人类
VIP Modpack
正在显示第 11 - 20 项,共 63 项条目
< 1  2  3  4  5  6  7 >
更新于:3 月 28 日 上午 6:20

VIP 5.41 PATCH NOTES

GENERAL CHANGES

- Plant Forest building Industry cost adjusted from 500 to 2^Era * 20 + Era * 10
- Religious Hostility faith per territory reduced from +10 to +7
- Holy Day Public Ceremony Industry cost reduced from 1000 to 500
- Bulgarian Bagaturi gained +3 CS on ransack
- Gothic Cavalry gained +3 CS on ransack
- Plundered Wages civic lost +5 CS bonus on ransack to Armies and gained +3 CS bonus on ransack to Units
- Fixed bug introduced by the mod that was making the Alamut Fortress not add the ambush CS bonus
- Adjusted the color of unit health bars to match the damaged (-1 CS) and Maimed (-2 CS) status. Unit healthbar will be green when there is no combat penalty, yellow when it is damaged and red when it is maimed. Thank you Laki for showing how to do it.
- Traitor Badge effects reverted to Vanilla
- Fixed missing vanilla Localization %Effect_EmpireBonus_Reformation

CHOPPING REWORK

- Time to chop changed from depending only on Combat Strength and Era Level to 1 + (0 max (EraLevel * 16 + 24 - CombatStrength)) min 1 + (0 max (3 - UnitsCount)) min 1 + (0 max (6 + UnitsCount * 10 - RansackCombatStrengthBonus)) min 1

The formula above has the following effect:
Base time to cut forests: 4 turns
* Reduce the time by 1 turn if Army Combat Strenght is equal to or greater than 24 + 16 * Era
* Reduce the time by 1 turn if there are at least 3 units in the army
* Reduce the time by 1 turn if the Army bonus CS on Ransack is 6 or more

- Chopping yield increased from 2 ^ EraLevel * 10 * ProductionFromCuttingTreesMultiplier to (2 ^ EraLevel * 10 + EraLevel * 5) * ProductionFromCuttingTreesMultiplier

- Religious Tenets : ABSTAIN FROM INTOXICANTS and OBSERVE FASTS (the industry and food tier 1 ones) both gain +25% industry from chopping

- Lumber Yard gain +25% industry from chopping
- Watermill gain +25% industry from chopping
- Sawmill gain + 100% industry from chopping

EARLIER LEVERAGE ACTIONS UNLOCKING

- Leverage Action Expel Military Forces now unlock on Ancient instead of Classical
- Leverage Action Diplomatic Ultimatum now unlock on Ancient instead of Medieval
- Leverage Action Expose Undercover Assets now unlock on Medieval instead of Early Modern
- Leverage Action Apply Economic Sanctions now unlock on Early Modern instead of Contemporary

更新于:3 月 6 日 上午 9:15

VIP 5.40 hotfix Patch notes

BUGFIX
- Fixed bug introduced by the mod where ambushing stealth units won't get the ambush bonus. This also fixed a few extra battle bugs the mod could cause. Thanks ilima-sp for the bug report!

更新于:3 月 1 日 上午 10:24

VIP 5.39 patch notes

NARRATIVE EVENT ADJUSTMENTS

- All the following events have their Ideology rewards increased from 1 point to 3 point. This means they'll move you further down the indicated ideology axis.

- A Hollow Victory: Progress vs Authority
- The First Calendar: Progress vs Tradition
- Of Dogs and Wolves II: Progress
- Headbanging History: Collectivism vs Homeland
- A Melody for Every Occasion II: Liberty vs Authority
- Keepers of the Creed II: Tradition vs COllectivism
- The Forgemaster's Sin: Authority vs Individualism vs Collectivism
- Overseas Interests: Authority vs Individualism vs Collectivism
- Devil Music: Liberty vs Authority
- A More Perfect Union: Liberty vs Tradition
- Army Dreamers: Liberty vs Tradition
- Family Matters: Tradition vs World vs Authority
- Of Herds and Heirlooms: Tradition vs Individualism vs Collectivism

SHAMELESSLY STOLEN IDEAS FROM THE ADDITIONAL MECHANICS COMPLEXTY MOD
- Being a vassal now will reduce your influence gain by 15% (in addition to the Money reduction already in the mod)
- Being a Liege will now grant you 15% of your vassal's Influence income (in addition to the Money gain already in the mod)
- Outposts now also exploit adjacent lakes and coastal waters
- Main Plazas now also exploit adjacent lakes and coastal waters
- Administrative Centers now also exploit adjacent lakes and coastal waters
- Hittite Awari now also exploit adjacent lakes and coastal waters
- Bantu Mupià Fields now also exploit adjacent lakes and coastal waters
- Hun Ordu now also exploit adjacent lakes and coastal waters
- Mongol Orda now also exploit adjacent lakes and coastal waters

CITIZEN INFRASTRUCTURE REWORK
- Factory Farming lost the +80% food per farmers and the -50% farmer jobs effects
- Granary increased from +2 food per farmer to +4 food per farmer but reduced from +2 farmer jobs to -1 farmer job
- Grain Silos increased from +2 food per farmer to +4 food per farmer but reduced from +2 farmer jobs to -1 farmer job
- Industrial Silos increased from +2 food per farmer to +4 food per farmer but reduced from +2 farmer jobs to -1 farmer job. It also increased from +1% to +2% pop growth per farmer
- Artisan Workshop unchanged from vanilla
- Manufactory industry bonus per worker increased from +1 to +3 but reduced from +1 worker job to -1
- Factory industry bonus per worker increased from +3 to +5 but reduced from +20% worker jobs to -2 (it is +3 worker jobs in vanilla)
- Automated Factory increased from +120% industry per worker to +7 industry per worker (it is +1 on vanilla) and changed from -50% worker jobs to -2 worker jobs (it is +3 worker jobs in vanilla)
- Commodity Market Money bonus per Trader increased from +2 to +3 but reduced from +2 trader job to -1 trader job (it is +0 jobs in vanilla). Added +2 Money per Overpopulation to it.
- Stock Exchange Money bonus per Trader increased from +2 to +3 but reduced from +2 trader job to -1 trader job (it is +0 jobs in vanilla). Added +2 Money per Overpopulation to it.

OVERPOPULATED POPS ADJUSTMENTS
- Bantu LT lost the +50% Influence per population on capital and gained +1 influence per Overpopulation in all cities
- Celtic Nemeton Faith produced reduced from +3 to +1. Added +2 faith per Overpopulation in its city.
- Mexican Hacienta added +2 money per Overpopulation in its city.
- Computing added +1 science and -1 stability per Overpopulation.
- World Wide Web added +1 money and -1 stability per Overpopulation.

EVENT CHANGES (Thank you very much Arkalis for compiling the list of problems with events)
- Fixed bug with Unchained Reaction that wasn't correctly applying the money cost
- Fixed bug with Lao Tzu's Command Choice 1 effect that wasnt correctly applying the food bonus, only the money cost.
- Fixed bug with Lao Tzu's Command Choice 3 effect that wasnt correctly applying the public order malus, only the faith income.
- Fixed bug with Lao Tzu's Command that was causing it to not apply in some situations.
- Fixed bug with The Nation's Shame that was applying the industry bonus on settlement and not on train station
- Fixed bug with An Envious Eye that was incorrectly adding food instead of removing it
- Fixed bug with A City For Everyone? where it was applying much lower effects than stated in the mod description
- Fixed bug with An Egregious Earworm where it was applying the Tolerance08 and not Tolerance09 effect
- Fixed bug with Pestilent Pastures where it was applying the wrong effects.
- Fixed bug with Pestilent Pastures 2 where it was applying the wrong effects.
- Fixed bug with Great Apes In The Fog where it was applying the wrong effects.
- Fixed bug with A Vile & Ancient Tradition where it was applying the wrong effects.
- Fixed bug with Revenge of the Pharaohs where it was applying the wrong effects.
- Fixed bug with Revenge of the Pharaohs II where it was applying the wrong effects.
- Fixed bug with Child Soldiers where it was applying the wrong effects.
- Fixed bug with The Cradle of Humankind where it was applying the wrong effects.
- Fixed bug with where it was applying the wrong effects.
- The Greatest Show can now also trigger with Gothic Cavalry in addition to other Knights and Knigth replacements
- Mixed Banners status effect changed from +5 money and -3 science per population to +1 combat strenght on all units and -3 science per population
- A Knotty Discovery Choice 1 money gain increased from +10 to +250

OTHER ADJUSTMENTS
- Fixed the vanilla game War Score tooltip that still mentioned your War Support adding to War Score. War Score is now only changed by your captured territory. This mod does not change how it works, only fixes the tooltip.
- Adjusted the Pacifist badge tooltip to clarify that it only works on Offensive wars against the pacifist empire.
- Capital Punishment's +1 stability per pop reverted to vanilla as it was bugfixed in the base game (the +1 stability only applies to districts correctly)
- Money tribute from Vassals reduced from 35% to 25%
- Vassals now gain +20 stability on all cities
- Worker's Right civic now reduces your gold income by 2 per worker in every city
- Fixed the lategame bug introduced by the mod that would assign fewer pops than possible if you used autoassignment of pops
- Sumer LT gained a new effect that grants the Sumer +1 patronage per turn for every unit within an Independent People's border
- Sumer Aga-Ush base Combat Strenght increased from 20 to 21

更新于:2 月 14 日 下午 3:05

VIP 5.38 patch notes

BASE GAME ADJUSTMENTS
- Vassalization War Score cost reverted to vanilla
- Money Buyout cost reverted to vanilla (thanks devs for removing inflation and adopting the VIP formula)
- Symposium Public Ceremony tooltip fixed to reflect its actual effects
- Money gained from Independent People treaties rebalanced to depend less on the mercenaries hired and more on the city state population and districts
- Capital Punishment:Lifetime Sentence (from physical punishment) reverted to vanilla as the bug was fixed on vanilla and it only applies to districts, not districts and exploitations. Capital Punishment:Lifetime Sentence (from forfeiture) remains as is in VIP, applying only to districts (on vanilla it applies to districts AND exploitations)
- FIMS districts (Farmer's Quarter, Maker's Quarter, Market Quarters and Researcher's Quarters) had their industry cost slightly reduced (the scaling exponent on number of districts and jobs reduced from 2.025 to 2)


TOGETHER WE RULE ADJUSTMENTS
- Placate costs reverted to vanilla
- Congress of Humankind Moderate World doctrine effect: Declare Surprise War threshold increased from 20 to 40 War Support
- Influence cost to reject Congress civic osmosis reverted to vanilla

更新于:2024 年 12 月 4 日 下午 1:07

VIP 5.37 Patch Notes

- Fixed yet another bug (introduced by mod) with stationed units. It should work fine now.

- Changed the Influence Cost to refuse a civic from the Congress to " ((20 + (NumberOfEnactedCivic - 1 ) ^ 3 + NumberOfEnactedCivic * 5 / 5000) ^ 1 * 5000 + 90 * EraLevel ^ 2 - 60) * GameSpeedMultiplier " in order to account for gamespeed which it was ignoring before.

更新于:2024 年 11 月 30 日 下午 12:26

VIP 5.36 Patch Note - Fixed a few extra incompatibilities with Enheduanna patch with stationed units and cities on foreign continents

更新于:2024 年 11 月 30 日 上午 11:18

VIP 5.35 Patch notes

- Fixed bug introduced by the mod that wasn't applying the +stability per garrisoned units on Army Wages (thanks xuzhequi for the report)

- Fixed bug introduced by the mod that wasn't applying the +industry worker on Capital Punishment (thanks xuzhequi for the report)

- Fixed bug introduced by the mod that wasn't correctly applying the effects of Religious civics that deal with non-believers.

更新于:2024 年 11 月 29 日 上午 1:52

VIP 5.34 Patch Notes

CHANGES
- Aesthete action cost reverted to vanilla
- Aesthete action gain reverted to vanilla
- Merchant action gain reverted to vanilla, then increased from scaling with NumberOfResourceDepositInvestmentDone ^ 0.125 + 1 to NumberOfResourceDepositInvestmentDone ^ 0.5 + 1
- Persian LT reverted to vanilla
- Merchant Star requirements lowered slightly in the early game
- Aesthete Star requirements lowered slightly in the early game
- Army Wages: Paid Wages reverted to vanilla
- Artistic Expression: Censored Arts and Free Arts reverted to vanilla
- Press Freedom: Freedom of Speech now gains -20% Cost for enacting and cancelling civics in addition to unlocking the Symposium. Propaganda reverted to vanilla.
- Knowledge Authorities: Foreign Innovations +1 science from bought resources now applies to all cities instead of only the capital (the stability penalty still applies only to the capital)
- International Trading: Unlock Condition now requires 7 Merchant Stars and the Free Trade Technology. Isolationism Reverted to vanilla, then readded +1 City Cap
- Republic Evolution and Aristocracy Evolution: Democratic Republic reverted to vanilla
- Punishment: Physical Punishment loses +1 Stability per population and gains +3 Stability per garrison (in addition to +5 stability per Unemployed)
- Religious Rites: Communal Rites' action (Procession) stability reverted from +10 to +1 per follower to match vanilla. It still gives +15% pop growth.
- Religious Minorities: Both choices reverted to vanilla
- Foreign Customs: Unlock condition is now "Unlock the Centralized Power Technology, have a Territory under another Empire's influence and have 7 or more Aesthete stars"
- (TWR) Influence cost to refuse a civic change from World Congress changed from 20 + NumberOfEnactedCivic ^ 2.8 * EraLevel to ((20 + NumberOfEnactedCivic ^ 3 + NumberOfEnactedCivic * 5) / 5000) ^ 1 * 5000 + 90 * EraLevel ^ 2 - 55
- Legitimacy: Added +2 Influence on Capital to Natural Right
- Leadership: Removed +20% to all FIMS and -10 Stab on capital per city and added -10% to Shared Projects industry cost to Autarch; Removed +1% to all FIMS per city on all cities and added +20% money gain on grievances and war surrenders to Small Council.
- Tier 3 governments (Republic Evolution/Aristocracy Evolution/Monarchy Evolution) now unlock at Nationhood to match vanilla.

BUGFIXES
- Capital Punishment (both versions) : Fixed a base game bug where the +1 stability on district was applying to exploitations
- Fixed bug introduced by mod that wasn't applying the Natural Right effect on emblematic outposts
- Fixed incompatibility between mod and patch that was causing the wrong effects to happen in tier 2 and tier 3 governments, as reported by Momosundeass
- Fixed a bug introduced by the mod that was caused by the Han Paper Mill

更新于:2024 年 8 月 6 日 上午 10:53

VIP 5.33 patch notes

- Reduced Brazilian's Agronomy Lab science per farmer from 3 to 2

- Fixed bug introduced by the mod that was not allowing Mexican Soldaderas, Brazilian Jungle Brigades or Cuban Guerrileros to have stealth. Thanks FurryProfilePic for noticing and reporting it

更新于:2024 年 7 月 28 日 下午 1:00

VIP 5.32 patch notes

- Fixed bug with Notre Dame that was causing turn pending in specific circustances

- Reduced scaling for Independent People Profit Sharing with population and increased scaling for it when mercenaries are hired

- Pacifying conquered Independent cities's cost increased from 15% to 25% of founding a new city, but duration fixed at 5 turns for all game speeds. This will reduce the total cost from about 150% to 125% spread in five turns.

- Naval units (not transports) that start the turn on a harbour (regular harbour, not special ones) will gain 3 extra movement speed for this turn