Hey all,
Posting the current (WIP) changelog for dissection. Barring any issues a new beta later this week. Log:
Edit:
A few things we need to discuss:
AI Warmongers are really doing well right now. Like...really well. I'm worried war is too beneficial. The Zulu are especially scary.
Cheers,
G
Posting the current (WIP) changelog for dissection. Barring any issues a new beta later this week. Log:
General
Balance
- Major bugfixes and performance improvements for AI city gold purchase logic
- Reduced AI denounce rate slightly
- Added scaling value for war weariness from city capture based on # of times you've owned the city.
- Bugfixes for AI settlement site selection and settler movement logic
- Added UI element for sanctioned civs (the deal value bar will be replaced with a SANCTIONED warning)
- Improvements to building and unit production logic
- Improvements to city citizen food management logic
- Fixed broken Evangelism belief
- Adjusted Influence change UI logic for culture overview to be more accurate
- Improved AI tile purchasing proclivity and logic (will snap up tiles that link cities, or are of strategic value)
- Better RNG system for avoiding MP desyncs
- Soon: alpha MP build based on DaveNye's work
- Feature:
- Revolutions system finalized:
- Cities will liberate into free city-states if the losing player lacks an ideology and is not influenced by anyone with an ideology
- This means that empires can overexpand and fracture into city-states well into the modern period (and beyond, if no influence is happening)
- Free cities count as city-states for all gameplay purposes, and will respawn as the same city-state if the city is recaptured and then re-liberated once again
- General
- Increased policy cost exponent to 2.22 (was 2.19) (ideologies more regularly appear after 1900, pushing culture victory back a bit)
- Puppets: no longer penalize for food/production, but all other yields at 80% penalty
- Increased happiness tech scaler to 2.0 (was 1.9)
- Civs:
- Venice: UA now a 30% reduction of puppet penalties (so puppets are 50% of all yields except food/production, which are 100%)
- Beliefs
- Church - now grants 2 Culture, 40% pressure mod (was 25%)
- Espionage:
- Decreased value of early game spy power by 100 (50% weaker) - this value scales downward with Era, so spies naturally get better as the game progresses
- Units:
- Moved GP scaling from owned improvements/works/themes to XML for modders
- Scaling on owned improvements only applies to improvements you created yourself
- Workers and Archaeologists can move through ice with Ice Breakers promotion (like work boats)
- Increased air defense of guerilla to 8 (was 5)
- Reduced archaeologist base faith cost to 225 (was 400)
- Added option for GP planting on artifacts to disable it (BALANCE_CORE_ARCHAEOLOGY_FROM_GP)
- Buildings
- Borodbudur: now grants just 2 free Missionaries (from 3), but all Missionaries get an extra spread.
- Louvre:
- theme bonus now 15 Culture
- grants free Museum and 2 free archaeologists when completed
- Uffizi:
- theme bonus now 10 Culture
- grants all great works +1 culture
- Globe Theater:
- theme bonus now 10 Gold
- Artist, Musician, and Writer specialists in all cities produce +1 GAP
- Slater Mill: now 4 coal (was 2)
- Improvements
- Changed remove feature logic:
- Marsh removal moved to iron working, increased base cost by 5 turns
- Jungle removal moved to calendar, increased base cost by 4 turns
- Forest removal cost increased by 4 turns
- Cost of each is reduced by 2 turns at Machinery and Biology
Edit:
A few things we need to discuss:
AI Warmongers are really doing well right now. Like...really well. I'm worried war is too beneficial. The Zulu are especially scary.
- Zulu nerf: hit promotions, or UA?
- Early warmongers - do we need more base defense for cities/walls?
- Courthouse - too cheap, cost should scale a bit more when going wide?
Cheers,
G