Hey all,
I'm about to get super-busy on non-civ stuff again, so I'm working nonstop to get a full build out the door. What do I mean 'full build?' Well, I've been working hard on the last four policy branches, and ideologies, in order to have a working version of changes for all of them. I've also been hard at work refining the happiness system further, and, as always, balancing out existing features.
Changes:
I'm about to get super-busy on non-civ stuff again, so I'm working nonstop to get a full build out the door. What do I mean 'full build?' Well, I've been working hard on the last four policy branches, and ideologies, in order to have a working version of changes for all of them. I've also been hard at work refining the happiness system further, and, as always, balancing out existing features.
Changes:
Changes:
New Trait:
William: +3 Gold per turn for every Resource you Export to other Civilizations, and +2 Culture for every resource you import from other Civilizations and City-States.
Buildings/Terrain/Units:
Parthenon now the Liberty unlock
Wheat restored to former glory (+1 food at start)
Adjustments to tech increases on improvement yields
Bowman moved to Engineering
Warriors (and warrior UUs) upgrade into Spearmen, basic warrior obsoletes at Bronze Working
Fixed bugs related to free policy buildings
Horse units now more expensive (10-15%, roughly)
Promotions for City Attack reduced to 15%, Boarding Parties to 10%, and Wolfpack to 15% combat bonus
Mint buffed (+2 gold per resource, from +1)
Worker speed increased slightly (up to 90, from 80)
LUA:
Economic Overview Panel now allows you to sort by Unhappiness (replaced 'sort by Strength')
Changes to other lua - reorganized (Will need to be meshed with EUI)
Religion:
Faith and Culture Follower beliefs reduced to +5 Max (per city) - was 10
All 'founder buildings' (Stupas, etc.) and religious national wonders (except grand temple) provide 20% of resistance against conversion, thus making it harder for outside players to change the religious majority in those cities. Only works for 'enemy' (non-owned) units, so friendly missionaries will still get the full benefit of converting a city.
AI:
AI more intelligent about faith purchases, and should not spam missionaries/prophets quite as wantonly.
Spy-related diplomacy messages can now spawn only once every 40 turns (limit spam)
Flavors optimized for new policies and ideologies
Happiness:
Citizens in cities can now only be 'unhappy' for one source at a time, based on precedence - If there are 4 citizens, and all 4 are poor, they cannot be 'bored' or 'illiterate,'
The tiers are as follows:
Famine
Pillaged
Poverty
Defense
Isolated
Religion
Education
Culture
As each of these 'buckets' fills up with unhappy citizens, the ones below have fewer and fewer citizens to make unhappy. If there are no unhappy citizens left for later tests, the source(s) won't cause unhappiness. This should help with happiness management across the board, while keeping the system simple and (relatively) easy to understand.
Other:
Added Process 'Arts,' which allows conversion of Production to Culture (at Drama).
Policies:
Conquest now called 'Might'
Tradition:
Aristocracy grants +1 Gold per 5 citizens in Capital (removed culture from world wonders)
Oligarchy grants +1 Culture per 5 citizens in Capital (removed production from pop and free food)
Monarchy also grants +1 food in all cities
Legalism unlinked from Oligarchy
Aesthetics: improves your ability to generate Culture and Tourism. Adopting Aesthetics allows you to earn Great Writers, Artists, and Musicians 5% faster, with each additional Aesthetics policy unlock increasing this by 5%. Receive a large amount of Culture every time you expend a Great Person. Unlocks building the Uffizi. Adopting all policies doubles the theming bonus you receive from Museums and Wonders, and grants all Great Person Improvements +1 Culture. It also allows the purchase of Great Writers, Artists, or Musicians with Faith starting in the Industrial Era.
Humanities: All Culture buildings that can hold Great Works produce +1 Culture and +1 Science.
Public Galleries: 50% of excess Happiness added each turn to the amount of Culture that may be spent on Social Policies. All Great Works produce +1 Gold.
Flourishing of the Arts: Culture increased by 20% in all cities which have built a World Wonder and the empire immediately enters a Golden Age.
National Treasure: A Great Person of your choice appears near your Capital.
Cultural Exchange: Increases the Tourism modifier for shared religion, trade routes, and open borders by 20% each.
Industry: provides bonuses to empires focused on Gold and Production. Adopting Industry will grant 30 [ICON_GOLD] Gold every time you construct a building. Purchasing items in Cities requires 5% less Gold when you adopt Industry, and an additional 5% less for each Industry policy you adopt. Unlocks building Big Ben. Adopting all Policies in the Industry tree will grant +1 Gold and +1 Production from every Trading Post. It also allows the purchase of Great Merchants with Faith starting in the Industrial Era.
Mercenary Army: Allows the purchasing of Landsknechts, Foreign Legions, and Mercenaries (new unit - Marine clone, but cheaper and with Sneak Attack promotion) as their prerequisite technologies are researched. Gold maintenance for all military units reduced by 15%.
Turnpikes: +4 Gold from all your land trade routes. Maintenance paid on Roads and Railroads reduced by 50%.
Mercantilism: +1 Science from every Mint, Market, Bank, and Stock Exchange.
Entrepreneurship: Great Merchants are earned 25% faster, and all specialists grant +2 Production.
Protectionism: Receive an additional Trade Route, and receive +2 Gold from naval Trade Routes.
Imperialism: enhances your ability to spread your empire through military power, particularly naval (and later air) supremacy. Adopting Imperialism gives +1 [ICON_MOVES] Movement for Naval units and +1 Sight for Naval combat units. Receive a +5% production speed boost for all naval and air military units, and +4% for each additional policy unlocked in Imperialism. Unlocks building the Louvre. Adopting all policies grants you 1 additional Happiness for every owned Luxury, and 1 Happiness for every city with a Garrison. It also allows the purchase of Great Admirals with Faith starting in the Industrial Era.
Organization: +2 Production and +1 Gold from Seaports, Workshops, and Factories.
Exploitation: +1 Food and +1 Production from Snow, Mountain, and Desert tiles.
Military Tradition: Earn Great Admirals and Great Generals 33% more quickly. Barracks, Armories and Military Academies provide +1 Science.
Exploration: Receive two free Archaeologists near your Capital. Allows you to see Hidden Antiquity Sites.
Civilizing Mission: Receive a free Factory, and a large sum of Gold, when you conquer a city. No Gold maintenance for Garrisons.
Patronage: enhances the benefits of City-State friendship and Global Diplomacy. Adopting Patronage will cause Influence with City-States to degrade 25% slower than normal and raise the resting point for Influence with all City-States by 5, with each subsequent Patronage policy you unlock increasing this by 3. Unlocks building the Forbidden Palace. Adopting all policies in the Patronage tree will cause allied City-States to occasionally gift you Great People.
Philanthropy: Receive double Influence from Quests completed for City-States, and +10 Influence with all known City-States every time you expend a Great Person.
Consulates: Gain two additional votes in the World Congress, and the change of rigging elections in City-States is increased by 33%.
Scholasticism: All City-States which are Allies provide a Science bonus equal to 33% of what they produce for themselves.
Cultural Diplomacy: Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 100%.
Merchant Confederacy: +3 Gold and +1 Influence (per turn) for each Trade Route with a City-State.
Rationalism: focuses on maximizing Growth and Science output. Adopting Rationalism immediately begins a Golden Age. Receive +1 Science in every city, and an additional +2 Science in your Capital for every Rationalism policy acquired. Unlocks building the Porcelain Tower.Adopting all Policies in the Rationalism tree boosts your Great Scientist rate by 33%, and increases the Growth of all cities by 25%. It also allows the purchase of Great Scientists with Faith starting in the Industrial Era.
Enlightenment: +10% Science when your empire is Happy.
Scientific Revolution: +1 Science and +1 Production from all Strategic Resources.
Academics: +1 Science and +1 Gold from every Specialist.
Sovereignty: +1 Happiness for every city Connection with the Capital, and +5 Happiness in your Capital.
Free Thought: +1 Science from every Trading Post, and +1 Culture from every Great Work.
Ideology changes (all in addition to current bonuses unless noted)
Order
Academy of Sciences - illiteracy reduced by 10% in all cities, and free University in every city (replaced old ability)
Cultural Revolution - steal techs at double rate
Dictatorship - +1 Happiness from Factories
Double Agents - free Spy
Hero of the People - free GP of choice
Iron Curtain - 3 Gold per city connection
Party Leadership- +2 for all yields (was +1)
Patriotic War - 2 free Infantry units
Resettlement - +2 pop in all cities
Skyscrapers (now called Communism) - Wonder production +10%
Socialist Realism - free Museum in every city (replaced old ability)
(Young Pioneers) Now Great Leap Forward - grants free Technology (replaces old ability)
National Healthcare (now Peace, Land, Bread) - poverty reduced by 20% in all cities. (replaced old ability)
Freedom
Arsenal - +20 from gifts
Capitalism - five free specialists in all cities (replaced old ability)
Covert Action - additional Spy
Creative Expression - +1 Culture from Culture buildings that can hold great works
Economic Union - Free trade route
Media Culture - +1 Happiness from Broadcast Towers
Their Finest Hour - a free GG spawns near Capital
Universal Suffrage - +1 Happiness per 10 citizens in every City- 50% longer golden ages (replaced old ability)
Urbanization - Farms, Plantations and Camps produce +1 Food (replaced old ability)
National Healthcare- free Hospital in every city. (replaced old ability)
Autocracy
Clausewitz - Free Policy
Cult of Personality - free GP of choice
Elite Forces - +15 experience
Fortified Borders (now New World Order) - disorder -20% in all cities, Constabularies and Police Stations provide +2 culture. (replaced old ability)
Futurism - free tourism every time a GP is born (instead of just writers/artists/musicians)
Industrial Espionage (now called Lebensraum) - receive Culture and Production when your borders expand (replaces old ability)
Lightning Warfare - bonus applies Armor and Gun units (instead of just Armor)
Militarism (now called Air supremacy) - free Airport in every city, and +25% production when building air units. (replaced old ability)
Mobilization (now called Military-Industrial Complex - defense buildings provide +2 science
Police State - +1 Happiness from Police Stations
Third Alternative - +10 food/science (was +5)
Total War - Workers +25% build speed - removed free experience
United Front - +15 gift units to CSs
National Healthcare (now Autarky) - +1 Food/Science/Gold/Production from City connections (replaced old ability)