Civ 5 CBP Wikia
Advertisement

This is a complete listing of the changes Vox Populi (and also when it was formerly known as CBP) has made.

July 27th 2016

CBO Balance

General:
  • Increased # of votes needed to win Diplo Victory
  • Modified Tourism (modifiers, values, theming bonuses, etc.) slightly to encourage longer-term requirements for influential status
  • Flattened end-game tech curve a little.
  • These three changes should bring Science victories a little closer to diplo and culture victories in terms of 'natural conclusion.' We shall see.
  • UI updates for text in some areas
  • Reduced Quest influence rewards from CS quests by a flat 5
  • Revised CBO Difficulty modeling to scale a little less hard into the late game (explosive tech growth should be a bit more controlled)
Buildings:
  • Removed maintenance from Customs House
Units:
  • Reduced instant value of Great Writers, Merchants, and Scientists slightly
  • Revised Great Musician Concert Tour:
  • Now grants flat amount of Tourism with the Target civilization based on your recent Tourism per turn (12 turns on normal). # of turns increased by 1 for every owned work of Music (so 5 works = 17 turns of Tourism calculated). Also grants target player 3 Happiness, scaling with gamespeed.
Pantheons:
  • Ancestor Worship - reduced ratio to 3 (was 4), Council now +2 culture (was +1), removed Faith
  • Beauty - reduced Faith to +2 (Was +3)
  • Wisdom - increased ratio to 15 (was 10), increased City bonus to +1 Science +2 Faith
  • Stars and Sky - reduced Faith to 1 (was 2)
  • Open Sky - shifted ratio to 1c per 2 (Was per 3)
  • Craftsmen - Cities with specialists yield +3 Faith, Quarries/Stone Works yield gold/production
  • Commerce - ratio now 30, connection now +3/+2 (was +2/+2)
    Festivals - Reduced faith to 1 (was 2)
Policies:
  • Exploitation: Removed CS upgrade element, added +25% modifier to bullying value for bullying CSs
  • Exploration: Removed reveal capitals element, added ability to upgrade units in CS territory that is at least friendly.
  • These change should theme Imperialism a little more around your relationship with CSs (good or bad) and removed the rather worthless 'reveal capitals' element
Leaders:
  • Eki now gains +1 Food at Chivalry
  • Added Gold to Portugal UA, upped UA values to +3 (Were +2)
  • Russia: UA now affects tiles earned through culture, bonus reduced to 15
  • Synergy on UA/UB combo was lacking. This should help.
CSD:
  • Reduced CSD diplo unit cost across the board
  • Reduced Diplo building cost a little

CP:

  • Big naval pathing change: Naval units (prior to Astronomy) will now have the ability to move through - but not end their turn on - ocean tiles. This should help clear up congestion on coasts, give melee units a bit more flexibility, and also greatly help the AI with coastline movements. Yes, this is a big change, however ilteroi and I felt it was a useful fix to make the naval game more interesting pre-renaissance.
  • Fixes for AI 'suggestions' of unit movement patterns and actions for human players
  • Big improvements to tactical and operational AI across the board
  • Fix for soft lock during AI automated movement commands
  • Added AI homeland model for naval sentries and more responsive AI protection of embarked units
  • Fixed trade path cache issue and religion pressure cache path issue
  • Big adjustments to AI building/unit production logic (removed most fixed values, added dynamic valuation models to make AI logic a bit more granular)
  • Fixed bug in corporation trade route yield multiplier
  • Big optimizations in location promotion code, and some other optimizations throughout the DLL
  • Worked on the Deal AI some more (AI should be less likely to lowball players)
  • Cleaned up the code here and there
  • Worked on AI war/peace diplo logic a bit more
  • Adjusted AI warmonger valuation a bit (should be a little more sensitive to conquest)
  • Lots of smaller AI improvements here and there (Economic AI, purchase AI, etc.)
  • Fixed ocean impassable promotions not appearing properly on some upgraded ships
  • Fixed some events quirks, including the options and global notifications issues
  • Worked on Mercs stuff for JFD some more
  • Updated Communitas resource script
New CP API Stuff:
  • Added Era-Scaling and Feature Owned Promotion elements to game - modders interested in natural wonders can mess with these.
  • Quite simple:
<Feature_EraYieldChanges>
<Row>
<FeatureType>FEATURE_FUJI</FeatureType>
<YieldType>YIELD_CULTURE</YieldType>
<Yield>1</Yield>
</Row>
</Feature_EraYieldChanges>
This will give Mt. Fuji 1 additional Culture every Era.
For <Features>:
<FreePromotionIfOwned>PROMOTION_HERE</FreePromotionIfOwned>
This provides a promotion to all valid units built by the player (works like Himeji)
  • Added Specialist Yield Change tables to Events for City/Player level - uses expire etc. tags to function (as with other tables)
  • Added bool for making player level events give instant yields to all cities (instead of just capital)

Add a summary of your edit Preview Show changes Publish Follow Upload photo My Tools Customize AdminShortcuts

New Version - July 15th 2016

Hey all,

New version inbound. Lots of good fixes and optimizations here. I'm particularly happy to note that my pet project of reworking the AI demand system is complete. The AI can demand again, and will do so properly (and will generally use this as a prelude to war - unless you acquiesce!).

Quote: Leaders: Austrian UA additions: +50% Quest Rewards from CSs. GP Rate bump boosted to +15 (was 10) Aztec Floating Garden buffed (1f/p per 2, was 1 per 4)

Units: Dromon now 12 RCS (was 10) Greatly increased SS part cost

General: CS tribute scales with era. Reworked GP faith scaling model. Fixed God King/Dagda to only work for owned cities. Adjusted scaler for Assyrian tech bump UA sub-element Fixed some text issues and other typos Fixed some Event quirks

CP: Increased range delta for religious pressure by 50% (should bring it back into line with vanilla pressure distance, if not functionality). Worked on some performance bottlenecks a bit Added Contracts and Sovereingty support for JFD Fixed assorted CTDs and other bugs reported on github. Addressed some save/load issues and other problems associated with DLL stability Adjusted scaling on AI difficulty bonuses slightly (should result in same performance, just slightly different scaling)

AI: Improvement to builder AI logic and city AI construction of builders/workboats. Tactical AI fixes and optimizations. Additional work on Military AI and Homeland AI defensive logic. Worked on AI responsiveness to victory thresholds and competitiveness. Re-enabled AI demand system, and tweaked AI major/minor civ opinion/approach logic somewhat Improvements to AI site selection, operational movement, and some other failsafes for operations Worked on Venice and Puppet AI a little more

Events: Added GameOption based system for filtering out good/neutral/bad/trade/civ-specific events from being avaialble Event modders will need to use the new EventClass table element to set this. If left un-set, the filters will not apply to your events By default, all events are available

New Version - July 7th 2016

Hey all,

New version inbound. Some good stuff here. Here's the changelog:


Quote: LUA: Putmalk: Added #office/franchise values to corp screen Fixed some No-EUI stuff, and removed EUI black borders stuff Events: Added a few new events, and reworked most 'building' choice events to either fire once for whole empire, or to be an empire-wide decision Added Events 'explanation' system for choices - automatically generates tooltips for disabled event choices so that players have a better idea as to why they can't select them Can be overwritten with the 'DisabledTooltip' XML element Removed all Hokath/Xony/Enginseer/etc. non-core events (as they're being built into a Events modmod) Events System: Added RequiredNoActiveCityEvent/RequiredNoActiveCityEventChoice to Events table, and RequiredNoActiveCityEventAnywhere/RequiredNoActiveCityEventChoiceAnywhere for CityEvents Check for events either currently on cooldown or 'oneshot' events, returning false if the required event/choice is active Should allow you to have city-level events/choices that only fire once across the empire (only one 'Old Man and the Sea,' for example), or player events that fail if any city event/choice is active.

DLL: Ilteroi: work on operational and tactical AI AI will no longer build GP improvements outside workable city plots. Worked on AI settler logic a bit more Diplo AI should default to war approach if only 2 left and going for conquest victory Less likely to war against minors without due cause GD embassy move function fixed Fixed city connection naval element breaking land routes Fixed Religious National Wonder save/load memory error Worked on AI building/unit logic a bit more Worked on AI deal evaluations a bit more Worked on AI war/peace logic Fixed a few CTDs and errors related to memory and bad pointers Other misc fixes and improvements Removed ability to gift units to major civs (exploitable) Other sundry AI optimizations and improvements

Balance: Nerfed RCS on all naval ranged units by around 5 (should help rebalance naval combat in favor of a mixed ranged/melee approach, and also give melee units tactical turns to get into position before getting shot down). Work in progress. Removed Blitz defense penalty, gave it to March (-10%) Penalty on Range reduced to 20% (was 30%) Tradition: Scaler now 5% (was 4), Culture Plot Cost now 25% (was 20), Defense bonus for cities now 50% (was 25%) - changes help secure Tradition as an early defensive, long-term growth branch Industry: +5 Gold from Land/Sea TRs (Was +2), 2 extra Trade Routes (was 1) - Industry now better at producing gold, and has synergy with corporations Imperialism: Flipped location of Exploration and Military Tradition (earlier explorer = better), scaler now 5% (Was 4) Hand-Axe now becomes a Comp Bowman

New Version - July 1st 2016

Hey all,

New version inbound. Sorry for the quick turnaround again, however I figure you would rather have fixes than not. Some minor adjustments here (and a major fix for the AI city construction logic).

Quote: Fix for AI building logic while at war due to threat overcompensation Fix for AI blockade logic regarding citizen reassignment Fixes for unit movement quirks regarding single-target move missions Fix for roads buffing towns/villages when not on a connection plot Some CTD work (hopefully) Text fixes for CBO Removed CSD German language files in CSD (part of Estebanium's German language pack now) Other small fixes

New Version - June 28th 2016

Hey all,

New version inbound. Small changes here. Largely a fix for the CTDs on Windows 7 machines. Thank you for your patience.

Quote: Fixes and Improvements Fix for CTD in Windows 7 environment Further work on Military AI logic re: CSs/Barbs Further work on AI production logic for units/buildings (esp. workers/workboats) Worked on AI diplomacy regarding Diplomatic Policies and CS interactions Updated to VMC v88 Decreased Settler wait time before heading out alone (also increased likelihood that AI will wait until there's an escort to build a settler) Balance: (CBO) Reduced Delta on Great Prophets to 400 (was 600)

New Version - June 27th 2016

Hey all,

New version inbound. Sorry for the quick turnaround, however we're trying to sort out the early CTD some of you are experiencing so that all may bask in the glory of the latest version! I also made a few balance changes and finalized my UB rework for Egypt. I think you will like it!

Quote: Bugfixes: Worked on HomelandAI crash being reported (hard to test, not getting crash on my end) Fixed Egypt multi-slot artifact bug Worked a bit more on AI military logic regarding CSs and home defense Fixes for Corporations issues Ilteroi worked on tactical AI, operational AI, and move AI issues and optimizations Text fixes across the board Added in art for artifacts (defaulted to starry night, oddly enough) Additional improvements to AI unit/build/process selection

Balance: Spaceship Factory: +25% Science in City. Should help with late-game science acceleration. Increased cost of SS parts by about 30% New ability for Egyptian Burial Tomb: Grants a unique Egyptian Sarcophagus Artifact in the City when built (Artifact works like a normal Artifact, except that they are themed around ancient Egyptian rulers! Cool, eh?). Reduced Burial Tomb to +1 Faith, removed Culture/GAP from victory Reduced unhappiness scaler from tech/pop slightly Adjusted some flavors and whatnot

New Version - June 25th 2016

Hey all,

New official version inbound, a mix of balance and AI improvements/bugfixes. Here's the changelog:

Quote: Bugfixes and Improvements Fixes for some UI issues related to non-standard and/or specific circumstance setups Retuned AI unit/building construction balance and logic Worked on Puppet logic some more Reworked Specialist valuation a bit (should be used more often) Worked a bit on AI military logic regarding sentries, patrols, managing defense, and diplomacy with City-States. Fixed some text and SQL/XML issues related to buildings and events Updated to VMC v86 Event buildings now 'real' - will affect UI and can be destroyed etc. by other events Fixed some Corporation-related issues and optimized some elements. Fixed some other bugs related to instant yields breaking in certain situations. Worked on the Deal AI quite a bit more - should more intelligently and flexibly offer/take 3rd party agreements and DPs, and city valuation should be a little more sane (and less exploitable) Fixed infinite trade unit bug Fixed unitmission bugs related to hanging turns, crashes, and broken melee/melee melee/city engagements Fixed Kuna graphic oddities Balance (CBO) Fixed AI handicap bonus issue on the DLL side - adjusted handicap in XML to fit new model Restored Carthage's 200 Gold from founding UA element (was 150) - Great Cothon now also boosts Lighthouses by +2 Culture (does not replace Harbor boost) Doubled Goddess of Festivals Yields Capped God of All Creation to 8. Buffed Warchariot and Chariot by 1RCS, now have 'move after attacking' promotion Rebalanced yields on religious faith buildings a little bit Maori Warrior buffed by 2 CS, moved to Chivalry Polynesian UA: decreased buff range to 3 (from 4), but increased CS to 20% (from 10%) Reduced Austria buyout time to 10 (was 20) Increased Music theming bonuses for Broadcast Tower, Syndey Opera House, and Broadway by quite a bit. Increased theming yield bonuses as well.

Hotfix (6/15) for Latest Version

Hey all,

Hotfix inbound for the few reported CTDs and unit issues. Should be savegame compatible (though those with the CTD probably don't have a savegame to save anyways). If you weren't having issues with 6/14, no need to update.

Full changelog: Fix for early game CTD Fix for unit movement oddity related to mission head clearing after each step Disabled events system in CP by default - enabled in CBO Added Advanced Setup toggle for enabling/disabling events system Updated Hokath events in CP Fix for some typos in CP, CBO, and compatibility files Added check to prevent empty deals from passing into UI

New Version - June 14th 2016

Hey all,

And we're back! New version inbound. Lots of great updates, fixes, balance changes, and improvements here. In the interest of getting everything up to speed, and getting all users up-to-date, I'm going to push this as the latest official version. As always, even release candidates need testing on different systems and configurations for the purpose of stability-testing and debugging, though I do not anticipate any major issues. We shall, of course, see how it goes. Hotfixes are always on the table.

I'm going to wipe the github issues page soon, as most issues (marked or not) were resolved and there are too many to handle them manually. I read all of them, and we dealt with as many as could be solved/debugged properly.

Thank you for your patience, and an extra big thank you to the both the modding team and the users who moderated, patrolled, answered questions, and fielded Github issues in my absence. You all are awesome.

General Bugfixes: Fixed deal issues and adjusted deal logic for most item types Adjusted City and Tech deal values Fixed WC voting issue regarding hosts Looked at religion national wonder pop issue, double-checked functionality Looked at Korean overflow issue, fixed scaler bug Looked at puppet logic, fixed some issues (see below) Fixed FoW issue for trade units Fixed GW non-culture yield error (yay Assyria!) Fixed liberation CS quest looking at former liberator value Fixed team declare war loop for DPs/Vassals AI Operation overhaul and rework - massive, massive improvements here (praise be to Ilteroi) Corporation structural and integral rework (mainly Putmalk, with some additional work by me - awesome work Putmalk!) Major AI pathfinding and tactical bugfixes (Ilteroi) Fixed War Weariness malfunctions (Ilteroi) Fixed some text issues and other minor XML/SQL issues Reworked AI trade unit logic (should make much, much better trade routes now) Fixed city connections breaking on save/load, and if across water in some situations Reworked AI production logic quite a bit (buildings, units, etc.) - should be more intelligent and adaptive to war/peace shifts

Event Issue Fixes: Meteor Iron Scaling on Lighthouse Events Overview scaling mismatch (corruption production) Rich Vein culture scaling Merchant caravan all cities Eclipse science tooltip War Fervor production expiration Masterpiece scaling

CBO Fixes: Fixed upgrade unit lua for EUI Fixed b17/zero production cost Fixed refrgeration tech help Fixed some missing/inaccurate Civpedia numbers and text Fixed Formation I/II values Autocracy UI science - now +3, was +1 Order Factory Science now +3, was +2 Harappan now properly grants +1 food on lakes Fixed Ger missing base Food Fixed military base strategy/help 5/10 Made armored car UNITCOMBAT_ARMOR CBO Balance: Buffed Inca mountain yields Adjusted late-game unhappiness from city population slightly (should be less punishing) Adjusted counter-espionage and espionage building impact on advanced actions Buffed railroad movespeed sligthly Culture on GW now +2 (was +1) Indirect Fire now -10% (was -20% RCS) Buffed Chu-Ko-Nu, SotL, and Hwacha slightly Added Wolfpack III as Slipstream prereq for subs Increased Seaport production cost by 150, maintenance by 1 Train Station gains +10% Gold in City Fixed Evangelism quirk, reduced bonus from 10xfollowers to 8x Removed Bandierantes GG bonus, added No Terrain Penalty promotion Reduced global faith cooldown purchase from 15->5 Reduced Maori Warrior cost by 5 Corporations rebalanced and refactored (see table below) Rebalanced Japanese Bushido promotions slightly (buffed Sincerity, swapped Courage fortify w/ flat attack bonus) Advanced Settler and Conquistador help text updated, and Conquistador now also builds a Mission when founding Lighthouse/Jelling Stone now the water city connection building - move sea resource bonus to Harbor (Carthage UA now grants free Lighthouses instead of Harbors) Reduced City founding Gold slightly for Carthage Buffed Babylonian Bowman by 1RCS Adjusted Income from Trade Routes/City Connections down slightly CBO Corporation Rebalance (expand for more): New Entirely new Corporation icons from Wodhann Redesigned Corporations interface, Monopoly interface, and Civilopedia information More informative and user-friendly Corporation notifications and updates in-game Reworked Civilopedia, tooltips, and other Corporation information for clarity Putmalk's new Corporation structure allows for easier creation of custom Corporations and greatly improves performance of Corporation functionality in DLL

New Corporation Bonuses and Benefits:

Note: values below replace preexisting bonuses. Trader Sid's Corp/HQ:

2 Trade Routes Doubles land trade distance modifier +2 Gold on Caravansary and Market

Office:

+2 Gold Send/Receive TR +4 Gold per Franchise in World +1 Gold on Monopoly Resources

Office/Franchise +50% Gold from TRs to Franchise TwoKay Foods Corp/HQ:

1 Trade Route Trade Route Vision +2 Food from Grocer and Agribusiness

Office:

+10% Food +3 Food per Franchise +1 Food on Monopoly Resources


Office/Franchise

+10% Food in City from TRs to Franchise Civilized Jewelers Corp/HQ: 1 Trade Route Double Trade Route Speed +2 GAP on Customs House and Bank

Office:

15% GP +10% GP per Franchises +1 GAP on Monopoly Resources

Office/Franchise

+10% Gold in City from TRs to Franchise Centaurus Extractors Corp/HQ: 2 Trade Routes Double Sea Trade Distance +2 Production on Harbor and Seaport

Office:

+1 Production on Sea Tiles +3 Production per Franchise +1 Production on Monopoly Resources

Office/Franchise:

+10% Science in City from TRs to Franchise Giorgio Armeier Corp/HQ: 2 Trade Routes Buff Specialists (+1 Culture all) +2 Culture from Museums and Opera Houses

Office:

1 Happiness +3 Culture per Franchise +1 Culture on Monopoly Resources

Office/Franchise:

+10% Culture in City from TRs to Franchise Hexxon Refineries Corp/HQ 1 Trade Route +15% Production towards Oil/Uranium/Aluminum Units +3 Production on Coal/Nuclear/Solar Plants

Office:

+15% Military Unit Production +1 Production on Monopoly Resources +1 Oil/Coal per 3 Franchises in World

Office/Franchise:

+10% Production in City from TRs to Franchise Firaxite Materials Corp/HQ 1 Trade Route Trade Routes Invulnerable +3 Science on Factory

Office:

+3 Science per Franchise +1 Science on Monopoly Resources +20% Building Production Speed

Office/Franchise

+100% Science from TRs to Franchise

New Beta Version - May 14th 2016

Hey all,

Aaaaaaand we're back! New version inbound. Generally a bugfix beta version, with some lighter balance elements. Enough of that hype around Civ 6, time to get hyped about Vox Populi!

Quote: Bugfixes and Improvements Addressed typos and bugfixes in CBP and elsewhere as noted on Github Fixed some missing policy and building bonuses (Military-Industrial Complex, Nuclear Plant, etc.) Fixed innumerable quirks and benign issues in mods (too many to count!) Ilteroi's bugfixes include work on tactical AI, pathfinder AI, randomness, and CTDs - lots of good stuff here Added v80-82 VMC bugfixes and, where possible, new elements Whoward's fixes include changes to randomness and some API elements Updated to 1.28g EUI New event elements: FreeUnit (specific unit, not unit class) NumFreeTechs LessThanMaximumTradeRoutes (event/choice only possible if less than max # of trade routes) Fixed some event-related issues and quriks Added two new events. More to come in the future.

QoL: Vox Populi nomenclature adopted. Added AI deal value to normal deal screen (positive values = best value for AI. Anything below zero will not be accepted by AI.). Slightly 'gamey,' but also useful for debugging and a QoL feature for users who don't want to mess with trading values.

Balance: Adjusted City starting health downwards (around 300, was 500) Slightly decreased the exponent for policy cost (should result in slightly more rapid policy acquisition) 15 turn (on standard speed) cooldown for faith purchase of great people. A Great Engineer bought with faith, for example, will make it impossible to buy another GP with faith for 15 turns. Shoudl help control exploitative use of reformations and pooling of faith in the late game. New Unit (Brazil): Bandeirantes. Gains Gold, Great General Points, and Culture towards Border Growth in nearest City when you reveal tiles. Can build Forts in owned territory, and is stronger/faster/arrives earlier than the Explorer. Reworked promotion trees somewhat to encourage specialization, and to dampen down the potency of some top-tier promotions: Range/Indirect Fire/Logistics/Blitz all reduce the units Combat Strength or Ranged Combat Strength slightly to compensate for the utility of the promotion. Most non-base promotions unlock at different times based on the base promotions you choose, and top-tier promotions are exclusive to certain promotion trees. I recommend Whoward's Unit Promotions UI mod in order to see all of the smaller changes I've made.

New Beta Version - May 21st 2016

Hey all,

New version inbound. Short changelog:

Quote: Bugfixes for many things reported on github Some CTD and saveload issue bugs fixed New events by Xony Buffed Trireme and Quinquereme slightly Added an additional tier 4 promotion for each of the core promotion tiers (Accuracy, Barrage, etc.) Not savegame compatible (caching issues), but otherwise quite stable. I'll be out of town until next week, so this will most likely be the next official version of the mod. We're getting quite close to a final version here, especially for the CBO.

New (Very Small) Beta - February 24th 2016

Hey all,

Small changes inbound, just for CP. Savegame compatible.

Quote: Fixed City capture popup issue for users of the CP - please note: if using EUI, it's a good idea to delete the LUA folder of the CP anyways (specifically the ProductionPopup.lua and DiploList.lua files) Adjusted military power value upwards for bullying Adjusted bullying value to scale more clearly into late game Removed era scaling from great admiral/general points on CS quests Added minimum military power (must be in top 60% of major civs) to do a PtP with a CS Adjusted civilian killing penalty, and increased threshold before it becomes 'global' quite a bit - also only affects civs that already dislike the civilian killer (so no sabotage of opinion) Adjusted the value of trade deals towards opinion upwards (gifts/favorable deals should make the AI happier) Fixed rivertile lua issue for JFD

New Beta Version - April 23rd 2016

Hey all,

New beta inbound, mainly bugfixes and performance optimizations. Sorry for the delay since the last beta, I've been quite busy with work lately!

Quote: Bugs: Assorted bugfixes and CTD solutions Fixed resource overuse notifications bug Fixed top panel unhappiness icon Fixed Kuna artwork (a little small, though, in the forest - will fix later) Fixed Portugal UA scaling gamespeed Fixed notification spam for losing ally if SoI is active Fixed event losses for things before check is applied Fixed event pop loss bug related to forced citizen status Fixed other event quirks and exploits, and fixed notification persistence/duplication quirks. Fixed some barb bugs, hopefully fixes desyncs

Balance: Tundra/Desert Pantheons: doubled yields Swordsman/Longswordsman and UUs get Shock 1 for free Shock I-III: 10% CS, 25% v. Flanks Dril I-III: 10% CS, 25% v. Cities Spain: food/faith on settle (40/40) Conquistador buffed to 30 CS Korea: scaling specialist yield +1 science, +1 at medieval, +1 at industrial, +1 at atomic Germany: +3 Science/Culture/GAP per CS Ally, +1 of this per CS Friend. Egypt: 5 science/5 culture from artfiacts, 5 gold/5 tourism from landmarks - +20% extra wonder production during Golden Ages Doubled production gained from War Chariot Promotion (renamed Gift of the Pharaoh) Brazil: Buffed Pracinha by 5CS, cut UA yields a bit. England: reduced spy stealing speed pre-Renaissance Worldsize Reformation requirement now scales based on mapsize

New: Added withdrawal chance for units to Unit panel during combat Added Coup possible notification after a coup cooldown expires for CS. Corporations lua fixes from Putmalk Ilteroi changes: Removed lots of RNG elements in DLL and fixed some constant/non-constant issues - intended to help with desyncs in MP Major pathfinder fixes and reworks for performance and turn-time improvements New events from Hokath (yay!) New event parameters included - see gameeventstable.xml for them (free techs, coastal, feature required anywhere etc.)

New Beta Version - April 9th 2016

Hey all,

New version inbound. Lots of improvements and changes (and a pretty big performance rework for AI military operations - more on that below). Here's the list:

Quote: Events Bugfixes and Improvements: Fixed event elements that were incorrect and/or misleading. Refactoring event chance to 1000 (Was 100) to allow for more granularity on events spawning Events should spawn about 30-50% less frequently. Making improvement destruction actually pillage instead (doesn't break terrain graphics that way) Fixed some text issues and some tricksy event chains. Fixed some broken quest elements, and greatly improved some functionality in terms of modability and proper behavior. Fixed audio issues JFD fixed art elements not showing for event popups, and added disabled tooltip system for invalid choices (instead of not appearing, the tooltips will show but be disabled). Added minimum time (10 turns) between events of any specific type (10 b/w player events, 10 b/w city events for the city). Define is set in gameeventtable xml file. Scales with gamespeed. Fixed some quirks in the Active Events Overview tab, and added a Recent Events tab (this one shows events for player/city level that aren't 'active,' don't expire, or the player didn't get to pick. Events leave after their cooldowns expire.) Hopefully fixed issue where multiple choiceless events happening on same turn would overwrite each other in the UI (if not, there's always the new tab...) Added XML docs for event creation (for other modders to use). Added a few new events (see Events.db)

Added following parameters to events: (Modders - please note that you don't have to add any of these things to your events, as they have default values, but you can if you want): bools: IgnoresGlobalCooldown (Player/City events): allows an event to ignore the global cooldown bools: IsMaster/IsVassal (Player/City Events/Choices); bools: CityHasPlayerReligion, CityLacksPlayerReligion, CityHasPlayerMajorityReligion, CityLacksPlayerMajorityReligion text: added 'EventTech' to Player Event Choice int: ConvertToPlayerReligionPercent (only works if player has an official religion) Added CityEventChoice_ table for resource yields (changes yield on resources in nearby area) Added Player level variants of Resource/Feature/Improvement/Terrain yield changes EventPromotion (Player) now grants promotion to units created during event duration (As well as existing units of proper type). Added EventPromotionCity for cities that gives a promotion to valid units trained in the city for the duration of the event.

Bugs: Worked on multiplayer desyncs a bit (maybe helps, maybe doesn't - shrug) Reverted delta change for savegames - may fix issue with AI civs getting a 'free turn' when you load a game. Fixed quite a few bugs/quirks with AI military and operational logic regarding targeting (should potentially fix passivity we've been seeing on this front). AI expansion and military sizes values adjusted, and some bigger issues with operational merging fixed (AI is...a little terrifying right now.) Ilteroi - changes to CoM logic, and some pathfinding work

New: Incorporated Putmalk's Corporation UI overhaul for testing (thanks Putmalk!). Added Corp UI buttons for EUI/No-EUI installations (instead of drop-down menu) Balance: Happiness: Increased % need modifier of techs and population by around 15% (should scale a little harder into the late-game, making gluts of happiness less likely) Unit Changes: Increased Hoplite CS by 1 Decreased Cataphract and Elephant CS by 2 Austrian Hussar: loses Flank bonus, gains +1 Sight and Lightning Warfare - +3 CS/RCS Cossack: gains 'Esprit de Corps' ability (ranged attacks can push units back) Berber Cavalry: loses Desert Warrior, +3 CS/RCS Comanche: gains free pillage, +1 movement, withdraw before melee

Policy Balance: Progress: Moved Expertise to Liberty, Liberty to Organization, Organization to Expertise Moved +1 Movement to Expertise, +25% worker rate to Liberty Tradition: boosted yield on buildings by +1 (except for Chapel), and added +3 Food to Palace Garden (base)

New Beta Version - April 5th 2016

Hey all,

New beta inbound. Definitely a 'beta' (with all the baggage therein), so you are warned. Includes the Events System (is active in CP as well as CBP for now, until we make sure it is all working properly).

You can set BALANCE_CORE_EVENTS to zero in the CustomModOptions.xml file of the CP if you want to disable it.

This has been a pretty sizable undertaking, but was worth the effort. I'm super excited about it, and very excited to share it with all of you. JFD has been a huge help in getting the LUA looking nice and pretty, so be sure to give him credit as well.

Quote:

Bugfixes and Enhancements: Fixed a bug in the AI functionality for CoM expansion conflict. Improved AI city selection for constructing military units. Reworked proximity model at the player level to use the CoM model. Fixed other assorted bugs, reported and not Incorporated VMC v77-79 changes, fixes, events, and API elements Incorporated JdH's revised (and hopefully fixed!) Active Diplomacy Mod (thanks, Iamblichos and JdH!) Includes general fixes for deals as well, may resolve or minimize phantom deals bug Condensed and rewrote notification logic for instant yields using a little trickery All event yields for 'on turn' events (birth/tech/building etc.) should now appear in a unified notification (with unique icons) every turn. i.e. instead of one per type per city, it is now just 1 per type, empire-wide.

Balance: Removed GAP from God of All Creation (now just Faith, Culture, and Happiness) - was redundant with extra Happiness (which also provides GAP) Brought Brazil's Gold/Golden Age points on UA down a little (should be a little less crazy early on)

Progress: Increased Capital Science to 30 (was 25) Increase Equality to +2/+2(was +2/+1) Increased Fraternity to (+3/+3) (was +2/+2) Community Patch: Events System (Beta) Currently has 51 unique events, planning more soon Testing: look for broken text, broken events, etc. Includes Active Events overview (see diplo corner) as well as all relevant tooltips, etc.

New Beta Version - March 23rd 2016

Hey all,

New beta inbound, mainly bugfixes. Some bigger changes from Putmalk and Ilteroi are on the way, but will be here in a later version.

Here's the changelog:

Quote: Bugfixes: Moved PtP stuff to defines for JFD, and fixed a repeat notification problem Fixed repeat notification problem for espionage, and increased Advanced Action cooldowns a bit Fixed Venetian NWs being chosen by CSs for quests Fixed OCC causing AI not to settle new cities after capital Fixed AI logic with regards to peace treaties Increased base AI value of cities in deals Hover units now hover on coast, but embark on deep ocean. Adjustable in XML via promotions. Fixed WC GW stuff +2 C for WW and +1 science for great work (CSD) Disabling Polish translations for now (buggy) Fixed AI operational issue for barbarians Addressed AI global targeting cachce/scoring mismatch with regards to war status Fixed bug in diplo AI with regards to settling promises and expansion breaking (AI could break own promise due to bad CoM pointer) Paratroopers can no longer paratroop onto water Recentered XML for PtP in CS screen Fixed 3rd parties (CS allies) not being added to peace treaties - also, they have an intrinsic value of zero, so it should not trigger golden ages for the Aztecs

New: Putmalk - Restructured C4DF for easier maintenance. Iamblichos - integrated deepwater embarkation from WHoward's Terrain-Promotions minimod (for hovering units) Gazebo - standalone Corporations mod - requires CP, still in testing (not fully balanced for vanilla yields) (is in betas folder below)

Balance: Reduced AI anger over ideologies slightly, but increased anger over land disputes slightly Incan UA addition: Mountains produce Gold and Food based on the number of adjacent Mountains. Base of 1/2, but increases to 2/3+ based on # of mountains nearby. Buffed God of Sun. Now: +2 Food, +1 Gold from Granaries. +1 Faith and +2 Culture from Farms on Wheat Rialto District votes from GPT now scales - caps at 25% of all city-states ever alive (minimum of 1 delegate). So 16 CS = 4 possible Delegates, etc. Added ideology requirement for culture victory (updated text and victory screen to reflect this): You must have an ideology, your people be content, and you must be influential over all other civs to win a culture victory Slightly increased the delta for Golden Ages Slightly increased unhappiness modifier for # of citizens in a City.

Added for JFD: MOD_BALANCE_CORE_MINIMUM_RANKING_PTP (float) BALANCE_CORE_MINOR_PTP_MINIMUM_VALUE BALANCE_CORE_DIPLO_VICTORY_REQUIRES_IDEOLOGY GameEvents.CityInvested.Add(function(iPlayer, iCity, iBuildingClass, bValue) end) GameEvents.CityInvestedUnit.Add(function(iPlayer, iCity, iUnitClass, bValue) end) Added unit investment functions BALANCE_CORE_BUILDING_RESOURCE_MAINTENANCE BALANCE_CORE_UNIT_INVESTMENTS

New Beta Version - March 12th 2016

Hey all,

Update: posted a hotfix @ 12:15pm EST for CP and CBP. Savegame compatible. Auto-installer updated too.

New beta version inbound, based on feedback and bug reports since last Monday. I'm much happier with this balance arrangement, as I feel that it balances between the more 'standard' science yield per turn elements that people wanted, while also providing some diversity in terms of yield sources.

Quote: Religion Structure Overhaul:

Worked on religious logic a bit more, see chart below.

Religious categories/tiers.

Global Bonuses (Official Religion), in order of possibility Founded, controlling holy city No found, controlling holy city No found, controlling multiple holy cities, see point below Biggest # of followers in empire determines (tie breaker goes to enhanced/reformed religion)

City Bonuses in order of priority Founded/controlled holy city religion bonues and/or city following religion bonuses Diplomacy Elements in order of priority Founder/controller differences (official religion) Majority religion in all cities (majority religion)

Simple, effective, and easy to understand. Updates in UI clearly and easily (and there are notifications when majority/official religion changes, as well as holy city loss/capture).

Example: Now, you can found a religion, lose the city, found another religion, regain the first city, if bigger than the second one you founded it'll become your offcial religion again, etc. Hilarious religious hijinks. If you have two holy cities, and lose one, the remaining one will become your official faith (everyone needs a backup holy city, that's what I'm saying).

City-States: Added a countdown timer (10 turns on standard) for you to recover your military power before a CS revokes your Pledge to Protect. Should give you enough time to recover, and guarantees no sudden PtP changes if military power quickly shifts in the world. Timer is updated every turn via a notification (so you know how much time you have left).

QoL: Created a unified table and function for instant yields, with proper combined popups and city notifications to clearly indicate what has happened, why, and by how much. Also much easier for me to manage scaling AND, critically, all instant yield tables apply through a city (instead of going into the warp). Defaults to capital if no specific city is called. Also also, all instant yields are now available for all yield types (except JFD's, until he tells me if he wants them to do anything). Balance-wise, this moves all player-wide instant yields into a city, usually your capital (since I already did this for beliefs, this mainly affects policies and some global buildings)

Bugfixes: Fixed diplo penalty/bonus from policies to look at open branches, not policies themselves (UI-friendly, and easier to control) Fixed issue with auto-exploration breaking Fixed lua issues with religion chooser popup and civ select screen tooltip (modpack issues) Fixed some other religion oddities related to capture->founder->enhancer stuff (see above) Adjusted AI specialist proclivity at default setting a little bit, as well as for larger cities (should use a few more specialists in larger cities) Fixed colonist not gaining bonus buildings or abilities Moved the last vestiges of CBP 'gameplay' out of the CP (Forbidden Palace changes, mapsize changes, etc.) - major CP gameplay changes now limited to warscore system and advanced bugfixes Removed '10 hp garrisons no longer count' element from garrison system, and ilteroi fixed AI logic for garrisons (so garrisons can die again from attacks) Incorporated VMC fix for integer overflow for XP issue (more permanent solution) Fixed some incorrect UA text for Songhai, Inca, and Iroquois regarding their abilities, as well as a bunch of other incorrect text/sql/lua elements Fixed a few more quirks with enhancer beliefs (some are holy city only, others local - needed a granular approach) - updated text for enhancers to match Note - would a user be so kind as to check the text of CBP's beliefs (where they use the same functionality as base-game beliefs) and help me clarify base-game text so that it makes sense with the new standardized rules? Thanks! Made some more adjustments to belief logic for cities - assistance in checking pantheon/reformation status for following belief elements appreciated: Yield from proposal/host (reformation) - should only affect holy city Yield from science per turn/gold per turn/num luxuries owned (pantheons) - should only affect capital Yields from x foreign followers/ x followers (enhancers) - should only affect holy city Yields from x known pantheons (pantheon) - should only affect capital Yields from gold per following city/gold per x followers (enhancer) - should only affect holy city Faith from GP use (enhancer) - should only affect holy city If you see any instant yields not performing correctly, please let me know! Some of you are already doing this, which is very helpful. General: World setting for min distance for cities now 3 for majors, 2 for minors for all mapsizes by default (ultimately this boils down to user preference, and I'd rather this remain standard for all players except those who explicitly wish to change it in the CBP/CP) National Wonders now scale their population requirement based on the number of cities you own. This should make them a little less wide-friendly, thus benefitting more compact empires (10% more pop needed per city founded - uses same mod as production cost % bump) Adjusted base population requirement for national wonders down slightly (compensate for change above), and reduced production cost mod from # of cities (was 15%, now 10%) Defensive Pacts are now only annulled when you attack major civs (attacking a minor does not break DPs) - this is mainly for AI shenanigans Reduced resource monopoly yield on Amber to 2 science (was 3) Scout XP cap from exploration now 100 (was 45) Brought Culture/Science % increase from # of cities up to 10% on standard size, scales +/- 2% at sizes above/below (was 6%) Reorganized opening ancient techs a bit (thanks Tomice!) - brings military techs into cohesion along the bottom side Adjusted tech costs to compensate for changes below

GPs: Lowered instant pop value of Great Scientist and Great Writer slightly Lowered base value of great engineer, but increased scaling into late game quite a bit (should be a little more viable as an either/or option in the late game) Lowered base value of golden age duration for great artist, but made it scale based on trait/global GA modifiers (makes % boosts to GA duration more important for GA viability)

Policies: Imperium (Authority): now grants 25 science and culture from settling/conquering cities (was 50GAP/Culture) - should help with early science for authority players Court Astrologer (Tradition) now +3 science (was +2) - should help compete with progress a bit

Pantheons: God of the Sea now also +1 Production from Fishing Boats and Atolls God of Craftsmen now +1 Faith/Gold from Quarry and from Stone Works, +2 Production from Specialist God of All Creation now +1 Culture/Golden Age Points/Happiness per founded Pantheon, and +3 Faith in Capital Building Changes: 25% religious pressure on Temple and Basilica Basilica: now 1 faith per 2 citizens Increase faith yield on Shrine and Temple by 1 Shrine maintenance free Restored merchant to market/bazaar Increased base science on Palace to 6 (was 3) Granary regains +1 Food Granary/Ger: 15% of food carries over when city grows Aqueduct/Grocer: now 15% (each) carryover Medical Lab: now 30% carryover Forge/Siege Workshop: now +1 Science, Forge/Siege Workshop regain +1 production on mines Council: removed instant yield, added 5 science per birth in city (scaling) Bazaar: gains Customs House ability (trade routes generate tourism with major civs) National Epic: +50 Golden Age Points every time you unlock a policy School of Philosophy: removed science per pop - added 20% science during golden ages and an additional Great Scientist point (so 2), base science now +5 Bank: removed 1 per 5 gold, added: 15% of gold cost of units/buildings converted into science when you invest/purchase in this city Stock Exchange: now 1 gold per 5 citizens (was 1 per 4) Barracks/Ikanda/Armory: now have +2 Science Military Academy: +1 Science, Receives a Scientist specialist Wat science from temples/shrines reduced to +2 Removed science per yield from all buildings, re-added to a few UBs below... Hanse: 10% of gold converted into science Coffee House: 10% of culture converted into science (removed 25 scaling gold from GP expend) Candi: 20% of faith converted to science (Removed +2 faith per religion) Units: Hand-Axe upgrades into crossbowman Barbarian Galley won't spawn until majority of civs have fishing unlocked (you're welcome)


C4DF:

General Updated civilopedia with new text for Vassalage New notification: Vassal is ready to be liberated. Moved .dds files for C4DF into C4DF - CP and C4DF - CBP folders, outside of the compatibility files.

Bug Fixes C4DF - CBP: Palace now has "VassalLevyEra" so masters should receive their era levies C4DF - CBP: Removed non-English texts (out of date, and were not removed in the last update) EUI: Vassal Overview should now correctly update on "Espionage dirty" (which also triggers when you change taxes) EUI: Fixed issue where old DiscussionDialog logic was not changed to the new (bug-free) logic EUI: Fixed bad tooltip display for Liberation trade option for CPU C4DF - CP: Fixed issue where Vassalage civilopedia entries didn't appear correctly. Fixed erroneous tooltip in Vassal Overview which stated that capitulated vassals count toward a Domination victory - this is a planned feature, but not an addition yet, so it should not display this. C4DF - CBP: Fixed major issue where capitulated vassals did not actually capitulated - this is a result of Peace Treaty deals not being counted with the correct Peace Treaty Type in DealClasses.cpp

New Official Version Released! March 8th (3/8)

Hey all,

Alright, I'm biting the bullet and flipping the switch! 3/8 is officially released as the next milestone version (that's right: it isn't a beta!). I've ironed out the latest set of bugs, and it's time to make a new benchmark for the Community Patch Project.

Here's the unified changelog:

Unified Changelog

And here's the much shorter changelog from yesterday's beta.

Spoiler: Show Quote: Fixed an unforseen bug with belief class change related to data storage model (whoops) - this breaks savegame compatibility Fixed new religion bugs related to majority/founder/conqueror status (knew I'd miss a few) Fixed Songhai river connections not triggering properly prior to Wheel Fixed unit experience bug Fixed some more SQL bugs and quirks Religion refined further: now the founder/ownership status of a religion will change in the UI (i.e. the religion overview tab) if you did not found a religion and conquer a holy city. So the system is simple: if you found a religion, that's always going to be your primary religion. If you didn't found a religion, conquering a holy city will give you one, and you can enhance/reform it however you see fit. Added some QoL text to game so that, when you capture/lose a holy city, it is clearly indicated to you that this happened (and what it means). Musketeer back to normal (old UU status, old promotion) - was fun while it lasted Janissary now a ranged UU of musketman - comes at gunpowder (earlier), has march and attack bonus Walls of Babylon now just +1 Science, +1 specialist, higher defense Kuna gains +1 science at mathematics and astronomy (latter replacesa +2 culture)

New Beta - March 7th 2016

Hey all,

Thanks for the patience as we move through this multi-step transition towards release. The SQL conversion was a biggie, and was largely responsible for the many bugs reported. In any case, I'd say most if not all aspects of that are fixed now. I've also taken the time to tackle a few more big issues, and do a little bit of balance.

Anyways, here's the changelog. I'm not going to touch balance again until after the next official release, so bugfixes are the order of the day. I'm also waiting on word from putmalk that his c4df changes are gold - once we've got that locked down, and this gets a day or two of testing, we'll see the next version.

Quote: Bugfixes and QoL: Fixed a bunch more bugs, typos, and SQL conversion errors (thanks everyone for the reports!) Worked a bit more on diplo AI - should spam trade-related messages a little less Upped AI aggression a little bit (still using personality model) - made it a little more aggressive if it suits their interests Fixed a few other errors and quirks More tactical bugfixes and optimizations from ilteroi Incorporated VMC v74 events and 100s XP calculation model QoL improvements for interface and religion overview (tooltips etc.) Worked on some nature plot yield stuff for JFD Fixed some caching quirks and issues

Completely restructured the beliefclasses model (this has been a long time 'todo' for me): formerly, the DLL only checked for founder rights in some areas, and majority rights elsewhere, and pantheon here, and reformation there...it was chaotic and it wasn't modder friendly (as many beliefs simply didn't trigger if their founder status was changed, and vice-versa). So...I made it so that ALL belief checks related to player-level belief abilities look your founded religion first, and then (if that doesn't exist) your majority religion second. From here, exceptions for founders and reformations are considered (and I can add more exceptions if needed).

Exceptions: City-specific beliefs, tile yields, buildings enabled, and faith purchases for non-GP units still look at the local religious majority.

The change: founder and reformation beliefs are now both locked to the founding player. If, however, the holy city is lost, founder/reformation beliefs are transferred to the owning player. This differs from the old model, in that founder beliefs always stayed with the founder (or simply disappeared if the holy city was lost), and were never fully transferred (or were transferred piecemeal). This is a buff to religion in part (as reformations are now unique to the founder), but the fact that they can change hands is much more dangerous.

The good: All 'national' religion yields/bonuses are now applied through your capital (while a pantheon) or your holy city (if a full-fledged religion) instead of being lost to the warp. So while the yields remain the same, they have the potential to increase based on city buildings, policies, etc. They are also, therefore, applied to city yields for things such as % conversions into science, etc.

In short: Religious belief bonuses are now standardized to look at founder status first, then majority, Reformations and Founder beliefs are founder-exclusive, and national yields are funneled through your holy city/capital.

I tried to test most configurations of this, though some may have slipped through.

General Balance: Base faith needed for great prophet increased to 600 (was 500) - we'll start seeing ~0AD religon foundings now, which is intended Rebalanced tech costs upwards quite a bit (but reduced gamespeed % scaling a bit to compensate) - AI was regularly hitting Modern ~ 1750-1800!

Building Balance: Palace/Doge's Palace gain: +1 science per 3 citizens (buffs tradition a little, helps with stagnant science, and incentivizes more fleixble early tech strategies) Market provides +2 Gold (Was +1), Bazaar +1 Faith restored, gold at +4 Flipped freshwater status of Baths/Gardens - makes more sense (baths without fresh water?) and buffs river cities slightly (as they can get baths a little earlier, and more cheaply) Fixed a bunch of missing SQL yields.

Improvement Balance: Base academy science reduced by 1 (now +6)

Unit Balance: Fixed some missing promotions/abilities, and some aberrant CS/RCS values. Musketeer gains 'Esprit de Corps' promotion, which gives it a 20% chance to cause an enemy unit to retreat when hit by a ranged attack. Deals 50% more damage if the unit cannot retreat (could be fun, could be awful, we'll see) - loses ZoC promotion

UA Balance: Brazilian UA: 33% Tourism, 33% of Culture converted to Tourism (was 25/50) - why? Was simply overperforming in the culture game at the expense of the rest of the UA. Rather than nerf golden ages further, I'd rather nerf Brazil a little. Korean Science from specialists reduced by 1 (now +1, was +2) Reduced Arabia UA science to +1 (was +2) Kuna Science now +1 (was +2) Walls of Babylon now +1 science per 10 citizens (was +1 per 5) Rebalanced Celtic pantheons dealing with science a little (see civilopedia) Fixed some missing elements Hunnic UA now affects armored units as well as mounted melee (capture-tanks!)

Hotfix for 3/6 Version

Hey all,

Quick hotfix inbound. Unfortunately the caching error required a rework of a core memory value, so this isn't savegame compatible. I can, however, confirm that it works as intended now.

Quote: Fixed compounding cache issue with God of All Creation Additional optimizations and logic work on city citizen AI Typo/bugfix for Compatibility files and CBP. Fixed range 2 start for cities. Fixed Minuteman/Musketeer/Musketman missing promotions

New Beta Version - February 17th 2016

Hey all,

New beta inbound. I've been busy with real life stuff lately, but finally got around to finishing up a big project: the diplomatic rework!

Quote: Improvements: Changed yieldperx functions to use 100s values instead of single digits (maintain value with rounding) - values ingame still the same Modders: make sure to update buildings/beliefs that use the new yiledperx elements! Core rework of AI diplomatic behavior with regards to approach (this is one of my last 'biggie' projects) The impact of decisions and global statuses (i.e. broken promises, warmonger, military power/threat, etc.) now considered on a leader-by-leader basis based on their personality value, not genericized defines Opinion (i.e. the +/- from events, as seen in the leader tooltip) a key determining factor in approach, far more so than before. Opinion is translated into approach via personality - civs that have high 'guarded' values and low forgiveness values more likely to become guarded from negative events, and vice-versa if low. In short, AI behavior is more personalized, less predictable (in terms of those global defines), but far more in line with the personality of the civ i.e. AI will be less likely to resort to war if war is not high in their personality flavor, but may become hostile from a very small slight if they're a highly hostile civ. Approach valuation now increments gradually - should swing less from position to position, and can only change so much per turn AI much more intelligent about approach towards good/bad targets, and will seek to isolate specific civilizations if possible - is less likely to DoW civs without reason, and will try to maintain good relations with other civs once at war (if possible/desirable) Deals now factored in value based on approach instead of opinion - more transparent (unless deceptive!) and also a little more rational (as opinion is now almost exclusively used for approach setting) Opinion is more important than ever, but it's also more transparent now Diplo AI changes still in testing, so bear with me! Fixed some deal AI issues and quirks More tactical and operational bugfixes from ilteroi Worked on primary/secondary builder AI, and AI road/rail logic for special connection UAs (will only build roads necessary to make the connections work - will build railroads like normal) Moved techhelp.lua to CP, fixed error and added processes A few more bugfixes and AI/DLL optimizations here and there Changed musician specialist art to further distinguish it from scientist Specialist Flavors table now employed for city specialists (useful for modders who want to make the AI use specialists with no or unique yields) Added new 3d art for mercenaries and guerilla fighters (I edited some of wolfdog's special forces art and bernies' ww1 art) and I made custom flags/SVs for them

MP: Reworked DLL network sync behavior for units, cities, and players - this is insanely experimental, so caveat emptor for MP!

Balance: 3rd party war announcement (i.e. the knowledge of who bribed whom to war on you) now locked behind espionage (i.e. you need a spy/diplomat in the land of either trade party to learn the secret) Changed GPT function of God of Wealth Pantheon to a gross + gold (instead of net gold) - bumped to +1 faith per 20 gross (Was per 10 net) Bumped Nuada to 15 gold (was 6 GPT) Musician gets +2 happiness in capital for first tier of concert German Panzer available one tech earlier (Ballistics)

New Beta Version - February 23rd 2016

Hey all,

Quick turnaround on a few quirks, and also some balance for the CBP. Small issues are the best. Thanks again for patience with these betas - more rapid betas means a better full version next time around.

Thankfully the CP is savegame compatible (though boats may retain odd embarkation quirk until upgraded/deleted). CBP is not savegame compatible. I suggest starting fresh with the whole kit, but that's your call. Also fixed a lua quirk in the EUI compatibility files.

Quote: CP Added discretionary logic for civilians (diplo penalty system) Fixed embarkation issue with naval units Fixed naval and land operational sneak attack/deployment issue Minor civs should be less likely to kill barbarian camps CBP: Base modifier for land TRs now 0% (was 10%), 25% for sea TRs (was 20%) River Trade modifier now 25% (was 15%) Lighthouses grant +1 Gold on all Coast/Ocean tiles Harbors grant +1 food on all Coast/Ocean tiles Seaports now +1 Gold/+1 Production Great Cothon grants all Harbors +3 Production Hanging Gardens Culture fixed, removed Great Writer Removed freshwater requirement for floating gardens (cannot remove forest requirement from longhouse due to DLL mechanic)

New Beta Version - February 22nd 2016

Hey all,

What's that? 5 days since the last incident beta? Well, I guess it is time for a new one, then! And oh man, what a beta this is! I'm excited. This beta includes a feature change that I've had in the pipe since I was working on CSD, but I just never got around to doing. But it is here now, so let's take a look!

Quote: Bugfixes: Updated to latest EUI (1.28e) due to bugs in previous EUI and fixed some EUI quirks. Is bundled with installer, but if not using installer, please download latest EUI before using new CBP set (link here). Fixed a few smaller bugs here and there (reported and unreported) Tactical and pathfinder updates from ilteroi More AI improvements and optimizations (many smaller tweaks and changes) Updated Major-Minor Diplo AI (operates on a similar system to what is used for Major civs, though it is much less robust in order to be more efficient) Worked on MP support for active diplomacy a bit more, but it is not ready for prime-time (do not enable Active Diplomacy for modpacks yet)

New Things: New art for steam mill from Wodhann Added plague and river tile stuff for JFD Naval vessels can no longer fire from forts and cities Broken Promises (back-stabs) no longer a perma-malus - now expire after x number of turns for both the target and the world. Civs that like you more forgive you more quickly for these broken promises, whereas civs with a very low opinion of you will never forget it (and will continue to tell the world how dumb you are). Capturing or killing civilian units during war now incurs a diplo penalty - at a high enough level, the penalty becomes global (i.e. its seen as a war crime). Penalty decays over time, but very slowly (if at all) if the civ hates you. Overhauled quests and quest-reward system for CSs Now there are a bunch of different types of rewards that can happen for each quest type. Almost every quest type has a unique reward tied to it! Rewards include food, production, faith, gold, golden age points, great people points, experience for units, tourism...it's quite extensive! The bonuses from all quests change based on personality, era, relationship (pledge of protection) and the patronage opener, as well as a small randomized value, so no two quests are ever truly alike. For example, Militaristic Minors give more Great General Points if you clear a Barbarian Camp than a Friendly Civ, however Religious Minors give more Faith for spreading your religion than Mercantile ones! Rewrote CS tooltip system for quests to make it easy to see what you will receive from completing quests - rewards info appears in notification, and on hover over quest icons on CSs. The new quests (and quest rewards) only apply to the CBP, and the changes include modifications for CSD quests. Removed CSD penalty for failing quests (less stick, more carrot!) Removed Global City-State quest from Historic Events category (tourism as reward bundled into change above...) Adjusted CS quest spawning pre-reqs for global yield contests (won't happen in early game now) and great person spawn (quest won't spawn if you can't possibly make the unit type in your capital) Map-targeting quests (i.e. camps, digs, etc.) can only be given out one at a time by a CS - this is to help control where the highlighter sends you when you click on a CS quest icon (and to prevent a bloat of 'go here' quests). Note for modders: I co-opted the 'SmallAwards' table and turned that into a minor civ awards table. You can find this table, and the information I added to it, in the MinorCivQuestRewards.xml. All influence, duration, and reward values are now stored here, so the old global defines no longer matter. All new quest rewards are in this table, and can be edited by you as you see fit. Please, however, do not edit the order or number of small awards here, as that'll break the link in the DLL!

5 new CS quests, and 1 tweaked (unused) vanilla quest: Reveal an area of the map (chooses a distant coastal plot on a separate landmass that's un-revealed and gives you a reward for revealing most or all of the landmass). Encourages and rewards exploration on maps with multiple continents. Construct x buildings in all cities. Encourages infrastructure. Successfully conduct x espionage missions against another player (advanced actions and techs both apply). Encourages targeting a specific player. Successfully coup in a city-state (failing fails the quest). Encourages CS coups. Acquire a target city either through trade or conquest. Good for warmongers! Settle a war between two CSs. Variation on the unused vanilla 'Kill CS' quest - this time it is a global quest, and the CSs are at war with each other. This is a really unique quest, in that, once one DOWs the other, you'll get a quest from each, with variable rewards. So it is both a global and a dual quest, and the rewards are personalized. They'll actually fight, too, and may conquer the other during the allotted time. Hooray for cabinet wars! The CSs won't make peace until the quest is over. Quest only possible if neither CS party is allied to a major (no proxy wars for allied CSs). Can be solved by conquering either CS (you get the bonus provided by one or the other, depending on which you conquer), or by becoming the ally of both, thus granting you both bonuses!

Balance: Arabian UA now +3 Science (was +2) Venice can now purchase plots in puppeted cities Hanging Gardens now +10 food (Was +6)

Hotfix for 2-13 version

Hey all,

Quick hotfix for 2-13 version. Savegame compatible. Fixed small quirk that was preventing AI from improving luxuries. Fixed DOW issue where unit capturing wasn't respecting capture classes properly

New Beta Version - February 10th 2016 - The "Yes, Yes, I Know..." Edition

Hey all,

Sorry for the quick turnaround, a few nasty bugs cropped up all at once and MEGA broke and...well...you get the drift. Anyways, I say all that to say that the 2-10 version is looking good. Bad news...it's not savegame compatible. Sorry.

Anyways, here's the log:

Quote: Bugs Fixed it so that DOW (by moving onto a civilian unit) should capture that unit if 'yes' is selected (technically any now-at-war civilians under your combat units will become captured, but that's most likely just the one you captured at this moment - needs testing). Some more MP fixes (hopefully!) Fixed EUI 1.28c bugs in top panel and cityview Fixed Puppet issues re: unit production and resource usage Fixed some caching issues with leader traits and loadgame refreshing (this breaks savegame compatibility, unfortunately!) Fixed CityID issue breaking some popups and lua outside CP (i.e. Extra Victory Conditions, the Who's Winning popup for Tourism, etc.)

Balance Japan UA addition: Melee Naval Units can build Fishing Boats (removed from Samurai) - does not expend unit to do so.

2-9 Beta Hotfix for 2/8 Version

Hey all,

Lunch break! Sorry for the quick turnaround. Small update to files to fix missing popup file (should fix odd city capture bug) and a few other small bugs. Savegame compatible. Also uploading proper CSD with fixed unit maintenance values.

Files affected: CP CBP CSD Compatibility Files (EUI and noEUI)

New Beta Version - February 8th 2016

Hey all,

New beta inbound. Productive snow day! Hopefully this will be the last beta version before a new full release. We're doing a pretty nice job of clearing out bugs, most remaining/new issues are fairly esoteric (most, not all!).

Anyways, biggest change here has to do with warmonger and warmonger QoL changes. Should be a lot easier to manage and understand from a UI point of view.

Quote: Enhancements Some smaller SQL/XML/LUA quirks fixed (including EUI faith tooltip bug) Integrated and merged Iamblichos and Ilteroi changes. Worked a bit on warmonger logic (distance calculation, variation based on diplomacy, econmic valuation, etc.) - should be a bit more rational. Reworked preview string on citybanner info on how other major civs may react to conquering/liberating a city Sorts based on most/least concerned major civs, gives you a better idea of the impact. Limited to top 8 'caring' parties (otherwise the tooltip gets a little lengthy). Should cover most important situations, and we can tweak it later if we need to. Actually looks at the value of the city to the owner and all other major civs (where applicable) to give you a wholly accurate concept of the consequences of city capture (unlike the old model, which was an estimate and generic). Fixed some issues related to AI breaking their own promises re: settling distances Added diplo AI logic for 'statements' sent to each other that didn't formerly exist (i.e. AI wouldn't warn each other about unit placement, settling/buying plots, etc. - lots of reasons for war were being ignored by AI!) Fun fact: this was a key reason why AI 'love fests' would occur - they weren't actually contacting each other about most early-game conflicts. Worked on some other assorted github bugs and issues reported in latest beta thread. Balance: Mounted Archers now have a -33% attack penalty towards cities. Reduced CS of Cuirassier a little (now 18, was 21) (Roughly) doubled max Franchise caps Goddess of Love now 15 faith, 10 GAP per birth, scaling with gamespeed and era.

New Beta Version - Feburary 5th 2016

Hey all,

New beta inbound. Same rules as always. Mainly worked on reported bugs/quirks and the new mounted ranged unit line. Much happier with the new line all around.

Quote: Improvements Worked a bit on WC project production logic - perhaps fixes issue (we'll see - Firaxis has some odd boolean blocks for this in the code) Bugs, quirks, and QOL requests addressed on github Worked on diplo logic for aggressive behavior re: CS competition and border conflicts (needs testing) Fixed 'acquire tile inside a pocket' bug (i.e. cities no longer expand to grab tiles that are 'islands' inside of another player's territory) More work on AI production logic JFD Lua request Fixed some art/graphical issues with added units

Balance: Moved Flank bonus to Shock I-III, moved Fortified attack bonus to Drill I-III Gadrauht dead due to popular demand. Hand-Axes reportedly seen in large numbers once again. Hunnic Horse Archer restored to Huns (same bonuses as vanilla, but damage values adjusted for CBP), prereq is mathematics. Moved Keshik model to Classical era as base for Skirmisher (light mounted ranged units = skirmishers now) New unit model (heavily modified Keshik model) for Medieval era - now Heavy Skirmisher Adjusted CS/RCS on all mounted ranged units a bit to make them more worthwhile Removed terrain penalty for mounted ranged units post-Chariot (and added 'move after attack' value to them, so they'll be a bit more flexible) Added Renaissance mounted ranged unit - Cuirassier. Pistol + sword. Heavy Skirmisher upgrades into this. Cuirassier available at metallurgy, obsolete at military theory - transitions into cavalry (feels like a more natural termination point for ranged mounted units, given that this is when the unit types actually declined for good, historically) Naga-Malla moved to Cuirassier, available earlier (at Chemistry) obsolete at Combustion New mounted ranged line: chariot/war chariot -> skirmisher/horse archer -> heavy skirmisher/camel archer -> cuirassier/naga-malla -> cavalry)

Resources used: Danrell (3d model for heavy skirmisher - edited) zwei833, bernie14 (3d model for cuirassier - edited) Janboruta for icon art for new models (edited) SV and Flag icons by me!

New Beta Version - February 1st 2016

Hey all,

New version inbound. Here's the changelog:

Quote: Bugfixes and Optimizations Updated EUI to 1.28a Note: There is no longer a 'CBP version' of EUI. All EUI changes are in the EUI-CBP Compatibility folder. This means you can run EUI 1.28a with or without the CBP running. EUI is still bundled, but it is identical to bc1's distributed 1.28a EUI. This will be the final update for EUI support with CBP, barring any smaller bugfixes (i.e. EUI will always be at 1.28a for CBP from this point forward). Inca units can no longer heal on non-city mountains Fix for barbs not spawning in some custom scenarios Pathfinder fixes from ilteroi Some more Deal AI fixes and optimizations Fixed final remaining bugs with the unit/building/process/project AI logic (should fix blank puppet lists and queueing issues) AI or humans brokering peace/war for a 3rd party will alert the 3rd party of your actions (small diplo bonus for peace brokering, small diplo penalty for war brokering). Humans will get a notification if this happens to them so they know who to love/hate. Added requirement to 3rd party peace brokering (outside of peace treaties) - player being asked to make peace must have a warscore 10 points or better than the other player (i.e. you can only ask a clearly-winning player to make peace as the 3rd party). Other Github and assorted reported error fixes

Balance: Scout and Warrior now both cost 45 production Raised Jaguar CS to 10 (was 8) Immortal gains Armor Plating I Hoplite gains Discipline promotion

New Beta Version - Feburary 2nd 2016

Hey all,

I've been busy! New beta version inbound. Bugfixes and whatnot, and also a revamp of a few suffering warmongers. Time to build higher walls!

Quote: Changes and Bugfixes: More bugfixes and small optimizations Github bugfixes and UI improvements Incorporated ninakoru and ilteroi's latest fixes/changes Worked quite a bit on AI siege tower logic (see below)

Balance: Partisans now spawn as Barbarians IF you are no longer at war with the civ who owned the city you are razing. Resistance (Domination) unit strength modifier now adjusted upwards for human players based on difficulty. For example, on Deity, Resistance (Domination) is modified by +50% (so 12% would become 18%, etc.) Assyria: Siege Tower now a civilian support unit. Max: 2 active at one time. Can be constructed in cities. Stats: +40% sapper bonus to nearby units when adjacent to a City (20% if 2 tiles away from a city - bonuses do not stack), Medic I, Cover I. Unlocks at Military Theory, obsoletes at Gunpowder Assyria UA: now also grants +2 Science from Great Works Huns: Battering Ram now a CS gift. New Hunnic UU: the Gadrauht (Hand-Axe model and icon). Replaces composite bowman. Stats: 12 CS/RCs, 1 range, ignores terrain costs to move. Barbarians: removed Hand-Axe, will now get horsemen slightly earlier than before. Maya: Atlatl Strike now +50% vs wounded units (was +1 attack) Sacred Path now 1 per 4 jungle/forest (was 1 per 3)

New Beta Version - January 29th 2016

Hey all,

New beta inbound. Just bugfixes and QoL changes.

Quote: Rewrote proximity model for cities to look at imperial center of mass instead of most recent city settlement - should help with odd aggressive expansion behavior (we'll see) AI can now ask for votes in trade, and will reach out for deals on this AI more likely to ask for war help if at war with the third party target Fixed some lua issues in all versions, and cleared up some confusing tooltip information Fixed a bunch of civilopeda 'concepts' section errors (including outdated firaxis data) (thanks moimagnus!) Added 'leads to buildings' and 'monopoly resource required' civilopedia elements for buildings Gamespeed Tech cost for Marathon increased to 350% (from 300%), Epic from 150% to 200% Fixed a few more bugs/errors in deal valuation functions Addressed some github bugs and errors, and adjusted unit/building AI production some more Tightened up AI fertility value minimum for plots. Fixed an EUI tooltip bug or two

New Beta Version (b) - January 28th 2016 v2

Hey all,

New version inbound, just a few small bugfixes. Savegame compatible if you are on the current beta (though the policy count may not update properly). I'd recommend a new game, just to be safe. Reverted pathfinder changes (ZOC issue) until later Fixed policy count issue Adjusted city plot/specialist value a little bit Adjusted AI decision making a little bit

New Beta Version - January 28th 2016

Hey all,

New beta version inbound. Mainly AI optimizations here, with a few bugfixes scattered about (most of which were bugs in AI behavior!). I'm happy with the new plot/specialist allocation logic, but we'll see how it goes.

This is not savegame compatible with prior version saves, and is a 'beta,' so don't test unless you want to...well...test.

Things to look for: Weird/bad AI deal logic/values (grossly out of the ordinary prices or offers/accepted deals here). Warscore oddities. Plot/specialist assignment oddities. Pathfinder/AI operation oddities. AI production oddities.

Bug reports should include a savegame and logs!

Todo: Mapscript and custom map bugfixes (reverted prior 'fix' - investigating)

Here's the changelog:

Spoiler: Show Quote: Balance: Buffed Mission (up to 300% Faith/Gold, from 50%), removed free missionary Restored Conquistador Harbor Hydro Plant gains +5 base production Reverted SS part cooldown change Manhattan Project: first to construct gains a free research lab and a free nuke in their capital Apollo Program: first to contstruct gains a free Great Scientist and a golden age begins Nerfed Ship of the Line to 24 RCS (was 28) Sweden - combat bonus now +10% (was 15), free XP now +10 (was +15) Adjused late-game tech costs down a bit (~15%) Adjust happiness scaling down a bit (was 150% of pop /100, now 125% /100) God of War now 300% scaling (was 150%)

Optimizations: Misc. bugfixes from github and bug reports thread Ilteroi bugfixes/optimizations for plots, operations, and pathfinding, and garrisons Big rework of city specialist and plot assignment logic (removed a bunch of junk code and rewrote it) - much more efficient and optimal Worked a bit more on AI choice logic for productions/processes in cities. Worked a bit more on warscore logic (doubling some values to reach higher tiers again) and vassaalge/de-vassalage acceptability logic during war. AI vassalage very possible at high warscore now (no longer fixed to a single value). Fixed some errors in war projection causing 3rd party war/peace deal valuation problems, as well as occasional extreme passivity. Fixed a bunch of deal-related issues and some balance elements in deals (3rd party war/peace stuff should be a little more possible, and other things) Fixes for AI war focus and demand logic (general sanity pass) Added JFD lua event hook requests and 'dummy policy' de-counter element (please test, JFD)

New Version - January 22nd 2016

Hey all,

New full release inbound. Pretty happy with this one, and wanted to get a new release out to phase out the 'warping units' from the previous version. No known core-game bugs at present (though some mod/scenario conflicts remain for a later date).

Full changelog:


Bugfixes and Enhancements Moved as much savegame data as possible to the m_syncarchive (out of the raw kstream). Duplicates and poor attempts at 'savegame preservation' were leading to savegame bloat and large packet sizes for MP games. Fixes for pathfinding warping and AI road-building logic A few other pathing and operational bugfixes from ilteroi Fixed most issues on github and those reported in bug reports thread Incorporated sound selection fix from 8h42 Rewrote building/unit/process/project selection methodology to focus more on the object being made (instead of just AI flavor modeling) Worked on grandstrategy and policy AI to take into account buildings, policies, religions, and other elements of the empire as factors in choice weighting Note: yes, up to this point 99.9% of AI choices (i.e. units to build, wonders to get, etc.) were based solely on weighted flavors and a roll of the dice. Not anymore! Puppet AI overhauled a bit, should be a bit more rational, build more things, and will also switch to processes (usually wealth) if you are in negative GPT or have nothing else to build AI changes extensive, and still being tweaked/tested/balanced. Need feedback! Balance: Arabia UA now +2s/+1c (was +3/+3) and 20% (was 25%) Siamese Wat now grants +4 Science to Temples/Shrines in the City English Steam Mill now +1 production per 3 citizens (was per 2) Reduced Krepost Maintenance to 1 (was 4), gains +3 Production base American MoMA now The Smithsonian - now grants Museums +5 Science (in addition to +5 Culture) and gains +5 Science if themed (instead of +5 Gold) - art a modified file from Janboruta Puppet unhappines modifier now -50% (was -25%) Added new coastal building: Minefield (1000p, unlocks at combustion, requires a harbor). All naval and embarked units moving into a tile around the city must expend 1 additional point of movement per turn. +8 defense, +15 HP. Removed free harbor from pioneer/conquistador Adjusted building purchase costs slightly - now lower, but with increased gold costs based on # of cities in your empire. Increased purchase cooldown on SS parts to 5 turns each (was 1) Wind Plant increases production on Plains/Grass by +2 (was +1)

New Version - January 14th 2016

Hey all,

New version inbound. Lots of changes and improvements. List below is a compilation of all beta notes since 1/3.

Quote: Bugs: Normalized versioning (1.1.14 = Mod Version 1, January 14th iteration) Reworked text formatting on building help for buildings with resource bonuses Fixed a few more bugs in plots, pathfinder, unit movement, pathing, displacement, etc. (ilteroi) Added MP denounce button in trades (offset to left, will address offset later) Fix MP LAN/Online lobby bug Fixed most github bugs, some system interaction bugs, and some other reported bugs Added ilteroi changes to garrison calculation (may fix crime yield issue, hopefully) Optimization of happiness subroutines (ilteroi again - may fix crime issue) Other assorted bugfixes (including fixes for Spain UA-belief synergy) Worked a bit more on some AI building logic Fixed holysite and oil tooltip shenanigans Added GPExtra1-5 support for JFD. QoL elements for civilopedia. Writers and Scientists now have their 'pop' values set at birth, instead of scaling while they exist (i.e., you can't effectively hoard them anymore) (CP) Historic Event bonus from global CS events now only gained once per turn (instead of once per CS with that quest going on) (CBP) Some QoL additions/fixes, and some text clarifications Fixed bug in culture notification system that was causing it to fail (i.e. you should now get annoucements when your culture level changes, and other levels change over you).

Balance: Lots of base resource, improved resource, and building resource yield changes (note: I did revert sheep base yield change) Increase faith cost of buildings for reformation beliefs slighlty (around 25%) Happiness values increase more sharply in the mid-late game Switched +1 Gold from resources on Tabya to +2 Production Yield bonus on Ivory from Circus now +3 Culture (was +3 Gold) Bank Yield for resources now +3 (Was +2) Forge and Stone Works lose base +1 Production - Forge now grants +1 Production +1 Gold to Iron and Copper (was +1 Production) Amphitheater/Acropolis now improves Silk as well - +2 Culture to Silk, Dye, and Lapis (for More Luxuries) Caravansary/Burial Tomb: Truffles now 2 Gold, Cotton 1 Production 1 Culture, and Furs 1 Gold 1 Production Market/Bazaar: Spices now +1 Food +1 Production, Sugar now +1 Food +1 Gold Increased culture border growth slightly for cities (~8%) Trade Routes now add additional gold to Villages/Towns independent of city connections (+1 Gold/Production pre-Industrial, +2 Gold/Production Industrial-on) Village: +1 Gold (base)

Aesthetics Branch modified: Humanism: Amphitheaters, Opera Houses, Museums, and Broadcast Towers produce +3 Science. All Great Works produce +1 Gold and +1 Culture. Refinement: All positive Happiness is added to your Empire-wide Culture rate. +1 Happiness and +3 Culture from all Guilds. National Treasure: A Great Person of your choice appears near your Capital. Entering a Golden Age or completing an Archaeological Dig generates Tourism with all known Civilizations (based on your Culture output). Heritage: All World Wonders produce +2 Tourism. +3 Culture from Great Person Improvements. Cultural Exchange: Increases the Tourism modifier for shared religion, trade routes, and open borders by 25% each. The empire immediately enters a Golden Age.

Leaders: Hunnic UA: Now Plains and Grasslands (was just Grasslands) Arabian UA: When you complete a Historic Event, your Capital gains +3 Science and Culture, and +25% of needed points towards a random Great Person. Tourism from Historic Events increased by 20%. Persian UA: 10% of Tourism added to GAP per turn. Siam UA: now 75% of yields from CS (was 50%) Austria: Coffee House - moved to Grocer, now gains +25 Gold (scaling) from GP birth China UB: Tea Paviliion - moved to Opera House, now +1 science and +1 culture per 4 citizens. Egypt UA: +20% Production towards Wonder construction. Artifacts gain +2 Science, Faith, and Culture. +4 Gold, Golden Age Points, and Tourism from Landmarks Egypt UB: Buffed Burial tomb base yields (now +3 faith, +2 Production) Maya UI: Kuna now available at Agriculture (was Masonry) Korea UA: Science boost scales with era and gamespeed

New Beta Version - January 20th 2016

Hey all,

New beta inbound. Same rules as always - don't use if you don't want to test, and report back findings here.

Auto Installer: Download and install, and you should be good to go. Manual Install: Remember to delete LUA folders (CP/CBP, if using full set) and clear cache.

Quote: Bugs/Enhancements: Moved as much savegame data as possible to the m_syncarchive (out of the raw kstream). Duplicates and poor attempts at 'savegame preservation' were leading to savegame bloat and large packet sizes for MP games. Reduces savegame size quite a bit and should help a lot with MP desyncs. Cleaned out unneeded EUI duplicates and fixed some modpack creation bugs in C4DF. Fixes for pathfinding warping and AI road-building logic A few other pathing and operational bugfixes from ilteroi Fixed most issues on github and those reported in bug reports thread Incorporated sound selection fix from 8h42 Rewrote building/unit/process/project selection methodology to focus more on the object being made (instead of just AI flavor modeling) Worked on grandstrategy and policy AI to take into account buildings, policies, religions, and other elements of the empire as factors in choice weighting Note: yes, up to this point 99.9% of AI choices (i.e. units to build, wonders to get, etc.) were based solely on weighted flavors and a roll of the dice. Not anymore! Puppet AI overhauled a bit, should be a bit more rational, build more things, and will also switch to processes (usually wealth) if you are in negative GPT or have nothing else to build AI changes extensive, and still being tweaked/tested/balanced. Need feedback! Balance: Arabian Nerfhammer, ho! Arabia UA now +1/+1 (was +3/+3) and 20% (was 25%) Siamese Wat now grants +4 Science to Temples/Shrines in the City English Steam Mill now +1 production per 3 citizens (was per 2) Reduced Krepost Maintenance to 1 (was 4), gains +3 Production base American MoMA now The Smithsonian - now grants Museums +5 Science (in addition to +5 Culture) and gains +5 Science if themed (instead of +5 Gold) - art a modified file from Janboruta

New Beta Version (b) - January 10th 2016

Hey,

Posting here for visibility. New beta version with some small fixes/changes over the previous 1/10 version from late last night (yawn!). Thanks, rainy day! Added ilteroi changes to garrison calculation (may fix crime yield issue, hopefully) Optimization of happiness subroutines (ilteroi again - may fix crime issue) Other assorted bugfixes (including fixes for Spain UA-belief synergy) Some text fixes etc.

New Beta Version - January 8th 2016

Hey all!

New version inbound. Bugfixes and balance! New UA elements! QoL Changes! Fun! Feedback definitely needed/appreciated on balance changes.

Quote: Bugs: Reworked text formatting on building help for buildings with resource bonuses Fixed a few more bugs in plots, pathfinder, unit movement, pathing, displacement, etc. (ilteroi) Fixed MP lua error (denounce button) hopefully Fixed most github bugs, some system interaction bugs, and some other reported bugs To-do: waiting for whoward fix related to MP online window

Balance: Lots of base resource, improved resource, and building resource yield changes (see below for new values) Village: +1 Gold (base) Increase faith cost of buildings for reformation beliefs slighlty (around 25%) Austria: Coffee House - moved to Grocer, now gains +25 Gold (scaling) from GP birth China: Tea Paviliion - moved to Opera House, now +1 science and +1 culture per 4 citizens. Arabian UA: now +3 science, +3 Culture, and 25% towards the progress of a random Great Person (scales by taking % of total needed, rather than flat value) Egypt: +20% Production towards Wonder construction. Artifacts gain +2 Science, Faith, and Culture. +4 Gold, Golden Age Points, and Tourism from Landmarks Maya: Kuna now available at Agriculture (was Masonry) Korea: UA science boost scales with era and gamespeed

Spoiler: Show

F = Food C = Culture G = Gold P = Production

Base Tile Yield:

Plantation:

Citrus: 1F Cocoa: 1F 1G Coffee: 1F Cotton: 1G Dyes: 1C Incense: 1C Olives: 1F 1G Perfume: 1C Silk: 2G Spices: 1G Sugar: 1F Tea: 1P Tobacco: 2G Wine: 1F

Mine/quarry

Amber: 1C Copper: 1P Gems: 1G Gold: 1G 1C Jade: 1C Lapis: 1G Salt: 1F Silver: 1G Marble: 1P

Fishingboats: Coral: 1G 1C Pearls: 2G

Improvement Yields

Plantation: Citrus: 1F 1G Cocoa: 2G Coffee: 2G Cotton: 1C 1G Dyes: 1C 1G Incense: 1C 1G Olives: 2G Perfume: 2G Silk: 2G Spices: 1F 1G Sugar : 1F 1G Tea: 1F 1G Tobacco: 2G Wine: 1F 1G

Mine/quarry:

Amber: 1P Copper: 1P Gems: 1G 1P Gold: 1P Jade: 1P Lapis: 1P Salt: 1F 1P Silver: 1G 1P Marble: 2P

Fishingboats: Coral: 1P 1C Pearls: 1P 1C


Buildings

Market: Spices: 1F 1P Sugar : 1F 1G

Amphitheater: Dyes: 1C 1G Silk: 1G 1C Lapis Lazuli : 2C

Temple: Wine: 1C 1G Incense: 1C 1G Amber: 1G 1C

Bath/Garden: Citrus : 1F 1G Cocoa: 1F 1G

Colosseum: Olives: 1F 1G Perfume: 2C

Stone Works: Salt: 1P 1G Jade: 1P 1G Marble: 1P 1G

Forge: Copper: 1P 1G Iron: 1P 1G

Caravansary: Cotton: 1C 1P Truffles: 2G Furs: 1G 1P

Grocer: Coffee: 2P 1G Tea: 1P 2G Tobacco: 3G

Bank: Silver: 1G 1P 1C Gold: 3G Gems: 1G 2C

New Version - January 3rd 2016

Hey all!

New version inbound, mainly QoL changes and bugfixes.

Quote: Bugfixes Ilteroi's fixes related to plot elements, unit movement, embarkation, and other plot-related bugs Potential bugfix for MP WC desync related to proposals Worked a bit more on warscore and peace diplo AI Smaller bugfixes related to most github posts/reports (typos, missing data, CTDs, etc.) Integrated JdH's Active Diplomacy for MP Integrated Whoward's VMC v69 Restored some vanilla values in CP (moved to CBP) Rewrote installation module using new program to be all-in-one (i.e. all versions of Community Patch Project are in same installer) and to intelligently select location of DLC folder for EUI Fixed lancer missing upgrade parameters (CBP)

Features: Added content for JFD (yield elements for Crime mod) Garrisons now take % damage when cities are attacked - % reduced by city defenses

Balance: Razing a city increases your warscore versus the player every turn (a fraction of the city's value to the player is 'lost' in addition to the normal capture bonus) (CP and CBP) Reduced Paper value and Unit maintenance (CSD) Bumped happiness from monopolies to +5 (was +3)

Beta Version - January 6th 2016

Hey all,

Beta test inbound. Some bugfixes, but mainly balance.

Quote: Fixes/Improvements: Worked a bit more on some AI building logic Fixed for path/unit/plot elements (ilteroi) Bugfixes re: things on github MP bugfixes and lua tweaks for testing denounce function (still EUI only for now) (Lynnes and co., please check these changes and get back to me) Fixed holysite tooltip shenanigans Writers and Scientists now have their 'pop' values set at birth, instead of scaling while they exist (i.e., you can't effectively hoard them anymore) (CP) Historic Event bonus from global CS events now only gained once per turn (instead of once per CS with that quest going on) (CBP) Some QoL additions/fixes, and some text clarifications Fixed bug in culture notification system that was causing it to fail (i.e. you should now get annoucements when your culture level changes, and other levels change over you).

Balance: Happiness values increase more sharply in the mid-late game Switched +1 Gold from resources on Tabya to +2 Production Buffed Burial tomb base yields (now +3 faith, +2 Production) Yield bonus on Ivory from Circus now +3 Culture (was +3 Gold) Bank Yield for resources now +3 (Was +2) Forge and Stone Works lose base +1 Production - Forge now grants +2 Production to Iron and Copper (was +1) Amphitheater/Acropolis now improves Silk as well - +2 Culture to Silk, Dye, and Lapis (for More Luxuries) Caravansary/Burial Tomb: Truffles now 2 Gold, Cotton 1 Production 1 Culture, and Furs 1 Gold 1 Production Market/Bazaar: Spices now +1 Food +1 Production, Sugar now +1 Food +1 Gold

Improvement yields replaces for a few resources: Coral and Pearls now generate +1 Culture from Fishing Boats instead of gold Ivory and Bison gain +1 Production

Leaders: Hunnic UA: Now Plains and Grasslands (was just Plains) Arabian UA rework (still in balancing/testing): When you complete a Historic Event, your Capital gains +3 Tourism and Culture, and +100 points (scaling with Era) towards a random Great Person. Tourism from Historic Events increased by 20%. Persian UA addition: 10% of Tourism added to GAP per turn.

Aesthetics modified slightly: Humanism: Amphitheaters, Opera Houses, Museums, and Broadcast Towers produce +3 Science. All Great Works produce +1 Gold and +1 Culture. Refinement: All positive Happiness is added to your Empire-wide Culture rate. +1 Happiness and +3 Culture from all Guilds. National Treasure: A Great Person of your choice appears near your Capital. Entering a Golden Age or completing an Archaeological Dig generates Tourism with all known Civilizations (based on your Culture output). Heritage: All World Wonders produce +2 Tourism. +3 Culture from Great Person Improvements. Cultural Exchange: Increases the Tourism modifier for shared religion, trade routes, and open borders by 25% each. The empire immediately enters a Golden Age.

Beta Version - December 29th 2016

Hey all,

Beta version inbound. Same rules as always apply. Spent some time while away familiarizing myself with the Inno Installer language, and the fruit of that research is below. An all-inclusive installer that safely deletes the cache folder, auto-detects proper EUI location, has better compression, etc. Snazzy, if I say so myself. It may have some bugs, which is why I'm releasing it in beta before anything else.

Quote: Bugfixes Ilteroi's fixes related to plot elements, unit movement, embarkation, and other plot-related bugs Potential bugfix for MP WC desync related to proposals Smaller bugfixes related to most github posts/reports (typos, missing data, CTDs, etc.) Rewrote installation module using new program to be all-in-one (i.e. all versions of Community Patch Project are in same installer) and to intelligently select location of DLC folder for EUI

Balance: Razing a city increases your warscore versus the player every turn (a fraction of the city's value to the player is 'lost' in addition to the normal capture bonus) (CP) Fixed some issues with Paper value and Unit maintenance (CSD) Fixed lancer missing upgrade parameters (CBP)

New Version - December 18th 2016

Hey all,

New version inbound! Here's the changelog for the final beta:

Spoiler: Show Quote: Fixed a few remaining plot-related bugs. Fixed a few gitub elements. Bugpass on DLL elements related to new systems and changes and github reports Rewrote warscore modeling to use in integer-system (instead of sliding-scales)- should be a bit more responsive to war changes Fixed a few deal-related bugs, including some peace-blocking bugs and a bug with how the AI evaluated GPT (should be more rigifd) Fixed a bug in Spain's UA, and adjusted the UA text appropriately. A few other assorted bugfixes.


And the full changelog for the version!


Changes and Improvements Set up warmonger penalties to only apply to cities you can liberate after you have chosen not to liberate it (this is why liberating a CS could cause your warmonger to rise - the cost of conquest was greater than the bonus for liberation). Added diminishing returns for warmonger bonuses from liberating the same CS over and over, and removed warmonger penalties from recapturing a city that you were the previous owner of. Rewrote war score to only consider war damage and military/economic strength - should have fewer wild swings (and will be a bit more rational in behavior) Added Ally civ icon to espionage screen for minor civs (easier to see where to send spies this way) Added city banner and popup window icons/text for austrian marriage status with CSs Added Coup 'faux quest' icon to CS quests to more easily check on the coup cooldown for CSs Reworked religious natural spread to be based on pathfinder - religion now spreads more evenly/clearly based on terrain, roads, impassable objects, etc. (no more 'radio wave religion') Added information to TR target choosing popup: your influence over the civ (by %), whether or not you are already connected to the civ (only shows for morocco), and City-State personality information (CBP) Added ability to sort by influence over a civ (for international routes), as well as production and food (For internal routes) (CBP) Added support for latest EUI (1.27e). Worked a bit more on AI diplomacy re: peace deals, trades, vassal logic, etc. Worked on AI build sanity for certain specific building cases C4DF: Added 'Liberation' tradeable item for revocation of vassals. Liberation ends all vassal-master relationships for that player. Can only be traded by the master of a vassal. Means to do so: if you are friends with the master, and quite strong compared to the master, the interaction is much more likely. Still quite expensive, though. C4DF: Replaced 'vassal tax' (yawn) with 'Global Liberation' one-shot resolution that ends all vassal-master relationships, globally. AI with vassals will be sad, AIs that like vassaled players and/or hate masters will love it. Added new QoL happiness element - building tooltips now show the before/after effects of a building's need modifier on the city's need-per-citizen value (if the building affects needs like that). Is somewhat esoteric, so it is hidden away behind the 'basic tooltip help' toggle. Added new (fantastic) art for many units and buildings from Wodhann Bugfixes: Added War Score decay based on number of turns at war - War Score moves towards zero the longer a war lasts, so you can't 'eke' out a victory by stalling. Resets on city capture. Reworked mod menu ordering using (#) model to make it easier to enable all mods in the proper order. Fixed coup % change multiplier error (one of the many unclear 100/not 100 elements in the DLL) Pathfinder completely rewritten by ilteroi (a HUGE task - he deserves major props for this) - could potentially fix the MP desyncs (more testing needed) Fixed issue with Golden Age rollover so that happiness adds in during a golden age instead of being lost. Fixed 'settler-swallowing jungles' for JFD's EXCE and added JFD support for Currency mod, and includes JFD for GW event fix Fixed multiple bugs and quirks in vassal code with relations to Deal AI Fixed lua/deal AI and class woes with regards to resources, and loosened some deals (such as 3rd party war/peace) Fixed French UA culture ability not triggering full +100% bonus (CBP) Fixed Arabia UA duplication quirk due to improvement layering (CBP) Fixed Charge II and Promotion II not upgrading properly (CBP) Adjusted AI proclivity for international v. internal routes based on war Adjusted value scaling and probability %s of spy advanced actions Can no longer bait DOF or DP into war using the 'deal with it' button (so deal with it) AI optimizations of danger plot scoring and scooting Fixes for a few religion-related things for AI Barb aggression, spawning, and naval spawning addressed Assorted AI fixes and github errors addressed Tactical AI improvements and fixes Pathfinder, site settlement, terrain sanity and map generator fixes/improvements Rebase, air, unit movement, and other elements optimized and bug-fixed Fixed river spaghetti on standard map generation Bugfixes and AI/DLL improvements: Worked a bit more on vassal logic, and fixed vassal bugs (i.e. vote commitment being 0) Fixed some tooltip and other smaller bugs (github reports, etc.) Added UI info in trade screen (box courtesy JFD) for peace deals with AI, but only if the AI is the one surrendering (info is above trade boxes in center of screen) Gives the max and current value of the peace deal, thus letting you more easily set your own terms Does not appear when you surrender or if you are doing a white peace -1 in leftmost deal value element means the AI will not trade the item. Added support for JFD currencies code Minor Civ AI should build more military units, reliably Fixed Cold War bug cancelling all TRs b/w major civs. Added QoL elements to civilopedia for improvements with new CP bonuses like adjacency Added deficit model to LUA for happiness yield values tooltips while hovering over in-city happiness element (CBP) Most one-shot bonus yields and yields from kills now scale with gamespeed

Leader Balance: Austria UA now needs 20 turns of alliance for marriage application (too hasty, Mr. Wickham) Incan UA modified: Incans can settle cities on mountains and build roads/railroads on mountains. Only Inca may move on mountains, however roads/railroads on mountains (and cities) are passable to all. Pachacuti - cities on mountains start out looking like machu picchu (thanks, JFD!), gain +2 production, and extra defense (like hill cities, but better) Celts: UA element changed - now gain +3 faith in every city where your Pantheon is present instead of GW bonus. UA pantheons rebalanced to remove faith and add other yields (WIP). Pictish Warrior now CS 13 (Was 11) Celtic Pantheons adjusted: Nuada: +1 Culture for every 6 Gold per turn, and +1 Golden Age Points for every 12 Science per turn Dagda: +1 Culture, Gold, and Science for every 3 Followers Reworked Polder base stats: +3 Food, +2 Gold, +1 Production +1 Gold to adjacent Villages and Towns Reworked Terrace Farm base stats: +1 Food, +1 Production +1 Food per adjacent Mountain +1 Food per adjacent Terrace Farm +1 Food to adjacent Farms Feitoria buffed: Trade Routes to or from City-States with a Feitoria produce Production and Food equal to 25% of your Gold income from the trade route.

Building Balance: Borobudur now grants a free Monastery Oxford University Natl. Wonder - now 50 culture per tech researched, scaling w/ era. Circus Maximus now grants +10% Gold and Culture in the City during WLTKD. Ironworks generates +50 Science when you construct a building in this City, scaling with era. Grand Temple provides a golden age Free Social Policy removed from St. Basil's Taj Mahal provides +1 GAP per 5 citizens in City along with golden age Spanish Mission buffed (Was 30/15 yield %, is now 50/66) Ironworks now requires Forge instead of Workshop, is +10 production (was +8) Increased per-player cost of WC Leage Projects by around 30% (including CSD projects) Stockyard now Agribusiness (purely a name change) Odeon now Acropolis, gains +4 defense for city Removed specialist from longhouse Buffed St. Basil yields to 4faith/3culture (Was 3/1) Unit Balance: Helicopter gets a free ranged attack before melee (like Impi) Paratrooper gains +25% CS v. Siege, Marine +20% v. Gun (Melee) units Workboats now 40 (were 70)

Other Balance: Settler difficulty (CBP) now an advantage for the player - all other difficulties below Deity adjusted slightly to compensate for change Iron Working tech now requires construction, sailing requires military theory More aggressive scaling for internal route yields, and added a delta model for yields based on the difference in size b/w origin and destination cities Scaling model for internal trade routes is 1 for Classical/Medieval, and then 2 for Renaissance-on (was .5 for all) Reduced international TR yield % mods and CS ally/friend bonuses Reduced river bonus for International TRs to 20% (was 33%) Added era scaling for wonder consolation prize, but reduced base conversion value of consolation Coups now have a 20 turn cooldown, scaling with game speed (CP/CBP) Universal Healthcare (Freedom) - now grants +50 culture, scaling with Era, when a Citizen is born in any City. Increased happiness-tech delta slightly (more unhappiness in late game) Removed duplicated units at Deity level (handicap), but increased starting base units by 1 (no more two-city starts) Reworked difficulty curve and modeling in the DLL, specifically with regards to how and when the AI gets bonuses. This one is a biggie, and I'll need help balancing it. The AI now gets bonuses when it founds or conquers cities (scaling by era and number of cities owned), when it enters a new era, and when it starts a golden age (Should help curve AI power and challenge a bit more into the later game). The era and cities are opposed, to Civs get more bonuses as they progress through eras, but the amount is reduced based on the number of cities they own. This acts as a mild form of rubber-banding. Decreased second Prophet spawn faith need to 300 (was 400) Decreased base faith cost of GPs in industrial to 1000, but increased delta to 1200 Decreased tech delta to /3 (was /2) on techs researched for faith purchasing Adjusted Tech costs upwards slightly. Barb assaulters a little less likely to explode on impact Holy Site - gains +3 Tourism and +3 Culture (so +3c/+3t/+3f) - Gains +3 Tourism at Flight, +3 Culture at Archaeology, +3 Faith at Acoustics Diplo AI Changes: Added diplo opinion duration limitations for: landmarks returning civilians liberating cities forgiving spying sharing intrigue converting cities spy theft Religion Balance: Pagoda reduced to +2 per religion Synagogue now +15% during WLTKD Mosque now +20% culture during GA Stupa now +5 Faith, Church reduced to +3 Reduced Sainthood faith from GP expend to 100 (from 200) Ceremonial Burial now 25 Faith, 50 Culture (was 40/40) Reformation beliefs: 'Missionary Influence' Reformation belief now 'Global Commandments' - +10 Science, Culture, Gold, Faith, and Golden Age Points per turn while the Host of the World Congress. Receive 150 of these yields when you pass a Proposal. Bonuses scale with Era. Knowledge Through Devotion gains +1 Culture on all GP improvements and landmarks To the Glory of God gains +50 Culture/Faith/Science/Gold when you expend a GP Holy National Wonders - boost yields of all owned Holy Sites by +5 - each boosts in a different way Altar - production Council - science Garden - food Mausoleum - faith Reliquary - tourism Apostolic - golden age points Throne - faith Ossuary - culture Court - gold Pantheons Spoiler: Show

-- Goddess of the Hunt +2 Faith and +1 Food from Camps

--Goddess of Fertility +1 Food and +2 Faith from Shrines and Wells, and 15% faster Growth Rate

-- God of Craftsmen (Now God of Wealth) +1 Faith for every +10 Gold per turn, and +2 Production and Faith in Cities with a Specialist

-- God of the Sea +2 Faith from Fishing Boats and Atolls. +2 Food in coastal Cities

-- God of the Open Sky +1 Culture for every 3 featureless Plains tiles near a City, +2 Faith from Pastures

-- Messenger of the Gods +3 Faith and +2 Science in Cities with a City Connection

-- One With Nature (Now Goddess of Nature) +1 Faith and Culture for every 2 Mountains within 3 tiles of a City, and Natural Wonders gain +3 Faith and +2 Culture

-- Liturgy (Now Goddess of Wisdom) +1 Faith for every 10 Science per turn. +1 Science and +1 Faith in every City

-- Stone Circles (Now God of Craftsmen) +3 Faith from Quarries, and +2 Production from Stone Works

-- God of War +15 HP healed per turn in friendly territory, and gain Faith if you win a battle (bumped to 150%, from 120%)

--Goddess of Purity +2 Faith from Oases, Lakes, and Marshes. +1 Happiness from Cities on rivers

-- Goddess of Love Gain 12 Faith and 5 Golden Age Points every time a Citizen is born. Bonus scales with Era and Gamespeed

-- Religious Settlements (Now God of the Expanse) +20% faster border growth, and gain 25 Faith every time a city expands its borders. Bonus scales with Era and Gamespeed

-- God of Festivals +3 Faith and +2 Culture for every unique Luxury Resource you control

-- Oral Tradition (Now Goddess of Springtime) +2 Faith from Plantations, and +2 Culture from Markets

-- Ancestor Worship +1 Faith for every 3 Citizens in a city, and +3 Culture in Capital

-- Desert Folklore (Now Spirit of the Desert) +2 Faith, +1 Food and +1 Gold from Desert tiles with improved resources

-- Sacred Path (Now Goddess of Renewal) +1 Faith and +1 Culture for every 3 Jungle or 3 Forest tiles within 3 tiles of a City. +2 Faith from Herbalists

-- Goddess of Protection +40% increase in city Ranged Combat Strength. +2 Faith and +1 Culture from Walls and Barracks

-- Monuments to the Gods (Now Goddess of Beauty) +4 Faith and +1 Culture from World Wonders. +15% Production of Pre-Renaissance Wonders

-- Dance of the Aurora (now God of the Stars and Sky) +2 Faith, +1 Production and +1 Culture from Tundra tiles with improved resources

-- Tears of the Gods (Now God of Creation) +3 Faith and +1 Happiness in Capital, and +1 Happiness for every known Civilization with a Pantheon

-- Earth Mother +2 Faith from Mines on improved resources, and +2 Production from Monuments

-- God-King +1 Culture, Faith, Gold, and Science for every 6 Followers

-- Sun God +2 Culture from Granaries and +3 Faith from Farms on improved resources


Policies Tradition: Opener: +2 Food, +3 Culture, +5% Growth in all Cities Scaler: +1 Food, +4% Growth in all Cities Justice: 25% Ranged Strength for Cities, Royal Guardhouse in Capital (Engineer, +2 Production, +25 HP, +3 Defense) Sovereignty: 20% Culture cost reduction for tiles in all cities. Court Chapel built in Capital (1 Artist, 1 GW of Art slot, +2 Faith) Devotion (now Ceremony): Palace and National Wonders +2 Happiness. Court Astrologer in Capital (1 Scientist, +2 Science) Majesty: Specialists in capital consume 1/2 food. State Treasury in Capital (1 Merchant, +2 Gold, +15% Great Person Rate in all Cities) Splendor: Expending GP grants 50 GAP and Culture, scaling. Palace Garden in Capital (Writer specialist, 1 GW of Writing slot, +2 Culture from Monuments and Gardens) Finisher: +1 Food from Landmarks and GP Improvements and Throne Room in Capital (+1 to all yields, 1 Musician, 1 GW of Music Slot, +25% GA length) Progress: Renamed some policies (for flavor) Imperialism: Mercenary Army now Martial Law, gains Puppet/Occupied production element from Authority Authority: Culture and Science from kills scaled up by 20% Tribute: now 25/25 (Was 10/10), plot mod replaced with +50 culture from taking CS tribute Discipline: City garrisons generate +1 happiness and +3 culture. -50% road maintenance cost, -15% Gold maintenance for units (now in second tier, right side) Honor: +10% Strength, Military Unit spawns near all cities that are over 8 citizens, and at every multiple of 8 (now in third tier, right side) Finisher: Can purchase Landsknechts, Foreign Legions, and Mercenaries Piety: Finisher: Replaced Holy Site element with 'Internal Trade Route +33% when sent from capital or an owned holy city' Finisher: Religion City bonus now +2 (was +1)

hotfix for 12/18 version

hello everybody,

it turns out the latest release still had a few kinks to work out, you can find a new build at https://dl.dropboxusercontent.com/u/...Expansion2.zip

this goes into the "community patch" folder, replacing the existing dll there. is savegame compatible.

fixed: - pathfinder taking the shorter path when a longer path is faster - inappropriate railroad production bonus in cities - units with incorrect embark state - no more cities on natural wonders - ignored traits for unit promotions

edit Dec 21st: - fixed stuck AI naval ops - removed too-early railroad bonuses from harbors

edit Dec 27th: - fixed ocean (im)passability for good (one hopes) - fixed air interceptions - fixed AI workers bunching up outside of owned territory - tweaked AI road network (less star, more mesh topology) - reworked embarkation - small pathfinder fixes

edit Dec 28th: - fixed a possible crash - prevent relocating embarked units onto land (e.g. after peace deal) - fixes for submarine - embarked units can defend again (counted as civilians to be captured for a time)

New Beta Version - December 16th

Quick turnaround due to some plot issues and the EUI woes. All is well now, or should be, anyways. We shall see!

Here's the small changelog:

Quote: Fixed EUI bugs (caching FTW) Fixed more plot element bugs (planes, trains, boats, and automobiles all functioning) Minor Civs no longer barb hunters extraordinaire (and should also helicopter-parent their workers) Fixed coup logic (I didn't have a bool in the wrong place YOU did) Added new (fantastic) art for Bletchley Park and Mercenaries from Wodhann Mountains no longer sitting on eternal darkness when you load up a save game

Advertisement