Hey all,
New version inbound. Changelog:
Online as of 11:40pm EST. Not savegame compatible.
Link: https://mega.nz/#!HZMnQCoJ!Ymh9e5hgyWrrJ3vdmsTxecNXDIItLGQljOKS5ofbPYY
G
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
Buildings
- 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
Leader Balance
- Seaport and Harbor increase city Hit Points (250 and 100)
- Minefield increases City Defense by 15 and Hit Points by 300
- 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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