New Version - October 9th (10/9)

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Gazebo

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Hey all,

New version inbound. Changelog:

General
  • A few more bugfixes and AI improvements from github
  • Major AI improvements to selection logic for trade, religion, ideologies

General balance
  • Increased science and culture gain from trade routes due to being behind in techs/policies
    • A little more rubber-banding feels right
  • Reduced the cost of late-game policies by about 5%
  • Added option (in CBO SQL file) to make defensive pacts only cancel if you attack the player you DPd with - enabled in CBO by default
Buildings
  • Seaport and Harbor increase city Hit Points (250 and 100)
  • Minefield increases City Defense by 15 and Hit Points by 300
Leader Balance

  • Arabia
    • UA - added +2 Gold to GP bonus
      • Early science and culture can snowball, and +2 s/c is simply too much. Adding Gold helps Arabia sustain a slightly larger economy in the early game
  • China
    • Paper Maker now only 10% Gold during WLTED (was 15%)
  • Ethiopia
    • UA: added +1 Faith from Strategic Resources
      • Ethiopia's early faith game is great, but he needs something to sustain his expansion. This should help solidify Ethiopia as an expansionist+religion civ (compared to Theodora, who can usually play a taller religious game)
  • Inca
    • Terrace Farm loses Culture
    • UA - exchanged faith for food
      • Often times cities that benefit the most from mountains are unable to afford them - this makes it so that working mountains is generally a net gain - also means that Inca cannot double dip on mountain faith from pantheon
      • Changes further center Inca around science+growth - a dangerous combo that can spiral out of control (unhappiness-wise) if you over-emphasize, so the Inca will need to leave their mountains for gold and culture to stay balanced
  • Ottomans
    • UA yields bumped to 150 (from 100)
  • Persia
    • Replaced Tourism stuff in UA with Gold - 10% of Gold income (net gold after expenses) added as GAP
    • Satrap - +1 Gold from Merchant/Scientist/Engineer specialists in the city, removed maintenance
      • These changes push Persia towards a sustained gold+conquest hybrid civ, refining their role (and differentiating them from the plunder economics of the songhai)
  • Russia
    • UA: removed science from strategic resources - added 25% border growth rate bonus - border science now 30 (was 25)
    • UB- strategic resources added to list of yield bonuses (+1g/p) - removed border growth stuff
      • Front-loaded Russia's border blob power, but pushed some of her persistent yields to her UB. The UB now has a bit more punch in cities that have settled for strategic reasons.
  • Songhai
    • Tabya river culture now production (+1 per tile), base production removed (given +1 culture instead)
      • The Songhai have it too easy - culture kings and warmongers early made them nearly unstoppable (especially if they rushed through authority)
      • Shifting the Tabya to be a production powerhouse makes it harder for them to snowball via both war and culture
  • Spain
    • Buffed food from settling (50, from 40), allowed for it (and faith) on turn 1
      • Spain still needs 10 faith for a pantheon, so not duplicating Gandhi here
    • May purchase Naval Units with faith (UA addition)
      • Eat your heart out, Elizabeth
  • Sweden
    • UA - XP now 15 (was 10), GG % now 15 (was 10), Attack bonus now 20 (Was 15)
      • Sweden can be very strong, however his bonuses never made him feel that much different compared to other war-focused civs. These changes should help the Lion of the North attack with a bit more fury
  • Venice
    • GP bonuses on Murano now global
    • Arsenale provides a global promotion, 25% supply cap increase from pop for capital
    • Rialto adds 5% to hurry modifier for capital (10% elsewhere)
      • As noted by Enginseer, these changes should help Venice feel less OCC

Online as of 11:40pm EST. Not savegame compatible.

Link: https://mega.nz/#!HZMnQCoJ!Ymh9e5hgyWrrJ3vdmsTxecNXDIItLGQljOKS5ofbPYY

G
 
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A Minefield buff, that building seems a little forgotten.

What prompted the HP bonus from coastal buildings I wonder? Thr time it takes to construct one's own Navy?

Songhai can now kill you easier. Well if there are enough rivers.

Would the Inca actually want to work Mountains in the early game now?
 
I'm not sure about those HP buffs to harbors. Its already really difficult to take a coastal city when it has a castle. Mine field buff is fine though

I also really like the Ethiopia buff, its a small but interesting change. Good changes to civs overall
 
I'm not sure about those HP buffs to harbors. Its already really difficult to take a coastal city when it has a castle. Mine field buff is fine though

I also really like the Ethiopia buff, its a small but interesting change. Good changes to civs overall

It's been a positive change for the AI thus far - gives them a chance to reorganize/organize+shuffle their naval units over during a blitz on a coastal city. Since it doesn't affect defense, it really only means an extra 1-2 turns of sieging.

G
 
Russia: Holy crap I cant believe you gave the bonus border growth without moving back the 2x resources. Gotta be the best UA in the game now. She also gets super late both UU and UB so we will see if it balances out.

Arabia: I think it should be +1 faith, gold, culture, science. Also i noticed it says splash 1 for camel archer now in game, thanks!
 
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Russia: Holy crap I cant believe you gave the bonus border growth without moving back the 2x resources. Gotta be the best UA in the game now. She also gets super late both UU and UB so we will see if it balances out.

Arabia: I think it should be +1 faith, gold, culture, science. Also i noticed it says splash 1 for camel archer now in game, thanks!
If I'm reading it correctly, he did move the double resources to the Ostrog, so it does come much later
 
If I'm reading it correctly, he did move the double resources to the Ostrog, so it does come much later

Nope, he took away the +1 science from resource TILES from the UA and moved it to the Ostrog as +1 prod, +1 gold
 
While I agree some of those civs needed change, I am a bit disappointed with buffing everything again causing yield inflation, reneissance in 700AD and short UU window :/
 
Not sure about buff to trade routes. Actually i was thinking about capping them at certain level, cause now they seem to be too strong. I had games, where 70% of my science and culture was generated by trade routes (Venice). This mechanics (and the recent change) really pushing you to play 4 normal cities and as many puppets as you can get. Really why would you want to have more than 4 very good cities and lots of puppets considering puppets do not increase tech/culture/tourism penalty? Player get punished for building cities, IMO thats not right.

Btw this is a good example of what i was talking about in that awful Balance thread. This mechanics is not OP, but IMO it is a wrong design. AI will be okay with it but human players are forced to play in a very weird way in order to increase efficiency
 
China and Songhai nerf probably deserved. Venice sounds like it's going to rock. I didn't notice Sweden weak at combat. Ahh, Inca can now work those mountains earlier, but I'll miss that early culture.

A little breath to coastal cities? Why not lighthouses?

Good buff to trade routes, though I think I would prefer to see them scaling better with ages. Late game yields from trade routes seems irrelevant, while tourism matters more.
 
Nope, he took away the +1 science from resource TILES from the UA and moved it to the Ostrog as +1 prod, +1 gold
I reread it and it appears you are right. I can't check, but regardless Russia does seem strong now. G does have a habit of making things look really strong so people will playtest it

Really why would you want to have more than 4 very good cities and lots of puppets considering puppets do not increase tech/culture/tourism penalty? Player get punished for building cities, IMO thats not right.
I think the per city penalty is too high. I'm not sure secondary cities are ever culture positive for tradition right now; they will be science positive but it takes a really long time. I tend to settle a couple cities just to get stuff like monopolies or shrines but over-expanding seems like a huge trap right now
 
For currently playing a game with the old Inca, Faith->Food seems like a nerf. The +1 faith to cities settled on mountains really help to quickly have the mountain pantheon, and was mostly the center of all my Inca's games.
However, I agree that the Inca was probably not intended as a religious Civ, so this change makes sense.
 
Really why would you want to have more than 4 very good cities and lots of puppets considering puppets do not increase tech/culture/tourism penalty? Player get punished for building cities, IMO thats not right.
For the supply cap. With 4 cities and 20 puppets, you cannot defend them.
Anyway, penalties to science for huge civs make some kind of sense. I am currently playing on an earth map, and the impossibility of the European civs of being a leader due to "not enough place" is still present. So I don't feel like expansion penalties being to harsh.
Huge empire are good for military, economy and faith. But they should not be also good at science and culture.
 
For currently playing a game with the old Inca, Faith->Food seems like a nerf. The +1 faith to cities settled on mountains really help to quickly have the mountain pantheon, and was mostly the center of all my Inca's games.
However, I agree that the Inca was probably not intended as a religious Civ, so this change makes sense.
Mountain pantheon is broken even if you're not Inca. I really do not understand why anyone else does not see it, but it literally gives you more than ANY other pantheon, even if you have like 10 mountains around you.
For the supply cap. With 4 cities and 20 puppets, you cannot defend them.

I was able to defend my 25 puppets playing Venice. And you are exaggerating. 4 cities, 20 puppets - maybe no. But 4 cities 7 puppets - with ease.
 
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Mountain pantheon is broken even if you're not Inca. I really do not understand why anyone else does not see it, but it literally gives you more than ANY other pantheon, even if you have like 10 mountains around you.

Depend on map script. On usual continents - there are too little mountains. On Planet Simulator - that's a problem, yeah. Don't know how on other maps.
 
I'm not sure secondary cities are ever culture positive for tradition right now; they will be science positive but it takes a really long time.
I'm pretty confident that they will, but probably after Museums or so... Also stuff like building cities on rivers for Baths is really important. To me it seemed like 6 cities is optimal for Tradition->Tourism on Large map, but that was before the change to tourism
 
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