Hey all,
New version inbound. I've been running a lot of debug tests over the past few months (in-between the smaller updates) and I've gotten some good balancing work done. Interestingly, many of the issues I've tackled are things that I'm starting to see pop up on the forums, so it seems that we're all generally moving in the same direction on some balance concerns. As always, thanks for your feedback, it has been essential to some of the changes I've made.
Here's the changelog:
Not savegame compatible. Online as of 9:30pm EST.
Link: https://mega.nz/#!mANEVZBC!6d7it8lL3w0cgLrePtoKWWkIgBxk4HauGHt-TOm-WUE
Cheers,
Gazebo
New version inbound. I've been running a lot of debug tests over the past few months (in-between the smaller updates) and I've gotten some good balancing work done. Interestingly, many of the issues I've tackled are things that I'm starting to see pop up on the forums, so it seems that we're all generally moving in the same direction on some balance concerns. As always, thanks for your feedback, it has been essential to some of the changes I've made.
Here's the changelog:
-CP-
Bugfixes:
AI:
- Addressed issue with air deployment of units in some situations
- Fixed an overaluation bug for AI for strategic resources in certain policy conditions
- Fixed an overvaluation issue for luxury resources in some situations
- General bugfixes and requests from github completed
-CBO-
- Worked on AI proclivity to attack when it is advantageous to their UU situation - should help underperforming AI with mid-game UU synergies
- Worked on AI policy selection some more
- Some general bugfixes and improvements
- More tactical AI work from ilteroi
- Fixed DOW->Passivity issues in some situations
- (CBO) refactored some AI personality elements to better suit new/changed elements since last pass in 2016
- Policies
- Piety:
- Reduced Science and Faith yields on Monastery to 1 (were 2)
- Statecraft:
- Opener now 30% from quests (Was 25%)
- Informants - removed +10 Culture on Printing Press; added: +2 Paper for every Alliance you maintain.
- Buffed finisher- reduced time for GP spawn, increased impact of additional CS alliances on spawn timer (more allies = more GPs)
- Aesthetics
- Reduced Science and Culture on buildings and GP improvements by 1 (now 2, where they were 3)
- Rationalism:
- Reduced tech cost buff to 3% (was 5%), reduced Observatory Scientist slots back to 1
- Leaders
- Shoshone:
- All recon units can choose goody huts; comanche rider returns in lieu of Pathfinder
- Pros and cons. Weaker scouts early on, but all scouts get to do goody picking. So that's nice. Also the Comanche Rider is a solid UU.
- Arabia:
- UU: removed resource requirement, added Splash Damage II as free promotion. RCS now 2 points higher than replacement, CS now same.
- UA: now +1 for science (Was +2)
- Arabia could overperform in the right hands, and a buff to the camel archer was needed. So it was give-and-take.
- Aztecs:
- Reduced faith/gold on kills from 150% of CS to 100% of CS
- Floating gardens now +2 Food/Production per 5 citizens (was +1 per 2) - reduced from 50 to 40
- Aztecs and Mongols are the big winners for the AI. Almost always dominate. This will temper the snowball.
- Assyria:
- Great Library bonus now +3 science to all libraries (was +2)
- Assyria should fight Babylon and the Maya for best early science civ. This will help some.
- France:
- UA modified, now renamed 'Esprit de Corps' - removed Golden Age element, added new element: +10% Damage versus Units and Cities for every attack against them during a turn.
- Napoleon was feared for his precision and desire to wholly rout armies quickly - this UA element should help France rapidly eliminate units it focuses on. The bonus resets every turn, so maximize hits on single targets to bring them down quickly.(Esprit de Corps promotion renamed to Withering Fire.)
- Inca:
- Removed Gold from Mountains on UA
- Mountains OP.
- Japan:
- Removed GA/GG spawn = GWAM element - replaced with: 'When Units promote, gain Culture and Science based on their current Level.'
- Removed 'level up yields' element from the Dojo, but added in +1 Culture/Science base.
- Why? Japan has had a hard time getting started. This change focuses Japan in on building up highly-trained units. The GG/GA/GW element had limited connections to the rest of their UA (and kind of came off as a poor man's China/Korea hybrid)
- Mongols:
- Added 50 turn (scaling with gamespeed) hard cooldown on CS annexation.
- Will slow annexation for AI and players alike. Tame the snowball.
- Netherlands:
- Now +4/+6 from UA (was +4/+4)
- More Gold for William allows him to challenge Dido for best Commerce civ.
- Siam:
- UA added- Influence when you meet a CS starts at 45
- Siam has a slow start, especially considering the opportunity costs of CSD diplo units - this should help make the first 100 turns meaningful for your UA
- Removed resource requirement for UU
- Units:
- Reduced upgrade costs for later eras slightly
- Scout now a classical unit - unlocks at Sailing, CS 10
- Pathfinder now the opening ancient era scout for all civs - CS 5
- All Recon units after Pathfinder start with +1 vision compared to normal units.
- Promotions:
- Return of siege unit promotion lines for siege units. Called Siege (I-III) and Field (I-III)
- Adjusted some exclusivity elements here - generally, Siege line good at sieging, Field line good at unit damage.
- Old Siege promotion now City Assault
- Scouts get some new goodies:
- Reconaissance XP no longer capped.
- New promotion (no requirements) - Treasure Hunter (+25% yields from ancient ruins)
- New promotion with Trailblazers I - Spotters (+5XP for every turn that you end in enemy territory)
- New promotion with Survivalism I - Scavengers (+5XP when you pillage a tile)
Not savegame compatible. Online as of 9:30pm EST.
Link: https://mega.nz/#!mANEVZBC!6d7it8lL3w0cgLrePtoKWWkIgBxk4HauGHt-TOm-WUE
Cheers,
Gazebo
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