The next beta- changelog

Gazebo

Lord of the Community Patch
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Hey all,

I'm still catching up and testing things, but here's my working changelog based on the discussions and feedback I've received over the past few weeks. Thanks again for your invaluable help. I'm pasting this 'raw' (i.e. no bullets) because, frankly, I'm sleepy. :)

Bugfixes
Github bugfixes and merge with ilteroi bugfixes

Adjustments
Horde/Liberation CS quests now need a barb land unit in borders (not just threatening) when quest ends in order to actually fail.
Barbarians cannot plunder cities until after the 'release' turn set in handicaps (30 for settler, 5 for Deity, scales between)
Barbarians are also no longer speed monsters on tundra

Bulbing of Great Scientists, Merchants, and Engineers now scales based on the number of GP UIs of their type you own.

Balance
Ideologies
First adopters now only get 1 free tenet - used to be 2
All subsequent adopters get 1 free tenet as well
Increased number of tenets lost from switching to 5 (was 2) and anarchy turns to 5 (was 2)

Tenet Changes
Order
Double Agents - now 3 Spies (Was 1)
Five Year Plan - removed Production on Cities, added +20% production towards buildings in all Cities
Iron Curtain - now 250% production/food (was 200%)
Great Leap Forward now Tier 2
Worker's Faculties now Tier 1
Autocracy
Autarky (new) - Can only trade with Autocracy Civilizations or Civilizations without an Ideology. +50% to Yields from International and Internal Trade Routes.
Lightning Warfare - +3 Movement for Great Generals. Gun units gain +10% attack and ignore enemy ZOC; Armor units gain +1 Movement.
New World Order - +50% construction speed for Constab/Police Station
Third Alternative - dropped capital yields, now also Reduces Unit Gold Maintenance costs by 25%.
Nationalism - now Blue-Water Doctrine. +5 Production/Science from Harbors/Seaports/Lighthouses, +50% Production of Naval Units.
Cult of Personality - highest warscore now affects all Civilizations (50% of highest warscore counts as tourism mod with all civs)
Futurism - gains +1 Culture from Great Works
Total War (new) - +50% Production when building land units. +25% Warscore (from city capture, plunder, etc.).
Gunboat Diplomacy (edited) - Gunboat Diplomacy +6 Influence (Standard speed) per turn from City-States you can bully. 50% easier to bully City-States, and unit gifts to City-States generate 40 Influence.
Freedom
Covert Action - now also affects coups (doubled chance)
Economic Union - now 2 TRs, +6 Gold (Was 1, 3)
Volunteer Army (added) - Unit Supply generated by Population increased by 15%.
Capitalism (edited) - 10 Specialists in each of your cities generate Happiness instead of creating Unhappiness.
New Deal - bumped to +5
Media Culture - dropped Tourism to 25% (was 34)
Space Procurements - dropped Science on RL to 10% (Was 20)
Policies
Opener - Dropped Capital science to 20, added 5 science from births in other cities
Encourages early expansion, and ameliorates harshness of capital citizen growth timing with progress unlocks.
Liberty (in Progress) - 25% Trade Unit production increase added

Religion
Glory of God now 2 scaler (Was 5)
Resilience - now halves enemy follower reduction. Also grants +3 to all holy site yields (faith, culture, tourism)
Denmark
Jelling Stone now Runestone, new ability - gain 5 Culture/Production in City when you pillage a tile, scaling with Era.
Poland
UA changed - Starting in the Classical Era, gain a free Social Policy every other Era, and gain two additional free Tenets when you adopt an Ideology for the first time.
A little less powerful overall, but a bigger punch when you hit ideologies. Shifts Poland's power to the later game a bit.

These changes aren't 'locked' but they're also relatively agreed upon. I'd like to use this set of changes for the next beta if they don't cause a riot.

Cheers,
G
 
seems good 12 new spies instead of 4 spy now I can definitely guarantee 21 diplomats inside all my enemy's capitals
 
Cool. I'm looking forward to releasing next beta so much. How does New Deal now work on Towns or Holy Sites? It used to increase +2 their respective yields iirc. And I think barb-cannot-plunder handicap needs to be scaled with game speed as well.
 
No change to stingy open borders ? :cry:

Honestly I would be fine with paying 20-30 GPT for their open borders if it meant I could flex my armies through a war, but their stinginess prevents them from getting rich. :cry:
 
Honestly I would be fine with paying 20-30 GPT for their open borders if it meant I could flex my armies through a war, but their stinginess prevents them from getting rich. :cry:
Yeah i wouldnt mind paying a hefty price especially if that means I can move my army to strategic position, however in this beta AI doesnt give you open borders unless you're super friendly with them. I reckon thats a little hard to do if there are many civs in play and you're one to wage wars.
I don't think open borders should come cheap, I just think they shouldn't be impossible if the AI you're asking for open borders is at least neutral.
I've had instances when when even friendly civs won't allow open borders and not only that but they also dont want my open borders...
 
This is an overall nerf to autocracy. Lightning Warfare as written here is massively over-nerfed. Additionally Autarky is still bad. It adds a restriction AND only provides like 100 GPT in good scenarios. I can't see it being anything but an F.

Honestly a lot of these buffs feel like they're not where they should be. For example:
"New World Order - +50% construction speed for Constab/Police Station" Should be +100% speed. It's not like the police station is a good building regardless.

As it is I can't imagine choosing Autocracy over Order for any real reason. Autocracy is a bunch of Cs and Fs with a few OP policies, but instead of balancing it it feels like a disguised nerf.

Also: "Gunboat Diplomacy (edited) - Gunboat Diplomacy +6 Influence (Standard speed) per turn from City-States you can bully. 50% easier to bully City-States, and unit gifts to City-States generate 40 Influence." Is it really that hard to code Tribute GAINS Influence? I'm not being snide, I'm literally wondering how hard it would be. Because that seems infinitely more flavorful and better. This just turns your units into diplomats, which isn't T3 material.

Regardless I think you need to remove the "-1000 Relations too high" modifier from bullying. It's still an F as it is, but would be a C if you did that.

So to sum up my opinion on the newer, crappier, autocracy:

Autarky - F

Elite Forces - A

Futurism - A

Lebensraum - A

Military-Industrial Complex - A


New World Order - C

United Front - F


T2

Lightning Warfare - F

Martial Spirit - A

Blue-Water Doctrine - C

Police State - A

Syndicalism - A


Third Alternative - A

Total War - C or A (Hard to tell with this one. I feel much more certain on other ones)

T3s
Air Supremacy
- A

Cult of Personality - A

Gunboat Diplomacy - F


---

To be clear I really do appreciate what you do any love most of the new patch. It's just this issue I disagree on, and I want to make sure that I don't come off too harsh. I'm playing Galactic Civilizations 3: Crusade now and seeing the dumb AI makes me so grateful to you. Thanks again for the awesome work!
 
Bulbing of Great Scientists, Merchants, and Engineers now scales based on the number of GP UIs of their type you own.

How will this work/change the current system?
 
Hey all,

I'm still catching up and testing things, but here's my working changelog based on the discussions and feedback I've received over the past few weeks. Thanks again for your invaluable help. I'm pasting this 'raw' (i.e. no bullets) because, frankly, I'm sleepy. :)



These changes aren't 'locked' but they're also relatively agreed upon. I'd like to use this set of changes for the next beta if they don't cause a riot.

Cheers,
G
Order and Freedom seem good, they've gained more options. But I'll be honest, I dislike the new Autocracy. It's outright worse than the current bundle and few issues are really fixed. I wouldn't say those changes are relatively agreed upon as they seem to have pretty much nothing to do with the discussion in the Autocracy thread and seem a bit random to be honest, like making Autarky even worse somehow which nobody asked for. Seriously, you're a warmongerer - with old one, at this point you might have 20-50 cities on standard. That's 60-150 production, and some gold from internal trade routes, as compared to the benefits from trade routes and a heavy penalty to trading with others. If you're Venice it's maybe a buff, but Venice will be going Freedom for 4 trade routes, not even paying this one any attention.

Lightning Warfare is pretty much unpickable, United Front (often considered the worst) is unchanged, NWO's change doesn't change much, MIC will still be first picked, etc. It's probably better MIC is still first picked but Autocracy as a bundle is not OP than it receives the LW treatment (I doubt anybody wants that) because it's one of the reasons to not just go Order, and if Autocracy lost that too, I can't see myself not going Order instead for warmongering needs. Gunboat as it is is nothing but lots of text still as the policy is pretty much only +40 influence from gifts and features that don't actually work to make you more than Friends (and/or require more than they're worth) so it's still an easy F. Autocracy thread explained why the policy doesn't really work as it is, basically -1000 penalty ruins any hope of tributing to become more than friend.

BWC is better than Nationalism and is C (obvious A if very coastal) though, but I've seen too many AIs who pick resource pantheons despite only having the resources around the capital - someone who picks that while only a small amount of his cities is coastal won't really benefit much if at all, and it might even be an F then. Total War is better than what it is now, but it's hard to say how good it is. This one might be good, though, especially if you're an Imperialist too. I like the synergy with unit gifts, but both unit gift policies still remain bad.

I also question the runestone. Does it work on neutral tiles and roads? If not, people will be building roads in neutral area to pillage them. The UA still sucks but that's okay if UB carries it and it synergises in such a way. Thematic and fun, I like that, but in practice it could become either broken or unfun. This one will have to be tried.

Overall I like most changes to Freedom and Order though not buffing Creative Expression to be better is a bit disappointing too because it's not going to be picked as it is (GAP are the worst yield, culture it gives is a joke even for Egypt), but Autocracy got hit a bit. Overall some steps in the right direction, but some that aren't, as is expected for a beta. I know however during the course it will most likely become way better, just like the last beta patch trail turned out right and for the better in the end.
 
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Don't see much buff of order. And again u will almost always first build factories and then get ideology...
And New Deal will now give +3/2 buff or 2/3 to Towns? :crazyeye: Like changes to freedom, it looks so good now.

No changes to open borders... :sad: why AI cant allow me to pass their borders for 50-100 gpt...
 
Bulbing of Great Scientists, Merchants, and Engineers now scales based on the number of GP UIs of their type you own.

How will this work/change the current system?
I believe it follows the same system as where you have to choose to settle or bulb as bulbing become influenced on how many times you settle your great people + your yields per turn rather than just yields per turn.
 
I wouldn't say those changes are relatively agreed upon as they seem to have pretty much nothing to do with the discussion in the Autocracy thread and seem a bit random to be honest

Like when everybody just agreed that zoos adding tourism to forest was bogus, then he goes ahead and changes the extra bonus tourism on zoo completion without addressing the issue at all. But if you take yourself out of the shoes of a "player", and put yourself into the shoes of a person who runs a bunch of simulated games looking at the overall end results, then some of his changes begin to make at least a little sense to you. It's the same reason he's probably not concerned about open borders right now, overall in sim games it's likely having the desired effect he was looking for, even though it's obviously untenable for somebody playing the game.

All the random, needless changes that fail to hit the mark of issues sprinkled in every patch have this mod continuously moving in the wrong direction, just constantly making new problems to address. This mod needs the -community- put back into -vox populi-, have someone like ElliotS (or anyone who actually plays the game and knows whats up from a players perspective) be put in charge of the balancing, and if G wants to contribute he can continue to handle bugs and implement things like the fog of war change they just did, things that improve AI functions. Let G continue to do the things like that he's actually good at, and delegate some responsibility for the balancing aspect because he continues to show just time and time again balance isn't something he can get a grasp on.
 
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Wow, Deadstarre, I strongly disagree with your post. The mod has been moving in a great direction and Gazebo's work has been great, including on introducing new features and balancing the game. Yes, the mod still has some kinks, but the mod is becoming better and better with each new version.
 
Balance
Ideologies
First adopters now only get 1 free tenet - used to be 2
All subsequent adopters get 1 free tenet as well

Does this mean that there is no difference between being the first and others any more?
 
Yea G is just the worst. Spending enormous amounts of his time to create something we can all use for free. Doing ridiculous things like proposing a set of changes and asking we tell him what we like or don't like. What a jerk, we should kick him out of the mod

/s
 
"First adopters now only get 1 free tenet - used to be 2"

With this change there seems to be no advantage to founding an ideology. Why wouldn't everyone just pick the same one as everyone else?
 
I think tuning ideologies is a bit more complex then just one patch. So after 2-3 patches they will become balanced. Cause I cant understand changes to autocracy without 2-3 new games.
 
This is an overall nerf to autocracy. Lightning Warfare as written here is massively over-nerfed. Additionally Autarky is still bad. It adds a restriction AND only provides like 100 GPT in good scenarios. I can't see it being anything but an F.

Honestly a lot of these buffs feel like they're not where they should be. For example:
"New World Order - +50% construction speed for Constab/Police Station" Should be +100% speed. It's not like the police station is a good building regardless.

As it is I can't imagine choosing Autocracy over Order for any real reason. Autocracy is a bunch of Cs and Fs with a few OP policies, but instead of balancing it it feels like a disguised nerf.

Also: "Gunboat Diplomacy (edited) - Gunboat Diplomacy +6 Influence (Standard speed) per turn from City-States you can bully. 50% easier to bully City-States, and unit gifts to City-States generate 40 Influence." Is it really that hard to code Tribute GAINS Influence? I'm not being snide, I'm literally wondering how hard it would be. Because that seems infinitely more flavorful and better. This just turns your units into diplomats, which isn't T3 material.

Regardless I think you need to remove the "-1000 Relations too high" modifier from bullying. It's still an F as it is, but would be a C if you did that.

So to sum up my opinion on the newer, crappier, autocracy:

Autarky - F

Elite Forces - A

Futurism - A

Lebensraum - A

Military-Industrial Complex - A


New World Order - C

United Front - F


T2
Lightning Warfare - F

Martial Spirit - A

Blue-Water Doctrine - C

Police State - A

Syndicalism - A


Third Alternative - A

Total War - C or A (Hard to tell with this one. I feel much more certain on other ones)

T3s
Air Supremacy
- A

Cult of Personality - A

Gunboat Diplomacy - F


---

To be clear I really do appreciate what you do any love most of the new patch. It's just this issue I disagree on, and I want to make sure that I don't come off too harsh. I'm playing Galactic Civilizations 3: Crusade now and seeing the dumb AI makes me so grateful to you. Thanks again for the awesome work!

My reply is to both you and Enrico, since your commentary is similar (and appreciated). As an aside, I never take criticism of mod changes personally. Why would I? I only take it personally if someone makes it personal, which is silly.

In any case, yeah, Autocracy is nerfed in this outline (code hasn't been written yet, this is just a draft). Why? Because war is a zero-sum game, and tenets that make late-game war virtually trivial for the player take away any amount of challenge. If the game, up to ideologies, requires hard choices and decisions, and suddenly you can just say 'screw it,' grab autocracy + lightning warfare + any other tenet and steamroll your neighbors (ignoring diplo penalties, etc)...that kinda defeats the point of turns 0-300 no, right?

Autarky is tough. I don't love my rewrite, but I also find that yet more base yields to cities is a really boring solution. A buff to international and internal trade routes at least generates player choices and can be used in interesting ways.

United Front and Gunboat are buffed versions of their former selves. And yes, the 'increase influence from bullying' is a bear, as I'd have to teach the AI. Happy to consider other solutions, but AI work takes a lot of time.

G
 
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