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:
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!
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
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:
QOL:
- 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?)
- 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!
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