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Additional Mechanic Complexity
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更新:7 月 5 日 @ 上午 1:05

V6.145:
-Nazca LT: Increased food and stability on dry grass from +1 to +2, increased food and stability on sterile terrain from +2 to +5. Food bonuses now remain even with non-food exploiting quarters built over them.
-Nazca EU: Shared Ardor, increased CS on allies after killing units from +2 to +3, removed 10% damage resistance.
-Nazca EQ: Changed exploitation rules from all yields on only itself to food within 1 tile radius.
-Mississippian EU: Raiders Ardor, removed 10% damage resistance per kill.
-Fixed a save corrupting bug introduced by the mod regarding the third choice in the narrative event “A Weave of Iron and Blood”.

更新:6 月 30 日 @ 上午 2:00

V6.143:
-Trade: Modified +5 trade upkeep per resource bought to +1 trade upkeep per era level per resource bought. While necessary for making trade less lucrative, a flat cost was far too punishing in the early game.

更新:6 月 7 日 @ 上午 12:20

V6.141:
-Updated AMC’s unit food consumption to instead utilize the vanilla function.
-Maori EU: Increased Combat Strength from 40 to 47, fixed UI error and bug which resulted in the unit’s boarding ability not triggering as intended. The new Maori EU is now designed to allow the Maori to invest in carracks less to maintain naval dominance, at the risk of their land army and reliance on melee combat.
-Modern Infantry: Increased Combat Strength from 55 to 57.
-Commando: Reduced Combat Strength from 57 to 56.
-Brazilian EU: Reduced Combat Strength from 57 to 56.
-Cuban EU: Reduced Combat Strength 56 to 55.
-All Commando and Commando EUs: Reduced industry cost from medium to low, reduced population cost from 3 to 2.
-All common and EU Armored Personnel Carriers: Increased Population cost from 2 to 3, increased industry cost from medium to high.
-Main Battle Tank: Increased Population cost from 3 to 4.
-Chinese EU: Increased population cost from 2 to 3.
-German EQ: Increased pollution produced from +2 to +7.
-Swede EQ: Reduced science per district in city from 3 to 1, increased science per adjacent research quarter from 3 to 5.
-Collective Minds: Added +1 pollution per district in territories on Powered cities in the industrial era, produces +2 pollution per district in territories on Powered cities in the contemporary era. Removed the under city cap percentage malus introduced by VIP.
-Land Raiser: Added +1 pollution per district in territories on Powered cities in the industrial era, produces +2 pollution per district in territories on Powered cities in the contemporary era. Removed the under city cap percentage malus introduced by VIP.
-Increased the base Agent cap by 2.
-Increased the Diplomat affinity Agent hard cap bonus from +1 to +2.
-Public Security: Increased the Garrison industry cost reduction from -35% back to the vanilla -50%.
-Cultural Eradication: Removed VIP’s 1 influence per trade route, readded Vanilla’s -10 Stability per number of Attached Territories on City and +5 Influence on Territory.
-Games: Increase stability per commons quarters per Games from +3 to +5.
-Parade: Increase stability per garrison per Parade from +3 to +5.
-Fixed a UI error which resulted in Games, Parade, and Festival from presenting their yields correctly.
-Monoculturalism: Increased influence per influenced territory from +1 to +2.
-Multiculturalism: Added +1 influence per population when a city has at least 1 territory influenced by another empire. Removed +2 influence per unique resource type.
-Trade: Added +5 trade upkeep per resource bought. This results in the first resource purchased still being significantly more expensive than copies from the same supplier, but makes it a more impactful choice to purchase multiple copies.
-Political Influence and Political Entitlement: Fixed an error resulting in the civic unlock requirements being different than their UI text.
-Offshore Oil Platform: Increased pollution on oil deposit from +2 to +3, added +5 pollution on harbor.
-Coal Plant: Increased Coal requirement from 2 to 6.
-Oil Plant: Increased Iron requirement from 4 to 8, Oil Requirement from 5 to 6. Increased Industry cost from Tier 2 to Tier 3.
-Nuclear Plant: Increased Iron requirement from 7 to 10, and Uranium requirement from 5 to 8. Increased Industry cost from Tier 2 to Tier 4.
-Wind Farm: Increased Iron Requirement from 7 to 10, and Aluminum requirement from 5 to 8.
-Solar Farm: Increased Aluminum requirement from 10 to 14. Increased Industry cost from Tier 1 to Tier 3.
-Added district cap cost and build limitation to Hamlets and Harbors.
-Added a 2 district cap cost and build limitation to Mechanized Farming Quarters.
-The district cap changes were added because at present there are too many “free” quarter options, which result in very little unexploited land by the Industrial Era.
-Economic Sanctions: Increased industry and money reduction on city from -5% to -10%, added -10% science on city.
-Moved Expel Armies to the ancient era.
-Moved Diplomatic Ultimatum to the classical era.
-Moved Expose Undercover assets to the medieval era.
-Moved Leverage Economic Sanctions to the early modern era.
-Modified the diplomatic counter cost to now scale much less with later eras, resulting in it being easier to pay and less of a “refusal without the grievance” exploit.
-Modified the cultural wonder influence claim cost, which now results in the per-previous-wonder-claimed portion of the formula having a more significant effect.
-Increased the Ancient Era cultural wonder industry cost from 1400 to 1800.
-Increased the Classical Era cultural wonder industry cost from 2800 to 5600.
-Increased the Medieval Era cultural wonder industry cost from 5600 to 14000.
-Increased the Early Modern Era cultural wonder industry cost from 11200 to 35000.
-Increased the Industrial Era cultural wonder industry cost from 22400 to 87500.
-Increased the Contemporary Era cultural wonder industry cost from 44800 to 218000.
-Modified cost penalty of lacking full resource requirements of constructables. The new formula will result in each missing resource adding 10% to the industry cost, which differs from the previous formula in that the cost increase can reach above vanilla’s 100% maximum.
-Satellite Projects: Industry cost increased from 2500 + 10000 per project iteration to 100000 + 50000 per project iteration.
-Nuclear Launch Projects: Industry cost increased from 2500 + 15000 per project iteration to 100000 + 75000 per project iteration.
-Space Race Projects: Industry cost increased from 2500 + 20000 per project iteration to 100000 + 100000 per project iteration.
-Increased the science cost of technologies from the Early Modern Era to the Contemporary Era between 20% to 100%.
-Modified Suppressive Area Denial to only trigger in combat.
-Low Local Pollution Penalties: -5 food and stability from districts on cities, up to -10% industry, money, science, influence, and faith from territory.
-High Local Pollution Penalties: -10 food and stability from districts on cities, up to -50% industry, money, science, influence, and faith from territory.
-Low Atmospheric Pollution Penalties: -1 stability, -30% food, and -15% industry/money/ science on districts.
-High Atmospheric Pollution Penalties: -3 stability, -60% food, and -30% industry/money/ science on districts.
-Fixed an error that was resulting in the AI never accepting or proposing any Agreements.

更新:5 月 6 日 @ 下午 11:20

V6.126:
-Swiss EQ: Buffed from +1 to +5 money per era.
-Māori LT: Modified from +30 stability per ongoing war to +15 stability per territory per ongoing war. Unit upkeep reduction per ongoing war now applied to food consumption as well (technically it already did but the UI has been fixed to show the reduction properly).
-Māori EQ: Added +30 food and +15 stability on victorious city.
-Māori EU: Buffed CS to be closer to the damage of a Carrack (40 CS from 34), and added boarding vessel.
-Australian EQ: Added +15 industry per adjacent rocky, stone, or mountain tile. Increased Pollution to +7. This change was added both because late game industry costs scale more in AMC and thus industrial districts have a harder time paying for themselves in shorter time frames, and because the strategic. adjacency bonus while good was not a reliable bonus.
-Americans EQ: Added +3 Pollution.
-Chinese LT: Buffed to +20% money on Cities.
-Chinese EQ: Buffed from +7 money per territory to +20 money per territory.
-Nigerian LT: Added -50% industry cost to farmers quarters. This was added because the existing bonus to farmers slots from oil massively spikes farmers quarter costs due to the industry formula.
-Nigerian EQ: Increased Pollution to +7, enabled constriction on ocean tiles in addition to coast and lake tiles.
-Japanese EQ: Increased Pollution to +3.
-Singaporean LT: Modified -50% industry cost on Farmers/Market quarters to -50% industry on all quarters (Singaporean EQ now goes from the previous effective -75% discount to only a -50% discount.)
-Soviet EQ: Increased Pollution to +7.
-Royal Palace of Papeete: Buffed from +20 science per Osmosis to +1% science per Osmosis on empire.
-Buffed all repeatables that don’t have corresponding worker yields to match the VIP buff to food, money, and science repeatables:
-Influence Repeatable: Buffed from +1 influence on commons quarter to +3 influence on commons quarters per repeatable.
-Stability Repeatable: Buffed from +3 stability on city to +3 stability on commons quarters per repeatable.
-Military Repeatable: Buffed from +1 stability on garrison to +3 stability on garrison per repeatable.
-Faith Repeatable: Added +4 faith on holy site, and +2 faith on religious district and +4 faith on holy site in territory not following the state religion per repeatable. This was added to attempt to create some faith catchup mechanics for dying faiths.
-Child Employment (Civic): Modified -15% growth rate to -10% food produced, increased money per worker from +2 to +3.
-Modified the influence buyout cost to be consistently closer to 1/4th the buyout cost of money. This was done to make influence buyout a more viable buyout alternative to money.
-Modified the World Congress civic refusal to now take civic cost reductions into account.
-Cultural Entente Agreement: Modified to now grant the influencer 1 leverage per 5 territories influenced.
-Modified the industry cost formulas of the Train Station, Modern Farming Quarter, Airfield, Airport, and Missile Silo to be consistently higher as their base cost, while still remaining somewhat similar to vanilla in their per-district scaling costs. What this means is that effectively they will have a near vanilla cost in cities (still scaling by number of districts) but their base cost in near zero district cities/outposts will be significantly more expensive, making it still slightly more efficient to buyout them in outposts, but nowhere near as effective as in vanilla. Train Stations and Airfields will cost a minimum of 1500 industry, Airports and Modern Farming Quarters a minimum of 3000, and Missile Silos a minimum of 7500.

更新:3 月 29 日 @ 下午 6:34

V6.111:
-Singaporean LT: Added -50% Farmers Quarter and Market Quarter industry cost reduction. This was meant to help mitigate the fact that relying on one city inflates quarter cost, and their EQ requires building or replacing existing quarters.
-Singaporean EQ: Added +1 food per population.
-Fixed a UI error with Press Freedom.
-Fixed Population Buyout Cost reductions (again), which were accidentally applying extra reductions per unit stationed in the city.

更新:3 月 27 日 @ 下午 10:23

V6.105:
-Hotfixed Traitor Badge vanilla reversion to work correctly now.
-Hotfixed Population Buyout Cost reductions, which were not applying from their respective civic options.

更新:3 月 23 日 @ 下午 5:30

V6.89:
-Internal British EQ: Now limited to 1 per city, replaced -20 Stability on non-Capital with -1 Stability per population on non-Capital. Vassal EQ unaffected.
-Settlers: Removed VIP influence cost on unit creation, increased industry cost.
-Centralized Power: Fixed the War Support bonus missed in Achilles update.
-Traitor Badge: Returned effects back to vanilla.
-Reformation: Fixed UI effect from VIP reformation city yield malus.

更新:3 月 21 日 @ 下午 8:48

V6.85:
-Haudenosaunee LT: Modified +2 food from land tiles to +2 food on all tiles (coastal waters and lakes now gain the benefit).
-Haudenosaunee EQ: Increased food from attached territories from +5 to +15.
-Ming EQ: Removed -10 stability.
-British EQ: Removed +25 Money for liege and vassal, added +1 Money per Population on City for liege and vassal.
-Anti-Imperialists: Removed +1 CS on stealth unit, added +2 CS on supplied stealth unit. Fixed an error that resulted in Anti-Imperialists still being allowed to have vassals.
-Unitary State: Added +1 Administrator. Increased Stability on Main Plaza from +50 to +75.
-Federation: Influence on Administrative Center reduced from +5 to +3.
-Abstain from Intoxicants and Observe Fasts: Added +25% industry from forest chops.
-Lumber Yard and Watermill infrastructure: Added +25% industry from forest chops.
-Sawmill infrastructure: Added +25% industry from forest chops, +25% industry from forest chops on powered cities.
-Vassals: Influence from vassals increased to 25% from 15% and vassals now lose 25% of their influence. Money from vassals decreased from 35% to 25%.
-Added a secondary Aristocracy Evolution Civic to allow proper progression from either branch without permanently locking out Republic Evolution or vice versa.
-Modified files so Empire Money, Science, and Influence per turn would properly display the negative impact number of cities has, and the positive impact increasing administrator count has. (Note: As of yet, Empire Influence penalty UI does not display correctly and I have not been able to pinpoint why.)

更新:3 月 10 日 @ 上午 12:26

V6.63:
-Fixed an error with the UI for the captured city event, and generally improved the clarity and conciseness of the text involved for player understanding.
-Fixed an error with the Dehumanization UI where the civics would display the effect twice.

更新:3 月 7 日 @ 下午 10:50

V6.59:
-Khmer LT: Modified to now be +10 food and +10 industry per attached territory. This buff felt necessary due to the increased instability incurred from attached territories.
-Argentinian LT: Added +3 Money per sold resource on Empire. This was added because the Salted Beef change (unit food upkeep reduction instead of unit money upkeep reduction), while logical, ultimately weakened the total value of the Argentinian money production, which should now be much stronger when controlling and exporting material.
-Argentinians: Increased Salted Beef army food consumption upkeep reduction from 1% to 2%.
-American EQ: Reduced Influence per Garrison from +5 to +2.
-British LT: Fixed an error which was not applying the vassal territory bonus.
-British EQ: Removed Food and Industry malus on vassals. Equalized Money for vassal and liege to +25 Money, and +5 Money per adjacent district. This change was made because ultimately the original effect, while thematic, incentivised ransacking of the district by the vassal, which I could not prevent in a satisfying manner. The EQ can now be built in your own territory, but its base +25 Money doesn’t apply to the capitol and causes -20 Instability anywhere but the Capitol.
-Soviets: Increased Weapons access CS from +2 to +3.
-Modified electrical infrastructure to now grant +5 FIMS instead of +30% FIMS on their associated Quarters. This on average will result in the same effect, but helps boost empires with smaller yields and tones down the benefits of empires which have stacked yields on particular district types.