Diplomacy & Espionage
New peace deals. Now 9 AI levels instead of the previous 5 (so one new level added between each of the earlier ones). Peace levels are now:
0: White Peace (give up nothing)
1: Armistice (1/2 gold, 1/2 of max GPT)
2: Settlement (all gold, max GPT)
3: Back-down (all luxuries, all gold, max GPT, open borders)
4: Submission (all resources, all gold, max GPT, open borders)
5: Surrender (one city)
6: Cession (1/4 city value, 1/2 gold)
7: Capitulation (1/3 city value, all gold)
8: Unconditional Surrender (all but capital, all gold)
Peace deal code now prioritizes both cities that are close to winner's capital AND cities that were originally built by winning player (previously it was distance only).
Reduced espionage notification spam. Will only be notified of election and coup activities if you have met them and (have a spy in the city or are friends with them or have a relationship with them that is above the resting point.)
Added ability to liberate cities that are not owned by their founders or originally owned by the player. The player will receive a diplomacy bonus with the liberated player for liberating up to three cities. This liberation is not part of the "recalled to life" resurrection of a once annihilated civ. This functionality only runs if the city liberated is owned by a player that is alive. There are two ways to lose the diplomatic liberation bonus are:
Declare war on someone you have liberated cities for. You have to be the first player declaring war. This does not count defensive pacts or someone you liberated declaring war on you.
Capturing a city from someone you liberated. This case comes into play if A liberated a city of C's, then A & B have a defensive pact, C declares war on A & B, then A captures a city of C's. C will forget that A liberated any of their cities.
The AI will now liberate cities and resurrect players. There are notifications when the AI resurrects players and cities. An AI will resurrect another (non-human) player when they are trying to win a diplomatic victory. An AI will return a city if the original owner of the city has a defensive pact with the player and they are both at war with the previous owner of the city, or, the AI and the original owner have a declaration of friendship and the AI is going for a diplomatic victory.
Diplomacy: Peace treaty duration scales with game speed.
Quick: 10 turns
Normal: 10 turns
Epic: 15 turns
Marathon: 30 turns
Diplomacy: Declaration of Friendships/Denouncements now scale with game speed.
Quick: 50
Normal: 50
Epic: 75
Marathon: 150
Changed diplomatic globals:
The opinion thresholds (unforgivable/enemy/competitor/favorable/friend/ally) have been pushed farther apart. They were initally 50/30/10, now 80/40/15.
Diplomatic intrigue bonuses have been lowered by 1/2, from 20 to 10.
"Asked Stop Spying" penalty dropped from 20 to 10.
There are a number of changes to the duration of city-state interaction penalties, greatly reducing their duration.
Diplomacy overview improvements. Now displays "your open borders/embassy", "their open borders/embassy", "shared open borders/embassy"
With making deals, AIs will notify you when they're not willing to give enough on their side to make the deal work. This addresses some issues where you ask an AI to propose a deal and they say "we can't make a deal" and then you propose a lop-sided deal and they accept it. They will say "we aren't willing to give you enough to make this a fair trade."
Other civs won't warn about expansion unless the player has founded a city in the last 10 turns.
"We attacked your protected City-State" statements are now triggered by damage done (ex. killing a unit) rather than simply being at war. As a result, the statement should no longer be triggered by a quick succession of DoWs (such as those done automatically by a CS changing allies).
The AI will no longer ask other players to join in a war when they are already involved in at least one.
Units
Unit Balance Changes:
Drop Ironclad to 45 combat strength (from 50).
Remove +33% vs. Cities from Battleships.
Drop Gatling Guns to 30 Combat and Ranged Strength.
Make sure Air Ambush 2 and Air Targeting 2 work for fighters and bombers.
Carriers now get naval melee promotions instead of naval ranged.
Prize Ships Balance Change: 50% chance of converting ships with equal intrinsic combat strengths. Scales up and down (between 28% and 80%) based on relative intrinsic combat strengths of the two ships. Conversion chance if you do sink the opponent is shown in blue text on combat preview window.
AI attackers will now pillage.
Promotion balance change: make the +200% vs. Cities promotion go away on upgrade.
Promotions: Push back Air Logistics promotion for Fighters and Bombers so it requires Bombardment 3 (not 2) or Air Siege 3 (not 2).
AI
If the AI is able to build the UN, but would not win based on the current vote breakdown, have the AI refrain from constructing it unless conditions change.
AI adjustments to Wonder build priorities.
Tactical AI Improvement: Spend more gold on defense. AI will now spend gold at their cities where tactical dominance is EVEN (before it had to be enemy-dominated). AI will now also spend money on naval and air units for defense in such cites (before it was only land units and defensive buildings).
Changes to AI settling:
Expand the ring search.
Flatten the value of rings a bit so that tiles in the further rings are worth a bit more.
Make the default preferred spacing further for players not going for extreme expansion.
Lower the value of tiles a bit so that the AI is a bit pickier about settlements.
AI will try to reclaim lost settlers and builders.
AI will no longer wait forever for a settler escort.
Minor tweak to settlement location.
More aggressive offshore expansion.
Do not give priority to bonus resources in rings 4 and 5 when deciding next tile to grow towards.
Tweak to AI settle to reduce bonus of tiles in rings 4 and 5 if already owned.
Small change to make Haile Selassie less keen to expand wide.
AI will now consider annexing cities it has conquered.
The AI will not consider annexing if it is trying to win a culture victory or their empire is currently unhappy.
Increased happiness flavor for circus to match Colosseum.
Tactical/Homeland AI Improvement: Do not heal if under enemy ranged fire (that is making you lose more HP per turn than you can heal).
Allow AI to capture civilians more than 4 hexes from their cities.
Have AI build its units for sneak attack at a slightly higher priority if at high difficulty levels.
Have AI weight Biology a bit stronger especially if liking tanks and airplanes (unlocks oil).
AI tweaks to help coastal based civs:
Change to settlement (cities beyond the first also prefer coast).
Buildings that help coastal Civs have flavors adjusted (they didn't take some rules changes into account).
Do not force high Naval civs to build a large navy (15+ ships) in the first 100 turns.
Make Dido deceptive (as historical).
Tweaks to allow cities to make better use of extra tiles from previous change:
On average on extra worker or two will be built.
Slightly less prioritization of connecting up luxuries (still the highest priority).
Allow one tile islands to be settled (if they have a resource on them).
Slightly more prioritization of production tiles.
Builders will emphasize the capital so that it will always be a nicely developed city.
City Governor AI:
Prevent focused city AIs from starving as much.
Make a wonder that has already been started in this city a higher priority.
Lower the value of food for the governor when you have a large surplus.
POLISH
UI
Add in a UI overlay that shows which AI is processing its turn.
Add an “Exit to Main Menu” button to the player change screen in Hotseat.
Added "Restart Game" option to game menu. This option lets you restart the game and generate a new map using your current pregame settings. It's only available at Turn 0.
Advanced settings are now persisted across multiple single player games.
NOTE: This feature can be disabled by setting "PersistAdvancedSettings = 0" in Config.ini
The top panel now displays the month of the year if the game speed is so slow that it actually matters.
Messages about a player losing their capital and regaining it are now included in the replay log.
Messages about a player being resurrected are now included in the replay log.
Fixed an issue causing the replay graphs to be corrupted when a player was resurrected.
Display currently active mods in the single player screen.
Add a separate graphics option for enabling/disabling the GPU texture decode.
Fractal added to the map short list and random map types.
◦ Garrison ring properly disappears when unit moves out of city.
Resource icon stacking. At lower resolutions, the resource icons clip into the date display along the top. We now hide the part of the list that clips if it’s too long, and instead, the player can mouse-over the list to see all the resources.
Better timing for pop-ups (finding ruins, etc.).
Auto unit selection improvements:
On load, only cycle to the next unit if the currently selected unit is not ready for selection.
Swap the direction that the CycleRight and CycleLeft buttons move the selection in the cycle list.
When closing the city screen. Re-select the last unit that was selected.
If the player has auto-unit-cycling off, don't auto-select the unit that is blocking the end turn.
Further refinement to pop-up reordering. Pop-ups should now "feel" correct each turn (in the right order, at the right time).
Don't prompt the player when removing fallout. Just do it. The prompt incorrectly referred to the action as removing an “improvement”. |