This is only the changelog compared to version 1.4. All differences between versions are in yellow. If you prefer a clean changelog just look at the second post of this thread.
Changelog version 1.5 RC1
Tile Yields and Improvements
Lumbermills: Available at Machinery Metal Casting, +1 commerce with Machinery, +1 commerce with Electricity, Lumber mills now +1 commerce on the corner of rivers
Forest preserves: +1 commerce, now +1 commerce on the corner of rivers like above
Game Mechanics
Drafting: Rifles now cost 2 pop to draft. A city must now end a draft at size 6 instead of size 5 (So size 8 to draft a rifle, size 7 to draft a musket).
AP Resolutions: Declare War (on a non-member), Force Peace (between two members), Religious victory, and Assign City are no longer eligible resolution actions.
Fail-gold: You never get fail-gold if you also completed the wonder somewhere else (so no National Wonder fail-gold, or doubling up on a wonder to guarantee yourself a paycheck. The game still informs you that you received "0 gold" from your hammers).
Toroidal Maintenance: Now return city maintenance as if the map were Cylindrical.
War Weariness: War weariness declines faster after the war ended
Religion spread: Spreading religions via missionaries to your own cities never fails
Global warming: Removed
Espionage: Active missions removed
Espionage: 'No espionage' option fixed, see bugfix section for more details
Techs
Agriculture: Cost 40 instead of 60
Mysticism: Cost 60 instead of 50
Fishing: Cost 50 instead of 40
Metal Casting: Cost 300 instead of 450
Alphabet: Cost 250 instead of 300
Mysticism Animal Husbandry: Now adds +1 commerce to Palace
Refrigeration: lose +1 sea movement
Buildings
Castle: Obsoletes at Corporation instead of Economics
Customs House: Cost 120 instead of 180, also applies to all UBs based on Customs House (Feitoria)
Colosseum: -25% war weariness
National Wonders
Red Cross: Cost 200 instead of 600
West Point: Cost 550 instead of 800, +5 XP instead of 4, Requires a level 5 unit instead of 6
Wonders
Resource modifiers: All wonders that had +100% production with a specific resource now only have +50% production with that resource.
Great Lighthouse: +1 trade route in coastal cities instead of +2
Statue of Zeus: Obsolete at Gunpowder
Unit mechanics
Flanking: Flanking strength (used to calculate damage from flanking strikes) of all units reduced by 50%.
Circumnavigation: +1 trade route in all coastal cities instead of +1 movement and can be achieved by everybody
Coastal blockade: only blocks trade routes, blockaded cities can still work blocked tiles.
Free Wins against Barbs: All units that can act as MP get Free Wins against barbs as long as a settler is present in the same tile. Does still reduce your Free Wins towards Barbs
Land units
Scout: +0% +100% vs animals (+200% +100% vs Animals gained with Hunting) instead of +100%, no tech required, that way everybody starts with a scout
Swordsman: +25% city attack instead of +10%, also applies to UUs Jaguar Warrior and Gallic Swordsman
War elephant: Strength 7 instead of 8, does not apply to Khmer UUs, requires Ivory or Iron, does apply to Khmer UUs
Explorer: Gains Flanking
Airship: Cannot see submarines
ICBM: Cost 1500 instead of 500
Tactical Nuke: Cost 750 instead of 250
Nukes: Nukes never create fallout on tiles containing strategic resources.
Naval units
Work Boat: no longer require any tech (still require Fishing to work water tiles).
Galleon: Requires Paper and Astronomy, Dutch UU still only requires Astronomy
Privateer: Required techs are Gunpowder and Astronomy instead of Chemistry and Astronomy
Corporations
Tech: Discovering the corresponding tech for a corporation earns you an executive of that corporation. To settle the HQ you still need a great person.
Sid's Sushi Co.: Food bonus per resource 0.25 instead of 0.5 and culture bonus per resource 1 instead of 2, maintenance costs halfed
Mining Inc.: Hammer bonus per resource 0.75 instead of 1, maintenance costs 3/4 of original
Civics
Serfdom: +1 commerce on Farms, +1 hammer on Watermills and Windmills, available on Monarchy instead of Feudalism
Emancipation: lose unhappiness bonus, gain +10% Hammer in all cities
State Property: Lose +10% Hammer in all cities
Environmentalism: Available at Biology instead of Medicine, remove Corporation costs
Nationhood: Low cost instead of No Upkeep
Traits
Financial: +1 commerce on land tiles that have 3+ commerce, +1 commerce on water tiles that have 2+ commerce, +100% production of bank
Expansive: Remove Worker bonus, add +100% production of Aqueduct +20% production of workers instead of 25%
Creative: Reduce Library bonus from 100% to 50%, Remove production bonus for Colosseum
Charismatic: +100% production of Monument, +100% production of Colosseum
Imperialistic: +100% production of Stable
Aggressive: -25% unit maintenance cost and +100% production of Jails,
Philosophical: +150% GPP instead of +100%
Protective: +75% domestic trade route yield
Civs
UBs no longer obsolete at any time. Affected civs are Celts, Egypt, Ethiopia, Native America, Spain
America UB: NEW Immigration Station - Harbor replacement, +3 Great People Points, +1 happy from Hit Musical, Singles and Movies
America UU: NEW Minuteman - Musket replacement, Starts with Guerrilla 1 and Woodsman 1.
Arabia UU: Camel Archer starts with March
Byzantium UB: add +2 artist slots
Celts UB: +1 culture
China UU: max 75% collateral damage instead of max 60%
Germany UB: Assembly Plant available at Steam Power instead of Assembly line, +2 hammer
Germany UU: NEW Riesengarde - replace Grenadier, available at Chemistry, starts with Pinch
Inca UB: Makes city act as a source of fresh water instead of +2 culture, Cost 45
India UU: movement 2 instead of 3, start with Mobility promotion, Cost 70 instead of 60
Japan UB: NEW Tatara, Forge replacement - +2 XP to Melee, +10% hammer bonus with coals
Maya UU: Starts with Woodsman 1
Native America Tech: Hunting/Agriculture instead of Fishing/Agriculture
Native America UB: Available at Archery instead of Mysticism, additional +1 XP for gunpowder units, never obsoletes
Russia UB: Replace University instead of Laboratory, only +1 free scientist
Spain UB: Never obsoletes, +2 XP for naval units
Zulu UU: Remove Mobility promotion
Leaders
Also included are three new leaders for the missing trait combos
LieuYe (ORG/PRO)
San Martin (CHM/CRE) and
Nebuchadrezzar (IND/PRO)
Events
The following events have been removed from the game:
Negative Events:
1. Forest Fire
5. Washed out
10 Careless apprentice
11. Famine
12. Slave revolt
15. Farm Bandits
18. Fugitive
19. Pestilence
21. Faux Pas
22. Joyous Wedding
23. Wedding Feud
24. Left at the Altar
26. Tornado
29. Looters
30. Brothers in need
31. Hurricane
32. Cyclone
33. Tsunami
34. Monsoon
35. Blizzard
36. Volcano
37. Dust Bowl
42. Clunker Coal
43. Sour crude
50. Mining accident
52. Setbacks
54. Great depression
55. Bermuda triangle
70. Influenza
71. Solo Flight
77. Ancient Olympics
78. Modern Olympics
80. Earth day
92. Cigarette Smoker
93. Heroic Gesture
94. Great Mediator
99. The Huns
100. The Vandals
101. the Goths
102. The Philistines
103. The Vedic Aryans
104. Holy ritual
132. Spoiled grain
135. Industrial fire
155. Slave revolt warning
160. Defecting agent
161. Jail
162. Spy discovered
163. Nuclear protests
165. Broken Dam
169. Toxcatl
170. Dissident Priest
172. Rogue station
174. Impeachment
Remove (Too good):
9. Hymns and sculptures
20. Marathon
28. Bards tale
64. Federal reserve
139. Partisans
167. Golden Buddha
No City Trading: Unable to trade cities, cities appear untradable in diplomacy screen
No Map Trading: Maps appear untradable in diplomacy screen
No Wonder resource modifiers: Resources do not affect world wonder or world project construction speeds.
No Immediate Peace (Peace treaty negotiations are only possible after 5 turns)
True AI Diplo: All single player trade items are also available in MP
No war weariness: This deactivates war weariness. Note that all the buildings, tooltips etc. are still active. You just don't accumulate any war weariness.
No score: This fix everybodys score to 1. Therefore no C&D around score is possible.
City count tied to espionage: This changes the city count display in the BUG scoreboard. With this it is enabled when you get graphs on other players
Inflation tied to tech: With this Inflation is tied towards tech progess. Inflation still occurs with increasing turn numbers, but in addition if (All techs you discovered / All available techs) * Maximum turn numbers is higher then the current turn, inflation takes the calculated turn from techs as a base for the calculation. This option is mainly ment for games running Advanced Start or Tech Trading.
BUG integration
BUG fully integrated
New BUG feature "Grid for graphs"
New BUG feature improved Active advisor screen
Additional bug fixes
The No Espionage game option now works properly:
GSpy points are converted into Great Merchant points.
Espionage no longer gets converted into culture.
Cultural expansion now happens at normal values.
Spies cannot be built.
Graphs are always visible on contact.
Workboats no longer count as military units for upkeep. They're also no longer considered a military unit so a War Academy will not speed their production.
Trade route turn order bug.
Foreign trade route cities lost permanently when your city using those routes is destroyed (fix is taken from BTS unofficial patch).
Build culture double production.
Build wealth/research/culture + production automation double production.
Proposed trades including cities, where the cities no longer exist to be trades, are not cancelled (note: I consider this a bug because proposed trades are already cancelled if a player lacks the requisite e.g. resources/gold. could be considered not a bug).
Production decay counter on a type of build (e.g. axeman) is not reset after completing one if the next item in the queue is of the same type (fix is taken from BTS unofficial patch).
Feature growth/disappearance rates, and bonus discovery (mine pop) rates, do not scale with game speed.
Diplomacy Pausing: Diplomacy windows do not occur on game login whilst the game is paused.
Autosaves: Autosaves are generated at login and log out; log out saves are saved to a folder specified within the global defines XML file. Default location is C:\temp.
Maximum player number increased to 52
Additional alterations have been made to enable hosting of games on the pitboss server belonging to Zulan. These changes are detailed here
CvCity::init - Building a city on floodplains no longer removes floodplains, they'll still be there if city is destroyed (from Mongoose SDK)
CvCity::getProductionModifier (three versions of this function) - Changed to allow mods to create negative production modifiers (thanks NotSoGood)
CvCity::setBuildingHealthChange - Fixed several copy/paste and logic bugs affecting bonus building health from events, especially after city conquest (thanks Emperor Fool)
CvCity::setBuildingHappyChange - Fixed several logic bugs affecting bonus building health from events, especially after city conquest
CvCity - Added function getNumActiveWorldWonders()
CvCity::PopOrder - Fixed issue introduced by prior attempt to fix handling of buildings with player limits. Building classes which set iMaxPlayerInstances should now work correctly regardless of what iExtraPlayerInstances is set to. (thanks ztjal)
CvCityAI::AI_yieldValue - Fixed issue causing city governor and AI to heavily weight food when building gold or any other form of commerce. Produced unexpected and poor results for human player, did not help AI either.
CvCityAI::AI_doHurry - Fixed several bugs where AI would incorrectly think it was getting a great deal on a pop/gold rush when it was actually doing the other kind of rush. (thanks Pep)
CvPlayerAI::AI_isFinancialTrouble, CvCityAI::AI_updateBestBuild, and CvPlayerAI::AI_getMinFoundValue - Fixed bug in calculating expenses when AI has negative gold per turn
CvCityAI::AI_cityThreat - Fixed bug when AI is running crush strategy, wrong int was divided
CvCityAI::AI_neededDefenders - Improved efficiency and minor tweaks
CvCityAI::AI_chooseProduction - Fixed bug reducing AI production of workers, and a similar issue for barb players producing too many
CvDLLButtonPopup::launchFreeColonyPopup - Removed cities whose liberation player you are at war with from popup.
CvPlayer and CvDLLWidgetData - Fixed bug where you could acquire unlimited free techs from Oracle or Liberalism (thanks Emperor Fool)
isPotentialEnemy in CvGameCoreUtils - Fixed bug leading to AI launching invasions when unable to declare war, troops eventually got bounced when war was declared
CvGameTextMgr::setBuildingHelp - Fixed issue in mods with display of exposing spies text for buildings which lower espionage defense (thanks Afforess)
CvGameTextMgr (many places) - Fixed issues where unhappiness and unhealthiness from civics or buildings would incorrectly show up as -(unhappy face) instead of +(unhappy face) in several circumstances. (Thanks EmporerFool, Grave, Afforess)
CvGameTextMgr - Game will now properly display info for buildings which generate unhappiness in an area or globally, or produce state religion unhappiness (should these ever come up in mods)
CvPlayer::canFound - Changed handling of founding on water tiles so that Python callback has final say if it is turned on
CvPlayer::removeBuildingClass - Fixed issue with removing buildings when building class was maxed out for some mods (thanks EF)
CvPlayer::canTradeItem - You can now ask AI members of your own team to change religion or civics (thanks denev)
CvPlayerAI::AI_civicValue - Fixed crash bug in multi-player simultaneous turns games created by necessary re-timing of AI_doSplit (thanks to TheOnlyDJCat for debugging help)
CvPlayerAI::AI_conquerCity - Fixed bug where cityAcquiredAndKept event reported wrong player in some circumstances (thanks Maniac)
CvPlayerAI::AI_targetGold - Fixed bug causing AI to not bother with budgeting for expenses for first 40 turns of scenarios and advanced start games
CvPlayerAI::AI_foundValue - Added missing division for iClaimThrehsold (thanks denev)
CvPlayerAI::AI_unitValue - Stealth boats do not make good escorts since they often don't defend, so AI is now very unlikely to use them as escorts for transports.
CvPlayerAI::AI_getHealthWeight - Fixed bug for mods where civics with negative iExtraHealth were evaluated incorrectly (thanks phungus420)
CvPlayerAI::AI_getHappinessWeight - Fixed bug for mods where civics with negative happiness effects from troops, largest cities, or war weariness were evaluated incorrectly
CvPlayerAI::AI_bestPlotEspionage - relevant weights are 0, +- 50, +- 100, so comparison for Agg AI should be < 51 instead of < 50
CvPlayerAI::AI_changePeacetimeTradeValue and CvPlayerAI::AI_changePeacetimeGrantValue - AIs you haven't met yet will no longer get angry at you for trading with their worst enemy (thanks Sephi)
CvPlayerAI::AI_doDiplo - Fixed issue where team is sneak attack ready but hasn't declared war, AI would still demand tribute. If other team accepted, it blocked war declaration for 10 turns but AI still launched invasion and was then bounced when it could eventually declare.
CvPlayerAI::AI_getStrategyHash - Fixed incorrect counting of destroyers as mobile anti-air
CvPlayerAI::AI_getTotalFloatingDefendersNeeded - Fixed poor decision by AI if it has captured one or two cities on someone else's continent, it would minimally defend its new cities
CvPlayerAI::AI_getStrategyHash - Fixed several bugs where player ID was used where team ID was intended
CvPlayerAI::AI_targetCityValue - Fixed issues with valuation of cities with inactive world wonders, multi-holy-cities
CvPlayerAI::AI_commerceWeight - Improved valuation of generating culture in human player cities when culture bar is > 50% (ie, player probably going for cultural victory)
CvPlayerAI::AI_bestTech - Fixed potential rare crash bug in mods where units with no transport capacity can upgrade to units with transport capacity (thanks Afforess)
CvPlayerAI::AI_missionaryValue - Fixed copy and past bug causing overvaluation of missionaries for AIs going for cultural victory early in the game.
CvPlayerAI::AI_unitValue - Fixed potential crash bug in looking up AI_unitValue for UNITAI_MISSIONARY units without passing a valid CvArea*
CvSelectionGroup::continueMission - Fixed issue causing units with multiple orders to forget their later orders under certain circumstances. (thanks Pep)
CvTeam::doTurn - Added barbarian passive tech fix from Mongoose SDK
CvTeam::shareCounters - Fixed bug causing inappropriate overflow research and effectively free techs when forming a Permanent Alliance
CvTeam::addTeam - Fixed bug where, if civs A and B join in a permanent alliance, they get the max of A and B's espionage points against C but C just keeps its point against A and loses its points to B if that's higher
CvTeam::shareCounters - Fixed bug in permanent alliances when No Tech Brokering is turned on, where a civ would often become unable to trade a tech they had researched after entering a permanent alliance.
CvTeamAI::AI_doWar - use bFinancesProLimitedWar for limited war calc instead of max war version
CvTeamAI::AI_calculateAreaAIType - Fixed incorrect index usage (thanks cephalo)
CvUnit::convert - Fixed potential issue in mods where units with transport capacity might upgrade to units without (from Mongoose SDK)
CvUnit::shouldLoadOnMove - Fixed issue with all terrain land units moving onto water tiles with transports in them (from Mongoose SDK)
CvUnit::canMoveInto - Removed strange behavior where setting a unit to be unable to enter a terrain type would be overridden by features (forrest, fallout) (thanks TC01)
CvUnit::isIntruding - Kept 3.17 unofficial patch feature that vassal spies are never caught in master's territory
CvUnit::canAirDefend - Land units which are on transports can no longer defend against air attacks (from Mongoose SDK)
CvUnit::collateralCombat - Kept 3.17 unofficial patch feature which allows mods to enables barrage promotions for collateral damage units
CvUnit::canSpread - Moved Python cannot spread callback to end of function where it belongs, will speed up those mods which use this callback a little
CvUnit::canRangeStrikeAt - Added check for whether target plot is visible (thanks God-Emperor)
CvUnitAI::AI_spreadReligionAirlift and CvUnitAI::AI_spreadCorporationAirlift - AI will no longer airlift multiple of the same kind of missionary or executive to the same target spread city on the same turn
CvUnitAI::AI_paradrop - fixed bug with valuation of terrain bonuses causing paradrops to avoid bonuses in some circumstances when intention is clearly to encourage landing on bonuses and pillaging
CvUnitAI::AI_settleMove - fixed bug when settler cannot reach a city site in an area (blocked by mountains, other player). Caused settler to wait infinitely in city instead of loading into transport.
CvUnitAI::AI_assaultSeaMove - Fixed bug where unit type was used when unit AI type was intended
CvUnitAI::AI_specialSeaTransportMissionary - Fixed minor bug in valuation for executives
I don't understand the logic for the AH change. You are just making going for AH even more important for starts with a pasture resource, which reduces civ diversity and viability. The goal should be to make it less punishing to not immediately research AH if you need a pasture, not more.
(September 22nd, 2020, 12:43)Charriu Wrote: Lumbermills: Available at Machinery Metal Casting, +1 commerce with Machinery, +1 commerce with Electricity, Lumber mills now +1 commerce on the corner of rivers
This was suggested some posts ago. As far as I have seen the previous change did not lead to people considering lumbermills more. I'm willing to give this a try and see how it is perceived in-game.
(September 22nd, 2020, 12:43)Charriu Wrote: Drafting: Rifles now cost 2 pop to draft. A city must now end a draft at size 6 instead of size 5 (So size 8 to draft a rifle, size 7 to draft a musket).
It was discussed by some that the size limitation is too strong a nerf and that it also only was a legacy change from RtR. I kind of agree. The most important change here anyway is the 2 pop draft. The other one isn't that important. Kill the fluff.
(September 22nd, 2020, 12:43)Charriu Wrote: Mysticism Animal Husbandry: Now adds +1 commerce to Palace
The Mysticism change was quiet a topic in many PBs. After I've seen it play out in PBs I'm ready to let it go. I now think that it makes Mysticism too strong compared to the other starting techs and in addition the Mysticism civs. It mostly depended on when the non-civs researched Mysticism which was on average around turn 70. This in turn means 70 more commerce for the Mysticism civs across the whole game.
Now at the same time I give this bonus to Animal Husbandry for now. A start with (only) AH resources is considered a bad start by many and with the extra commerce those players that do need to tech it early get a little bit extra to compensate. I don't think the advantage won't be as strong on AH as on Mysticism, because for one almost nobody will research AH very early only for the extra commerce. Because AH also unlocks more food resources other players will tech it sooner then Mysticism, making the advantage for the early adopters smaller over the long game.
(September 22nd, 2020, 12:43)Charriu Wrote:
Scout: +0% +100% vs animals (+200% +100% vs Animals gained with Hunting) instead of +100%, no tech required, that way everybody starts with a scout
This looks ugly, but basically the scout is back to its +100% vs animal. The +0% was considered too annoying by some and therefore I'm going back here. I keep the extra 100% on Hunting so that Hunting has at least a bigger incentive compared to base BtS Hunting.
(September 22nd, 2020, 12:43)Charriu Wrote: Serfdom: +1 commerce on Farms, +1 hammer on Watermills and Windmills, available on Monarchy instead of Feudalism
Similar to Lumbermills this was suggested previously. I'm willing to give it a test run, although I think it may be not close to home enough. If it's not close to home enough maybe the RtR player want it.
(September 22nd, 2020, 12:43)Charriu Wrote:
Expansive: Remove Worker bonus, add +100% production of Aqueduct +20% production of workers instead of 25%
I was puzzled about so many players choosing IMP nowadays. Most of the time I read that IMP is now the better early trait compared to EXP. That's why I want to run this version of EXP for a test. With only 20% you only get an extra hammer for every 5th hammer. This is still easily achieved on a developed civ, but for the T0 worker start it only can be done with a plains hill forest in your first ring or something similar that gives 3 hammers + 2 hammers from plains hill city tiles. That way EXP is still nerfed quiet a bit for those early turns. If you only have the plains hill forest tile in your second tile you at least get your worker one turn earlier then the others.
At the same time I removed the Aqueduct not because it didn't fit, but because I already gave EXP a lot back compared to previous versions.
(September 22nd, 2020, 12:43)Charriu Wrote:
Creative: Reduce Library bonus from 100% to 50%, Remove production bonus for Colosseum
Charismatic: +100% production of Monument, +100% production of Colosseum
CHA is already a well liked trait if I look at the running PBs. With the recent addition of -25% war weariness I felt that CHA gets a little bit too much of a bonus. At the same time I see less love for CRE, which is why it gets its colosseum bonus back.
(September 22nd, 2020, 12:43)Charriu Wrote: Inca UB: Makes city act as a source of fresh water instead of +2 culture, Cost 45
India UU: movement 2 instead of 3, start with Mobility promotion, Cost 70 instead of 60
Both of these previous civ changes were considered too much of a nerf, so I'm going back here.
Expansive: Remove Worker bonus, add +100% production of Aqueduct +20% production of workers instead of 25%
I was puzzled about so many players choosing IMP nowadays. Most of the time I read that IMP is now the better early trait compared to EXP. That's why I want to run this version of EXP for a test. With only 20% you only get an extra hammer for every 5th hammer. This is still easily achieved on a developed civ, but for the T0 worker start it only can be done with a plains hill forest in your first ring or something similar that gives 3 hammers + 2 hammers from plains hill city tiles. That way EXP is still nerfed quiet a bit for those early turns. If you only have the plains hill forest tile in your second tile you at least get your worker one turn earlier then the others.
At the same time I removed the Aqueduct not because it didn't fit, but because I already gave EXP a lot back compared to previous versions.
I've been puzzled too, because I'd argue those players picking IMP over EXP in current versions of CTH are just wrong . So to me, this makes EXP the clear best trait. Not sure where others stand on this.
(September 22nd, 2020, 12:50)NobleHelium Wrote: I don't understand the logic for the AH change. You are just making going for AH even more important for starts with a pasture resource, which reduces civ diversity and viability. The goal should be to make it less punishing to not immediately research AH if you need a pasture, not more.
Well there are basically 3 scenarios when it comes to food and AH.
1. A start with only AH resources
2. A start with agriculture and AH resources
3. A start with seafood and AH resources.
Now 1# is the main reason for my change and in that scenario you will go for AH anyway, because it's the only food.
With 2# you still want a civ with Agriculture in most cases
3# is more complicated I admit.
The problem with AH is that if I reduce the cost of AH it also increases the possibility of a chariot rush and could upset the early pace of the game. The other way to reduce AHs cost would be to add more OR-prerequisites. The problem here is which tech(s) should it be:
The Wheel is just playing directly into the early chariot rush problem again.
Mysticism would be good as there are 6 civs with Mysticism, but without Hunting or Agriculture. This would open up more diversity. Only problem here is that Mysticism might make it too strong.
This only leaves Fishing, which just like Mysticism has 6 civs with Fishing and without Hunting or Agriculture. I think of all the candidates Fishing would be the best.
There's also the tiny issue that adding those prerequisites looks ugly in the F6 screen.
I also want to mention that the Hunting/AH swap from RtR is off the table, because it was deemed not close at home enough.
Expansive: Remove Worker bonus, add +100% production of Aqueduct +20% production of workers instead of 25%
I was puzzled about so many players choosing IMP nowadays. Most of the time I read that IMP is now the better early trait compared to EXP. That's why I want to run this version of EXP for a test. With only 20% you only get an extra hammer for every 5th hammer. This is still easily achieved on a developed civ, but for the T0 worker start it only can be done with a plains hill forest in your first ring or something similar that gives 3 hammers + 2 hammers from plains hill city tiles. That way EXP is still nerfed quiet a bit for those early turns. If you only have the plains hill forest tile in your second tile you at least get your worker one turn earlier then the others.
At the same time I removed the Aqueduct not because it didn't fit, but because I already gave EXP a lot back compared to previous versions.
I've been puzzled too, because I'd argue those players picking IMP over EXP in current versions of CTH are just wrong . So to me, this makes EXP the clear best trait. Not sure where others stand on this.
I think another thing that was misleading some players is the stable change. The stable bonus is great for civs with early mounted UUs like Carthage or Mongolia, but for civs like Russia it's not that strong, because by the time you reached the Russian UU you had planty of time to build standard stables anyway.
(September 22nd, 2020, 07:21)civac2 Wrote: I'd prefer a simple but strong bonus on Aggressive.
-50% unit maintenance
-50% unit maintenance
-100% unit supply
-100% unit maintenance
-C1 on all units
-C1 on all units except mounted
Some of these may be actually too strong, or maybe not.
Also wanted to quickly reply to this.
-50% unit maintenance is certainly an option that I would be willing to go with. The good thing with the data from PB54 we know how good the current 25% are and can make good estimates of how good a 50% would be.
-50% unit maintenance
-100% unit supply
-100% unit supply is most certainly too strong because it basically eliminates one mechanic that makes warring over a long time in enemy territory not worthwhile.
-100% unit maintenance is way too strong. Just go to Monarchy and fill up all cities with units and grow to 20 pop and more without any disadvantage.
-C1 on all units
-C1 on all units except mounted
Both doable, but I would like to try the Barrage for Siege units first, but that requires some changes to the code to get it done.
I think you are making a mistake in changing the game too fast. There is not much reliable data on some of these changes except for what players think is good expressed in their picks.
How did you arrive at the conclusion that Mysticism is too good? You get 70 extra commerce. But you also start with only one worker tech.
(September 22nd, 2020, 13:51)civac2 Wrote: I think you are making a mistake in changing the game too fast. There is not much reliable data on some of these changes except for what players think is good expressed in their picks.
How did you arrive at the conclusion that Mysticism is too good? You get 70 extra commerce. But you also start with only one worker tech.
I have to agree with this statement in general. As for the specifics, I don't have a strong feel either way which is why I am not commenting on most of the changes. But that is also an indicator that there isn't enough data yet.