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Community Patch[]
DLL:[]
- Fixed a few smaller quirks
- AI will no longer spread religion outside of their own cities for you if they aren't the founder of the faith (AI will not be your pawn!)
- Reduced AI early expansion slightly (should build more early infrastructure)
- Fixed limited barb camp spawning
- Worked on AI unit/building production some more
- Worked on AI religious logic quite a bit
- Worked on Military AI and target selection functionality
- Fixed a few operational and homeland AI quirks
LUA:[]
- Fixed a few EUI-related errors regarding yields/happiness not refreshing properly
- Fixed EUI cityview purchase button not having an effect
- Worked on 3rd party war/peace interface for all versions
- New lua for policy system and natural wonder scaling/promotion popups.
Community Balance Overhaul[]
General:[]
- Reduced natural pressure range for Religion by 2 (roughly 10% - reach was just a hair too long)
- Reduced late-game policy reqs for wonders by 2-3 policies
- Increased Tourism from Historic Events, Policy bonuses and building bonuses by around 10%
- Shouldn't result in rampant early tourism contenders, but should get things closer to popular by the medieval era, which is more fun for culture players.
- Incorporated Natural Wonder rework
- Yields scale with era, promotions granted to newly-created units (if valid) after NW is owned
- See pedia for details
- Halved Religous Unrest as an unhappiness source, but increased Specialist and tech curve unhappiness elements to compensate
- Religion shouldn't be quite so destructive now.
Policies:[]
- Simplified branch and ideology unlock system
- Imperialism/Industry/Rationalism moved to Industry as tech prereq
- Ideologies now unlock at Atomic (was Modern)
- You need to unlock 6 policies for medieval branches to become available, and 12 for industrial.
- You need 18 policies total for ideologies
- These changes simplify the system, spread all 'branch jumps' out to two eras between each, and push ideologies back just a little.
Patronage[]
- Finisher: for every 4 CS allies, the # of policies required to unlock a Wonder are reduced by one.
- Scholasticism - gains 'tourism from CS trade route' element
Rationalism[]
- Science from Strategic Resources now 5 (was 2), Science from Villages now 3 (was 2)
- Rationalism was, actually, underperforming a bit for science-heavy civs.
Events:[]
- Fixed some event bugs and UI issues
- Streamlined some event elements related to the DLL
- New event 'linking' system to replace existing 'active/not active' event/choice system. See Enginseer's event development thread for more on this (note: events that use the now-deprecated linker method will no longer be supported as of the next DLL version! Please switch over to the new system now!)
Civs:[]
- Reduced natural pressure of India slightly (10% reduction)
Religion:[]
Founder:[]
- Holy Law buff: for every 8 cities following your Religion, the # of policies required to unlock a Wonder are reduced by one.====
Enhancers:[]
- Ritual: now 50% distance (was 30%), added 'triples pressure from owned trade routes' element
- Should make it a contender with Scripture, especially for civs with lots of trade routes and/or civs like India.
Reformations:[]
- Defender of the Faith - now +15/+15% when defending (was 10/10%), +3c +2f from defensive buildings (was +1f)
- Knowledge Through Devotion - grants GWs +1 Culture
- Glory of God - reduced yield bonus to 30 (was 50)
Followers:[]
- Increased defensive power of Orders building (now matches Walls), also now 15XP (was 10)
- Cathedral now +1g/+1p (was just +1g) for Farms