Version preview - 5-17

Oh, hold the phone then. We are making Stars and Sky stronger? I feel like the current camp is "its fine and needed for tundra" vs "its so OP on certain starts its the strongest pantheon in the game".

I personally hold to the first camp but I certainly don't think Stars and Skys needs more culture.
Looking at the commit, it just got its gold removed. It always had culture.
 
Vassals holding capitals now count towards domination victory
Very good news for me in any case, it will no longer be necessary to massacre your opponents to win by domination.

Goddess of Hunt - now +1G on Camp (was +1f)
Food on hunt was needed for the tundra starts. There's not much food in tundras, and that pantheon just addressed the issue. Gold you can get it by trading luxuries. That's partially the reason I increased deer spawning in tundras.
I agree with tu_79.
 
God of stars and sky used to be 1:c5food::c5gold::c5culture::c5faith:. Now it is just 1:c5food::c5culture::c5faith:.
Goddess of hunt was changed from 1:c5food::c5culture::c5faith: to 1:c5gold::c5culture::c5faith:.
Just so the two have a little more difference. :c5food:On tundra unchanged for hunt

we can revert these, super quick. I just got a lot of complaints that stars&sky was overturned, especially on the communitu and milae map scripts, and I didn’t want to leave hunt and stars with the exact same yields, so I tried to alter hunt as little as possible
 
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Wow vassal counts towards victory now? I'm hesitant to like the idea. (I usually hate anything that makes the game easier) this is a toss-up between a quality of life fix and removing an aspect of the game. Which is the challenge of making sure you've forced them to capitulate and obtain their capital. What this usually means is, there will be a particular war where I'm forced to continue and overextend causing massive amounts of war weariness. I considered it a challenge. Not every war has to end before your happiness dips below 50%
 
Hey all,


Refunds
If a city has a building replaced by a 'free' copy from a policy etc., the current cost of the item in the city is refunded as an immediate instant yield in the city

G
All great for me, but Refunds; already having a building impact the strategy of tenents and social policies choose; I would let it as is.
 
So generally that change won't effect the game pretty much at all until the Landmark phase, as you never get that much happiness in a city, except the capital. So I guess it may give a growth bonus to the capital.

Now late game once you get landmarks and public works and such, this cap may give your cities some more happiness. The real impact of that is not to address unhappiness directly but urbanization. It means more cities late game can work a number of specialists without going into local unhappiness.

So an interesting change, we will see how it goes!

It is largely to avoid the 'bad mouthfeel' of getting a new resource, or landmark, etc. and not seeing any change in happiness.

G
 
Hey all,

New version coming soon, but I wanted to drop the current patch notes for discussion:


Changes
Victory
Vassals holding capitals now count towards domination victory

Discuss!
G

So this means I dont need to conquer the AI capitals, right?
Does that mean I could in theory, peace vassal the entire world and win domi?
 
It is largely to avoid the 'bad mouthfeel' of getting a new resource, or landmark, etc. and not seeing any change in happiness.

Yeah this is good I can't count the times I was unhappy, traded for a lux, discovered my happiness didn't move at all because it was already maxed and urbanization + puppets or whatever was pushing me over into unhappy.
 
Changes seem good, I like the refund. Reduces the feel bads of taking a policy which gives you free stuff you made ages ago.
 
Code:
Core
    Added Instant Yield Logging
Bugfixes
    Loads of github fixes and 'stale' fixes - if not listed, but closed recently, likely fixed or stale (i.e. no longer a valid issue)
        Adjust TR completion to be after building completion
        SD nuke blocking has a notification
        Fixed Border Growth Tooltip not account for some policies and effects
        Fixed stale deals now being cancelled by game
        Assorted text fixes based on github requests
        Reverted change to faith follower scaling for tech unlock founder policy element
        Fixed some missing tooltips and promotions on units
        Fixes for city citizen assignment and phantom yield discrepancies
        Fix for RA instant yield integration
        Barb camp yields now funnelled through the instant yield system
    AI
        Adjustments to diplo AI logic for vassalage and war
        Adjustments to deal AI valuation model for resources
        Tactical AI tweaks
        City Citizen AI tweaks
Changes
        Victory
            Vassals holding capitals now count towards domination victory
        Puppets
            Scrapped prior model - now build normally up to prior era of buildings
        Tourism
            Tourism base per GW now 3 (Was 4)
        UI   
            Mutually exclusived buildings can no longer coexist in queue
            Fixed static UI element for Great Musician tour length scaling
        Minors
            Specific global quests (horde and rebellion) no longer expire/obsolete due to war or bullying
        Refunds
            If a city has a building replaced by a 'free' copy from a policy etc., the current cost of the item in the city is refunded as an immmediate instant yield in the city
        Scaling Spies
            Policies/Abilities that scale on number of CS now only scale off of those founded in first 10 turns of game
        Happiness
            Empire Happiness is now distributed on from high->low pop cities (instead of order of founding)
                Distribution now ignores local population cap - so it'll just keep passing out happiness until the empire sources are gone
            Local happiness can now exceed local population, just like local unhappiness
            Slightly expanded the ratio for distress (70 -> 100), meaning you'll suffer less relative distress overall
            Distress is no longer the average of food/production in a city - it is now the sum of them
            Unit Production/Cost no longer scales off of local unhappy - now scales off of War Weariness
            War Weariness - increased rate of increase slightly, increased % cap to 34% of total empire pop (was 25%)
        Espionage
            Science/Gold theft no longer have effect cooldowns (no blocking)
            'Quell' counterspy mission no longer requires unhappy element in city
            Fixed CTD caused by firaxis spy pointer method (bad direct access, bad!)
            Fixed some strange notifications in specific situations
            Added two new espionage missions, locked behind policies/wonders:
                Steal Tech - locked behind Bletchley Park
                Steal GW (copy, not actually a theft)- locked behind Avant Garde
        Pantheons
            Goddess of Hunt - now +1G on Camp (was +1f)
            Aurora - removed gold


Updated changelog. See war weariness and unit production cost scaling, and also the new espionage effects.
 
Happy to see the weariness change, big win for Huns.
also, thanks for reverting the tech unlock belief and the spy/CS vote scaling.

Looning forward to the possibilities with wonder/policy unlocks for espionage missions. Still think GW stealing would be a great unique Venice ability ;)
 
Unit Production/Cost no longer scales off of local unhappy - now scales off of War Weariness

--This is really big! I like it:)

Added two new espionage missions, locked behind policies/wonders:
Steal Tech - locked behind Bletchley Park
--So we are giving the policy tree that already beats everyone in the science the ability to gain even more science?
Steal GW (copy, not actually a theft)- locked behind Avant Garde
--This seems like a better fit for covert action.
 
So we are giving the policy tree that already beats everyone in the science the ability to gain even more science?
More like "we have the science tree but we're still behind in science, and this wonder gives us a final chance to catch up!"
 
Tech stealing should go somewhere, and Bletchley Park should get something, but I don't think this is the right combination. As is it's be alright because you can intentionally leave a military tech undiscovered and steal that, even if you are overall ahead in science.

More like "we have the science tree but we're still behind in science, and this wonder gives us a final chance to catch up!"
If you are behind in science, it's going to be difficult to build the wonder in the first place.
 
The Chinese didn't build Bletchley Park, yet they steal techs all the time

Spoiler NDT :


tenor.gif


 
Hm... Let's say that ignoring all balance concerns: I think it could be thematic that Rationalism can techsteal with the Park, but then there could be a Tenet in all trees (or some of them?) that also allows techstealing ; and/or reaching a late-ish tech would also unlock techstealing (preferably a few techs away from Great Firewall)
 
Hm... Let's say that ignoring all balance concerns: I think it could be thematic that Rationalism can techsteal with the Park, but then there could be a Tenet in all trees (or some of them?) that also allows techstealing ; and/or reaching a late-ish tech would also unlock techstealing (preferably a few techs away from Great Firewall)

Order and Freedom both have spy based tenants....
 
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