New Version - May 20th (5/20)

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Gazebo

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Hey all,

New version inbound. Changelog:

DLL Changes
  • Major performance improvements
  • Code cleanups and refactoring across the board
  • Fixed some issued in AI diplomacy and greatly improved their sanity/personality adherence
  • Text cleanup and fixes
  • Misc bugfixes and performance improvements
  • AI improvements for city selection, tactical AI, city AI, and economic AI
  • Fix: now can't purchase/earn water tiles you can't enter (i.e. ocean before compass)
UI
  • Infixo - added 'contender' status to CS popup to see the next-closest civ to yours in influence (if you are the ally)
  • Infixo - added 'granted by' note in EUI tooltips for buildings given out by wonders

Balance

Beliefs
Pantheons
  • Wisdom - now +1 faith, GAP, and science per city (was +1 faith and +2 science)
  • Love - now +15 faith, +10 GAP, and +5 gold per birth (was 15/15 and no gold)
Founders/Enhancers/Reformations
  • Added caps on the maximum benefit gained from num following cities/followers beliefs - is 20 for cities/200 for followers
  • Increased Council of Elders to 30/30 (was 6/6), changed mechanic so that it is incremental, not exponential (better start, smoother end).
Espionage
  • Increased Spy research theft cost early, but increased era scaler to make it more competitive late game
  • Increased value of spy ranks by 50 points (was 75, now 125)
Happiness
  • Adjusted starting values for city happiness needs modifiers downwards a bit (~10%) for all except crime - it was increased by 5%.
  • Adjusted luxury happiness population mechanic to be a little more clear in the tooltip, and to scale better over the course of a game
    • Now scales in just two ways: the bonus scales downwards with the number of owned cities (more cities = less bonus), the target pop to reach scales with your total empire size
    • So a balanced empire of pop and size will reap the biggest bonus, whereas empires on the extremes will get fewer bonuses overall (as originally intended)
Gamespeeds
  • Epic speed tech/GA scaling now 150 (was 200)

Projects
  • Panopticon now called the Citizen Earth Protocol (old folks around here will get the nod)

Not savegame compatible. Link: https://mega.nz/#F!DMsxkDYI!zSpR9CHpmAfWyIvMXaN3pw

Online as of 12:50 AM EST (yawn)

Cheers,
Gazebo
 
Last edited:
  • Adjusted luxury happiness population mechanic to be a little more clear in the tooltip, and to scale better over the course of a game
    • Now scales in just two ways: the bonus scales downwards with the number of owned cities (more cities = less bonus), the target pop to reach scales with your total empire size
    • So a balanced empire of pop and size will reap the biggest bonus, whereas empires on the extremes will get fewer bonuses overall (as originally intended)
What, specifically, is a balanced pop/size empire?

Presumably this is what the AI shoot for, and what the human should shoot for in most cases, right?
 
Awesome, can't wait to see what those performance improvements are like!


It also regards border expansion, so it's nice that your cities don't expand into useless ocean.

I also notice how bad the border expansion logic.
It takes forever before a city claim flood plain tile. Flat hill and plain/grassland are higher priority.
 
Cool new thing:

upload_2018-5-21_4-28-32.png
 
  • Adjusted luxury happiness population mechanic to be a little more clear in the tooltip, and to scale better over the course of a game
    • Now scales in just two ways: the bonus scales downwards with the number of owned cities (more cities = less bonus), the target pop to reach scales with your total empire size
    • So a balanced empire of pop and size will reap the biggest bonus, whereas empires on the extremes will get fewer bonuses overall (as originally intended)
What, specifically, is a balanced pop/size empire?

Presumably this is what the AI shoot for, and what the human should shoot for in most cases, right?
I'm also wondering this. I like to have at least 10-15 cities as progress on huge maps, and I have no idea if that is considered normal. However I don't really think the AI tries to keep it healthy at all, they seem to just spam as many cities as they can (and then give you a territorial dispute (-25) when they decide to settle a stupid city next to you at turn 200.
 
I'm also wondering this. I like to have at least 10-15 cities as progress on huge maps, and I have no idea if that is considered normal. However I don't really think the AI tries to keep it healthy at all, they seem to just spam as many cities as they can (and then give you a territorial dispute (-25) when they decide to settle a stupid city next to you at turn 200.
I wouldn't worry that much. Tall civs don't have usually problems with happiness, and very wide civs have more free luxuries.
 
Wooo! I didn't pick up breakfast yet, but when I saw 5-20 is up, I charged to make a modpack to play :egypt: (now it's time for food + civ, heh)
 
Did the RNG issues get fixed? I’d like to finish my current Indonesia game before installing the 5-20 version. But it wasn’t fun having nutmeg spawn beside all 10 cities, and I’m tempted to restart if that issue is fixed :)
 
I'm also wondering this. I like to have at least 10-15 cities as progress on huge maps, and I have no idea if that is considered normal. However I don't really think the AI tries to keep it healthy at all, they seem to just spam as many cities as they can (and then give you a territorial dispute (-25) when they decide to settle a stupid city next to you at turn 200.
He explained it that way in the 5-20 patch discussion already but its misleading. There is no "optimal" corridor with population size.
Its simply: More cities = less happiness and More population = more happines, for every luxury.
Even he declines it, its definitly an advantage for taller play, cause more cities leads to less growth of the settler producing cities. But the biggest impact should have imported luxuries, which didnt get divided that much by city divisor.
 
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