acluewithout
Deity
- Joined
- Dec 1, 2017
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Late Antarctic Summer Patch is out. It's awesome. If fixes a lot of things. Breaks a couple of things. And we finally have Map Tacks.
So, what should FXS do for the next patch?
To be clear, please try to only post ideas that are suitable for a patch. Expansions, DLC etc, can go somewhere else.
...And if you're going to talk about the AI, please try to be really specific about the behavior you want changed rather than just "better at combat" or "not stupid".
I’m very interested to hear people's thoughts. Who knows, maybe FXS will pick up some ideas from this thread.
For what it’s worth, and to get some discussion going, here is my list done "patch note" style. Sorry, it's not short...
Industrial
So, what should FXS do for the next patch?
To be clear, please try to only post ideas that are suitable for a patch. Expansions, DLC etc, can go somewhere else.
...And if you're going to talk about the AI, please try to be really specific about the behavior you want changed rather than just "better at combat" or "not stupid".
I’m very interested to hear people's thoughts. Who knows, maybe FXS will pick up some ideas from this thread.
For what it’s worth, and to get some discussion going, here is my list done "patch note" style. Sorry, it's not short...
Industrial
- Industrial Zone. Add +1 Adjacency from improved strategic resources (so improved horses provides +1, and an improved Iron Mine provides +2 - i.e. +1 for Iron, +1 for the Mine).
- Hansa. Receives additional +1 Great Merchant Point.
- Workshop. +1 Housing, and +1 Food to all Camps and (after you research Mass Production) +1 Production to all Pastures in this City (in addition to other benefits).
- Factory. + Production equal to current IZ adjacency (instead of Coal Plant). Additional +4 production when powered.
- Electronics Factory. Culture Bonus reduced to +1 but now Regional Boost (all Cities within 6 tiles).
- Powerplants. Coal and Oil Powerplants both provide +6 Regional Production Boost (no adjacency boost for Coal Plant). Nuclear Powerplant provides +8 Production and +2 Science as Regional Boost. All Powerplants provide all Cities within 6 tiles with +1 Amenities.
- [New] Tech Hub. Tier 3 IZ Building, unlocks at Telecommunications. Allows stacking of Regional Bonuses. Each District in this City also gains +1 Production and +1 Science when Tech hub is powered. Cost 600, Maintenance 5, Power Requirement 4. (Uses Research Lab graphics.)
- Library. Reduce Science to +1.
- University. Reduce base Science to +2 science; +2 citizen slots instead of +1.
- Madras. +3 science, plus +2 citizen slots (instead of +1), otherwise unchanged.
- Research Lab. Bonus is now +2 Science, plus additional +6 Science when fully powered. Provides +2 Citizen Slots, instead of +1.
- Stock Exchange. Additionally, each Stock Exchange in your Empire provides +5% Production to all Projects in your Empire (max +50%). Stock Exchange also provides +2 Citizen Slots, instead of +1.
- Ancient Walls. Unchanged, but renamed “Walls”.
- Medieval Walls. Changed to “Medieval Castle” (which also provides Medieval Walls). Provides +1 Housing, +10% production bonus for Anti-Cav and Siege units, +100 Outer Defence, and +10CS to this City and +5CS to all Cities within 6 tiles. (Uses Medieval Wall graphics.)
- Renaissance Walls. Changed to “Renaissance Palace” (which also provides Renaissance Walls). Provides additional +1 Housing, +10% production bonus for Anti-Cav and Siege units, +100 Outer Defence, and +10CS to this City and +5CS to all Cities within 6 tiles. (Uses Renaissance Wall graphics.)
- Tsikhe. Unchanged, but becomes replacement for Renaissance Palace.
- Fort. Provides ZOC and +1 Production when worked. Cannot build a Fort adjacent to another Fort.
- Military Engineer. Military Engineer can build Roads without using a Builder Charge (1 Iron) in addition to building Railways, and can speed production of Sea Walls and District Repairs. Military Engineer required to build Offshore Oil Rig.
- Railways and Canals. A City connected to a Capital City by Rail receives +10% Gold and Production. Industrial Zones gain adjacency (+1) for each neighbouring Canal Tile.
- Entertainment / Waterpark. Entertainment and Waterpark Districts no longer require Population to build (i.e. like Aqueducts etc).
- Sewers, Neighborhoods, Food Markets and Shopping Centres. Sewers provide +2 Housing, and +1 additional Housing for each Neighorhood and Aqueduct in this City. Neighborhoods provide +1 adjacecy to Harbours, Commercial Hubs and Industrial Zones. Food Markets and Shopping Malls are now City Centre Buildings and can only be built in Cities with a Sewer. Food Market provides +5 Food (up from +3). Costs of Food Market and Shopping Mall are halved.
- Farms. After you research Irrigation, Farms provide +1 Housing (not +0.5) if next to a river.
- Housing. Housing negatives to growth only begin to apply once City reaches housing cap, not before.
- Monarchy. Legacy Bonus changed to +1 Amenity for each Castle Level (+1 or +2) and Camp, and farms adjacent to a Castle or Encampment provide +1 Production.
- Digital Democracy no longer reduces combat strength of units; instead, unit maintenance is increased by +1 for all units, War Weariness is +150% and you cannot declare Surprise War.
- Maintenance. Second, Third and Fourth Government Tiers each increase the Gold Maintenance for all Districts and Third and Fourth Tier Governments increase the required Maintenance for all Cities on your Home Continent.
- Fourth Tier Governments. All Tier Four Governments can access Wild Card Policy Cards as their equivalent Tier Three Government, eg both Digital Democracy and Democracy can slot New Deal.
- Loyalty. Tier 2, 3 and 4 Governments provide all Cities with a Govenor respectively +1, +2 and +3 Loyalty.
- [New] Wild Card Policy, "Global Academic Network". Unlocks at Ideology. Cities with a Research Lab gain +5% Science and Growth (+10% for Communist or Synthetic Technocracy).
- [New] Wild Card Policy, "Global Financial Markets". Unlocks at Ideology. Cities with a Stock Exchange get +10% Gold and Growth (+15% for Democracy or Digital Democracy).
- [New] Wild Card Policy, "Global Hegemony". Unlocks at Ideology. +50% production to Waterparks and Entertainment Complexes and for running Bread and Circuses Project (+100% for Facism and Corporate Libertariansm).
- Coastal Cities. All existing and new coastal cities gain +1 base Production after you research Celestial Navigation and an additional +1 Production after you research Mass Production.
- Lighthouse. Lighthouse additionally provides a free Trading Post when built and improved sea resources provide +1.0 Housing instead of 0.5 in Cities with a Lighthouse.
- Shipyard. Additionally provides +5 Resource Cap.
- Sea Port. Additionally provides additional +5 Resource Cap, +2 Citizen Slots instead of +1 and increases Harbour adjacency by +1.
- [New] Diplomatic Policy Card, “Sun Never Sets”. Each Colonial City provides +0.25 Diplomatic Favour and +0.5 Influence Points per turn. Unlocks at Colonialism.
- [New] Military Policy Card, “National Guard”. +100% Production when Repairing Districts or Buildings. Unlocks at Civil Engineering.
- [New] Military Policy Card, “Maritime Investment”. Coastal Cities receive +2 Loyalty and +20% Growth. Lumber-mills provides +1 Production. Unlocks at Mercantilism.
- Tier 3 Buildings. Players with Suzerain of any City States receive +2 yields to each Tier 3 Buildings they have of that City States type; e.g. Suzerain of a Science City State will give you +2 Science for each Research Lab.
- Unique Units. Each Militaristic City State has a Unique Melee Unit which replaces either the Swordsman or Musketman. Each Mercantile and Industrial City State has a Unique Anti-Cav Unit, which replaces the Spearman, Pikeman or Pike & Shot. Unique City States Units are stronger (+2 CS) and have a favoured terrain (ignore movement penalty and +3 CS combat strength from favoured terrain). City State Unique Units can be used by Player when they Levy that City State’s Army.
- Anti-Cav. Spearmen and other Anti-Cav are cheaper; Spearmen have zero Maintenance Cost and all other Anti-Cav have -1 Maintenance compared to other units of the same Era and combat strength generally brought in line with Era average CS for units.
- Bonuses. Anti-cav no longer get a flat +10 v Cav and Melee don't get a flat +10 v Anti-Cav.
- Warrior. Gains no bonus against Spearmen etc.
- Spearmen, Pikemen and Pike & Shot. Spearmen gain +10 v light Cav. Pikemen and Pike & Shot gain +10 v Light and Heavy Cav (up to but excluding Tanks and Helicopters) and additionally gain +5 when Fortified. Swords and Medieval Melee gain +10 v Spearmen only.
- Gunpowder. All Gunpowder units (eg Muskets, Pike & Shot, Cavalry) get +10 against all non-gunpowder units.
- AT Crew and MAT Crew. These units gain +10 v Tanks, Helicopters and GDR. Provide AA cover.
- Helicopters. These gain +10 v Tanks and GDR.
- Infantry, Mech Infantry. No bonus v AC, but +5 fighting in Districts.
- Resources. Overall, more units require Iron, less require Niter or Oil.
- Muskets and Cuirassier continue to require Niter.
- Frigates and Bombards, Artillery now require Iron, not Niter or Oil.
- Cavalry require Horses, not Niter.
- Infantry have no resource requirement to build, but still use 1 Oil per turn (so, you can build them without Oil but they're weaker).
- Tanks require 20 Iron (representing Steel) and require 1 Oil per turn.
- Nuclear Submarines required 5 Uranium to build but have no maintenance requirement. Other Submarines do not require any resources.
- Aircraft (including Helicopters) require 20 Aluminium to Build but have no maintenance requirements.
- Armory provides +1 Niter per turn.
- AI receives +2 Resource Discount at Emperor and Immortal, and +5 at Deity.
- Light Cavalry. -17 CS vs Cities and +5 CS v Ranged and Seige units.
- Heavy Cavalry. Heavy Cav do not benefit from +% Production Cards and always have +1 Maintenance compared to other units of the same Era. Heavy Cav get a -10 v Cities until they get to Tanks (which get no penalty).
- Siege Units. +10 Defence vs Ranged if unit has not moved this turn.
- Unique Units. Hoplites additionally receive no penalties from being injured (like Samurai). Immortals no longer replace Swordsman - both are unlocked at Iron Working. Berserker receives additional Movement when in Enemy Territory or Embarked and no negative to Defence. Khvesur gain combat and movement bonus from both hills and woods. Samurai additionally receive +5 CS when attacking.
- Future Techs. Advanced AI provides +2 Pop to all Cities when unlocked, and all Factories provide +1 Amenity; Cybernetics provides +1 Movement to all Land Melee Units; Smart Materials provides +5 Defence to Heavy and Light Cavalry; Predictive Systems provides +1 Movement to all Light Cav and Anti-Cav units.
- Spies. Spies can no longer Recruit Partisans.
- Rockband. Cannot enter foreign territory without open borders. Rebalance tourism boosts relative to Naturalists / National Parks.
- Professional Army Policy Card. No longer discounts Gold Upgrade costs. Instead, all Naval and Land Melee and Anti-Cav units gain +20% XP.
- Buff AA values for Battleships, Missile Cruiser Destroyer. These units are buffed to similar levels as SAM etc. They should receive additional +5 AA as an Armada and +10 as a Fleet.
- Units with AA get a free / intercept attack when they are attacked directly, instead of only intercepting attacks to neighbouring units. Aircraft attacking a naval unit with AA will receive an intercept attack and damage from the naval unit before then attacking the naval unit as usual.
- Units with AA also intercept attack enemy units moving through their area of control, not just units which attack friendly units within that area.
- Aircraft Carriers. Aircraft on patrol move with the Aircraft Carrier. Aircraft Carrier gains experience from any kills by other friendly naval or air units within three tiles of the Aircraft Carrier. Aircraft carriers also provide +1 Great Admiral and +1 Great General point per turn.
- Cree. UA provides free Starting Recon Unit. Do not receive a free Trader at Pottery, but instead +50% Production for Traders.
- England. Pax B no longer gives a free melee or naval unit; instead, Governors established in a City on a Foreign Capital provide +3% Gold and Culture for each Governor title. Pax B continues to provide the Red Coat unit and a free trade route when you first settle on another continent. The Royal Navy Dockyard on a Foreign Continent provides +50% discount to building or purchasing Naval Units and Land Melee Units (in addition to its other benefits, and for both Vicky and Eleanor). WotW provides +4 Additional Powered Yields (up from +2) in addition to its other bonuses.
- France. Chateau provides double culture and gold during a Golden Age.
- Spain. Treasure Fleet now provides +1 Food and +1 Production to both Internal and Domestic International Trade Routes (no additional gold for external trade routes), and Markets and Light Houses on Foreign Continents provide +1 Gold.
- Netherlands. UA additionally provides +50% production bonus for Harbours.
- Sumeria. Leader Ability is revised as follows: all units receive +25% experience. All units receive +1 Combat Strength for each Alliance.
- Fix Royal Navy Dockyard movement bug (i.e. England units lose +1 movement when upgraded). RND now gives +1 Movement to all units built OR UPGRADED in a City with a RND.
- [Fix Trade Bug (AI paying too much for Diplomatic Favour etc).] [Partially fixed already by April 2019 Hotfix.]
- Continents Map. Tweak Continent Map script so it forms some small Islands / Island chains in addition to two or three large continents.
- Fix how AI currently evaluates Pantheons. AI currently evaluates pantheons on current yields not potential yields, so undervalued eg God of the Open Sky. If this can’t be completely fixed, maybe give some AI Civs preferences to certain Pantheons that suit their existing bonuses and play style.
- Fix City Defence Calculations. Cities seem to have reduced defence scores in some situations.
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