SVN Update Log

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New commit:
- adjusted Persian settler map to new city locations
- several Greek and Roman conqueror events require previous events to have been successful to take effect
- fixed Parthian Empire dynamic name for Persia
 
New commit: Fixed third Holy Roman UHV goal.
 
New commit: Fixed first Mexican UHV goal display.
 
New commit:
- increased Arabian unit and city upkeep and unit cost
- increased Turkish unit and city upkeep
- reduced Turkish unit costs
- Arabian UP does not remove foreign religions anymore
- Temple of Solomon expires with Banking
- additional Seljuk conquerors against Arabia
- Seljuks also target Jerusalem
 
New commit:
- moved stone in the Altiplano to a tile next to Tiwanaku
- new third Maya UHV goal: make contact with a European civilization before they discover America

To clarify the new Mayan goal: the first European civilization decides the outcome. If they have revealed on tile in the Americas, you lose. Otherwise you win the goal.

Technically that means that someone can discover America, but as long as you avoid them you can still sail to Europe to make contact with someone else and win the goal. But that seems unlikely enough that I will leave it like this.
 
New commit: this one's for youtien.
 
New commit: Dead civs are removed from congresses before they start.
 
WARNING: this commit break savegame compatibility: removed embassies.
 
New commit: Fixed Temple of Solomon spawn.
 
New commit: Fixed a crash that could occur during the early game.

Some context:this was caused by the change a while ago that pushed out other units during the spawn of an independent city. Sometimes for barbarians there would be no next city available for barbarian units to be pushed to (since they survive even without cities), so they would be pushed to a location that is not on the map (weird as it sounds that is what happened), which causes a crash as soon as they attempt to make their next turn.

I changed the evacuation code to simply kill the unit if there is no city to move them to.
 
New commit: Fixed third Mayan UHV goal.
 
New commit:
- Argentina starts with Mercantilism
- corrected Argentinian goal turns
 
New commit: Fixed resource based UHV goals (like the second Spanish goal) to correctly count the number of secured resources.
 
New commit:
- rewritten spawn flip code so that announcements of flipping cities are consistent with actually affected cities
- civilizations cannot collapse to Natives anymore as soon as Nationalism is discovered

Rewriting that part of the spawn code showed how much the RiseAndFall module is in need of rewriting, I saved so much superfluous code. Not that I will give in to the urge of actually doing that because it cost over a week the last time that happened.
 
New commit:
- Apostolic Palace city assignments can only benefit full members (i.e. Catholic civilizations)
- the Inquisition resolution cannot target the AP resident anymore
- Florence starts with some additional population and buildings

In other news, I will now start working on a somewhat larger feature that consists of several interconnected aspects which can't really be released in parts. So it'll take some time until the next commit, and I won't be able to deal with crashes and might only be able to fix smaller bugs and problems in the meantime. Just so you know.
 
Fixed third Polish UHV goal.
 
New commit: WARNING: this revision breaks savegame compatibility.

Included the SuperSpies mod component:
- Spies can now get experience from successful missions or intercepting other spies
- new Spy promotions to improve their abilities
- Spies do not start with Commando anymore
- Intelligence Agency now also gives +2 experience to Spies
- Security Bureau lets all Spies start with the Security promotion, increasing their chances to intercept other spies
- Interpol gives an additional +3 experience to Spies

Changed Spy specialists and Great Spies:
- Spy specialist has been removed from the game
- Great Spies are now created like Great Generals: a new Great Spy is born as soon as enough Spy experience has been accumulated
- adjusted the interface so that Spy experience until the next Great Spy is displayed
- Great Spies cannot start Golden Ages anymore

New specialist: Statesman
- generates +2 commerce and +3 GPP (Great Statesman)
- can be hired with Palace, Courthouse, Castle, Jail

New Great Person type: Great Statesman
- represents politicians, political philosophers, political scientists and political activists
- can discover technologies (new Civics flavor associated with a number of appropriate technologies)
- can start a golden age
- can build Administrative Center (requires 8 Courthouses): counts as a government center for city maintenance
- can resolve a crisis: immediately ends anarchy and removes unrest from all cities
- can reform the government: allows to change civics this turn without anarchy
- can conduct a diplomatic mission: EITHER immediately make peace with a civ you are at war with OR improve relations and reduce past transgression penalties with a civ you are at peace with
- can join city as a Great Statesman (+4 commerce)
- some wonders now create Great Statesman points, especially those which previously generated Great Spy points

Further espionage related adjustments:
- reduced the amount of raw espionage from Intelligence Agencies and Security Bureaus
- reduced the Espionage modifier of Jails from 50% to 25%
- Instead of double Spy specialists, Totalitarianism now gives +1 espionage per specialist

So I kind of won because nobody expected this ;)

Some remarks:
- I haven't really played with this so I have no idea how this balances out, but I thought your combined feedback would be more valuable than my limited experiences
- I have included everything from the SuperSpies mod except the ability to convert production to espionage (you're powerful enough if you can outproduce your enemies imo). Some of the new promotions seem rather powerful, but at the same espionage has been limited in several ways so I'll wait how this balances out
- Great Spies require the same amount of experience as Great Generals do, since generally less spy experience will be acquired this means that there will be less of them, which I think is okay (their counters are still separate of course, so when the GG threshold increases the GSpy threshold stays the same). Actually even then I might have to reduce the amount of espionage from the infiltrate mission or let it scale with era like Great Works do
- the Resolve Crisis and Reform Government missions seem to have very similar effects right now (either avoid anarchy or remove it afterwards), however note that Reform Government also works when the "recent revolution" timer is still up. I have some other long term plans that will make these two missions more distinct though.
- not sure if I keep the instant peace effect for Diplomatic Missions in, I'll wait if it will be involved in some cheese going forward
- the AI does understand the new Great Statesman missions to some extent, and will make use of the Diplomatic Mission to peace out before capitulating for example
- graphics still need to be done: currently, Great Statesmen use Great Artist unit graphics and the Citizen icon in the city screen. These are just placeholders of course and I will look around for substitutes soon
- there also need to be civ specific names for Great Statesmen, I will coordinate a community driven effort to find them soon, please wait with opening any threads if you are already interested
 
New commit:
- fixed the city interface to allow hiring of statesmen
- Spies and Great Statesmen are not shown in the specialist selection screen anymore
 
New commit: Corrected Royal Mounted Police espionage modifier.
 
WARNING: this revision breaks savegame compatibility.

Fixed a crash occurring when mercenaries are recruited.

I accidentally overwrote the Mercenary promotion so the game crashed every time it was supposed to be assigned. Sorry, but your saves couldn't be saved in the process.
 
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