View Full Version : Enhance Coastal City
rief_s May 21, 2009, 10:44 PM A minor modmodmod to Orbis modmod, no name yet. At first, this mods goal is to make coastal city more attractive. But with suggestion from this great community member, this minor mods grow to enhance Trade Route system. With availability of Trade Route system, we can rework Civic system to use Trade Route. And there is additional Civic rework to distinguish more between Civic.
Changelog:
v1.2.3 compatible with Orbis .23d
1. Global reduce MAX_ANIMAL_ESCALATIONS from 5 to 3 and reduce MAX_ORC_STACK_SPAWN_SIZE from 5 to 4
2. Global reduce RANGE_COMBAT_XP_PERCENTAGE to 4%
3. Global reduce Base Traderoute, <= 20 city pop will give base traderoute 1.00, add 0.05 per city pop (add THEIR_POPULATION_TRADE_PERCENT=25 in GlobalDefinesAlt)
4. Unit Magister (Corporation Circle of Eight) gain work rate 100
5. Unit Scout gain Never Obsolete
6. Unit Troll lose Hidden Nationality promotion
7. Unit Class Crossbowman reduce range combat limit to 45, Unit Class Longbowman reduce range combat limit to 25, Mazatl Longbowman 35, Mechanos Arquebus reduce from 85 to 75, Archer still 25
8. Unit Class Catapult reduce range combat limit to 55, Special Catapult 65, Promotion Siege Mage 55, Unit Class Cannon reduce range combat limit to 70
9. Unit Class Trireme and Galleas and Privateer reduce range combat limit to 55, Unit Class Clipper increase to 55
10. Promotion Machine Spirit reduce movement from +1 to 0, increase range from +1 to +2, increase range damage 20%, can't be dispel (Goliath basic range limit 50)
11. Promotion Bounty Hunter increase from 2 gold to 3 gold
12. Corporation Farmer reduce :food: from 75% to 50%, :gold: from 50% to 25%
13. Corporation Prospector reduce :hammers: from 125% to 100%, :gold: from 50% to 25%
14. Corporation Hansa reduce :gold: from 100% to 75%, Corporation Banking reduce :gold: from 250% to 100%
15. Corporation Circle of Eight reduce :science: from 400% to 100%, Corporation Alchemist reduce :science: from 200% to 100%
16. Tech Compass reduce requirement, need Tech Bronze Working instead of Tech Smelting
17. Feature Oasis increase from +2f +1c to (+3f +1c) as flood plain
18. Improvement Whaling Boat change Bonus Whale from +1h +2c to (+1f +1h +3c)
19. Improvement Pirate Cove can be built by everyone, has slightly chance to found Fish, Clam, and Crab, upgradable only for Lanun (remove python check for Lanun in build cove)
20. Improvement Pirate Cove, Pirate Harbor and Pirate Port gain +1f with Tech Compass
21. Improvement Winery gain +1c
22. Improvement Farm gain +1f with Tech Commune with Nature
23. Improvement Plantation gain +1c with Tech Arcane Lore
24. Improvement Mine reduce from +2h to +1h, will remove Forest, Jungle
25. Improvement Camp gain +1f with Tech Animal Handling
26. Improvement Pasture gain +1h with Tech Stirrups
27. Improvement Aduar gain +1f with Tech Stirrups
28. Improvement Village, Town, Enclave, gain +1c with Tech Education
29. Improvement Town, Enclave, gain +1f with Tech Medicine
30. Improvement Lumbermill lose -1h with Tech Machinery, move from Tech Smelting to Tech Bowyers
31. Improvement Windmill gain +1f with Tech Medicine, lose -1h with Tech Machinery
32. Building Levee gain +1 free specialist for each Improvement Watermill
33. Building River Port increase traderoute from +25% to 75%
34. Building Powerplant (Mechanos UB) change from +4 to +2:yuck: (add POWER_HEALTH_CHANGE=0 in GlobalDefinesAlt)
35. Building Factory (Mechanos Forge) reduce from +50% to +25% with Power
36. Building Great Library change from +2GP to -4GP, to compensate GP from +2 free specialist
37. Building Bank and Custom House gain +1 :) with Pearl
38. Building Great Lighthouse reduce +2 coastal traderoute to +1 coastal traderoute, +1c city water tile
39. Building Lighthouse and Beacon gain +5%c with Fish, Clam, and Crab
40. Building Harbor and Lanun Harbor gain +10%f and increase from +50% to +100% traderoute
41. Building Tavern and Grigori Tavern lose +1 traderoute, change +25% traderoute to +100% traderoute, add +50% foreign traderoute, gain +1 :) from ale
42. Building Obsidian Gate lose +1 traderoute, gain +100% traderoute
43. Building Monument lose +1 bard slot
44. Building Breeding Pit gain +10%f
45. Building Mage Guild, Alchemy Lab gain +1:yuck:
46. Civic City State gain +1:culture: from specialist, increase from 5%c to 10%c
47. Civic God King increase from +45%g to +50%g
58. Civic Feudal Contract lose +2 free experience, Distance maintenance change from -25% to -40%, Number of City from -40% to -60%
69. Civic Theocracy lose +1:) from state religion and gain +1:mad: from non state religion, lose +4 free experience with state religion, gain +25% prod with state religion
50. Civic Magocracy lose +2 free experience, Increase production from +15% to +20%, lose +2f +3h +3c from Meta Magic node, gain no :yuck: from building, gain +3 :) from Mage Guild
51. Civic Religion remove +1:) from Religion Temple, gain +1:) from Monument and from Pagan Temple, +2:) from Monastery and with state religion
52. Civic Pacifism increase from +50% to +70% Great Person
53. Civic Nationhood change from +10% to +20% Military prod
54. Civic Social Order change from required Order to required Good, change from required Tech Religious Law to Tech Way of the Wise, lose free unit
55. Civic Consumption gain +25%c traderoute, unlimited merchant
56. Civic Liberty gain +10%h traderoute
57. Civic Crusade increase from +25% to +40% military prod with state religion
58. Civic Glory +100% anger for non-Glory, increase worker speed from +25% to +40%
59. Civic Apprenticeship gain +40% worker speed
60. Civic Military State gain +100% Great General
61. Civic Serfdom increase work speed from 50% to 100%, add +1 :) with Public Baths and Colosseum, add +2 :health: with Aqueduct
62. Civic Guilds increase to High upkeep, add +1h for Cottage, Hamlet, and Yurt
63. Civic Survival lose -25%GP, increase forester from +1c to +2c, gain -1c for enclave, gain -75%c traderoute, lose +2health
64. Civic Agrariarism reduce upkeep to Low, Farm gain +1c, gain -50%c traderoute
65. Civic Conquest change Unit Experience from +2 to +5, gain 20%f traderoute
66. Civic Mercantilism gain +1c from village, Town, and Enclave
67. Civic Foreign Trade rename Free Trade, increase upkeep to High, lose +1 traderoute, add +15%f traderoute, +10%h traderoute
68. Civic Neutrality lose +10% :culture:
69. Civic Overcouncil gain +10%f traderoute, +10%h traderoute, +200% anger for non-overcouncil, 2 anarchy length
70. Civic Undercouncil add Enslavement chance +25%, +200% anger for non-undercouncil, 2 anarchy length
71. Civic Overcouncil Free Trade vote force Foreign Trade civic (rename Free Trade civic), Overcouncil and Undercouncil update Civilopedia
72. Spell Breeding (Corp Farmer) cost 25g
73. Spell Prospecting (Corp Prospector) cost 25g
74. Bug Fix: Promotion Curse of Ragnarok use Stigmata Pedia
75. Bug Fix: Unit Horse Archer fix art
Valkrionn May 21, 2009, 11:17 PM You know, I think this might be the first Orbis Modmodmod to be released. :lol:
sputnik323 May 22, 2009, 02:52 AM Please update this when the .23 patch comes out! I will use it then! :) Congratz on being the first modmodmodder for orbi!
Instead of pirate harbors; it seems that giving workboats the ability to plant kelp would be a huge boost. but maybe both would work too. Planting kelp could take like 18 turns like starting a farm.
Why the Quarry nerf?
Opera May 22, 2009, 04:33 AM Congratz on being the first modmodmodder for orbi!Huh. I've been beaten :(
Anyway, interesting new values. I'll test it :)
rief_s May 22, 2009, 05:16 AM Thank a lot. It always bugged me that I always choose landlock city except for Lanun. So I just share it :).
Kelp is feature like forest, right ? So, it can't be pillaged. I'm not at my computer now, I'll check it later. With current quarry I think it better then windmill. So I just nerf it a little.
Wauthan May 22, 2009, 06:09 AM Nerfing quarries would slow down the game somewhat. Perhaps it would be better to give windmills a +1 food boost instead? Or perhaps give workers the ability to build a Windmill on top of Wheat, Corn and Rice resources and still get the resource bonus?
Planting kelp sounds like a neat idea but perhaps you should tie it to a tech, like say Alteration? The fact that the largest cities IRL are coastal, and often next to major rivers, is due to the powers of trade, not because there's an abundance of food.
I guess one way to simulate this would be the ability to buy food, or giving the cities the ability to export food and production to another settlement. Or perhaps you could "donate" the bonus from a resource tile to another city? Would make the Orbis Castle system even more awesome.
TheJopa May 22, 2009, 07:22 AM I think that there needs to be a fundamental 'flavor' difference between seas and lands.
Boosting fishing boats and pirate coves only makes seas feel like blue grasslands.
Instead I'd go other way around, and make seas not influenced by improvements (except for Lanun pirate coves). Instead, seas would be boosted by city buildings. I'd add few more buildings- fishery (like lighthouse- +1 food from seas and stores 20% food like granary does), change lighthouse to provide trade routes instead food, add more port/harbor/docks buildings that boost seas yield and provide % commerce.
I don't mind seas remaining no-hammer (except for one city that builds Heron Throne wonder) but they should be high food and high commerce cities after ports are fully upgraded.
My two cents..
EDIT: I'd also cut fishing boats and make fish resources automatically gathered as soon as they are in national borders and not occupied by enemy ships. That would IMO be even more flavorful and give feel of open seas than constructing sea workers...
sputnik323 May 22, 2009, 12:15 PM Nerfing quarries would slow down the game somewhat. Perhaps it would be better to give windmills a +1 food boost instead? Or perhaps give workers the ability to build a Windmill on top of Wheat, Corn and Rice resources and still get the resource bonus?
Planting kelp sounds like a neat idea but perhaps you should tie it to a tech, like say Alteration? The fact that the largest cities IRL are coastal, and often next to major rivers, is due to the powers of trade, not because there's an abundance of food.
I guess one way to simulate this would be the ability to buy food, or giving the cities the ability to export food and production to another settlement. Or perhaps you could "donate" the bonus from a resource tile to another city? Would make the Orbis Castle system even more awesome.
I agree with Wauthan, I think giving a food boost would be better for windmills. It would be cool to make a new resource graphic to show a small windmill added onto a farm if windmills could work wheat, corn, rice. - which reminds me, i like the idea of unique features being something people go to war over. I think having a feature of food would be awesome. Mana Bread that looks like glowing wheat and gives a resource of +5 food +3 health (except i didn't think resources could add food or production? :sad:). I would go to war with whomever has that.
Many people have talked about adding food to traderoutes, and cities giving other cities excess food/production... until some uber-modder figures out a way to work that, we will just have to make due with the base system.:gripe:
Wauthan May 22, 2009, 02:02 PM Mana Bread that looks like glowing wheat and gives a resource of +5 food +3 health (except i didn't think resources could add food or production? :sad:). I would go to war with whomever has that.
Many people have talked about adding food to traderoutes, and cities giving other cities excess food/production... until some uber-modder figures out a way to work that, we will just have to make due with the base system.:gripe:
While I really like the name "Mana Bread" I think the bonus you suggested is far too strong. Perhaps if it was from a unique feature, like the Fruits of Yggdrasil.
As to the idea of moving food around depends on if you can link a unit to either a city or another unit.
The idea I had was to create a new unit "Caravan" which could cast two spells. Establish Caravan creates a building, Caravan Home, that carries a -3 food penalty and can only be cast once. The other spell Establish Market creates another building, Caravan Market, that grants 3 food and removes 3 commerce. You can not cast Caravan Market in a city that already has a Caravan Home, and the spell ends if the Caravan unit leaves the city. With later techs you can create more advanced Caravan units that can shift more food around. The trouble is, how do you remove the Caravan Home building when you don't want it anymore? And how to bind the bonus, and penalties, from several Caravans together in one city?
My apologies for derailing the thread rief_s. Guess :food: is good for thought. :D
civ_king May 23, 2009, 12:31 AM Nerfing quarries would slow down the game somewhat. Perhaps it would be better to give windmills a +1 food boost instead? Or perhaps give workers the ability to build a Windmill on top of Wheat, Corn and Rice resources and still get the resource bonus?
Planting kelp sounds like a neat idea but perhaps you should tie it to a tech, like say Alteration? The fact that the largest cities IRL are coastal, and often next to major rivers, is due to the powers of trade, not because there's an abundance of food.
I guess one way to simulate this would be the ability to buy food, or giving the cities the ability to export food and production to another settlement. Or perhaps you could "donate" the bonus from a resource tile to another city? Would make the Orbis Castle system even more awesome.
Hell yes
yes, but you should be able to get rid of it too
That would rock
AgentTBC May 23, 2009, 11:25 AM Definitely like the idea of making coastal cities more attractive: I, too, have found myself avoiding them except as the Lanun.
That said, I agree with the others that I'd prefer to see windmills given a slight boost (an additional +1 food may be sufficient) rather than nerfing quarries. So I'd get rid of the -1 hammer for quarries and add +1 food for windmills.
The rest (food caravans, etc) sound cool but should be broken out in a different modmod.
edit: I also like the idea of differentiating land/water flavor such that coast cities aren't simply a city surrounded by blue grassland. The best way to do that, I have no idea.
Thonnas May 24, 2009, 07:54 PM Historically, coastal cities really weren't all that important until the age of sail, which seems more like late game ffh, so I don't think they should be made too good, but I do agree that they could use a little differentiation.
So, here's some thoughts on coastal cities:
- the pirate cove for all is pretty cool. maybe just make it a Fisherman's Warf, and have the Lanun keep theirs as a civ specific improvement. (would be cool to have a graphic for it, too, like a little pier with a building on one end or the other). dunno about the chance to find resource, though.
- Perhaps Astronomy could make deep sea fishing more productive, giving ocean tiles +1:food: (so they could support one pop, but all you'd really get out of it is 1:commerce: and maybe growth, unless there was a resource.)
- Coastal cities might be able to build a Cannery. If you put this in at something like Alchemy, or Machinery, it could give +20% food and a commerce boost, or sooner, you could have it be like another granary.
- Given the 3:food: per pop, the fishing boat resources should all give at least another :food: (even pearls, considering they are actually from clams). I'd rather see this than a flat out improvement of ocean food production, as every plain coast/ocean tile shouldn't be able to support 1 pop. (I wish there was a better way to do the Lanun, too...)
- I'd also give whales another :hammers: or two, as their oil was terribly useful for a time (and it's kind of difficult to make a decent city with whales in the BFC).
- Even further, there could be a Whale Factory building that required whale in the BFC and gave some :hammers: and :commerce:
that's all I got.
rief_s May 24, 2009, 11:55 PM Thank's for the replies :). I'll use most of it on my next version, except that need major change. I want to keep it as minor modmodmod :D.
Windmill and watermill will get +1:food:, we need tech or civic for this, so quarry will back at +2:hammers:. I agree that we don't want blue grassland, but I want to make coastal city (and river city) more preferable even at early era. I'll try to find a way to simulate better tech better coast/sea, maybe increase :commerce: from sea as another better trade at sea (sea economy vs CE and SE, and in Orbis there is Plantation economy). But I don't want to add more building because it will break savegames. The only way to add :food: from :traderoute: that I know is using civic. And I have use it in my next rework on :traderoute: system. Only XML tweak mind you. I change most +1 :traderoute: to 100% :traderoute: modifier. Make only coastal city and a few civ can max total :traderoute:. Max :traderoute: have been set to 8 in Civ4 and it better like that because :traderoute: screen only show 4 :traderoute: without scrolling. Currently I set Foreign Trade and Overcouncil that can give :food: and :hammers:. Overcouncil can force Foreign Trade civic.
Mana bread is a good idea, but I think it can be done by rework on mana node. Currently all mana give +1:food: +1:hammers: +2:commerce:. Creation mana can give +3:food:, mind mana can give +4:commerce:, etc. And maybe we can use ritual to change building in city, but can AI handle it ? We can set it as human only if needed :p.
I'll set this up in a few days, I have to stop my FfH addiction to do some mods :p. It's a hard choice.
Rutee May 26, 2009, 10:43 AM Wouldn't buffing Foreign Trade roughly accomplish what was supposed to make Coastal Cities useful? It really was the trade that made them so successful, after all..
zup May 26, 2009, 06:01 PM Why foreign trade? Just buff the existing coastal only trade buildings and add a couple of more. But they could use more food too. Three field order can do that though.
civ_king May 26, 2009, 10:42 PM Thank's for the replies :). I'll use most of it on my next version, except that need major change. I want to keep it as minor modmodmod :D.
Windmill and watermill will get +1:food:, we need tech or civic for this, so quarry will back at +2:hammers:. I agree that we don't want blue grassland, but I want to make coastal city (and river city) more preferable even at early era. I'll try to find a way to simulate better tech better coast/sea, maybe increase :commerce: from sea as another better trade at sea (sea economy vs CE and SE, and in Orbis there is Plantation economy). But I don't want to add more building because it will break savegames. The only way to add :food: from :traderoute: that I know is using civic. And I have use it in my next rework on :traderoute: system. Only XML tweak mind you. I change most +1 :traderoute: to 100% :traderoute: modifier. Make only coastal city and a few civ can max total :traderoute:. Max :traderoute: have been set to 8 in Civ4 and it better like that because :traderoute: screen only show 4 :traderoute: without scrolling. Currently I set Foreign Trade and Overcouncil that can give :food: and :hammers:. Overcouncil can force Foreign Trade civic.
Mana bread is a good idea, but I think it can be done by rework on mana node. Currently all mana give +1:food: +1:hammers: +2:commerce:. Creation mana can give +3:food:, mind mana can give +4:commerce:, etc. And maybe we can use ritual to change building in city, but can AI handle it ? We can set it as human only if needed :p.
I'll set this up in a few days, I have to stop my FfH addiction to do some mods :p. It's a hard choice.
please max the trade routes at 16+
Rutee May 27, 2009, 11:33 AM please max the trade routes at 16+
16? How in god's name? o.O;
Uh.. Default, Lighthouse, Great Lighthouse, Foreign Trade, Inn, Tavern..
rief_s May 27, 2009, 11:00 PM My second tweak. Pirate Cove still buildable by everyone but with more :commerce: and less :food:. There are rework on Trade Route :traderoute: system, a lot source of adding :traderoute: change to increase :traderoute: modifier. With this modification, we can use :traderoute: as distinction between Civic. Landlock city at most will get 4 :traderoute:. Malakim, Hippus, and Scion can get more. Coastal city can get additional 3 :traderoute:. Other changes are change on Council, each council will give benefit immediately through Civic. And several tweak on other Civic choice to distingusih more between Civic choices, I hope it still balance. I had remove +free experience in Government Civic because I think there is enough free experience in Orbis and to make Apprentice and Conquest more attractive. In addition there are several bugs fixing and balance change. Sorry its getting bigger because I change overcouncil Civilopedia in FfH2 text. Update in first page.
sputnik323 May 28, 2009, 12:36 AM quick question... does your update break saves?
rief_s May 28, 2009, 01:31 AM quick question... does your update break saves?
Nope. But because a lot of change for early era, it's better restart :D.
sputnik323 Jun 02, 2009, 08:37 PM will this be updated to the new version?
rief_s Jun 02, 2009, 10:11 PM Done updating. I need to test it a little bit. I do some tweak on traderoute, it's become broken for long distance city (foreign city usually).
Lord Alvon Jun 03, 2009, 07:31 AM Speaking of prosperous coastal cities, I have one as the Lanun with the Tower of Complacency and the City of 1k Slums. It's on just about the biggest peninsula I've ever seen, and it's at 39 population points, and still growing strong.
civ_king Jun 03, 2009, 12:35 PM Speaking of prosperous coastal cities, I have one as the Lanun with the Tower of Complacency and the City of 1k Slums. It's on just about the biggest peninsula I've ever seen, and it's at 39 population points, and still growing strong.
nice mate...
Lord Alvon Jun 03, 2009, 05:32 PM Biggest in this case meaning longest - it was about 12 squares, from the top to the bottom.
I'll try to give you an idea of what it looks like.
~ = ocean/coast
O = Land
C = City
I = Innsmouth, the largest city in the world.
~~~~~OOOO~~~
~~~~~OOOOO~~
~~OOI OOOOOC~~
~OOOOOO~~~~~
~OOOO~~~
~OO~~~~~
~O~~~
~O~~~
~C~~~
~O~~~
~O~~~
OOO
civ_king Jun 03, 2009, 05:39 PM Biggest in this case meaning longest - it was about 12 squares, from the top to the bottom.
I'll try to give you an idea of what it looks like.
~ = ocean/coast
O = Land
C = City
I = Innsmouth, the largest city in the world.
~~~~~OOOO~~~
~~~~~OOOOO~~
~~OOI OOOOOC~~
~OOOOOO~~~~~
~OOOO~~~~~~~
~OO~~~~~~~~
~O~~~~~~~~~
~O~~~~~~~~~
~C~~~~~~~~~
~O~~~~~~~~~
~O~~~~~~~~~
OOO~~~~~~~~
wow that is big
Lord Alvon Jun 03, 2009, 05:48 PM The funny thing is, I hate starting on peninsulas, because I get crammed into a corner with no way out but war. In this game, my economy is the most powerful on the planet and my worth is more than double the 2nd place guy. (BTW, I'm playing on Noble and am not using world builder.)
Lord Alvon Jun 03, 2009, 05:49 PM The one problem with a city this big is that I can't keep people healthy.
rief_s Jun 03, 2009, 10:37 PM With Ira, Aurealis, Wraith, and Minotaur wrecking havoc at turn 50, I don't think 23a playable now. But here the update. I have not update first page yet, I'll wait for 23b.
v1.2 compatible with Orbis 23a
Changelog:
1. Bugs Fix: Unit Horse Archer fix art
2. Bugs Fix: Civic Sacrifice the Weak fix consume per population to 2 (XML value change from 2 to 200)
3. Global reduce Base Traderoute, <= 20 city pop will give base traderoute 1.00, add 0.05 per city pop (add THEIR_POPULATION_TRADE_PERCENT=25 in GlobalDefinesAlt)
4. Global reduce RANGE_COMBAT_XP_PERCENTAGE to 4%
5. Tech Compass reduce requirement, need Tech Bronze Working instead of Tech Smelting
6. Unit Demagog get +40% city attack as other axeman
7. Unit Magister (Corporation Circle of Eight) gain work rate 100
8. Unit Scout gain Never Obsolete
9. Corporation Circle of Eight reduce :science: from 400% to 100%
10. Corporation Alchemist reduce :science: from 200% to 100%
11. Corporation Farmer reduce :food: from 75% to 50%, :gold: from 50% to 25%
12. Corporation Banking reduce :gold: from 250% to 100%
13. Corporation Prospector reduce :hammers: from 125% to 100%, :gold: from 50% to 25%
14. Feature Oasis increase from +2f +1c to (+3f +1c) as flood plain
15. Bonus Improved Whale change from +1h +2c to (+1f +1h +3c)
16. Improvement Pirate Cove can be built by everyone, has slightly chance to found Fish, Clam, and Crab, upgradable only for Lanun (remove python check for Lanun in build cove)
17. Improvement Pirate Cove, Pirate Harbor and Pirate Port gain +1f with Tech Compass,
18. Improvement Winery gain +1c
19. Improvement Farm gain +1f with Tech Commune with Nature
20. Improvement Plantation gain +2c with Tech Sorcery
11. Improvement Mine reduce from +2h to +1h, will remove Forest, Jungle
12. Improvement Camp gain +1f with Tech Animal Handling
13. Improvement Pasture gain +1h with Tech Stirrups
24. Improvement Aduar gain +1f with Tech Stirrups
25. Improvement Village, Town, Enclave, gain +1c with Tech Education
26. Improvement Town, Enclave, gain +1f with Tech Medicine
27. Improvement Lumbermill lose -1h with Tech Machinery, move from Tech Smelting to Tech Bowyers
28. Improvement Windmill gain +1f with Tech Medicine, lose -1h with Tech Machinery
29. Improvement Watermill gain +1f with Tech Medicine, gain +1f with Tech Elementalism
30. Building Powerplant (Mechanos UB) change from +4 to +2:yuck: (add POWER_HEALTH_CHANGE=0 in GlobalDefinesAlt)
31. Building Factory (Mechanos Forge) reduce from +50% to +25% with Power
32. Building Great Library change from +2GP to -4GP, to compensate GP from +2 free specialist
33. Building Bank and Custom House gain +1 :) with Pearl
34. Building Lighthouse and Beacon gain +5%c with Fish, Clam, and Crab
35. Building Harbor and Lanun Harbor gain +10%f and increase from +50% to +100% traderoute
36. Building Great Lighthouse reduce +2 coastal traderoute to +1 coastal traderoute, +1c city water tile
37. Building Tavern and Grigori Tavern lose +1 traderoute, change +25% traderoute to +100% traderoute, add +50% foreign traderoute, gain +1 :) from ale
38. Building Obsidian Gate lose +1 traderoute, gain +100% traderoute
39. Building Monument lose +1 bard slot
40. Building Breeding Pit gain +10%f
41. Building Mage Guild, Alchemy Lab gain +1:yuck:
42. Civic Overcouncil gain +10%f traderoute, +10%h traderoute, +200% anger for non-overcouncil, 2 anarchy length
43. Civic Undercouncil add Enslavement chance +25%, +200% anger for non-undercouncil, 2 anarchy length
44. Civic Overcouncil Free Trade vote force Foreign Trade civic (rename Free Trade civic)
45. Civic Overcouncil and Undercouncil update Civilopedia
46. Civic Neutrality lose +10% :culture:
47. Civic Survival lose -25%GP, increase camp from +1f to +2f, increase forester from +1c to +2c, gain -1c for enclave, gain -75%c traderoute, lose +2health
48. Civic Agrariarism reduce upkeep to Low, Farm gain +1c, gain -25%c traderoute
49. Civic Conquest change Unit Experience from +2 to +5, gain 20%f traderoute
50. Civic Mercantilism gain +1c from village, Town, and Enclave
51. Civic Foreign Trade rename Free Trade, increase upkeep to High, lose +1 traderoute, add +15%f traderoute, +10%h traderoute
52. Civic Apprenticeship gain +40% worker speed
53. Civic Military State gain +100% Great General
54. Civic Serfdom increase work speed from 50% to 100%, add +1 :) with Public Baths and Colosseum, add +2 :health: with Aqueduct
55. Civic Guilds increase to High upkeep, add +1h for Cottage, Hamlet, and Yurt
56. Civic Religion remove +1:) from Religion Temple, gain +1:) from Monument and from Pagan Temple, +2:) from Monastery and with state religion
57. Civic Pacifism increase from +50% to +70% Great Person
58. Civic Nationhood change from +10% to +20% Military prod
59. Civic Social Order change from required Order to required Good, change from required Tech Religious Law to Tech Way of the Wise, lose free unit
60. Civic Consumption gain +25%c traderoute, unlimited merchant
61. Civic Liberty gain +10%h traderoute
62. Civic Crusade increase from +25% to +40% military prod with state religion
63. Civic Glory +100% anger for non-Glory, increase worker speed from +25% to +40%
64. Civic City State gain +1:culture: from specialist, increase from 5%c to 10%c
65. Civic God King increase from +45%g to +50%g
66. Civic Feudal Contract lose +2 free experience, Distance maintenance change from -25% to -40%, Number of City from -40% to -60%
67. Civic Theocracy lose +1:) from state religion and gain +1:mad: from non state religion, lose +4 free experience with state religion, gain +25% prod with state religion
68. Civic Magocracy lose +2 free experience, Increase production from +15% to +20%, lose +2f +3h +3c from Meta Magic node, gain no :yuck: from building, gain +3 :) from Mage Guild
sputnik323 Jun 03, 2009, 11:50 PM Thanks again this is awesome!
Vorgen Jun 05, 2009, 08:11 AM does this work with .23b?
rief_s Jun 07, 2009, 11:48 PM Update for .23b, I'll do for .23c ASAP. Enjoy :D
Changelog:
1. Global reduce MAX_ANIMAL_ESCALATIONS from 5 to 3 and reduce MAX_ORC_STACK_SPAWN_SIZE from 5 to 4
2. Global reduce RANGE_COMBAT_XP_PERCENTAGE to 4%
3. Global reduce Base Traderoute, <= 20 city pop will give base traderoute 1.00, add 0.05 per city pop (add THEIR_POPULATION_TRADE_PERCENT=25 in GlobalDefinesAlt)
4. Unit Demagog get +40% city attack as other axeman
5. Unit Magister (Corporation Circle of Eight) gain work rate 100
6. Unit Scout gain Never Obsolete
7. Unit Frostling, Frostling Archer, Frostling Wolf Rider gain Terrain native Snow, Tundra
8. Unit Frostling Archer required Tech Archery, Unit Frostling Wolf Rider required Tech Horseback Raiding
9. Unit Troll lose Hidden Nationality promotion
10. Unit Class Crossbowman reduce range combat limit to 45, Unit Class Longbowman reduce range combat limit to 25, Mazatl Longbowman 35, Mechanos Arquebus reduce from 85 to 75, Archer still 25
11. Unit Class Catapult reduce range combat limit to 55, Special Catapult 65, Promotion Siege Mage 55, Unit Class Cannon reduce range combat limit to 70, Mechanos Cannon lose Blitz
12. Unit Class Trireme and Galleas and Privateer reduce range combat limit to 55, Unit Class Clipper increase to 55
13. Promotion Resident Spirit chance increase from 25% to 50%
14. Promotion Machine Spirit reduce movement from +1 to 0, increase range from +1 to +2, increase range damage 20%, can't be dispel (Goliath basic range limit 50)
15. Promotion Bounty Hunter increase from 2 gold to 5 gold
16. Corporation Farmer reduce :food: from 75% to 50%, :gold: from 50% to 25%
17. Corporation Prospector reduce :hammers: from 125% to 100%, :gold: from 50% to 25%
18. Corporation Hansa reduce :gold: from 100% to 75%, Corporation Banking reduce :gold: from 250% to 100%
19. Corporation Circle of Eight reduce :science: from 400% to 100%, Corporation Alchemist reduce :science: from 200% to 100%
20. Tech Compass reduce requirement, need Tech Bronze Working instead of Tech Smelting
21. Feature Oasis increase from +2f +1c to (+3f +1c) as flood plain
22. Improvement Whaling Boat change Bonus Whale from +1h +2c to (+1f +1h +3c)
23. Improvement Pirate Cove can be built by everyone, has slightly chance to found Fish, Clam, and Crab, upgradable only for Lanun (remove python check for Lanun in build cove)
24. Improvement Pirate Cove, Pirate Harbor and Pirate Port gain +1f with Tech Compass
25. Improvement Winery gain +1c
26. Improvement Farm gain +1f with Tech Commune with Nature
27. Improvement Plantation gain +2c with Tech Sorcery
28. Improvement Mine reduce from +2h to +1h, will remove Forest, Jungle
29. Improvement Camp gain +1f with Tech Animal Handling
30. Improvement Pasture gain +1h with Tech Stirrups
31. Improvement Aduar gain +1f with Tech Stirrups
32. Improvement Village, Town, Enclave, gain +1c with Tech Education
33. Improvement Town, Enclave, gain +1f with Tech Medicine
34. Improvement Lumbermill lose -1h with Tech Machinery, move from Tech Smelting to Tech Bowyers
35. Improvement Windmill gain +1f with Tech Medicine, lose -1h with Tech Machinery
36. Building Levee gain +1 free specialist for each Improvement Watermill
37. Building River Port increase traderoute from +25% to 75%
38. Building Powerplant (Mechanos UB) change from +4 to +2:yuck: (add POWER_HEALTH_CHANGE=0 in GlobalDefinesAlt)
39. Building Factory (Mechanos Forge) reduce from +50% to +25% with Power
40. Building Great Library change from +2GP to -4GP, to compensate GP from +2 free specialist
41. Building Bank and Custom House gain +1 :) with Pearl
42. Building Great Lighthouse reduce +2 coastal traderoute to +1 coastal traderoute, +1c city water tile
43. Building Lighthouse and Beacon gain +5%c with Fish, Clam, and Crab
44. Building Harbor and Lanun Harbor gain +10%f and increase from +50% to +100% traderoute
45. Building Tavern and Grigori Tavern lose +1 traderoute, change +25% traderoute to +100% traderoute, add +50% foreign traderoute, gain +1 :) from ale
46. Building Obsidian Gate lose +1 traderoute, gain +100% traderoute
47. Building Monument lose +1 bard slot
48. Building Breeding Pit gain +10%f
49. Building Mage Guild, Alchemy Lab gain +1:yuck:
50. Civic City State gain +1:culture: from specialist, increase from 5%c to 10%c
51. Civic God King increase from +45%g to +50%g
52. Civic Feudal Contract lose +2 free experience, Distance maintenance change from -25% to -40%, Number of City from -40% to -60%
53. Civic Theocracy lose +1:) from state religion and gain +1:mad: from non state religion, lose +4 free experience with state religion, gain +25% prod with state religion
54. Civic Magocracy lose +2 free experience, Increase production from +15% to +20%, lose +2f +3h +3c from Meta Magic node, gain no :yuck: from building, gain +3 :) from Mage Guild
55. Civic Religion remove +1:) from Religion Temple, gain +1:) from Monument and from Pagan Temple, +2:) from Monastery and with state religion
56. Civic Pacifism increase from +50% to +70% Great Person
57. Civic Nationhood change from +10% to +20% Military prod
58. Civic Social Order change from required Order to required Good, change from required Tech Religious Law to Tech Way of the Wise, lose free unit
59. Civic Consumption gain +25%c traderoute, unlimited merchant
60. Civic Liberty gain +10%h traderoute
61. Civic Crusade increase from +25% to +40% military prod with state religion
62. Civic Glory +100% anger for non-Glory, increase worker speed from +25% to +40%
63. Civic Apprenticeship gain +40% worker speed
64. Civic Military State gain +100% Great General
65. Civic Serfdom increase work speed from 50% to 100%, add +1 :) with Public Baths and Colosseum, add +2 :health: with Aqueduct
66. Civic Guilds increase to High upkeep, add +1h for Cottage, Hamlet, and Yurt
67. Civic Survival lose -25%GP, increase camp from +1f to +2f, increase forester from +1c to +2c, gain -1c for enclave, gain -75%c traderoute, lose +2health
68. Civic Agrariarism reduce upkeep to Low, Farm gain +1c, gain -25%c traderoute
69. Civic Conquest change Unit Experience from +2 to +5, gain 20%f traderoute
70. Civic Mercantilism gain +1c from village, Town, and Enclave
71. Civic Foreign Trade rename Free Trade, increase upkeep to High, lose +1 traderoute, add +15%f traderoute, +10%h traderoute
72. Civic Neutrality lose +10% :culture:
73. Civic Overcouncil gain +10%f traderoute, +10%h traderoute, +200% anger for non-overcouncil, 2 anarchy length
74. Civic Undercouncil add Enslavement chance +25%, +200% anger for non-undercouncil, 2 anarchy length
75. Civic Overcouncil Free Trade vote force Foreign Trade civic (rename Free Trade civic), Overcouncil and Undercouncil update Civilopedia
76. Bug Fix: Remove hidden nationality from equipment; hidden nationality cause problem
77. Bug Fix: Exchange Unit General position in CIV4UnitInfos.xml with Mammoth; Unit General is not created when threshold reach, Unit Mammoth created instead
78. Bug Fix: Promotion Curse of Ragnarok use Stigmata Pedia
79. Bug Fix: Unit Horse Archer fix art
80. Unit Hill Giant need Bronze Working
rief_s Jun 09, 2009, 12:17 AM Update for .23c. Update file in first page.
Changelog v1.2.2:
1. Global reduce MAX_ANIMAL_ESCALATIONS from 5 to 3 and reduce MAX_ORC_STACK_SPAWN_SIZE from 5 to 4
2. Global reduce RANGE_COMBAT_XP_PERCENTAGE to 4%
3. Global reduce Base Traderoute, <= 20 city pop will give base traderoute 1.00, add 0.05 per city pop (add THEIR_POPULATION_TRADE_PERCENT=25 in GlobalDefinesAlt)
4. Unit Demagog get +40% city attack as other axeman
5. Unit Magister (Corporation Circle of Eight) gain work rate 100
6. Unit Scout gain Never Obsolete
7. Unit Frostling, Frostling Archer, Frostling Wolf Rider gain Terrain native Snow, Tundra
8. Unit Troll lose Hidden Nationality promotion
9. Unit Class Crossbowman reduce range combat limit to 45, Unit Class Longbowman reduce range combat limit to 25, Mazatl Longbowman 35, Mechanos Arquebus reduce from 85 to 75, Archer still 25
10. Unit Class Catapult reduce range combat limit to 55, Special Catapult 65, Promotion Siege Mage 55, Unit Class Cannon reduce range combat limit to 70, Mechanos Cannon lose Blitz
11. Unit Class Trireme and Galleas and Privateer reduce range combat limit to 55, Unit Class Clipper increase to 55
12. Promotion Resident Spirit chance increase from 25% to 50%
13. Promotion Machine Spirit reduce movement from +1 to 0, increase range from +1 to +2, increase range damage 20%, can't be dispel (Goliath basic range limit 50)
14. Promotion Bounty Hunter increase from 2 gold to 5 gold
15. Corporation Farmer reduce :food: from 75% to 50%, :gold: from 50% to 25%
16. Corporation Prospector reduce :hammers: from 125% to 100%, :gold: from 50% to 25%
17. Corporation Hansa reduce :gold: from 100% to 75%, Corporation Banking reduce :gold: from 250% to 100%
18. Corporation Circle of Eight reduce :science: from 400% to 100%, Corporation Alchemist reduce :science: from 200% to 100%
19. Tech Compass reduce requirement, need Tech Bronze Working instead of Tech Smelting
20. Feature Oasis increase from +2f +1c to (+3f +1c) as flood plain
21. Improvement Whaling Boat change Bonus Whale from +1h +2c to (+1f +1h +3c)
22. Improvement Pirate Cove can be built by everyone, has slightly chance to found Fish, Clam, and Crab, upgradable only for Lanun (remove python check for Lanun in build cove)
23. Improvement Pirate Cove, Pirate Harbor and Pirate Port gain +1f with Tech Compass
24. Improvement Winery gain +1c
25. Improvement Farm gain +1f with Tech Commune with Nature
26. Improvement Plantation gain +1c with Tech Sorcery
27. Improvement Mine reduce from +2h to +1h, will remove Forest, Jungle
28. Improvement Camp gain +1f with Tech Animal Handling
29. Improvement Pasture gain +1h with Tech Stirrups
30. Improvement Aduar gain +1f with Tech Stirrups
31. Improvement Village, Town, Enclave, gain +1c with Tech Education
32. Improvement Town, Enclave, gain +1f with Tech Medicine
33. Improvement Lumbermill lose -1h with Tech Machinery, move from Tech Smelting to Tech Bowyers
34. Improvement Windmill gain +1f with Tech Medicine, lose -1h with Tech Machinery
35. Building Levee gain +1 free specialist for each Improvement Watermill
36. Building River Port increase traderoute from +25% to 75%
37. Building Powerplant (Mechanos UB) change from +4 to +2:yuck: (add POWER_HEALTH_CHANGE=0 in GlobalDefinesAlt)
38. Building Factory (Mechanos Forge) reduce from +50% to +25% with Power
39. Building Great Library change from +2GP to -4GP, to compensate GP from +2 free specialist
40. Building Bank and Custom House gain +1 :) with Pearl
41. Building Great Lighthouse reduce +2 coastal traderoute to +1 coastal traderoute, +1c city water tile
42. Building Lighthouse and Beacon gain +5%c with Fish, Clam, and Crab
43. Building Harbor and Lanun Harbor gain +10%f and increase from +50% to +100% traderoute
44. Building Tavern and Grigori Tavern lose +1 traderoute, change +25% traderoute to +100% traderoute, add +50% foreign traderoute, gain +1 :) from ale
45. Building Obsidian Gate lose +1 traderoute, gain +100% traderoute
46. Building Monument lose +1 bard slot
47. Building Breeding Pit gain +10%f
48. Building Mage Guild, Alchemy Lab gain +1:yuck:
49. Civic City State gain +1:culture: from specialist, increase from 5%c to 10%c
50. Civic God King increase from +45%g to +50%g
51. Civic Feudal Contract lose +2 free experience, Distance maintenance change from -25% to -40%, Number of City from -40% to -60%
52. Civic Theocracy lose +1:) from state religion and gain +1:mad: from non state religion, lose +4 free experience with state religion, gain +25% prod with state religion
53. Civic Magocracy lose +2 free experience, Increase production from +15% to +20%, lose +2f +3h +3c from Meta Magic node, gain no :yuck: from building, gain +3 :) from Mage Guild
54. Civic Religion remove +1:) from Religion Temple, gain +1:) from Monument and from Pagan Temple, +2:) from Monastery and with state religion
55. Civic Pacifism increase from +50% to +70% Great Person
56. Civic Nationhood change from +10% to +20% Military prod
57. Civic Social Order change from required Order to required Good, change from required Tech Religious Law to Tech Way of the Wise, lose free unit
58. Civic Consumption gain +25%c traderoute, unlimited merchant
59. Civic Liberty gain +10%h traderoute
60. Civic Crusade increase from +25% to +40% military prod with state religion
61. Civic Glory +100% anger for non-Glory, increase worker speed from +25% to +40%
62. Civic Apprenticeship gain +40% worker speed
63. Civic Military State gain +100% Great General
64. Civic Serfdom increase work speed from 50% to 100%, add +1 :) with Public Baths and Colosseum, add +2 :health: with Aqueduct
65. Civic Guilds increase to High upkeep, add +1h for Cottage, Hamlet, and Yurt
66. Civic Survival lose -25%GP, increase camp from +1f to +2f, increase forester from +1c to +2c, gain -1c for enclave, gain -75%c traderoute, lose +2health
67. Civic Agrariarism reduce upkeep to Low, Farm gain +1c, gain -50%c traderoute
68. Civic Conquest change Unit Experience from +2 to +5, gain 20%f traderoute
69. Civic Mercantilism gain +1c from village, Town, and Enclave
70. Civic Foreign Trade rename Free Trade, increase upkeep to High, lose +1 traderoute, add +15%f traderoute, +10%h traderoute
71. Civic Neutrality lose +10% :culture:
72. Civic Overcouncil gain +10%f traderoute, +10%h traderoute, +200% anger for non-overcouncil, 2 anarchy length
73. Civic Undercouncil add Enslavement chance +25%, +200% anger for non-undercouncil, 2 anarchy length
74. Civic Overcouncil Free Trade vote force Foreign Trade civic (rename Free Trade civic), Overcouncil and Undercouncil update Civilopedia
75. Spell Breeding (Corp Farmer) cost 25g
76. Spell Prospecting (Corp Prospector) cost 25g
77. Bug Fix: Remove hidden nationality from equipment; hidden nationality cause problem
78. Bug Fix: Promotion Curse of Ragnarok use Stigmata Pedia
79. Bug Fix: Unit Horse Archer fix art
civ_king Jun 12, 2009, 01:50 AM ETA on 1.2.3? I'm demanding...
Breez Jun 16, 2009, 03:02 PM I tried this mod... got an XML error about UNIT_WOLF_PACK wasn't correct in the unitinfoorsomethingclosetothat.xml
Base orbis (and Base + wild Magic) works fine for me. I made back up copies before installing this modmod thankfully tho so no harm no foul.
Valkrionn Jun 16, 2009, 03:08 PM Not updated to the newest patch then... Ahwaric removed Wolf Packs.
rief_s Jun 16, 2009, 11:51 PM Update for Orbis .23d. Sorry about the delay, kinda hectic this past few days :crazyeye:. Update in first page. A few change:
1. Improvement Plantation gain +1c with Tech Arcane Lore (prev Sorcery)
2. Civic Survival lose -25%GP, increase forester from +1c to +2c, gain -1c for enclave, gain -75%c traderoute, lose +2health (cancel change camp from +1f to +2f)
Some change removed because Orbis have been done that.
A little concern, AI can't understand improvement which its growth need civilization, like cove and aul. Even for Lanun they rarely build cove or build cove on resource :(. But no AI setting in improvement or build. I think I need to tweak through python :mischief:.
Breez Jun 19, 2009, 04:06 PM Thanks I will give this another try this weekend. I have long thought the costal cities were too Underpowered. I always felt that they needed much more.
I will say I wish you had kept the mod to coastal issues... I would have preferred not to have some of the other changes and am WAY to lazy to figure out how to do all of that my self :)
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