View Full Version : v192/142


Rhye
Mar 05, 2007, 09:53 AM
This is going to be my last update for a while.

I'm afraid there are no schisms: I haven't had enough time to implement something enough complex.
However, there's a small possibility that I might add them, along with other ideas you are keeping posting, in future.
As for bugs that would show up eventually, don't worry they will always be fixed


V1.92 – v.1.42

CHANGES
- Reduced human plague handicap*
- Reduced plague strength once again, probably for the last time*
- Plague immunity threshold raised and not balanced with current era anymore*
- Added research discounts for small empires and new born civs*
- Rome starts with 1 more settlers in Warlords, to balance the fact that there isn’t Panormus anymore
- A missionary will be added at the American birth, depending on the religion of surrounding civs*
- Arabian UHV changed*
ADJUSTMENTS
- AI strongly pushed to colonization. It’s now less afraid of distance*
- Added a random value that will make AI preferred city spots more variable*
- AI less quick to build embassies*
- Added more anti-plague exploit measures*
- Weaker Turkish UP*
- Updated city names and settlers maps*
- Roman UHV now comprehends southern France*
- Updated many modifiers*
- Updated settlers, city names and AIwars map*
- Reduced industrial and modern techs cost*
- Tuned tech cost difference between difficulty levels*
- Tuned difference of quantity of barbarians between vanilla and warlords*
- Resurrected civs start as stable instead of shaky*
- Adjusted GNP formula in stability (less importance to gold)*
- Toned down occupation civic*
- Tuned stability modifiers to penalise giga empires (30+ cities)*
- Work rate increases for civs <100% with the eras*
- AIWars balanced with aggression level*
- Some civs are more likely than others to attack shortly after their birth*
- Resurrections happen more often when many civs are dead*
- Barbarian and independent cities less likely to flip again*
FIXES
- Fixed Turkish starting position again (sorry)*
- Fixed rare bug on city birth*
- Fixed city flipping not working*
- Fixed plague spreading to new born civs*
- Fixed resurrected civs made vassal of natives
- Fixed bug regarding plague*

LuKo
Mar 05, 2007, 10:08 AM
God loves us! New version is downloadable :D

Lord Apolon
Mar 05, 2007, 10:14 AM
Yay! Thank you and godspeed on your mysterious other endeavour.

kairob
Mar 05, 2007, 10:33 AM
- Work rate increases for civs <100% with the eras

Just checking, does this meen it increases by 'less than' 100%?

Edungeon
Mar 05, 2007, 10:51 AM
- Rome starts with 1 more settlers in Warlords, to balance the fact that there isn’t Panormus anymore

- Roman UHV now comprehends southern France*



Panormus is the city in Palermo? :)

And the southern France is the place of Lyon?

Whitefire
Mar 05, 2007, 11:01 AM
This is going to be my last update for a while.

Thank you for all of the hard work you put into the mod. Best of luck with your secret plans.:bowdown:

Rhye
Mar 05, 2007, 11:01 AM
- Work rate increases for civs <100% with the eras

Just checking, does this meen it increases by 'less than' 100%?

no, it means it increases for very early civs, which had a rate < 100%

Ghostofkuji
Mar 05, 2007, 11:41 AM
Thanks again Rhye! Good luck on your other projects!

:D

Magma
Mar 05, 2007, 12:14 PM
Ah.. Just wonderful :D

Hitti-Litti
Mar 05, 2007, 01:13 PM
Rhye, I'll ask in this thread so you will read my question:

Is it anyway possible to include my idea in thread "Idea: Releasing dominions"? I'd like to hear your opinion. :)

Rhye
Mar 05, 2007, 03:31 PM
Rhye, I'll ask in this thread so you will read my question:

Is it anyway possible to include my idea in thread "Idea: Releasing dominions"? I'd like to hear your opinion. :)

it's a good idea but would require a lot of work.
And I'm not doing ANY work now.

thenooblet22
Mar 05, 2007, 04:13 PM
Its pretty cool to see how far this mod has gotten. I remember when I used to have an industrialized America around the 1100s, but you had to "balance" it, party-pooper.

P.S. My schism system is still ready for the future ;)

kairob
Mar 05, 2007, 04:38 PM
Thanks for the clarification Rhye

Head Serf
Mar 05, 2007, 05:21 PM
So Rhye, what is your new project?

shawne3386
Mar 05, 2007, 05:22 PM
It took me a while to rediscover the mod, but I'm so glad I did. Best of luck, and we'll see you on the other side.

Mercenary82
Mar 05, 2007, 10:24 PM
AI seems to be teching way too fast in V.1.42, Greece is consistently founding Christianity around 900 B.C. in Athens.

Whitefire
Mar 06, 2007, 01:12 AM
Have the religious capitals always been restricted to +20 gold?

Anyway, is it possible for you to tweak the AI's tech trading requirements on Emperor? Currently I have to trade Democracy, Economics, and Replaceable Parts for Astronomy.

Edungeon
Mar 06, 2007, 04:08 AM
Yes, my last 3 games Greece found Christianism in Athens.

Change this to Rome! :)

flaming_iles
Mar 06, 2007, 05:52 AM
I had Greece found Christianity in Athens too. I think it is something to do with the oracle giving whoever builds it a free tech, and the most expensive/useful is usually theology when it is built.
perhaps the oracle could be changed to give a free tech but not the ones that found a religion or something.

Rhye
Mar 06, 2007, 06:00 AM
http://forums.civfanatics.com/showthread.php?p=5173413