This is most visible at very high numbers as a means of motivating you to use the gold you bring in. Treasury Upkeep - the more you hang on to your gold in your treasury, the more it costs you to hold it every round.2 pop + 0 % food stored means 8 food is consumed by pop.1 pop + 75% food stored means 7 food is consumed by pop.1 pop + 50% food stored means 6 food is consumed by pop.1 pop + 25% food stored means 5 food is consumed by pop.1 pop + 0 % food stored means 4 food is consumed by pop.Gradient Food Demand Increases: The amount of food consumed by population increment granularly between pop changes, so that food consumed by pop would very rarely increase (or decrease), by more than 1 at a time.Watch out for possible need to react with worker responses. Forests will go through fire, rebirth, and aging cycles.Numerous building conglomerates have been introduced to simplify the later build selection lists.It's also a lot less spammy and overwhelming of a list of myth and story buildings. Myths have been replaced by Folklore buildings - you'll find that this means you're having to make more difficult decisions between tech, production, and food output choices in the earliest stage of the game.Replacement Buildings automatically upgrade when they would obsolete, which is usually set to when the NEXT replacement building is tech unlocked.Some of the retooling is very obvious and the User Interface improvements continue to make the game smoother and more enjoyable. I'm not going to say the game is in perfect shape at this point we're releasing v43, but it's such a better game today than it was at v43, that it really is deserving of play. We're rapidly on the way to seeing a v44 that will be a huge release, probably save game breaking, with lots of new units, techs, buildings, and a large host of huge improvements to the engine itself. N47 - Clicking on city in domestic advisor list opens the city screen. Misc text fixes/improvements by Blaze, Raxo and me (I only fixed text issues in dll code) Now amount of resource X for manufactured items is amount of cities at max, so 20 bones if you have 20 cities for example.ĭsmabell - German translation and probably text fixes Not sure if those things were actually in V42.1ĭid some streamlining to resource providers too - there were way too many "provides X" that could exist concurrently - it could get little spammy, in trade screen, and buffed corporations too much. Updated influence driven war and emergency draft (not sure in what way)įlabbert - removed strom and tornado features and events from the game.Įnsured that replacements aren't worse than replaced buildings, and toned down modifiers on regular buildings.Īdjusted obsoletions (probably bit too lenient with that emergency replacement on obsoletion) and requirements so you can always build thing until thing itself obsoletes. Made taxonomy folklores buildable by city. Increased animal yield by x5 from record tale and combat arena unit actions. I think.Īdded small unit upkeep to subdued animals, 0.2 gold 0.5 for tales. Rewrote culture mechanic for plots can give more details on it.įixed realistic culture not working after conquering a city. We have fixed numerous CTD's, freezes and general bugs as well as technical improvements to code structure, caching and performance. Rewrote unit sightline code/logic for more interesting/complex sightlines and increased max unit sightline range from 5 to 8.įixed bug in the unit sentry action that made units wake up when they shouldn't in some cases. Reworked unit selection cycling (cutting the exe mostly out of the picture). Reduced value of map trading, and fixed possible integer overflow case in trade code for gold amounts offered by AI. New city tab which holds a brief history of what the city has produced the last 5 turns it produced something. if the second or more advanced upgrade was avaialble the AI wouldn't be able to upgrade the unit. Toffer- fixed AI unable to upgrade units if the immediate unit in the upfgrade tree had gone obsolete, i.e. Toffer- AI now sees value in placing a city close to enemy borders (it didnt before and would therefore not settle adjacent to foreign borders before this change). Toffer- AI now understand the value of many more building stats, like hammer output (was a big there) so it won't seem to avoid hammer buildings. Toffer- AI use hunters much more aggressively and effectively Numerous and quite noticeable AI improvements and bug fixes. We NOW have a FACEBOOK FAN GROUP! Join today! Come Join our Live Discussion Discord Community!
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |