AbsintheRed
Deity
I'm pushing some major changes to the SVN right now.
That will be the base for RFCE 1.3.
EDIT: Official release of 1.3: http://forums.civfanatics.com/showthread.php?t=564554
Current changelog:
Civilization changes:
- Norse civ split into Denmark and Norway
- Sweden reworked to an earlier start
- New civilizations: Novgorod, Prussia, Scotland, Aragon, Morocco
- Many things connected to the new civs are based on (or inspired by) RFCE++ changes, at least for now
Denmark:
- Start Date: 936
- Leaders: Harald Bluetooth (935-986), Margaret I (1353-1412), Christian IV (1577-1648)
- UP: The Power of Sound Dues: You get 2 gold per turn for every foreign coastal city in the Baltic
- UHV1: North Sea Empire: Control Denmark, Skaneland, Svealand, Vestfold and Mercia in 1050
- UHV2: Kalmar Union: Control Denmark, Norway, Vestfold, Skaneland, Götaland, Svealand, Norrland, Gotland, Österland, Estonia and Iceland in 1523
- UHV3: Ostindisk Kompagni: Get 3 Colonies
- UU: Huskarl (Swordsman)
- UB: Research Institute (Observatory)
- CNM: Scandinavian base CNM, with small differences
Norway:
- Start Date: 872
- Leaders: Harald Hardrada (1015-1066), Haakon IV Haakonson (1204-1263)
- UP: The Power of the Sea: All naval units can enter ocean tiles
- UHV1: Vikings: Gain 50 Viking points by 1066
- UHV2: Conquerors: Conquer The Isles, Ireland, Mercia, Normandy, Iceland and build Vinland by 1263
- UHV3: Statesmen: Have higher score than Sweden, Denmark, Scotland, England, Germany and France in 1320
- UU: Berserker (Axeman)
- UB: Trading Post (Lighthouse)
- CNM: Scandinavian base CNM, with small differences
Sweden:
- Start Date: 1210
- Leaders: Magnus Ladulas (1240-1290), Gustav Vasa (1496-1560), Gustav Adolph (1594-1632), Karl XII (1682-1718)
- UP: The Power of Military Formation: All units start with Formation promotion
- UHV1: The Eastern Lands: Have six cities in Norrland, Finland and Karelia in 1323
- UHV2: Lion of the North: Raze 5 Catholic cities while being Protestant by 1660
- UHV3: Dominium Maris Baltici: Control every coastal city on the Baltic in 1750
- UU: Karolin (Musketman)
- UB: Soldattorp (Night Watch)
- CNM: Scandinavian base CNM, with small differences
Novgorod:
- Start Date: 864
- Leaders: Rurik (830-879), Alexander Nevsky (1220-1263), Marfa Posadnitsa (1420-1478)
- UP: The Power of the Lord City: Starts with Bureaucracy
- UHV1: Defender of Rus': Control Novgorod, Karelia, Estonia and Livonia in 1250
- UHV2: The Fur Trade: Control twelve sources of fur by 1397
- UHV3: The Great Hinterlands: Have seven cities in Karelia and Vologda in 1478
- UU: Ushkuinik (Maceman)
- UB: Konets (Guild Hall)
- CNM: same as the CNM for the Kievan Rus
Prussia:
- Start Date: 1224
- Leaders: Hermann von Salza (1165-1239), Frederick I (1712-1786)
- UP: The Power of Cameralism: Start with Theocracy and no stability penalties from anarchy
- UHV1: The Northern Crusades: Control Prussia, Courland, Lithuania, Livonia, Estonia, and Pomerania in 1410
- UHV2: Seven Years' War: Conquer two cities from each of Austria, Muscovy, Germany, Sweden, France and Spain between 1650 and 1763
- UHV3: Enlightened Despotism: Settle a total of 15 Great People in any combination, including Great Generals, in your capital
- UU: Death's Head Hussar (Hussar)
- UB: Public School (Observatory)
- CNM: same as the CNM for Germany and Austria
Scotland:
- Start Date: 960
- Leaders: Robert the Bruce (1274-1329)
- UP: The Power of Defiance: When one of your cities is conquered all your other cities get free defenders; lower stability hit from losing a city
- UHV1: Fortification: Have 10 Forts and 4 Castles in 1296
- UHV2: The Auld Alliance: Have 1000 Attitude points with France by 1560
- UHV3: The Celtic Union: Control Scotland, the Isles, Ireland, Wales and Bretagne in 1700
- UU: Sheltron (Guisarmier)
- UB: Shieling (Smokehouse)
- CNM: same as the CNM for England
Aragon:
- Start Date: 1164
- Leaders: James I (1208-1276)
- UP: The Power of Confederation: Extra commerce in your capital for every province you have a city in
- UHV1: The Sicilian Vespers: Control Catalonia, Valencia, Baleares and Sicily in 1282
- UHV2: Thalassocracy: Have 12 Seaports in 1444
- UHV3: Realms of the Crown: Control Catalonia, Valencia, Aragon, Baleares, Corsica, Sardinia, Sicily, Apulia, Provence and Thessaly in 1474
- UU: Almogavar (Guisarmier)
- UB: Seaport (Lighthouse)
- CNM: same as the CNM for Spain (Castile)
Morocco:
- Start Date: 1040
- Leaders: Yaqub al-Mansur (1160-1199), Ismail Ibn Sharif (1645-1727)
- UP: The Power of Saharan Trade: Deserts and particularily oases have improved yield
- UHV1: The Almohads: Control Morocco, Marrakesh, Fez, Tetouan, Oran, Algiers, Ifriqiya, Tripolitania, Andalusia, and Valencia in 1227
- UHV2: The Marinids: Have 5000 culture in each of three cities in 1465
- UHV3: The Saadis: Collapse or vassalize Portugal, Spain, and Aragon by 1578
- UU: Black Guard (Musketman)
- UB: Kasbah (Walls)
- CNM: same as the CNM for Cordoba and Arabia
General changes:
- Leaders moved: Norse leaders to Denmark and Norway, Yaqub al-Mansur (Cordoba -> Morocco), Frederick I (Germany -> Prussia)
- Support for leader switching with 4 leaders per civ
- New leaders for existing civs: Bela III (Hungary), Mieszko (Poland), Philip August II (France), Harun al-Rashid (Arabia)
- New leaders for existing civs: Gustav Adolph (Sweden), Margaret I (Norse), Mstislav (Kiev), Bohdan Khmelnytsky (Kiev)
- New leaders for existing civs: Basil II (Byzantium), Michael VIII Palaiologos (Byzantium), Mohammed I ibn Nasr (Cordoba)
- New leaders for existing civs: Magnus Ladulas (Sweden), Harald Bluetooth (Denmark), Otto I (Germany), Karl VII (Germany)
- New leaders for existing civs: Otto-William (Burgundy), Beatrice II (Burgundy), Fernando III (Spain), Guglielmo Embriaco (Genoa)
- Redesigned Andrea Dandolo into Andrea Gritti (Venice) - more important doge, we already have a Dandolo, and better for the timeline
- Redesigned Maria II into Maria I (Portugal) - Maria I is better for the RFCE timeline, also she is the Portuguese leader in Civ V
- Removed outdated xml_light files
- Reenabled and readded some entries in the civilopedia
- Cannons also buildable with iron + sulphur
- Small diplo penalty with all leaders after a player accomplished 2 UHVs
- New promotion: Cargo Capacity (+1 cargo space in ships)
- Fixed/improved most Dynamic Civ Names connected to Scandinavia, Bulgaria
- Fixed UHV condition display on the Victory Screen for more complex UHVs
- Boost for Workshops and Lumbermills - were total worthless before, now they are somewhat on pair with Windmills and Watermills
-- Apprenticeship civic gives +1 production for Lumbermills too
-- Steam Engine tech gives +1 production for Lumbermills too
-- Workshops have +1 base production (so now -1 food, +2 production)
-- English UP changed to +1 production and +1 commerce for Workshops (was +2 production before)
- Mercantilism civic gives +1 commerce for Villages too
- Updated Great Person lists
Art updates:
- New art for Isabella (Spain), Casimir III (Poland), Ivan IV (Muscovy), Simeon I (Bulgaria), Ivan Asen (Bulgaria)
- New art for Abu Bakr (Arabia), Abd-ar-Rahman III (Cordoba), Philip the Bold (Burgundy), Yaqub al-Mansur (Cordoba)
- Added missing button for Mieszko, Michael VIII Palaiologos, Abu Bakr, Abd-ar-Rahman III, Margaret I
- Added missing button for Philip the Bold, Guglielmo Embriaco, Alexander Nevsky, Hermann von Salza
Bugfixes:
- Fixed bug where all mercs got free medic3 promotion (missing change in one of the files when Pinch was reintroduced)
- Fixed bug where the Cordoban units got wrong starting promotion
- The Swedih UB (Night Watch replacement) didn't give any stability on completion
- Fixed sound inconsistencies with some of the mercenaries
And here is the changelog for RFCE 1.2, as I didn't officially release it before:
(it's more or less the same as the SVN of the last 1.5 year, I only made some minor improvements for it's release)
Stability improvements:
- Province stability levels:
-- Core: Your core area; very stable, but huge stability penalty if someone else has a city there
-- Natural: Your historically stable area; stability bonus for cities there, but also small penalty if it's not yours
-- Potential: Your potentially stable area; becomes a Natural province when you settle or conquer a city there, but no penalties until this happens
-- Border: Outer or contested area; small initial stability penalty for expanding there
-- Foreign: Unstable area; large stability penalty and revolt risk for having cities there
-- Removed Desired province type alltogether
- Stability Overlay:
-- Color code for the provinces: Cyan for Core, Green for Natural, Yellow for Potential, Orange for Border, Red for Foreign
-- The overlay may be toggled with it's button above the minimap, or with the Ctrl+K key combination
-- It shows all province tiles color-coded on the map, including mainland water tiles (fresh and salt water lakes)
-- When the overlay is up, there is a civ choosing table above the overlay button, so you can check province stability level for all civs, not just for yourself!!
-- The overlay dynamically refreshes when a province's stability is changed for any of the civs
-- Province border functions (ctrl + hover on the map) moved to python from the dll, easier to costumize this way
-- Province borders got the same color code as they have in the stability overlay (but obviously it always shows the stability level of the civ you play with)
-- Provinces are only colored and showed inside your visible area (both in the overlay and with ctrl + hovering) intentionally, so they may show up partly
- Tweaked the existing secession mechanics:
-- Instead of total collapses, there is way more chance for a single city to declare independence
-- Only one city can revolt in a turn, if it happens, there is no chance for collapse for the given civ
-- May happen even with -1 stability, the chance for it starts very low, but exponentially increasing with lower stability
-- Chance that one of your cities will declare independence is around 2% with -1 stability, around 25% with -6 stability, around 80% with -12 stability
-- If a city does declare it's independence, one of your cities will be randomly chosen (any city can be chosen if it's not close to your capital)
-- Cities in Natural or Core provinces may only be chosen if happiness or health is too low, or with some specific anger modifiers (religion, no military presence, etc)
-- Cities in Border provinces have 4x chance, cities in Foreign provinces have 9x chance to be chosen, than your cities in more stable areas
- Increased stability penalty for having cities in Foreign provinces
- Revised all civs' initial province stabilty levels, and all the dynamic province stability level changes. Some highlights:
-- Expanded and/or increased almost all civs' province stability to some extent, especially for Byzantium, the Ottomans and Kiev
-- Byzantium keeps many of their previously important provinces as Border provinces (including southern Italy and the African coastline), for the human player
-- Both the Mediterranean and the Atlantic Islands (Azores, Madeira, Canaries, Balears, Corsica, Sardinia, Sicily, Malta, Crete, Rhodes, Cyprus) are better for many civs
-- A couple more dynamic stability level changes, especially around the new provinces, in Central Europe and the Balkans, and for Byzantium
-- France and Burgundy almost totally complete each other with their potential provinces
General changes:
- Spawn of Arabia moved back one turn (632AD), Ottoman spawn one turn earlier (1356AD)
- Venetian and Genoan spawn moved one turn later (it's better for their historical spawn dates of 810AD and 1016AD)
- Fixed starting date for Spain - 910AD, Germany - 856AD (though both start in the same turn as before)
- Interface message when a resource appears/disappears within your cultural borders
- Interface message when wonders are destroyed/captured by you, by a known civilization, or from a known civilization
- Interface message for the preset religion spreads (same way as it is when religions spread "normally")
- Judaism got an additional random spread mechanics, with bigger chance for spreading in central european cities
- Dead civs won't show up on the scoreboard anymore
- Autoraze changes: if the city has 1 population, 60% chance to autoraze if culture is less than 10, 30% chance to autoraze if culture is at least 10 but less than 50
- All naval units can cross cultural borders during peace (without open borders), except work boats (to avoid exploration with work boats)
- Diagonal water tiles are passable for all naval units. The most important straits are represented this way on the map
- Removed 3Miro's AI regions, seriously hurt AI civs on the border of 2 regions, also every AI civ's units with somewhat automated functions (barbs, workers, missionaries, GPs, etc.)
- Ottomans spawn in Gallipoli (Dardanelles), so they have a connection between Europe/Anatolia. No second spawn stack needed, and Adrianople/Edirne doesn't flip to them
- Edirne becomes the Ottoman Capital if they conquer it before Constantinople, Constantinople becomes the Ottoman Capital whenever they conquer it (without stability hit)
- The Wattasid revolt moved to Fez province, so now Tanja in the Tetouan province (city on the African part of Gibraltar, with AA) is relatively safe
- Added compatibility for the Latin-1 set for provinces, so we can have all Latin-1 characters in the province names
- Minimal wait between revolutions is increased to 10 turns - both for civic and religion changes
- Culture modifiers per province type: all civs get 1/3 culture in unstable, 2x in solid, and 3x in core provinces
- Introduction of a new, generic city name map, which will be the base for all the other ones
- Adjusted visibility map for Poland, Hungary, England, Germany, Burgundy, Genoa and Spain
- Lowered the happiness modifiers (base happiness in your cities) for all difficulty levels: 4 for Viceroy, 3 for Monarch, 2 for Emperor
- Various small tweaks in many balance aspects of the different difficulty levels (mostly for Viceroy and Emperor). Research, inflation, AI costs, etc.
- Greatly reduced the barbarian number difference between Monarch and Emperor, and between Monarch and Viceroy
- Switched bonus of Westminster Abbey (now enables all Religion Civics) and Golden Bull (now enables all Labor Civics)
- Restored Pinch promotion
Map and province changes:
- Huge changes in the SE region: Egypt, Levant and Anatolia totally revised
- Smaller changes in the northern coast of the Black Sea, and in the south Balkans
- Revised rivers in Hungary (Danube, Drava, Szava, Koros) and south Poland (added river San), small terrain changes in the borders of the Carpathian-basin
- Removed the "lakes" (scattered coastline) from Dalmatia, it was strange with the new strait mechanics. Lake Scutari remains on the coast though
- Damascus is finally moved to a geographically more correct place (3S), obviously the Arabian spawn moved here
- The new map resulted in moving Jerusalem (1SW) and Constantinople (1S) too, along with almost all the preplaced Byzantine cities
- Changes in the preplaced Byzantine cities: Amastris instead of Nicaea (too close to Constantinople), Edessa instead of Aleppo (too close to Antioch)
- The most important remaining Byzantine cities (not preplaced in 500AD) are represented by towns: Nicomedia, Nicaea, Ephesus, Abydos, Ancyra, Attaleia, Aleppo, Trapezus
- New indy city Ras instead of Belgrad, spawns in 768 with the Serbian Principality (Rascia). Rhodes spawns as indy in 600 AD (Nomos Rhodion Nautikos)
- Egyptian city sites revised as well - realistic place for Alexandria, Cairo and Damietta, with better terrain and resource placement
- Balancing early food production near Constantinople, Alexandria and the Cordoban starting area - to be possible to make Cordoba the largest city for their 1st UHV
- Now that culture is passable on the sea, Orkney is back on the map
- Added the Dardanelles strait to the map, so the Ottoman spawn doesn't have to be separated into an Anatolian and European part
- Added the Oresund strait to the map - connecting Denmark and Norway will seriously strengthen the Norse AI
- New indy cities: Seville (spawns in 500AD as Hispalis, flips to Cordoba), Fez (780 AD), Beloozero (800 AD), Tanais (1392 AD, Timurid conquest)
- New indy cities: Graz (spawns in 1110AD, flips to Austria), Kalmar (spawns in 1050AD, flips to Sweden), Vologda is removed for now
- Added salt lakes (mesosaline and hypersaline) to the mod: Dead Sea near Jerusalem, Lake Tuz in Anatolia - same yield as coast
- Red Sea (the visible parts in RFCE) and Sea of Marmara are now coastal ocean tiles, instead of being fresh water lakes due to their small size
- The eastern part of the Black Sea got a line of coast tiles, the actual coast is only 1-2 tiles away anyway, and this way early ships can pass there too
- New provinces: Banat (representing the southern Banates of medieval Hungary), Holstein (buffer province between Denmark and Germany, also helps in the French first UHV)
- New provinces: Prussia (for the Teutonic Order/Prussia civ), Liguria (better to have a separate province because of the French UHV)
- Lots of small province adjustments: primarly near the new provinces, in the Austrian territories, in Scandinavia, and in the Polish-Lithuanian-Kievan territories
- Province Croatia merged into Slavonia, province adjustment in the area - the Dalmatian coast will be better shaped (culturally between Venice and Hungary or Austria)
- Both Alba Iulia / Gyulafehervar and Lubeck spawns 1 tile north, to follow the province changes
- Small resource rearrangement in Greece/Southern Balkans, and in the Levant/Arabia
XML and text updates:
- Cities built outside the corresponding CityNameMap will get a civ specific name (no Persian names for Bulgaria for example)
- Portuguese translations by Spirictum
- Rome renamed to Papal States
- Spelling mistake fix: Austria is called Ostmark instead of Östmark when vassal of Germany
- RFCE specific help texts for the handicap levels
- Translations for the Scottish and Magyar/Hungarian unit sounds
- Province Oppland renamed to Jämtland, Charsiakon corrected to Charsianon, Gotaland to Götaland, Osterland to Österland
- Improvements in the crusade texts
- German text fixes by Simplicissimus
- New city name map for England and Muscovy by iOnlySignIn
- German/Austrian city name map updates by 2phunkey4u and DC123456789
- Portuguese city name map accents by Spirictum
- Updates in some crusading civs' city name maps in the Levant/Egypt/Anatolia
- Changed the order of the Polish, Burgundian, Kievan and Hungarian UHVs
- Minor fixes in the Dawn of Civilization texts
- Civ-specific and UHV updates in the reference texts
- Texts connected to Province stability also got the new province color-code
- Changed the Genoan trade UHV text to be more clear
- Byzantine, Arabian/Cordoban, Ottoman, French/Burgundian, Venetian, Norse, Hungarian, Spanish city name maps updated by DC123456789
- Minor updates to the Dutch, Hungarian and Bulgarian city name maps
- Renamed preset Byzantine cities to their Greek names (Konstantinoupolis, Alexandreia, Hierosolyma, Antiocheia, Tyros, Thessaloniki, Ikonion, etc.)
- French entries for Harald Hardrada, Maximilian, Abu Bakr, Yaqub al-Mansur, Muscovy
Art and sound updates:
- Added theme files for the mod
- New HUD button for the corporation/company screen
- Austria has german unit sounds instead of the HRE ones
- Lithuania has polish unit sounds instead of russian (until we manage to get proper lithuanian sounds)
- New Scottish voice set by Annomander
- Irish Brigade got Celtic sounds, Highlander and Highlander Infantry got Scottish sounds
- New art for Westminster Abbey and Krak des Chevaliers by hrochland
- Added a second art type for Dense Forests
- New LH art for Istvan, Yaroslav
Balance:
- Moved spawn area of Germanic Barbarians west, now some of them will actually attack France instead of wandering in Germany
- Minor tweaks to the French and Cordoban barb spawns, further separating it for the human and the AI player, less barbs for AI Arabia
- Lowered barbarian activity in the North African area (now that barbs can attack targets farther away it could be overpowered on the African coastline)
- Slightly lowered the base duration of the occupation resistance
- Removed free wins against barbarians - this means some of the early barbs might have to be rebalanced
- Increased the maximum XP you can get from barbarians (not from a single battle, the total XP) - was 10, now there is no cap
- Lowered preset diplomacy modifiers, overkill to have 10+ relations there
- Now that free wins are removed, early barbs for Byzantium are somewhat reduced for the human player
- Plague of Constantinople will hit Byzantium earlier than before (late 6th century), thus it won't hit on the very same turns as the Arab spawn
- The French got some additional starting units (1 settler, 1 archer and 2 axemen)
- Burdigala and Tolosa (Bordeaux and Toulouse) start with less archers
- All naval units got one extra move (3: Work Boat; 5: Galley, War Galley, Cog, Hansa, Gun Galley, Galleas; 7: Holk, Carrack, Caravel; 9: Galleon; 11: Frigate, Privateer, Corsair)
- Unit balance changes: Knights of St. John (+15% city attack, free march and medic_1 promotion), Paladin (no first strike, -15% vs heavy cavalry, +15% vs light cavalry),
-- Berber Cavalry and Ghazi (no city attack penalty), Boyar (no first strike, but has defensive bonuses), Musketeer (-1 first strike, +10% city attack, -5% city defence),
-- Templar Kinght (+1 first strike), Janissary (-2 first strike, +50% vs heavy cavalry, free march and cover promotion), Black Guard (can twarth spies, +25% city attack),
-- Corsair (+20% withdrawal chance), Highlander (free guerilla_1 promotion), Welsh Longbow (+25% vs archer), Huscarl (+5% withdrawal chance, free combat_1 promotion),
-- Condottiero (free tactics promotion), Varangian Guard (+25% city attack, -25% city defence, free amphibious promotion), Almogavar (free march and amphibious promotion),
-- Tagmata (free drill_1 promotion), Don Cossack (+10% withdrawal chance, +20% vs gunpowder, -10% vs heavy cavalry, -25% vs light cavalry, free combat_1 promotion),
-- Doppelsoldner (+25% city attack, +1 combat strength), Irish Brigade (+10% withdrawal chance), Stradiot (changed to be a light cavalry unit type, -1 combat strength),
-- Naffatun (+1 combat strength, -25% city defence), Nubian Longbow (-1 first strike chance, free drill_1 and drill_2 promotion), Zanji (+1 move, ignores terrain cost),
-- Zaporozhian Cossack (+1 combat strength, +1 move)
- Building balance changes: Moscow Kremlin (+1 happiness), Spanish Citadel (+10% trade route yield, -2XP for siege units), Cordoban Noira (+1 health, -1 production),
-- Ottoman Hammam (available with Arabic Knowledge), Norse Trading Post (+1 merchant slot), Venetian Arsenal (available with Optics, -25% naval unit build rate),
-- Austrian Opera House (+1 great artist point), Burgundian Winery (-3 culture, +10% culture, +5% commerce, +1 merchant slot), German Rathaus (-10% city maintenace cost),
-- Lithuanian Voivodija (-1 XP for land units), French Chateau (obsolete with Public Works), Jewish Quarter (-10% commerce, -50 production cost),
-- La Mezquita (-100 production cost, +1 free specialist, -1 gold from state religion buildings), Magellan's Voyage (-1 trade routes from coastal cities, +2 xp for naval units),
-- St. Basil's Cathedral (available with Chemistry, -10% GP modifier, -1 free specialist, +1 spy slot, +2 espionage points from state religion buildings), St. Sophia (-1 priest slot),
-- Cluny Abbey (+1 free priest), Palais des Papes (+2 happiness), San Marco Basilica (+2 trade routes, -30% trade route yield, -1 free merchant), Alhambra (cost increased by 50),
-- St. Peter's Basilica (no unhappiness in the city), Torre de Belem (-2 gold for water tiles, -1 free merchant)
- The German first and third UHV requires Holstein too, the Ottoman first UHV requires Banat, and the Hungarian anti-Ottoman UHV requires Banat and Slavonia
- Holstein and Prussia also count in the Swedish third UHV, Prussia also counts in the Polish first UHV
- Minor changes in the defensive crusades, also updated them with the new provinces
- Changes in the Ottoman core and solid areas (only western Anatolia and Thrace are their core), thus making their early collapse less likely
- Minor nerfs to the Byzantine, French, Burgundian and Venetian production modifiers
- Various minor changes in the tech modifiers for Cordoba, England, Venice, Poland, Burgundy
- Revised all civs' settler and war maps, significant improvements in AI city placement
- Bonus modifier for military units from the Triumphal Arch is reduced to 20% (until we find a better bonus)
- Cordoba and Arabia are less likely to build christian wonders
- Updates in the crusading units, bigger chance for more unique units in both "normal" and defensive crusades
- Caravels start with free Sentry promotion, while Privateers also have military maintenance cost
- Flanders and Netherlands provinces change to Border/Contested for Austria and Spain upon the Austrian spawn (Habsburgs), changes to Foreign after the Dutch spawn
- Spain starts with Blast Furnace instead of Aristocracy. Better for early offense, so for starting the Reconquista
- Bulgaria starts with an Orthodox Missionary, and an additional Archer
- Somewhat reduced barb pressure for Arabia (both Beduins and Seljuks)
- Minor changes in the barbarian spawns for Bulgaria, Kiev and France (reducing barb pressure in the first few turns)
- Moved back the spawn interval of the second Mongol invasion (Timurids), so it won't happen right at the Ottoman spawn
Bugfixes:
- A couple fixes how the mercenary screen is called from the main screen mercenary manager button
- Fixed sound issues for Venice and Genoa
- Fixed bug where Judaism didn't spread to a second city in Poland
- Fixed stability calculating issue when some of the stability giving wonders were razed
- Fixed viewing issues with the GlobeView layers - now everything shows up without any problems
- Revised the hidden attitude modcomp, now every part of it should work (show up) correctly
- Fixed issue where AI built large number of settlers but didn't use them, also improvements in the settler move code
- Fixed critical bug, which caused most early autorun CTDs! - thanks to edead
- Fixed issue where all islands had the same area ID (which caused serious problems for the AI when to use naval/land movement)
- Fixed some mistakes with handling the PsychoAI, also reduced the connected bonus which was way too powerful
- Fixed mistake where you couldn't build protestant missionaries without Seminaries under the Religious Law civic
- Fixed issue where some of the python scripts couldn't handle Latin-1 characters
- Fixed "display bug" with the initial Byzantine stability
- Fixed serious bug in the secession mechanics (lose a single city if stability is too low), which basically prevented it from happening
- Fixed bug in secession provinces, where outer (ok) provinces had very low chance, while some of the historical (stable) provinces had decent chance
- Fixed bug where Hanseatic Executives couldn't pass straits, or enter into foreign territory without open borders
- Fixed victory screen for Burgundy and Poland, improved the way their victory conditions show up
- Fixed bug with automatic capital changes for the Ottomans (only changes to Edirne if you don't have Istanbul)
That will be the base for RFCE 1.3.
EDIT: Official release of 1.3: http://forums.civfanatics.com/showthread.php?t=564554
Current changelog:
Civilization changes:
- Norse civ split into Denmark and Norway
- Sweden reworked to an earlier start
- New civilizations: Novgorod, Prussia, Scotland, Aragon, Morocco
- Many things connected to the new civs are based on (or inspired by) RFCE++ changes, at least for now
Denmark:
- Start Date: 936
- Leaders: Harald Bluetooth (935-986), Margaret I (1353-1412), Christian IV (1577-1648)
- UP: The Power of Sound Dues: You get 2 gold per turn for every foreign coastal city in the Baltic
- UHV1: North Sea Empire: Control Denmark, Skaneland, Svealand, Vestfold and Mercia in 1050
- UHV2: Kalmar Union: Control Denmark, Norway, Vestfold, Skaneland, Götaland, Svealand, Norrland, Gotland, Österland, Estonia and Iceland in 1523
- UHV3: Ostindisk Kompagni: Get 3 Colonies
- UU: Huskarl (Swordsman)
- UB: Research Institute (Observatory)
- CNM: Scandinavian base CNM, with small differences
Norway:
- Start Date: 872
- Leaders: Harald Hardrada (1015-1066), Haakon IV Haakonson (1204-1263)
- UP: The Power of the Sea: All naval units can enter ocean tiles
- UHV1: Vikings: Gain 50 Viking points by 1066
- UHV2: Conquerors: Conquer The Isles, Ireland, Mercia, Normandy, Iceland and build Vinland by 1263
- UHV3: Statesmen: Have higher score than Sweden, Denmark, Scotland, England, Germany and France in 1320
- UU: Berserker (Axeman)
- UB: Trading Post (Lighthouse)
- CNM: Scandinavian base CNM, with small differences
Sweden:
- Start Date: 1210
- Leaders: Magnus Ladulas (1240-1290), Gustav Vasa (1496-1560), Gustav Adolph (1594-1632), Karl XII (1682-1718)
- UP: The Power of Military Formation: All units start with Formation promotion
- UHV1: The Eastern Lands: Have six cities in Norrland, Finland and Karelia in 1323
- UHV2: Lion of the North: Raze 5 Catholic cities while being Protestant by 1660
- UHV3: Dominium Maris Baltici: Control every coastal city on the Baltic in 1750
- UU: Karolin (Musketman)
- UB: Soldattorp (Night Watch)
- CNM: Scandinavian base CNM, with small differences
Novgorod:
- Start Date: 864
- Leaders: Rurik (830-879), Alexander Nevsky (1220-1263), Marfa Posadnitsa (1420-1478)
- UP: The Power of the Lord City: Starts with Bureaucracy
- UHV1: Defender of Rus': Control Novgorod, Karelia, Estonia and Livonia in 1250
- UHV2: The Fur Trade: Control twelve sources of fur by 1397
- UHV3: The Great Hinterlands: Have seven cities in Karelia and Vologda in 1478
- UU: Ushkuinik (Maceman)
- UB: Konets (Guild Hall)
- CNM: same as the CNM for the Kievan Rus
Prussia:
- Start Date: 1224
- Leaders: Hermann von Salza (1165-1239), Frederick I (1712-1786)
- UP: The Power of Cameralism: Start with Theocracy and no stability penalties from anarchy
- UHV1: The Northern Crusades: Control Prussia, Courland, Lithuania, Livonia, Estonia, and Pomerania in 1410
- UHV2: Seven Years' War: Conquer two cities from each of Austria, Muscovy, Germany, Sweden, France and Spain between 1650 and 1763
- UHV3: Enlightened Despotism: Settle a total of 15 Great People in any combination, including Great Generals, in your capital
- UU: Death's Head Hussar (Hussar)
- UB: Public School (Observatory)
- CNM: same as the CNM for Germany and Austria
Scotland:
- Start Date: 960
- Leaders: Robert the Bruce (1274-1329)
- UP: The Power of Defiance: When one of your cities is conquered all your other cities get free defenders; lower stability hit from losing a city
- UHV1: Fortification: Have 10 Forts and 4 Castles in 1296
- UHV2: The Auld Alliance: Have 1000 Attitude points with France by 1560
- UHV3: The Celtic Union: Control Scotland, the Isles, Ireland, Wales and Bretagne in 1700
- UU: Sheltron (Guisarmier)
- UB: Shieling (Smokehouse)
- CNM: same as the CNM for England
Aragon:
- Start Date: 1164
- Leaders: James I (1208-1276)
- UP: The Power of Confederation: Extra commerce in your capital for every province you have a city in
- UHV1: The Sicilian Vespers: Control Catalonia, Valencia, Baleares and Sicily in 1282
- UHV2: Thalassocracy: Have 12 Seaports in 1444
- UHV3: Realms of the Crown: Control Catalonia, Valencia, Aragon, Baleares, Corsica, Sardinia, Sicily, Apulia, Provence and Thessaly in 1474
- UU: Almogavar (Guisarmier)
- UB: Seaport (Lighthouse)
- CNM: same as the CNM for Spain (Castile)
Morocco:
- Start Date: 1040
- Leaders: Yaqub al-Mansur (1160-1199), Ismail Ibn Sharif (1645-1727)
- UP: The Power of Saharan Trade: Deserts and particularily oases have improved yield
- UHV1: The Almohads: Control Morocco, Marrakesh, Fez, Tetouan, Oran, Algiers, Ifriqiya, Tripolitania, Andalusia, and Valencia in 1227
- UHV2: The Marinids: Have 5000 culture in each of three cities in 1465
- UHV3: The Saadis: Collapse or vassalize Portugal, Spain, and Aragon by 1578
- UU: Black Guard (Musketman)
- UB: Kasbah (Walls)
- CNM: same as the CNM for Cordoba and Arabia
General changes:
- Leaders moved: Norse leaders to Denmark and Norway, Yaqub al-Mansur (Cordoba -> Morocco), Frederick I (Germany -> Prussia)
- Support for leader switching with 4 leaders per civ
- New leaders for existing civs: Bela III (Hungary), Mieszko (Poland), Philip August II (France), Harun al-Rashid (Arabia)
- New leaders for existing civs: Gustav Adolph (Sweden), Margaret I (Norse), Mstislav (Kiev), Bohdan Khmelnytsky (Kiev)
- New leaders for existing civs: Basil II (Byzantium), Michael VIII Palaiologos (Byzantium), Mohammed I ibn Nasr (Cordoba)
- New leaders for existing civs: Magnus Ladulas (Sweden), Harald Bluetooth (Denmark), Otto I (Germany), Karl VII (Germany)
- New leaders for existing civs: Otto-William (Burgundy), Beatrice II (Burgundy), Fernando III (Spain), Guglielmo Embriaco (Genoa)
- Redesigned Andrea Dandolo into Andrea Gritti (Venice) - more important doge, we already have a Dandolo, and better for the timeline
- Redesigned Maria II into Maria I (Portugal) - Maria I is better for the RFCE timeline, also she is the Portuguese leader in Civ V
- Removed outdated xml_light files
- Reenabled and readded some entries in the civilopedia
- Cannons also buildable with iron + sulphur
- Small diplo penalty with all leaders after a player accomplished 2 UHVs
- New promotion: Cargo Capacity (+1 cargo space in ships)
- Fixed/improved most Dynamic Civ Names connected to Scandinavia, Bulgaria
- Fixed UHV condition display on the Victory Screen for more complex UHVs
- Boost for Workshops and Lumbermills - were total worthless before, now they are somewhat on pair with Windmills and Watermills
-- Apprenticeship civic gives +1 production for Lumbermills too
-- Steam Engine tech gives +1 production for Lumbermills too
-- Workshops have +1 base production (so now -1 food, +2 production)
-- English UP changed to +1 production and +1 commerce for Workshops (was +2 production before)
- Mercantilism civic gives +1 commerce for Villages too
- Updated Great Person lists
Art updates:
- New art for Isabella (Spain), Casimir III (Poland), Ivan IV (Muscovy), Simeon I (Bulgaria), Ivan Asen (Bulgaria)
- New art for Abu Bakr (Arabia), Abd-ar-Rahman III (Cordoba), Philip the Bold (Burgundy), Yaqub al-Mansur (Cordoba)
- Added missing button for Mieszko, Michael VIII Palaiologos, Abu Bakr, Abd-ar-Rahman III, Margaret I
- Added missing button for Philip the Bold, Guglielmo Embriaco, Alexander Nevsky, Hermann von Salza
Bugfixes:
- Fixed bug where all mercs got free medic3 promotion (missing change in one of the files when Pinch was reintroduced)
- Fixed bug where the Cordoban units got wrong starting promotion
- The Swedih UB (Night Watch replacement) didn't give any stability on completion
- Fixed sound inconsistencies with some of the mercenaries
And here is the changelog for RFCE 1.2, as I didn't officially release it before:
(it's more or less the same as the SVN of the last 1.5 year, I only made some minor improvements for it's release)
Stability improvements:
- Province stability levels:
-- Core: Your core area; very stable, but huge stability penalty if someone else has a city there
-- Natural: Your historically stable area; stability bonus for cities there, but also small penalty if it's not yours
-- Potential: Your potentially stable area; becomes a Natural province when you settle or conquer a city there, but no penalties until this happens
-- Border: Outer or contested area; small initial stability penalty for expanding there
-- Foreign: Unstable area; large stability penalty and revolt risk for having cities there
-- Removed Desired province type alltogether
- Stability Overlay:
-- Color code for the provinces: Cyan for Core, Green for Natural, Yellow for Potential, Orange for Border, Red for Foreign
-- The overlay may be toggled with it's button above the minimap, or with the Ctrl+K key combination
-- It shows all province tiles color-coded on the map, including mainland water tiles (fresh and salt water lakes)
-- When the overlay is up, there is a civ choosing table above the overlay button, so you can check province stability level for all civs, not just for yourself!!
-- The overlay dynamically refreshes when a province's stability is changed for any of the civs
-- Province border functions (ctrl + hover on the map) moved to python from the dll, easier to costumize this way
-- Province borders got the same color code as they have in the stability overlay (but obviously it always shows the stability level of the civ you play with)
-- Provinces are only colored and showed inside your visible area (both in the overlay and with ctrl + hovering) intentionally, so they may show up partly
- Tweaked the existing secession mechanics:
-- Instead of total collapses, there is way more chance for a single city to declare independence
-- Only one city can revolt in a turn, if it happens, there is no chance for collapse for the given civ
-- May happen even with -1 stability, the chance for it starts very low, but exponentially increasing with lower stability
-- Chance that one of your cities will declare independence is around 2% with -1 stability, around 25% with -6 stability, around 80% with -12 stability
-- If a city does declare it's independence, one of your cities will be randomly chosen (any city can be chosen if it's not close to your capital)
-- Cities in Natural or Core provinces may only be chosen if happiness or health is too low, or with some specific anger modifiers (religion, no military presence, etc)
-- Cities in Border provinces have 4x chance, cities in Foreign provinces have 9x chance to be chosen, than your cities in more stable areas
- Increased stability penalty for having cities in Foreign provinces
- Revised all civs' initial province stabilty levels, and all the dynamic province stability level changes. Some highlights:
-- Expanded and/or increased almost all civs' province stability to some extent, especially for Byzantium, the Ottomans and Kiev
-- Byzantium keeps many of their previously important provinces as Border provinces (including southern Italy and the African coastline), for the human player
-- Both the Mediterranean and the Atlantic Islands (Azores, Madeira, Canaries, Balears, Corsica, Sardinia, Sicily, Malta, Crete, Rhodes, Cyprus) are better for many civs
-- A couple more dynamic stability level changes, especially around the new provinces, in Central Europe and the Balkans, and for Byzantium
-- France and Burgundy almost totally complete each other with their potential provinces
General changes:
- Spawn of Arabia moved back one turn (632AD), Ottoman spawn one turn earlier (1356AD)
- Venetian and Genoan spawn moved one turn later (it's better for their historical spawn dates of 810AD and 1016AD)
- Fixed starting date for Spain - 910AD, Germany - 856AD (though both start in the same turn as before)
- Interface message when a resource appears/disappears within your cultural borders
- Interface message when wonders are destroyed/captured by you, by a known civilization, or from a known civilization
- Interface message for the preset religion spreads (same way as it is when religions spread "normally")
- Judaism got an additional random spread mechanics, with bigger chance for spreading in central european cities
- Dead civs won't show up on the scoreboard anymore
- Autoraze changes: if the city has 1 population, 60% chance to autoraze if culture is less than 10, 30% chance to autoraze if culture is at least 10 but less than 50
- All naval units can cross cultural borders during peace (without open borders), except work boats (to avoid exploration with work boats)
- Diagonal water tiles are passable for all naval units. The most important straits are represented this way on the map
- Removed 3Miro's AI regions, seriously hurt AI civs on the border of 2 regions, also every AI civ's units with somewhat automated functions (barbs, workers, missionaries, GPs, etc.)
- Ottomans spawn in Gallipoli (Dardanelles), so they have a connection between Europe/Anatolia. No second spawn stack needed, and Adrianople/Edirne doesn't flip to them
- Edirne becomes the Ottoman Capital if they conquer it before Constantinople, Constantinople becomes the Ottoman Capital whenever they conquer it (without stability hit)
- The Wattasid revolt moved to Fez province, so now Tanja in the Tetouan province (city on the African part of Gibraltar, with AA) is relatively safe
- Added compatibility for the Latin-1 set for provinces, so we can have all Latin-1 characters in the province names
- Minimal wait between revolutions is increased to 10 turns - both for civic and religion changes
- Culture modifiers per province type: all civs get 1/3 culture in unstable, 2x in solid, and 3x in core provinces
- Introduction of a new, generic city name map, which will be the base for all the other ones
- Adjusted visibility map for Poland, Hungary, England, Germany, Burgundy, Genoa and Spain
- Lowered the happiness modifiers (base happiness in your cities) for all difficulty levels: 4 for Viceroy, 3 for Monarch, 2 for Emperor
- Various small tweaks in many balance aspects of the different difficulty levels (mostly for Viceroy and Emperor). Research, inflation, AI costs, etc.
- Greatly reduced the barbarian number difference between Monarch and Emperor, and between Monarch and Viceroy
- Switched bonus of Westminster Abbey (now enables all Religion Civics) and Golden Bull (now enables all Labor Civics)
- Restored Pinch promotion
Map and province changes:
- Huge changes in the SE region: Egypt, Levant and Anatolia totally revised
- Smaller changes in the northern coast of the Black Sea, and in the south Balkans
- Revised rivers in Hungary (Danube, Drava, Szava, Koros) and south Poland (added river San), small terrain changes in the borders of the Carpathian-basin
- Removed the "lakes" (scattered coastline) from Dalmatia, it was strange with the new strait mechanics. Lake Scutari remains on the coast though
- Damascus is finally moved to a geographically more correct place (3S), obviously the Arabian spawn moved here
- The new map resulted in moving Jerusalem (1SW) and Constantinople (1S) too, along with almost all the preplaced Byzantine cities
- Changes in the preplaced Byzantine cities: Amastris instead of Nicaea (too close to Constantinople), Edessa instead of Aleppo (too close to Antioch)
- The most important remaining Byzantine cities (not preplaced in 500AD) are represented by towns: Nicomedia, Nicaea, Ephesus, Abydos, Ancyra, Attaleia, Aleppo, Trapezus
- New indy city Ras instead of Belgrad, spawns in 768 with the Serbian Principality (Rascia). Rhodes spawns as indy in 600 AD (Nomos Rhodion Nautikos)
- Egyptian city sites revised as well - realistic place for Alexandria, Cairo and Damietta, with better terrain and resource placement
- Balancing early food production near Constantinople, Alexandria and the Cordoban starting area - to be possible to make Cordoba the largest city for their 1st UHV
- Now that culture is passable on the sea, Orkney is back on the map
- Added the Dardanelles strait to the map, so the Ottoman spawn doesn't have to be separated into an Anatolian and European part
- Added the Oresund strait to the map - connecting Denmark and Norway will seriously strengthen the Norse AI
- New indy cities: Seville (spawns in 500AD as Hispalis, flips to Cordoba), Fez (780 AD), Beloozero (800 AD), Tanais (1392 AD, Timurid conquest)
- New indy cities: Graz (spawns in 1110AD, flips to Austria), Kalmar (spawns in 1050AD, flips to Sweden), Vologda is removed for now
- Added salt lakes (mesosaline and hypersaline) to the mod: Dead Sea near Jerusalem, Lake Tuz in Anatolia - same yield as coast
- Red Sea (the visible parts in RFCE) and Sea of Marmara are now coastal ocean tiles, instead of being fresh water lakes due to their small size
- The eastern part of the Black Sea got a line of coast tiles, the actual coast is only 1-2 tiles away anyway, and this way early ships can pass there too
- New provinces: Banat (representing the southern Banates of medieval Hungary), Holstein (buffer province between Denmark and Germany, also helps in the French first UHV)
- New provinces: Prussia (for the Teutonic Order/Prussia civ), Liguria (better to have a separate province because of the French UHV)
- Lots of small province adjustments: primarly near the new provinces, in the Austrian territories, in Scandinavia, and in the Polish-Lithuanian-Kievan territories
- Province Croatia merged into Slavonia, province adjustment in the area - the Dalmatian coast will be better shaped (culturally between Venice and Hungary or Austria)
- Both Alba Iulia / Gyulafehervar and Lubeck spawns 1 tile north, to follow the province changes
- Small resource rearrangement in Greece/Southern Balkans, and in the Levant/Arabia
XML and text updates:
- Cities built outside the corresponding CityNameMap will get a civ specific name (no Persian names for Bulgaria for example)
- Portuguese translations by Spirictum
- Rome renamed to Papal States
- Spelling mistake fix: Austria is called Ostmark instead of Östmark when vassal of Germany
- RFCE specific help texts for the handicap levels
- Translations for the Scottish and Magyar/Hungarian unit sounds
- Province Oppland renamed to Jämtland, Charsiakon corrected to Charsianon, Gotaland to Götaland, Osterland to Österland
- Improvements in the crusade texts
- German text fixes by Simplicissimus
- New city name map for England and Muscovy by iOnlySignIn
- German/Austrian city name map updates by 2phunkey4u and DC123456789
- Portuguese city name map accents by Spirictum
- Updates in some crusading civs' city name maps in the Levant/Egypt/Anatolia
- Changed the order of the Polish, Burgundian, Kievan and Hungarian UHVs
- Minor fixes in the Dawn of Civilization texts
- Civ-specific and UHV updates in the reference texts
- Texts connected to Province stability also got the new province color-code
- Changed the Genoan trade UHV text to be more clear
- Byzantine, Arabian/Cordoban, Ottoman, French/Burgundian, Venetian, Norse, Hungarian, Spanish city name maps updated by DC123456789
- Minor updates to the Dutch, Hungarian and Bulgarian city name maps
- Renamed preset Byzantine cities to their Greek names (Konstantinoupolis, Alexandreia, Hierosolyma, Antiocheia, Tyros, Thessaloniki, Ikonion, etc.)
- French entries for Harald Hardrada, Maximilian, Abu Bakr, Yaqub al-Mansur, Muscovy
Art and sound updates:
- Added theme files for the mod
- New HUD button for the corporation/company screen
- Austria has german unit sounds instead of the HRE ones
- Lithuania has polish unit sounds instead of russian (until we manage to get proper lithuanian sounds)
- New Scottish voice set by Annomander
- Irish Brigade got Celtic sounds, Highlander and Highlander Infantry got Scottish sounds
- New art for Westminster Abbey and Krak des Chevaliers by hrochland
- Added a second art type for Dense Forests
- New LH art for Istvan, Yaroslav
Balance:
- Moved spawn area of Germanic Barbarians west, now some of them will actually attack France instead of wandering in Germany
- Minor tweaks to the French and Cordoban barb spawns, further separating it for the human and the AI player, less barbs for AI Arabia
- Lowered barbarian activity in the North African area (now that barbs can attack targets farther away it could be overpowered on the African coastline)
- Slightly lowered the base duration of the occupation resistance
- Removed free wins against barbarians - this means some of the early barbs might have to be rebalanced
- Increased the maximum XP you can get from barbarians (not from a single battle, the total XP) - was 10, now there is no cap
- Lowered preset diplomacy modifiers, overkill to have 10+ relations there
- Now that free wins are removed, early barbs for Byzantium are somewhat reduced for the human player
- Plague of Constantinople will hit Byzantium earlier than before (late 6th century), thus it won't hit on the very same turns as the Arab spawn
- The French got some additional starting units (1 settler, 1 archer and 2 axemen)
- Burdigala and Tolosa (Bordeaux and Toulouse) start with less archers
- All naval units got one extra move (3: Work Boat; 5: Galley, War Galley, Cog, Hansa, Gun Galley, Galleas; 7: Holk, Carrack, Caravel; 9: Galleon; 11: Frigate, Privateer, Corsair)
- Unit balance changes: Knights of St. John (+15% city attack, free march and medic_1 promotion), Paladin (no first strike, -15% vs heavy cavalry, +15% vs light cavalry),
-- Berber Cavalry and Ghazi (no city attack penalty), Boyar (no first strike, but has defensive bonuses), Musketeer (-1 first strike, +10% city attack, -5% city defence),
-- Templar Kinght (+1 first strike), Janissary (-2 first strike, +50% vs heavy cavalry, free march and cover promotion), Black Guard (can twarth spies, +25% city attack),
-- Corsair (+20% withdrawal chance), Highlander (free guerilla_1 promotion), Welsh Longbow (+25% vs archer), Huscarl (+5% withdrawal chance, free combat_1 promotion),
-- Condottiero (free tactics promotion), Varangian Guard (+25% city attack, -25% city defence, free amphibious promotion), Almogavar (free march and amphibious promotion),
-- Tagmata (free drill_1 promotion), Don Cossack (+10% withdrawal chance, +20% vs gunpowder, -10% vs heavy cavalry, -25% vs light cavalry, free combat_1 promotion),
-- Doppelsoldner (+25% city attack, +1 combat strength), Irish Brigade (+10% withdrawal chance), Stradiot (changed to be a light cavalry unit type, -1 combat strength),
-- Naffatun (+1 combat strength, -25% city defence), Nubian Longbow (-1 first strike chance, free drill_1 and drill_2 promotion), Zanji (+1 move, ignores terrain cost),
-- Zaporozhian Cossack (+1 combat strength, +1 move)
- Building balance changes: Moscow Kremlin (+1 happiness), Spanish Citadel (+10% trade route yield, -2XP for siege units), Cordoban Noira (+1 health, -1 production),
-- Ottoman Hammam (available with Arabic Knowledge), Norse Trading Post (+1 merchant slot), Venetian Arsenal (available with Optics, -25% naval unit build rate),
-- Austrian Opera House (+1 great artist point), Burgundian Winery (-3 culture, +10% culture, +5% commerce, +1 merchant slot), German Rathaus (-10% city maintenace cost),
-- Lithuanian Voivodija (-1 XP for land units), French Chateau (obsolete with Public Works), Jewish Quarter (-10% commerce, -50 production cost),
-- La Mezquita (-100 production cost, +1 free specialist, -1 gold from state religion buildings), Magellan's Voyage (-1 trade routes from coastal cities, +2 xp for naval units),
-- St. Basil's Cathedral (available with Chemistry, -10% GP modifier, -1 free specialist, +1 spy slot, +2 espionage points from state religion buildings), St. Sophia (-1 priest slot),
-- Cluny Abbey (+1 free priest), Palais des Papes (+2 happiness), San Marco Basilica (+2 trade routes, -30% trade route yield, -1 free merchant), Alhambra (cost increased by 50),
-- St. Peter's Basilica (no unhappiness in the city), Torre de Belem (-2 gold for water tiles, -1 free merchant)
- The German first and third UHV requires Holstein too, the Ottoman first UHV requires Banat, and the Hungarian anti-Ottoman UHV requires Banat and Slavonia
- Holstein and Prussia also count in the Swedish third UHV, Prussia also counts in the Polish first UHV
- Minor changes in the defensive crusades, also updated them with the new provinces
- Changes in the Ottoman core and solid areas (only western Anatolia and Thrace are their core), thus making their early collapse less likely
- Minor nerfs to the Byzantine, French, Burgundian and Venetian production modifiers
- Various minor changes in the tech modifiers for Cordoba, England, Venice, Poland, Burgundy
- Revised all civs' settler and war maps, significant improvements in AI city placement
- Bonus modifier for military units from the Triumphal Arch is reduced to 20% (until we find a better bonus)
- Cordoba and Arabia are less likely to build christian wonders
- Updates in the crusading units, bigger chance for more unique units in both "normal" and defensive crusades
- Caravels start with free Sentry promotion, while Privateers also have military maintenance cost
- Flanders and Netherlands provinces change to Border/Contested for Austria and Spain upon the Austrian spawn (Habsburgs), changes to Foreign after the Dutch spawn
- Spain starts with Blast Furnace instead of Aristocracy. Better for early offense, so for starting the Reconquista
- Bulgaria starts with an Orthodox Missionary, and an additional Archer
- Somewhat reduced barb pressure for Arabia (both Beduins and Seljuks)
- Minor changes in the barbarian spawns for Bulgaria, Kiev and France (reducing barb pressure in the first few turns)
- Moved back the spawn interval of the second Mongol invasion (Timurids), so it won't happen right at the Ottoman spawn
Bugfixes:
- A couple fixes how the mercenary screen is called from the main screen mercenary manager button
- Fixed sound issues for Venice and Genoa
- Fixed bug where Judaism didn't spread to a second city in Poland
- Fixed stability calculating issue when some of the stability giving wonders were razed
- Fixed viewing issues with the GlobeView layers - now everything shows up without any problems
- Revised the hidden attitude modcomp, now every part of it should work (show up) correctly
- Fixed issue where AI built large number of settlers but didn't use them, also improvements in the settler move code
- Fixed critical bug, which caused most early autorun CTDs! - thanks to edead
- Fixed issue where all islands had the same area ID (which caused serious problems for the AI when to use naval/land movement)
- Fixed some mistakes with handling the PsychoAI, also reduced the connected bonus which was way too powerful
- Fixed mistake where you couldn't build protestant missionaries without Seminaries under the Religious Law civic
- Fixed issue where some of the python scripts couldn't handle Latin-1 characters
- Fixed "display bug" with the initial Byzantine stability
- Fixed serious bug in the secession mechanics (lose a single city if stability is too low), which basically prevented it from happening
- Fixed bug in secession provinces, where outer (ok) provinces had very low chance, while some of the historical (stable) provinces had decent chance
- Fixed bug where Hanseatic Executives couldn't pass straits, or enter into foreign territory without open borders
- Fixed victory screen for Burgundy and Poland, improved the way their victory conditions show up
- Fixed bug with automatic capital changes for the Ottomans (only changes to Edirne if you don't have Istanbul)