New Version - November 6th (11/6)

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Gazebo

Lord of the Community Patch
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Hey all,

New version inbound. Bugfixes, balances, tweaks, etc. You know the drill.

== CP ==
= Bugfixes =
  • Fixed a few pathfinder issues
  • Fixed event/city event scarcity issue
  • Fixed some UI issues and UI issues for events overview (thanks JFD!)
  • Adjusted AI war/peace proclivity.
  • Fixed unit shuttling and other aberrant AI unit move behaviors
  • Adjusted AI improvement logic
  • Miscellaneous bugfixes and improvements

== CBO ==
= Balance =
  • Decreased city-pop scaling on unhappiness values by about 20%, but increased tech scaling by about 20%.
  • Trade Route Science from cultural influence will be earned whether or not you are behind the player in techs
  • Ritual Belief: now 20% distance, double via trade routes (was 30% and 3x)\
  • Reduced CS for siege units slightly
  • Added- Dominance (Authority): Increase Unit Supply from Population by 15%.
Civs:
  • Increased Food and Gold on Chateau by +1
  • Increased Gold on Feitoria by +1
  • Bandeirantes starts with Survivalism III, generates actual Culture (not just border growth) and Science from revealing tiles (in addition to gold from before)
  • Brazilwood Camp - now buildable in forest, but not adjacent to one another. Creates a copy of the tradeable Brazilwood Resource for every improvement you create. Brazil gets a unique luxury!
  • Reduced Carthage Gold from found to 175 (was 200)

Online as of 2:00pm EST.

Vox Populi Automatic Installer (Download Link)
 
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Hey all,

New version inbound. Bugfixes, balances, tweaks, etc. You know the drill.



Online as of 2:00pm EST.

Vox Populi Automatic Installer (Download Link)

Seems good, gonna check it out. Nice Chateau/Feitoria improvements to make them not outright inferior to Ancient UIs. Brazilwood change seems drastic, but conquering Pedro when he inevitably starts next to me the game I'm about to start will be even sweeter than before. Does Brazilwood have a monopoly of some sort?

Suggestion - can the resource reveal option be moved from the CommunityOptions to the pre-game setup interface? Y' know, the "advanced setup" where you pick civs and options like Raging Barbarians etc. While I got used to changing the file around every version, it'd still be better to have it inside the game.
 
Thank you! I really like most of these balance changes, the Ritual nerf is welcome in particular and Brazil looks a lot more appealing now.

Decreased city-pop scaling on unhappiness values by about 20%, but increased tech scaling by about 20%.

What do these mean specifically? 20% less thresholds for unhappiness generation based on city pop?
 
Does Brazilwood have a monopoly of some sort?

Suggestion - can the resource reveal option be moved from the CommunityOptions to the pre-game setup interface? Y' know, the "advanced setup" where you pick civs and options like Raging Barbarians etc. While I got used to changing the file around every version, it'd still be better to have it inside the game.

No Monopoly, as its a resource that appears 'inside' an improvement, not on the earth.

Cannot move resource reveal, as that's all handled via SQL (i.e. at load time, not at start time).

What do these mean specifically? 20% less thresholds for unhappiness generation based on city pop?

Means that citizens increase the unhappiness rate modifier 20% less than they used to (used to be that every citizen added, roughly, 110% to the modifier) - techs now add 20% more.
 
Seems good, gonna check it out. Nice Chateau/Feitoria improvements to make them not outright inferior to Ancient UIs. Brazilwood change seems drastic, but conquering Pedro when he inevitably starts next to me the game I'm about to start will be even sweeter than before. Does Brazilwood have a monopoly of some sort?

Suggestion - can the resource reveal option be moved from the CommunityOptions to the pre-game setup interface? Y' know, the "advanced setup" where you pick civs and options like Raging Barbarians etc. While I got used to changing the file around every version, it'd still be better to have it inside the game.


I quite like the current system of bonus resources being revealed by techs, but I'd still give this suggestion two thumbs up. However, my biggest concern is with improving resources. Being surrounded by Sugar marshlands as your regional feels terrible, closely followed by jungle plantations. For the sake of fairness, I'd love to see all bonuses resources be revealed by Tier 1 Ancient Era tech and them being able to be improved by Tier 2 Ancient Era techs. As resources under forest, jungle and marsh need extra turns to get improved, I'd love for the abilities to clear them be added to AE:T2 Techs. I know we get a production bonus for clearing Forest, and I think a smaller bonus for clearing Jungle, but is there any bonus for clearing Marsh? I'd love to see them all equalised, perhaps each clearance giving 30 yields, perhaps, production for Forest, science for Jungle, and food for Marsh.
 
I'm a big fan of the science bonus from tourism change, i kept forgetting to mention that one as a peeve of mine that needlessly handicapped tourism
 
Brazilwood being a resource is something I always thought "why this isn't the case?" when I first played them in civ5 so it's really cool that it is now a thing. In the real world, brazilwood was/is quite valuable and historically significant.
 
I quite like the current system of bonus resources being revealed by techs, but I'd still give this suggestion two thumbs up. However, my biggest concern is with improving resources. Being surrounded by Sugar marshlands as your regional feels terrible, closely followed by jungle plantations. For the sake of fairness, I'd love to see all bonuses resources be revealed by Tier 1 Ancient Era tech and them being able to be improved by Tier 2 Ancient Era techs. As resources under forest, jungle and marsh need extra turns to get improved, I'd love for the abilities to clear them be added to AE:T2 Techs. I know we get a production bonus for clearing Forest, and I think a smaller bonus for clearing Jungle, but is there any bonus for clearing Marsh? I'd love to see them all equalised, perhaps each clearance giving 30 yields, perhaps, production for Forest, science for Jungle, and food for Marsh.
It won't be such a problem if the building that enhances the resource is able to be built earlier (easy mineable resources like gold and silver takes ages to get enhanced by the bank). Anyway, a little randomness is not so bad.
 
Means that citizens increase the unhappiness rate modifier 20% less than they used to (used to be that every citizen added, roughly, 110% to the modifier) - techs now add 20% more.

So in layman's terms... less unhappiness for large cities?
Maybe this is a dumb question but how do techs affect the threshold?
 
So in layman's terms... less unhappiness for large cities?
Maybe this is a dumb question but how do techs affect the threshold?
I'm only 90% on this, but basically this: Larger cities will be less unhappy than before, but your needs will scale a bit more as you tech up. (Ever unlocked a tech and had every city decide it was the 99% now and lose 50 happiness?)
 
I'm only 90% on this, but basically this: Larger cities will be less unhappy than before, but your needs will scale a bit more as you tech up. (Ever unlocked a tech and had every city decide it was the 99% now and lose 50 happiness?)

This is correct.
 
I see, thanks for clarifying.

Brazilwood being a resource is something I always thought "why this isn't the case?" when I first played them in civ5 so it's really cool that it is now a thing. In the real world, brazilwood was/is quite valuable and historically significant.

Wikipedia says it's endangered so the fact that you can't harvest it from every forest makes sense too.
 
I'm only 90% on this, but basically this: Larger cities will be less unhappy than before, but your needs will scale a bit more as you tech up. (Ever unlocked a tech and had every city decide it was the 99% now and lose 50 happiness?)

Okay, that makes sense.

On the topic of happiness though, I've noticed that the gold that amphitheaters gives to writer's guilds makes balancing poverty really hard. If you have a decently wide empire, you can get up around +15/20 gold per writer's guild, which really screws up the poverty threshold. What about flipping the gold so that each writer's guild gives each amphitheater +1 gold? The same applies for artist's guild/museum and musician's guild/opera house.
 
Okay, that makes sense.

On the topic of happiness though, I've noticed that the gold that amphitheaters gives to writer's guilds makes balancing poverty really hard. If you have a decently wide empire, you can get up around +15/20 gold per writer's guild, which really screws up the poverty threshold. What about flipping the gold so that each writer's guild gives each amphitheater +1 gold? The same applies for artist's guild/museum and musician's guild/opera house.

Thresholds are a median, not a mean, so there's very little net impact.

G
 
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