Test Version - October 8th (10/8)

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I was talking about this one:

Manual Installation Instructions - Please Follow Closely!

It covers all procedures for installing CPP with one of the automatic installers.

Manual installers or procedures of test versions will not be described, because firstly a manual installation provides a foundation for a lot of possible mistakes by the user and secondly during my time of following this project I only saw a handful of test versions that differed from the general install procedure. So you have to follow Gazebo's guide for this beta version on the one hand or you have to wait for an installer version on the other hand. Seeing a lot of user mistakes during the automatic installation in the past, I can not recommend the manual install procedure for the tenderfoots of this modding community.
 
It covers all procedures for installing CPP with one of the automatic installers.

Manual installers or procedures of test versions will not be described, because firstly a manual installation provides a foundation for a lot of possible mistakes by the user and secondly during my time of following this project I only saw a handful of test versions that differed from the general install procedure. So you have to follow Gazebo's guide for this beta version on the one hand or you have to wait for an installer version on the other hand. Seeing a lot of user mistakes during the automatic installation in the past, I can not recommend the manual install procedure for the tenderfoots of this modding community.

I see your point, but then there's this title:
Manual Installation Instructions - Please Follow Closely!
This word alone might cause some misunderstanding, as by the looks of it one can assume that this is an instruction for manual installation, not installation via the automatic installers. Perhaps the title should be corrected.
 
I see your point, but then there's this title:

This word alone might cause some misunderstanding, as by the looks of it one can assume that this is an instruction for manual installation, not installation via the automatic installers. Perhaps the title should be corrected.
Ok, I see the problem. Yes you are right. Seeing this in the context of what Ballistic says, yes there is a problem with this word in English. Despite my signature is advertising my manual a bit different from my previous post that was quoted by Ballistic, I changed the title a bit. I hope this will make it more clearer.

@Ballistic: Despite this confusion about a word, thank you for trying out the Manual :goodjob: I hope that there won't be more beta versions in the future, so I could drop the need for a manual, covering the manual installation.. Manual.. This word..
 
The location is surprising too because you post in a thread covering the test version a new tool while explaining it won't cover this test version, making people confused :)
 
Really don't like the mint either, but this doesn't really feel like a good solution. Maybe just straight up removing and and redistributing its existing bonuses between other buildings would be better.
It just kinda feels out of place, like the circus before the happiness was added. Or the ivory bonus on the circus.

So maybe simply make mint buildable everywhere?
 
The location is surprising too because you post in a thread covering the test version a new tool while explaining it won't cover this test version, making people confused :)
I don't want to argue, but the quotation of Ballistic is not from this thread, I posted my Manual in the 'How to install'-thread and in another thread. I hope that my signature will now describe what a user can expect from my "manual". That I publish it via my signature and that my signature is also displayed in this thread that (the manual) don't cover a manual installation is not my fault.

BTT: I will test the new version within the next few days. I 'm curious about how the new version works :)
 
I'm not sure why, but in this latest patch, War seems to be bad as a paper cut. So, Deity/Large/Epic/Fractal/9 AI. Around turn 60 I declare on my neighbor Egypt. Just a preemptive defensive war, nothing is exchanged, peace. Fine. Nobody seemed to care that I was the declarererer of the war (hehe).

Game continues. People fight, ally, blah blah no surprise here. Turn 170, China asks to joint-DOW on Egypt and I accept. The war begins, and I capture + raze the first Egyptian city (a poop city that was trying to wedge into my territory). The game says that I will receive a MINOR warmonger for razing. Ok. I capture his 2nd city, keeping it as a puppet. This gives me a MINOR warmonger. Sure..? I decide to just make a last push for his capitol and I successfully capture it. It's his original Capitol city, 18 pop, and has 4 World Wonders in it. The game says that for annex/puppet/raze his CAPITOL will be a MINOR warmonger.

What the heck? I've never seen a game where I could just blast through a neighbor and the whole world didn't even care. Egypt had not been a warmonger, they had friends, they had trade partners. The world congress hasn't even met for the first time yet so there's no wacky policies affecting it. And in that war, China didn't even land a single troop on his soil (I just wanted to purge his poop city so I accepted).

Is this normal, or beta related? Earlier patches within the last week, I was considered evil for taking a city from the Mayans, a crappy city, for a war that THEY started. Now suddenly I'm Martha Stewart of warmongers. What gives?
 
I'm not sure why, but in this latest patch, War seems to be bad as a paper cut. So, Deity/Large/Epic/Fractal/9 AI. Around turn 60 I declare on my neighbor Egypt. Just a preemptive defensive war, nothing is exchanged, peace. Fine. Nobody seemed to care that I was the declarererer of the war (hehe).

Game continues. People fight, ally, blah blah no surprise here. Turn 170, China asks to joint-DOW on Egypt and I accept. The war begins, and I capture + raze the first Egyptian city (a poop city that was trying to wedge into my territory). The game says that I will receive a MINOR warmonger for razing. Ok. I capture his 2nd city, keeping it as a puppet. This gives me a MINOR warmonger. Sure..? I decide to just make a last push for his capitol and I successfully capture it. It's his original Capitol city, 18 pop, and has 4 World Wonders in it. The game says that for annex/puppet/raze his CAPITOL will be a MINOR warmonger.

What the heck? I've never seen a game where I could just blast through a neighbor and the whole world didn't even care. Egypt had not been a warmonger, they had friends, they had trade partners. The world congress hasn't even met for the first time yet so there's no wacky policies affecting it. And in that war, China didn't even land a single troop on his soil (I just wanted to purge his poop city so I accepted).

Is this normal, or beta related? Earlier patches within the last week, I was considered evil for taking a city from the Mayans, a crappy city, for a war that THEY started. Now suddenly I'm Martha Stewart of warmongers. What gives?

Depends on the era, honestly. Also, the popup reflects your assumption of warmonger penalties, not precisely how the AI will process the action.

G
 
Depends on the era, honestly. Also, the popup reflects your assumption of warmonger penalties, not precisely how the AI will process the action.

G

Something did feel kinda whack with the warmongering penalties in the last versions(not sure about this one yet) however, I was getting severe warmonger penalties for liberating cities (which should remove warmonger status, not add it it, right?). Those were AI-controlled cities that were peacefully gifted by other AI, if that means something.
 
Depends on the era, honestly. Also, the popup reflects your assumption of warmonger penalties, not precisely how the AI will process the action.

G

I'm not sure what you mean by this.
 
New version is coming along nicely. I've got ilteroi's merge completed, so I'm going to let the AI autoplay a few games tomorrow while I work. We'll see how it goes. If nothing too crazy happens, expect a release tomorrow afternoon (EST). Here's the current 'final' changelog, including everything mentioned up to this point:

Tourism Rework Patch


General Tourism Changes:

  • Tourism with other civs now modified based on the difference in # of cities. If another player has more cities than you, you gain %x tourism with them for every city's worth of difference
x value is same as policy cost modifier for map size. So if you have 8 cities, and they have 10 cities on a standard map, that's a +22% bonus for you!​
  • Tourism now affected by boredom unhappiness. If another civ has bored citizens, you get a bonus with that civ for every bored citizen they have (1 citizen = 2%)
  • Colosseum now (once again) generates +2 Tourism (Arena generates +2 Tourism as well). Retains old bonus.
  • Caravansaries and Harbors produce Tourism with another major civilization when you complete a trade route to one of their Cities. Trade route must originate in a city with the building to get the bonus. Caravan = land, Harbor = sea.
Bonus = 25% of current Culture per turn (as with palace)​
  • Mint changed to Customs House
Loses resource bonuses (moved to Bank, reduced to +2 gold from Silver/Gold/Gems)
Hanse now replaces Customs House (small buff to Germany, as it comes a little earlier in tech tree and is cheaper)
Customs House bonus: same Tourism TR bonus as Harbor/Caravansary (25% of CPT), but counts for both land and sea (so is quite useful in trade hubs)
Also generates +2 Gold from TRs to/from City (removed from Bank)and some Culture per turn
East India Company requires a Customs House instead of a Market

  • Two new World Congress resolutions added (appear at Flight)
Travel Ban - Restricts international travel between Civilizations. Reduces the Tourism modifier for all Civilizations by 50%.
Passport System - Increases international travel between Civilizations. Increases the Tourism modifier for all Civilizations by 50%.​
  • New 'Tourism Events' system (referred to as 'Historic Moments' in notifications (see below)
Every time you...​
  1. ... build a World Wonder
  2. ... a GP is born
  3. ... you complete a CS quest
  4. ... you enter a new Era
  5. ... you win a war
50% of your current empire-wide culture output is converted into a Tourism boost with all known major Civs.​
Bonus is attached to Palace (see palace description)
This allows Tourism to be somewhat more 'active' as a system, and allows for early-game tourism without saturating the world with Great Works too quickly.
Autocracy Futurism tenet now taps into this - boosts the value of this process by 20% (so 70% of CPT converts - how nice!)​
  • Writer/Artist/Musician Guilds now buildable in up to 3 Cities - have a higher base rate (3/4/5) of GPP points per turn. Should help get more GWs out early, and boost AI culture performance quite a bit.
  • Base culture output of Great Works reduced to 1 (was 3). Should help increase value of GW tourism versus Culture)
  • Spy-Diplomats now always generate tourism bonus (was formerly only available to opposite ideologies)
  • Theming Yield bonuses added:
In theme bonus tooltip, you can see the yield your city will gain if any theme is active on the building

Yield is a flat bonus to City yields(+3 science, +3 cultue, etc.)
For example: if you theme the Great Library, you gain +3 science in the city.

This was the lightest possible method of adding value to theming (in terms of DLL use/abuse)​

  • Adjusted science from TRs to scale with era and influence - values are now:
+1 (Exotic) * Era
+2 (Familiar) * Era
+3 (Popular) * Era
+4 (Influential) * Era
+5 (Dominant) * Era​

  • Adjusted gold from TRs to scale with era and influence - values are now:
+2 (Exotic) * Era
+4 (Familiar) * Era
+6 (Popular) * Era
+8 (Influential) * Era
+10 (Dominant) * Era​

  • Added % bonus to Growth (i.e. immigration) bonus from Trade Routes, to other civ cities based on influence.
+3% (Exotic)
+6% (Familiar)
+9% (Popular)
+12% (Influential)
+15% (Dominant)​

Tourism Interface:
  • Added reverse tourism to tooltip of culture overview (shows you the cultural level of the civ you are looking at versus the civ you have selected)
  • Added 'Tourism Update' notifications that tell you when your influence over a civ reaches a new level, and when another civ reaches one with you (also goes in reverse, if in decline)
Notifications limited to once per 50 turns for each type (positive or negative) to limit spam - interval reduces as game goes along​
  • Added Tourism worldmap popups when you get tourism in certain situations (Related to changes above)
[Added Notifications for these as well, with numeric values to give you an idea of how much tourism you are gaining from events​

Bugfixes:
  • Fixed random leaderscreen CTD issue
  • Fixed a many bugs/quirks/optimization issues, tactical AI, and operation AI
  • Carriers/Air units optimized greatly (danke, ilteroi!)
  • AI operations, especially naval operations, working properly again
  • Lots of plot logic and tactical map optimizations
  • Fixed map generation/plot assignment bug that sometimes caused all units to spawn in the same spot (should fix map generation errors for earth map, for example)
  • A few Deal AI bugs fixed (including a huge vanilla bug regarding broken AI deals to other AI passing anyways)
  • Reworked AI recruitment for units to operations for speed and accuracy (should fix slowdowns in midgame)
  • Shortened WC proposal names to fit in diplo screen viewer
  • Fixed a few lua issues, esp. CS greeting issue in EUI
  • Many, many other optimizations and improvements, including tweaks to specialist AI logic, builder AI logic, and more!
  • CP currently very stable - haven't had a crash in over 20 AI playthroughs (more human testing needed, of course)
Balance:

Leaders
  • Celts gain +5 faith in capital if their pantheon is present (UA element)
  • Aztecs now gain Food (heh) and Faith from kills instead of Culture (UA)
  • Fixed Morocco UA not showing scaling values properly
Religion
  • God of the Sea- +2 faith from fishing boats/atolls
  • Holy War (Reformation) - now Crusaders, grants Gold and Culture from City conquest in addition to +15% bonus.
  • Defender of the Faith (Reformation) - grants Citadels +10 Faith
Improvements/UI
  • Citadel logic modified - can now only be plopped in owned territory or unowned territory (not owned enemy territory)
  • Removed 'recall trade unit' from trade overview (was exploitable)
General
  • Increased tech costs a little bit (up to renaissance)
  • Added Civil Servants (1) to all CSD national wonders.
  • Adjusted faith cost of all units to bring them back in line a bit (halved later era units, equal to hammers for mid)
  • Reduced upgrade cost of all units a little(.5 to .2 multiplier per era)
  • Increased building costs slightly across the board
Policy
  • Honor reveals barb camps again.
  • Honor opener now grants Culture from all kills, not just Barb kills.
  • Road costs halved in Authority (Martial Law)
  • 25% reduced upgrade cost from Mercenaries policy (Imperialism) - removed unit maintenance reduction (was 15%) because of redundancy
  • Tradition - Devotion - Specialists in Capital now consume half food (was 5 happiness free specialists)
 
Aztecs now gain Food (heh) and Faith from kills instead of Culture (UA)
Come on man, that's just silly...
Culture and faith would be a way better solution. Some overlapping with the honor opener and the Celtic UU doesn't really matter that much.
 
Agree with Funak here, the food thing is kinda - gross.
I understand that you want to avoid the overlap with Authority, but please, any other yield is fine.
Trade routes seem way over the top if you push tourism, especially if you find a culturally poor trading partner. In effect, the more pathetic your trade partner is, the more you benefit from trading.

The rest of the balance changes look very very good to me.
 
Bah, what is the problem with cannibalism? Food is the better yield so it's logical if cannibalism is the best way.

In the same idea I think rape would be developped to up growth and enslavment to up production :D
 
I wish that it were possible to have the tourism bonus for trade routes scale opposite of each other (sorry I just woke up and can't remember the proper name. I'm talking about a scale where the more you head towards one the further you are from the other). The reason being that you shouldn't be able to snowball improperly. If a poor civ is poor, I shouldn't get a huge gold bonus. Are they buying my blue jeans instead of eating?

So if the civ is poor (compared to you, somehow), you get a better growth bonus. They want to move to your country but don't buy a lot of trade goods. If they are wealthier, the growth bonus is smaller (or gone?) but you get more money (because they want to spend more but are rich so they aren't moving). And then something something science. I hope that makes sense.

Time to go get a monopoly on coffee.

Edit: I might be thinking of the bonus gold/growth/science to trade routes based on your tourism level over the other civ. Dear god where is that coffee?
 
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