by Dancing Hoskuld
Art
- use the new small icons by Nevets_. they show up in the resource part of the city screen and the hover over for discovery on some improvements.
- recycle the Lumber Camp button from PEA V
- added two buttons by Pie_at for the pre-mine and pre-quarry improvements
- new python for the volcano events
- Adjusted size of sabretooth tiger, Haast's Eagle and Goody Island
- Added ability to display hero movies part 1. (Platyping's code.)
Subdued Animals and Hunters
- Master Hunter line now +1 str, +1 move over there Hunter line equivalent
- Hunters and Master Hunters now target and defend first against animal units.
- Animals
-- Spawn locations for Kookaburra, Bongo and some others.
-- added Parrot and Raven units.
-- subdued horses, cows, ibex and mufloun can now be settled as resources in the correct terrain with the correct technologies.
-- Megafauna lines now have the Heritage building that allows the units to be built in any city.
- Myths and Stories
-- added the three missing elemental myths Stone, Fire and Metal. All Elemental myths now work with Education property. Still need to link some buildings to these myths.
-- Sea Critter myths can now be built in any coastal city if Sea Myth has been built.
-- Myths that affect building costs can only be built in one city otherwise they give a cumulative reduction in cost.
-- Elemental celebrations now require the myth of the same element
-- Paleolithic Mammoth Myth now requires Oral Tradition like the rest
-- Added in land form myths
Unhealthiness mod
- better design achieved
- Malaria implemented without outbreaks.
- removed because properties are not WoC compatible so only one modder can work on it at a time.
Terrains, Terrain Features, Terrain Improvements and unit Builds
- New terrain feature and improvement changes by 0100010 (see
here for details)
- tar gatherer can now be built on oil for those times you get the event that lets you see the resource early.
Captives
- you now need two normal settled slaves for each specialist settled slave.
- there is now a limit on how many slaves there can be in a city. It is about 10 times the population but you can add many more if you only add the non-specialist ones until you reach the limit.
- Great People, and special units can now only remove Slavery etc when they are in
your cities.
- Freed Slaves can now join cities. They give a food boost.
Pedia
- Complete rewrite of Route page
- Improvements to Bonus page.
-- Manufacturing and Culture bonuses now list the buildings that provide them.
Optional Modmod
- Different types of concrete - useful but mostly a demonstration of the building requirement for studying a technology
Civics
- All Currency civics from coinage on allow hurrying buildings with money.
Housekeeping
- Step 1 in making all Alt-Timeline modules fully optional.
- Hunter unit line line moved into core
- Super Fort mod moved into core.
- Ls612 Early Units moved into core.
- new icons for thatch cutter, wetlands camp and desert camp.
- Fixes based on Rwn's work.
- removed a couple of excess art defines schema files.
- removed some duplicate text definitions
- all mega fauna trainers now have a building at Heritage that lets you build the units in any of your cities.
Fixes
- Fixed XML code in Building Class Infos that was causing wonders and national wonders to not be able to be built by the units that they should have.
- Barley added to Nature Legacy building.
- Capital Administration building is no longer a national wonder. You, mostly, can only have one because it requires the Palace.
- Code fixes to C2C_Aboria map script.
- Code fix to BarbarianCiv
- fix sign in trace print for chance to capture trace prints.
- in multiplayer you don't see the other player's scores until you meet them
- Platyping's efficiency improvements to CvAdvisorUtils.py
- Removed Stone Tower from Super Forts component.