Hey all,
New version inbound, with a little bit of everything included. Here's the changelog:
New version online as of 1:30am, EST on May 2nd. Have fun!
G
New version inbound, with a little bit of everything included. Here's the changelog:
Balance:
- Tradition Reworked, focus on 'Palace Extensions' as a form of Tradition. Bonuses a bit more capital-centric, but also a bit stronger and more flavored overall.
- Authority: +1 Culture in every City. Royal Guardhouse constructed in Capital.
- Royal Guard: Grants an Engineer specialist in your Capital, and boosts Defense and Hit Points in the City. Can only be constructed via the Authority Policy.
- Sovereignty: +1 Gold in every City. Royal Treasury constructed in Capital.
- Royal Treasury: +2 Gold. Allows for a Merchant specialist in your Capital. Reduces the amount of Culture and Gold needed to acquire Tiles by 15%. Can only be constructed via the Sovereignty Policy.
- Majesty: Golden Ages last 25% longer. Throne Room constructed in Capital.
- Throne Room: +2 Culture. Grants a free Writer Specialist in your Capital. Has a slot for a Great Work of Writing, and boosts Culture in your Capital by 15%. Can only be constructed via the Majesty Policy.
- Splendor: +2 Food in every City. Palace Garden constructed in Capital.
- Palace Garden. +2 Food. Grants an Artist specialist in your Capital. Boosts the Culture output of Gardens by +2 and Monuments by +1 in all Cities. Can only be constructed via the Splendor Policy.
- Devotion: +25% Great People Rate in all Cities. Court Chapel constructed in Capital.
- Court Chapel: +2 Faith. Allows for a Musician specialist in your Capital. Has a slot for a Great Work of Music. Can only be constructed via the Devotion Policy.
- Norwegian Ski Infantry now uses Infantry model, is called Guerilla Fighter, and gains promotions that give it a bonus when flanking, when fighting wounded units, allows it to ignore terrain and zoc, and a boost to healing speed in friendly territory. A good unit, though slightly weaker innately than infantry.
- Washington (America) UB now Museum of Modern Art (instead of Resort) - replaces Hermitage, available at Archaeology.
- Unique American replacement for the Hermitage. A city must have a Museum before it can construct the Museum of Modern Art. Requires a national population of at least 65 before it can be constructed. +25% Culture in the City, and 50% of the Culture from Great Works, World Wonders, Natural Wonders, and Improvements (Landmarks, Moai, Chateau) is added to the Tourism output of the city. Boosts Culture output of Museums in all Cities by +5. Contains 3 Slots for Great Works of Art or Artifacts.
- Odeon (Greek UB) Grants +5 Culture to the City when you destroy an enemy unit.
- Floating Garden (Aztec UB) Now also grants +1 Food on all River tiles.
- War Elephant now requires a Barracks instead of a Stable.
- Naga-Malla buffed a bit, given 'feared elephant' promotion.
- Ottoman, Dutch, and Moroccan UAs now scale with Era.
- Note: New artwork for buildings/units above borrowed from JanBoruta's and Kwadjh's excellent collections.
- Great Leap Forward (Order) now grants 2 Free Techs (was 1).
- New World Order (Autocracy) - Yields from Police Station/Constabulary bumped to +3 Culture/+5 Production
- Military-Industrial Complex (Autocracy) - +1 Science now +3 Science
- Third Alternative (Autocracy)- now grants +15 to all yields in capital (instead of just food and science)
- Untied Front (Autocracy) - 200% military unit gifting from CSs (was 100%)
- Entrepreneurship (Industry) - Lumbermills also gain +1 Gold/Production.
- Exploitation (Imperialism) - Farms/Plantations gain +1 Food instead of +1 Gold.
- Village moved to Currency, +1 Gold from Fresh Water from Villages moved to Printing Press
- Lumbermill and Brazilwood Camp moved to Machinery (Forests given +1 innate production buff to compensate early on)
- Lumbermills can now be built on Jungles as well as Forests.
- Features rebalanced slightly to give them more variety in yields, and to further differentiate them from each other.
Bugfixes:
- AI now very unlikely to send settlers out unescorted (AI cheats a bit here - it can see enemy units/camps in the search area even if not revealed to evaluate whether or not it needs an escort).
- Fixed UI-related bug regarding erroneous diplo modifiers.
- Religion UI popup now shows full description of religious beliefs (instead of ellipses cutting off 50% of belief descriptions)
- Fixed AI not healing properly when fortified (rare bug)
- Reversed debug edits in City happiness file that kept buildings from granting Global Average reduction bonuses! Whoops.
- Fixed some bugs related to barbarian hunting for the AI.
- Fixed happiness values being able to go negative for minority pops, starvation, pillaging, and disconnection
- Fixed bug that duplicated the effect of buildings granted via policies if the building existed in the city before getting the free one
- Porcelain Tower now grants Korean UA bonus.
- Miscellaneous text and SQL/XML fixes.
Changes:
- Improved settlement logic regarding empty continents and islands.
- Civilian units no longer count towards your supply cap (as they aren't 'supplied' like your military anyways).
- Blockaded Cities (naval blockades) are now given the same penalty as 'sapped' cities (with Sapper units). This makes naval blockades useful and, critically, makes melee naval units even stronger when taking cities if they control the coastline.
- Non-NW tile Features (forests, jungles, etc.) no longer replace yields on a tile - are now always additive.
- Trade Deals now last for 40/60/80/120 turns (Quick/Standard/Epic/Marathon)- this makes trading away strategic and luxury resources a bit more of a gamble.
- AI will no longer sue for peace, or even consider peace, if they've just lost a city to the player they are warring against, or conquered a city owned by the player they are warring against. This cooldown period lasts for 4 turns + their Boldness value, so it is variable.
- Military Training now called 'Military Theory' (tech tree) - makes more sense as a tie-in to being a requirement for Writing.
- No longer required to select production for razing cities (needs testing).
- Improved AI army size and economy-management logic with regards to over-production of units and improper unit varieties, especially at sea.
- Adjusted Defensive Pact values a bit to make the AI a little more rational and shrewd.
- Unemployed citizens now generate 1/4 of the unhappiness of standard specialists (was 1/2).
- Resistance/Razing cities produce 50% citizen unhappiness (was 25%).
- Adjustments to CSD Diplomacy flavors and barbarian quest spawn randomness (former increased, latter decreased).
- AI will no longer desire a co-op war with a player against a 3rd party if the player cannot declare war on the third party.
- AI will no longer accept third-party war deals if they are marching a sneak attack army onto your cities - this means you can't 'bribe' the AI off of you if they want to destroy you.
- AI Military logic regarding naval attacks and proper combat behavior/formation optimized further.
- Made some adjustments to AI specialist logic (should avoid default specialists a bit more)
- Optimization of AI flavors regarding naval units, war states and war generally - AI less likely to build fluff/infrastructure when at war.
- Improved trade logic for AI regarding trade diversity and/or targeting of CSs (i.e. Moroccan and German UAs)
New version online as of 1:30am, EST on May 2nd. Have fun!
G