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Old World Update #106

The_J

Say No 2 Net Validations
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New update:


Headline changes
  • Happiness and Maintenance display changes
  • Family rebalancing
  • Fixed terrain display issues for AMD Macs


Design
  • Traders now get 2 culture per Specialist instead of per bullion Resource
  • Patrons now get 4 culture per Bullion Resource instead of per specialist
  • Champions Seat now gets +50% Training (up from 25%)
  • Clerics now get +1 Happiness (down from +2)
  • Citizens now give -5 family opinion (up from -1)
  • Happiness and Discontent changes are now always positive, as is Maintenance.
  • Happiness / Discontent level bar always increases the level when filling up and reduces it when emptying
  • Cities now start at Discontent Level 1 (instead of halfway through Level 0, which has been removed)
  • Agent yield percent now comes from unmodified city yields, excluding city percentage bonuses
  • Schemer agent yield bonus is now 10% (down from 20%)
  • Prevented events featuring characters under age 10 where this would not be appropriate
  • Raiders get less easily distracted by targets that belong to nations other than the one they are supposed to be raiding
  • Human players now start far away from each other in free for all games unless they are on the same team
  • AI players always start between humans in games with 2 human teams
  • Coastal tribes in Continent and Donut map scripts are no longer necessarily mounted
  • All Sacred and Profane cult improvements are now urban
  • Removed event triggering the ambition to become The Great
  • Increased likelihood of autonomous rule follow-up events
  • Foreign pagan religions now always appear in religion tab when the player owns a city with that religion
  • Mirror and Balanced Resources added to Bay, Continent, and Donut maps. Balanced Resources added to Seaside. (MP only)
  • Implemented Item traits – some traits are now classified as Items (Monkey Paw, Sword of the Gods etc)
  • Conscripts now have Pierce instead of Cleave
  • Renamed Ratings (Wisdom, Charisma etc) to Attributes.
  • Barracks/Ranges now always give XP, even if the unit is on cooldown
  • Added No Unit Gifting game option to MP
  • New religious units appear on Monasteries, Temples, or Cathedrals instead of the city tile


Programming
  • Performance optimizations
  • Memory usage reductions
  • Improvements to network relay server system and connectivity
  • More robust algorithm for placing free city sites
  • AI military improvements – better order conservation
  • AI now avoids fortifying and unlimbering on marsh
  • AI fort building adjustment
  • AI somewhat more conservative with its units when not able to get complete kills

UI
  • Updated Happiness icon
  • Alt-hover gives damage preview against non-hostile units
  • Added Accessibility option to disable main menu background scrolling
  • Added Accessibility option to disable Fog Lightning
  • Better handling of failing map script mods. Runtime or compilation failures should not result in main menu failures.
  • Changed context menus to expand downwards by default instead of upwards
  • Movement pips are now shown for allied tribe units
  • Enabled mods and game version now shown in game parameters
  • LAN matches no longer shown on main menu, only on the LAN games browser
  • Event Browser redesign and improvements
  • Always show all options in Play by Cloud username dropdown, with options that match input field sorted to the top (Steam only)
  • Changed the in-event text for a mission triggered via a mission from ‘Mission Finished:’ to ‘Mission Result:
  • Added icon to MP game browser linking to Discord
  • Remote servers of a different version are now excluded from the list of them
  • Games hosted by remote server update the game’s server password
  • Clear selection hotkey also clears tech tree and other screens
  • Allow hotkeys to function when research popup is up
  • Color coding changes to city widget
  • Added reminder for adopting state religion
  • Removed positive + sign from many yields
  • Allowed tab panel to stretch if minimap is minimized

Bug Fixes

  • Fixed Mac AMD bug with missing terrain
  • Fixed Mac AMD terrain holes
  • Fixed player characters adopting a foreign family on marriage
  • Fixed bug with character age sorting
  • Fixed bug where uninitialized city screen could appear at start of turn
  • Fixed potential lock on SP setup screen
  • Fixed orders rate not updating UI after Schemer war declaration
  • Fixed multiple goods gifts not showing in notifications
  • Fixes cloud game failing to upload when illegal characters used in game name
  • Fixed several tooltip scaling issues
  • Fixed city screen and tech screen top offset for different scaling/resolutions
  • Fixed bugs with Carthage scenarios 1 and 2 which could prevent goals from appearing
  • Fixed bug with specialist border expansion preview when cycling away from a city
  • Fixed ZOC overlay for mounted units
  • Fixed polygamy bug
  • Fixed issue with inconsistent ping heights
  • Fixed Builder leader stacked workers getting prematurely bounced after finishing an improvement
  • Fixed map editor errors
  • Fixed issue where ruins particle effect played when selecting foreign units
  • Removed duplicated technology entries from the Encyclopedia
  • Critical hit preview option fixes
  • Fixed Unique Unit city build and upgrade help for captured cities with Citadels but not Strong culture
  • Fixed agent yield bug
  • Fixed Religious Council ambition bug
  • Fixed discontent from governor opinion
  • Fixed doubled courtier prereq helptext
  • Fixed some tab panel selection/hover issues
  • Fixed some events immediately being invalid upon being triggered when the player has no city yet
  • Fixed AI discontent value
  • Fixed research tech button tooltip exception
  • Removed misleading default green color from “Requires” text in event options
  • Fixed tooltip consistency issues on tech tree status icons
  • Fixed issue where clicks over non-link text would not trigger buttons
  • Fixed free city site sometimes not being revealed
  • Fixed scrollbar position not resetting cycling between decisions
  • Fixed some button-text click interactions
  • Fixed agent icon on city widget not appearing for teammate agents
  • Fixed tribe alliance visibility issue
  • Fixed host connection indicator in MP clients
  • Fixed unit movement rings display for teammates with No Team Movement option enabled
  • Fixed issue where tile widgets showed specialists on tiles without resources after entering/exiting a city with the Resource Improvements overlay toggled
  • Fixed bug allowing leader to also be the heir
  • Fixed rare Heroes of the Aegean scenario 1 bug granting victory on turn 2
  • Fixed popups breaking the undo/redo queue
  • Fixed ALT for tooltip not working when hovering over city links
  • Fixed Barbarian Horde scenario not appearing in MP setup
  • Fixed city money display bug
  • Fixed Continent and Donut map script player start restrictions which sometimes were impossible to fulfill
  • Fixed events not being deterministic
  • Fixed icons sometimes not showing on loading screen tips
  • Fixed replay data getting discarded for no reason – should help with cases where replay doesn’t work after loading a save
  • Fixed the AI unlimbering when it’s better to heal
  • Fixed AI declaring war on tribes for no reason
  • Fixed out of date Aristocracy help text
  • Fixed owned DLC always getting enabled when loading a save where it had been disabled
  • Fixed text bug – different -> similar when opinion modifier is positive
  • Fixed luxuries panel potentially going off screen at high HUD scale
  • Fixed potential crash when razing a city – caused an issue in Heroes of the Aegean scenario 5.
  • Text and event fixes
 
  • Traders now get 2 culture per Specialist instead of per bullion Resource
  • Patrons now get 4 culture per Bullion Resource instead of per specialist
I'm completely confused by this change. To me, Patrons means patronage so, specialists. Traders trade things, so bullion resources. Feels like a change simply to have a change. I understand that Traders are one of the weaker families but this like the wrong way to fix that.
 
You can also see it like Patrons need valuable resources (gold, silver, pearls...) in order to make the work of art or jewelry they like, while specialists are more an economy thing.
 
I'm completely confused by this change. To me, Patrons means patronage so, specialists. Traders trade things, so bullion resources. Feels like a change simply to have a change. I understand that Traders are one of the weaker families but this like the wrong way to fix that.

I have to agree with this. I've commented a few times on the developers tinkering with the game for seemingly no reason, and this is another good example. What's the rationale behind this change?

Kind regards,
Ita Bear
 
I have to agree with this. I've commented a few times on the developers tinkering with the game for seemingly no reason, and this is another good example. What's the rationale behind this change?
I've generally liked the tweaks the devs make, no game is perfect and its nice to see the game constantly improve, but this change feels random in way that the others weren't. The previous changes to made to the Landowners actually got me to use them more but I can't see choosing the Traders or Patrons any more likely with these changes, in part, since they only thing they did was swap the abilities around. The problem with the Trades is that bullion resources are fairly rare and even Landowners' ability was moved away from needing a specific type of resource. This change doesn't fix the issue with needing bullion but I guess it would be less of a problem with the Patrons since there other abilities are better than the Trades.
 
There's more coming for families - yes, this has been a lot of family tweaking lately, but the next iteration should hopefully be thematically sensible as well as balanced.
 
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