Untitled diff

Created Diff never expires
12 removals
54 lines
18 additions
64 lines
General
General
Major bugfixes and performance improvements for AI city gold purchase logic
Major bugfixes and performance improvements for AI city gold purchase logic
Reduced AI denounce rate slightly
Reduced AI denounce rate slightly
Added scaling value for war weariness from city capture based on # of times you've owned the city.
Added scaling value for war weariness from city capture based on # of times you've owned the city.
Bugfixes for AI settlement site selection and settler movement logic
Bugfixes for AI settlement site selection and settler movement logic
Added UI element for sanctioned civs (the deal value bar will be replaced with a SANCTIONED warning)
Added UI element for sanctioned civs (the deal value bar will be replaced with a SANCTIONED warning)
Improvements to building and unit production logic
Improvements to building and unit production logic
Improvements to city citizen food management logic
Improvements to city citizen food management logic
Fixed broken Evangelism belief
Fixed broken Evangelism belief
Adjusted Influence change UI logic for culture overview to be more accurate
Adjusted Influence change UI logic for culture overview to be more accurate
Improved AI tile purchasing proclivity and logic (will snap up tiles that link cities, or are of strategic value)
Improved AI tile purchasing proclivity and logic (will snap up tiles that link cities, or are of strategic value)
Better RNG system for avoiding MP desyncs
Better RNG system for avoiding MP desyncs
Soon: alpha MP build based on DaveNye's work
Soon: alpha MP build based on DaveNye's work
Balance
Balance
Feature:
Feature:
Revolutions system finalized:
Revolutions system finalized:
Cities will liberate into free city-states if the losing player lacks an ideology and is not influenced by anyone with an ideology
Cities will liberate into free city-states if the losing player lacks an ideology and is not influenced by anyone with an ideology
This means that empires can overexpand and fracture into city-states well into the modern period (and beyond, if no influence is happening)
This means that empires can overexpand and fracture into city-states well into the modern period (and beyond, if no influence is happening)
Free cities count as city-states for all gameplay purposes, and will respawn as the same city-state if the city is recaptured and then re-liberated once again
Free cities count as city-states for all gameplay purposes, and will respawn as the same city-state if the city is recaptured and then re-liberated once again
General
General
Increased policy cost exponent to 2.22 (was 2.19) (ideologies more regularly appear after 1900, pushing culture victory back a bit)
Increased policy cost exponent to 2.22 (was 2.19) (ideologies more regularly appear after 1900, pushing culture victory back a bit)
Puppets: no longer penalize for food/production, but all other yields at 80% penalty
Decreased the amount of happiness gained from scaling population from luxuries (was 20/150, now 40/250)
Increased happiness tech scaler to 2.0 (was 1.9)
Tech modifier for happiness needs now 2.2 (was 1.9)
Puppets
No longer penalize for food/production, but all other yields at 80% penalty
Now generates 1 unhappiness for every 4 citizens in the city - flat penalty, can't be altered or remove without annexing the city
Civs:
Civs:
Venice: UA now a 30% reduction of puppet penalties (so puppets are 50% of all yields except food/production, which are 100%)
Venice:
Now a 30% reduction of puppet penalties (so puppets are 50% of all yields except food/production, which are 100%)
Zulu:
Reduced promotion % bonuses on Buffalo set to 5%/25% for Combat Strength/Ranged Defense and Flanking, respectively.
Reworked buffalo tree to start with loins, and end with horns (so the cap is the +1 movement super bonus)
Beliefs
Beliefs
Church - now grants 2 Culture, 40% pressure mod (was 25%)
Church - now grants 2 Culture, 40% pressure mod (was 25%)
Espionage:
Espionage:
Decreased value of early game spy power by 100 (50% weaker) - this value scales downward with Era, so spies naturally get better as the game progresses
Decreased value of early game spy power by 100 (50% weaker) - this value scales downward with Era, so spies naturally get better as the game progresses
Units:
Units:
Moved GP scaling from owned improvements/works/themes to XML for modders
Moved GP scaling from owned improvements/works/themes to XML for modders
Scaling on owned improvements only applies to improvements you created yourself
Scaling on owned improvements only applies to improvements you created yourself
Workers and Archaeologists can move through ice with Ice Breakers promotion (like work boats)
Workers and Archaeologists can move through ice with Ice Breakers promotion
Increased air defense of guerilla to 8 (was 5)
Increased air defense of guerilla to 8 (was 5)
Reduced archaeologist base faith cost to 225 (was 400)
Reduced archaeologist base faith cost to 225 (was 400)
Added option for GP planting on artifacts to disable it (BALANCE_CORE_ARCHAEOLOGY_FROM_GP)
Added option for GP planting on artifacts to disable it (BALANCE_CORE_ARCHAEOLOGY_FROM_GP)
Buildings
Buildings
Borodbudur: now grants just 2 free Missionaries (from 3), but all Missionaries get an extra spread.
Borodbudur:
now grants 2 free Missionaries, but all Missionaries get an extra spread.
Louvre:
Louvre:
theme bonus now 15 Culture
theme now 15 Culture
grants free Museum and 2 free archaeologists when completed
grants free Museum and 2 free archaeologists when completed
Uffizi:
Uffizi:
theme bonus now 10 Culture
theme now 10 Culture
grants all great works +1 culture
grants all great works +1 culture
Globe Theater:
Globe Theater:
theme bonus now 10 Gold
theme now 10 Gold
Artist, Musician, and Writer specialists in all cities produce +1 GAP
Artist, Musician, and Writer specialists in all cities produce +1 GAP
Slater Mill: now 4 coal (was 2)
Slater Mill:
now 4 coal (was 2)
Improvements
Improvements
Changed remove feature logic:
Changed remove feature logic:
Marsh removal moved to iron working, increased base cost by 5 turns
Marsh removal moved to iron working, increased base cost by 5 turns
Jungle removal moved to calendar, increased base cost by 4 turns
Jungle removal moved to calendar, increased base cost by 4 turns
Forest removal cost increased by 4 turns
Forest removal cost increased by 4 turns
Cost of each is reduced by 2 turns at Machinery and Biology
Cost of each is reduced by 2 turns at Machinery and Biology