BBG Patch v5.2 – Wonder Rework Update
Natural Wonders
Terrain Updates
All wonders receive their respective terrain/feature
**NOTE: due to remaining coding issues aqueducts are not currently working on Oasis or Volcano wonders
Mountain:
Base Game – Eyjafjallajokull, Matterhorn, Mount Everest, Mount Kilimanjaro, Mount Roraima, Mount Vesuvius, Torres del Paine, Zhangye Danxia
BBS – Cerro de Potosi, Grand Mesa, Krakatoa, Mount Kailash, Mount Sinai, Rock of Gibraltar, Sri Pada
Hill:
Base Game – Chocolate Hills
BBS – Namib Sand Sea
Lake:
Base Game – Crater Lake, Dead Sea, Lake Retba
BBS – Lake Victoria, Mosi-oa-Tunya
Oasis:
Base Game – Fountain of Youth
BBS – Lakes of Ounianga, Lencois Maranhenses
Marsh:
Base Game – Pantanal, Ubsunur Hollow
BBS – none
Reef:
Base Game – Great Barrier Reef
BBS – Bioluminescent Bay
Geothermal Fissure:
Base Game – none
BBS – Old Faithful
Firaxis Wonders
**We want to give some love to the worst wonders in the game while bringing Lysefjord back into the metagame by adjusting its ability.
Delicate Arch
- to 2 faith/3 gold per adjacent tile (from 1 faith / 2 gold)
Great Barrier Reef
- to 3 food / 1 production / 2 science (from 3 food / 2 science)
Lysefjord
- grants “Njord’s Blessing”, units moving to an adjacent tile gain +2 movement (from gain 1 promotion). This will be capped at +2 movement and cannot be increased for each unit upgrade.
Mount Everest
- to 3 faith per adjacent tile (from 1 faith)
Pantanal
- to 2 food / 1 prod / 2 science / 2 culture (from 2 food / 2 culture / 2 science)
Tsingy de Bemaraha
- to 1 food / 1 science / 1 culture (from 1 science / 1 culture)
BBS Wonders
**With this update we want to balance the BBS wonders that were implemented a few years ago for compatibility with Terra Mirabilis and appear from time to time depending on the host making the lobby. Tournaments should decide to use them or not, but the problematic ones are nerfed, and bad ones are boosted.
Barringer Crater
- to 2 food / 3 science / 3 gold (from 3 science / 3 gold)
Dallol
- make it spawn (if possible)
- to 2 food / 2 prod / 2 science / 1 gold (from 2 prod / 2 science / 1 gold)
Lake Victoria
- to 2 food / 1 prod / 1 culture / 1 gold (from 2 food / 1 culture / 1 gold)
Lake of Ounianga
- to 2 food / 2 culture / 2 gold (from 2 food / 2 culture / 1 gold)
Lencois Maranhenses
- to 2 food / 2 culture / 2 gold (from 2 food / 3 culture)
Motlatse Canyon
- remove fresh water (similar to Roraima but with culture)
- block the center tile with a mountain to avoid the 3 culture / 3 faith tile
Namib Sand Sea
- to 2 prod / 2 culture / 2 gold (from 3 culture / 2 gold)
Old Faithful
- to 2 food / 3 science / 1 faith / 1 gold (from 3 science / 1 faith / 1 gold)
Rock of Gibraltar
- make it spawn (if possible)
Salar de Uyuni
- to 2 prod / 2 science / 4 gold (from 1 prod / 2 science / 2 gold)
Vredefort Dome
- to 2 food / 1 prod / 2 science / 1 culture (from 2 food / 2 science / 1 culture)
Wulingyuan
- to 1 food / 1 culture per adjacent tile (from 2 culture)
World Wonders
**World wonder changes are focused on buffing the wonders that were mostly used for era score while trying to keep with the theme of the wonder.
Chichen Itza: +2 culture / +1 prod on each rainforest in your empire (from the city where it’s built)
** too niche, you have to build it in a good city, but by the time you can build it your good cities have chopped their rainforest
Hagia Sophia: Missionaries/apostles receive +2 movement and missionaries are 30% cheaper to purchase
** keep religious theme, but focus on facilitating spread
Meenakshi Temple: Grant 2 apostles (from 2 guru), apostles and gurus are 30% cheaper to purchase (+5CS and +1PM for units adjacent to Gurus is unchanged)
** keep religious combat theme, but buff with apostles instead of gurus
Mont St. Michel: Grants +1 food / +1 culture on all flood plains within your empire. This is in addition to granting the Martyr ability and the relic slots.
** Very niche wonder, we decided to make it a generic wonder buildable by everyone instead of a relic based wonder that would be useful only for poland/kongo mainly
University of Sankore: Entirely replace current ability with: +1 trader capacity and +1 science / +2 gold on all domestic or international trade routes
** Has to help YOUR traders instead of players sending traders TO YOU
Great Zimbabwe: Grant +2 trader capacity (from +1)
** this wonder has restrictive placement requirements with too low reward
Taj Mahal: +10% gold for all cities when in a golden age (in addition to its current +1 era score ability)
** the wonder doesn’t grant you a lot in its current state
Torre de Belém: International trade routes from any city receive +2 gold for every luxury at the destination (from this city only)
** too niche to be used effectively
Országház: +300% diplomatic favor for each turn starting as the suz of a city state (from +100%)
** buff it as a diplo themed wonder without giving 1 diplo point like Statue/Potala/Mahabodi
Cristo Redentor: reduce to 1220 production standard speed (from 1620)
Biosphère: reduce to 1620 production standard speed (from 1740)
Global Changes
Governors
Amani:
1st promotion: Can be assigned to a city-state, where she acts as 2 envoys. When established in a city-state, cities with a trade route to this city gain +2 food / +2 production as a modifier to city yields
** It was not possible to code this to have the food and production be part of the trade route, so you will not see it visually as added food to the trade route. It appears as a modifier to the city food and production yields.
2nd right-side promotion: Provides +2 additional strategic resources for each one you have revealed (from +1)
Liang:
Establishes in 3 turns (from 5)
Pingala:
2nd left promotion to triple campus adjacency (from double)
Districts / Buildings
Commercial Hubs: gains +1 gold adjacency from city centers, but -1 gold on market to balance
** This change makes commercial hub free inquiry more viable and splendid commercial easier to obtain without a government plaza. Note that this change does not affect Sugubas.
Ancient Wall: +0CS (from +3CS)
Medieval Wall: +6CS (from +3CS)
** This keeps the same total +6 as before to compensate for the nerf to ancient walls. In combination this will hopefully give greater incentive and reward for building Medieval walls, while not buffing walls. It nerfs ancient walls which are often chopped immediately before an attack and not planned in advance.
Warlords Throne: +2 strategics per turn of all types once unlocked
** This is currently the least used building and so getting a small buff
Resources
Mercury: +1 food / +1 science (from +1 science)
** Mercury is a flat plains tile and almost always garbage to work, this allows an improved mercury tile to be similar to a grassland iron tile and does not change anything regarding a mercury settle.
Spices: +1 food / +1 gold (from +2 food)
** Spices are the only lux that gives +2 food that also always spawns on a feature resulting in very strong early tiles. BBS prevented spawns near spices to avoid having a 4/2 or 3/3 tile in your 2nd ring. This resulted in large portions of a spice continent marked as forbidden spawns. This change will open up those spawns, which should result in better spawn balancing and fewer coastal spawns for civs that do not have a bias toward it.
Government
Autocracy:
- +1 to all yields for each government plaza and buildings, diplomatic quarter and buildings, and palace in a city. +10% production toward wonders
** This is the least used T1 government and legacy card. The change extends the yields to the GP and DQ districts themselves.
Communism Rework:
- -1 red card slot
- +1 yellow card slot
- +1 prod/citizen (from 0.6)
- +4 gold per trade route (domestic & international)
- +1 yield to specialists slots of the respective district yield
Pantheons and Religion
Healing Goddess: Pantheon removed, we didn’t find any useful replacement with the same theme
Goddess of Tides: New pantheon to replace Healing Goddess, +1 culture to improved sea resources
** We know that coastal civs already have good pantheons available, but we are hoping this will open more complex choices early on in the game.
Worship Buildings:
- Dar-e-mehr +1 culture (3 total)
- Gurdwara +1 food (3 total)
- Meeting House +1 prod (3 total)
- Synagogue +2 faith (9 total)
- Wat +1 science (3 total)
- Cathedral +1 great work slot any type (from +1 religious art slot)
- Mosque grants 1 missionary upon building and missionaries have +1 charge
Units
Prebuild System Nerf: Units become obsolete when unit+2 is unlocked (heavy chariots become obsolete when unlocking cuirassiers, warriors obsolete at men at arms, swords obsolete at musketmen, men at arms obsolete at line infantry, etc)
Unique Unit (UU) Prebuild Nerf: To stay consistent with the above change, UU’s also obsolete when you unlock unit+2 (for example it was possible to build/buy Mandekalou when you have unlocked tanks previously)
Mobile SAM: to +115 CS Anti-air (from +100) and -5 CS vs all planes
** The intent is to give a global +10, but allow them to have additional strength vs nukes. This was the easier way to code the change.
Musketmen / Line Infantry:
- Niter cost adjusted to 7 (from 10)
- Musketmen production adjusted to 220 (from 240)
** same as knight
- Line Infantry production adjusted to 330 (from 360)
** same as cuirassier
Game Settings
BCY Options:
Standard
Excludes: Canada, Mali, and Russia
Flat tiles have a default 3/1 base. Hill tiles have a default 2/2 base. If a bonus or luxury resource would alter the base yields, then BCY yields are removed. If a strategic resource appears, the default yields take effect and BCY yields are removed.
Examples: wheat = 3/1, maize = 2/1/2, tea = 2/1/1, grassland sheep = 3/1, grassland copper = 2/1/2
Legacy
Includes all Civs and Leaders
Flat tiles have a 3/1 minimum base. Hill tiles have a 2/2 minimum base. All resource yields are added to the minimum base yields.
No RNG
Includes all Civs and Leaders
Flat tiles have a guaranteed 3/1 base. Hill tiles have a guaranteed 2/2 base. All other yields including from civ abilities are removed.
Civilization Changes
Babylon (revert):
- Palgum +1 food on all fresh water tiles (from improved freshwater tiles)
** Babylon was not being played after the Palgum rework. The civ is way weaker than before the eureka rework and can see some slight adjustment
Caesar (nerf):
- Grant a free melee unit of the strongest type you have researched when settling each city beyond your first (from all cities including capital)
** We know that Julius is almost never played but we will do a bigger rework later
Chandra (rework):
- remove +1 movement on military units
- Holy Sites grant +1 Great General point
- +1 movement for units trained in a city with a shrine
- +1 vision for units trained in a city with a temple
- +2CS for units trained in a city with a worship building (t3 building)
China (nerf):
- remove +1 builder charge
Qin Shi (revert):
- add +1 builder charge
** This is meant to revert China to the original ability in order to balance the other China leaders.
Qin Shi Unifier (buff):
- +1 charge for great generals
** Coding is not 100% complete and may not work correctly with all generals, see bugs below. Since this leader has no ability in team games or games without barbarians, this is a small buff while waiting on more leaders before a rework.
Known Bugs:
Sun Tzu – gives zero books
% XP Generals – Do not stack on the same unit
Georgy Zhukov – gives 50% flanking to all units only once
Yongle (nerf):
- Science and culture from population reduced to 0.5/0.3 (from 1/1) and gold per pop reduced to 1 (from 2)
** This leader generates a huge amount of stats from 10 pop cities, which it can reach quite easily due to the city projects
Colombia (revert):
- remove extra sight
- +1 movement on all military units only
- remove +1 movement from Comandante (revert to base game Comandante)
- Colombia receives a T5 plantation/banana bias
Gandhi (buff):
- +1 faith per city following his religion
Lincoln (buff):
- -1 gold upkeep on all units
** limiting the discount to melee only or making the free melee units have no gold upkeep was not possible to code.
Mali (nerf):
- -1 prod / +1 gold on mines (from -1 prod / +4 gold) Additional +1 gold at Currency, +1 gold at Banking, +1 gold at Economics
** note that prebuild system change can nerf Mali already
Mapuche (buff):
- Chemamull +1 prod at Civil Service
Norway (nerf):
- +25% production toward melee boats (from +50%)
Portugal (revert):
- revert Nau to 2 charges (remove previous nerf)
Scotland (buff):
- Bannockburn – remove existing ability. Replace with +1 movement for recon units & civilian units when starting on hills
- Golf Course – unlocked at Games & Recreation (from Guilds), but reduced to +1 amenity, additional +1 amenity at Guilds
Bug Fixes
- Units not having full movement after getting chopped
** Example: if you chop a Varu as Chandragupta, previously the Varu got 2 movement on that turn, now he has 3 movement right away
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- Babylon eurekas have been fixed and is not being granted many eurekas when reaching a new era
- Reeds and marshes is now working correctly (there was a bug during beta testing)
