sound of it. Does it still unlock at steam-power and cost no coal?(mostly asking because it wasn't mentioned.

Now gets 1 production per 2 citizens, and requires no coal. Unlocks at steam power, yep.

I guess we'll see how this turns out. Still think Russia should have border-expansion, but whatever.

The UA encourages buying unowned tiles for science. Culture % tile acquisition actually runs counter to that.
 
Distance was all that mattered for food/production routes. For gold routes, distance actually increased value, bizarrely enough.
Wait, you're telling me that internal trade-routes in vanilla actually scaled with something other than era? I was 100% sure they were static, I mean the naval ones were always double the landbased ones but the numbers were always the same for all routes.

For gold routes it kinda makes sense, the further away something is the more exotic it gets, which earns more money. Not saying it was a good way to handle it, but it made some sense.

Nope, my own solution(s). Much cheaper (that mod is, IIRC, lua).
Nice, cheap is good, guess I'll delete that old one then :D

Sounds like it might be too powerful, but again just judging based on numbers.


Now gets 1 production per 2 citizens, and requires no coal. Unlocks at steam power, yep.
More coal for seaports I guess :D. No drawbacks at all compared to the normal factory?

The UA encourages buying unowned tiles for science. Culture % tile acquisition actually runs counter to that.
Yeah, I thought it was obvious that I didn't like that one :D
Anyways we'll see.
 
Wait, you're telling me that internal trade-routes in vanilla actually scaled with something other than era? I was 100% sure they were static, I mean the naval ones were always double the landbased ones but the numbers were always the same for all routes.

For gold routes it kinda makes sense, the further away something is the more exotic it gets, which earns more money. Not saying it was a good way to handle it, but it made some sense.

You misunderstand - I'm not talking about yield values here, but rather AI logic. The AI would pick the furthest routes, even if they were the most dangerous.

G
 
You misunderstand - I'm not talking about yield values here, but rather AI logic. The AI would pick the furthest routes, even if they were the most dangerous.

Oh, so it was just the AI being extremely silly. I guess that makes way more sense :D
 
I appear to be getting a ranged unit with every policy I pick up after getting conscription.
 
Steam Mill production increased greatly, gold from TR granted (incoming and outgoing), and 'ideology per x' element removed.

What??? Does the community know about this?
I remembered we felt that England should get her ideology sooner in some of the threads before.

Also, congrats on finishing this masterpiece. What's the next step? A thesis about how history can be simulated in computer or reduced to quantifiable formulas and numbers?

(In fact, come to think of it. Playing Civ5 helps forge a materialistic view on history.)
 
What??? Does the community know about this?
I remembered we felt that England should get her ideology sooner in some of the threads before.

There was a balance-thread up for England for a couple of days, but no one seemed to care so Gazebo and I ended up deciding everything ourselves.

The main idea behind England getting ideologies before others were that ideologies in vanilla were based of industrialization, but since we've moved away from that and instead decided that ideologies should be based on level of culture, it kinda made no sense that England's unique factory gave them access to earlier ideologies.
 
By the way, G, you changed the governors value on food, right? :D
My 2 pop city with Production-focus or gold-focus now choose to work 2 floodplains tiles over any production or gold :D.
 
I appear to be getting a ranged unit with every policy I pick up after getting conscription.

That's a mod conflict, sounds like. What are you using? Also, please post in the bug reports thread, not here.

Same for you, Funak (though technically yours isn't a bug- food is valued on a sliding scale, and when cities are small, food is valued highly, even more than raw production. The city won't stagnate itself for production like that.)

G
 
Same for you, Funak (though technically yours isn't a bug- food is valued on a sliding scale, and when cities are small, food is valued highly, even more than raw production. The city won't stagnate itself for production like that.)
I know this wasn't a bug, but I didn't quite know why you made that huge improvement to growth-governing present when production-focus was enabled.
I'm not saying you made a mistake or anything, but it's pretty weird having to lock down production-tiles while on production-focus to actually be able to build things :D
 
I know this wasn't a bug, but I didn't quite know why you made that huge improvement to growth-governing present when production-focus was enabled.
I'm not saying you made a mistake or anything, but it's pretty weird having to lock down production-tiles while on production-focus to actually be able to build things :D

More balanced growth comes later - 2 pop cities need to grow, mate.
G
 
Status
Not open for further replies.
Top Bottom