Changes from 3.13 to 3.17 (Obtained using WinMerge + my interpretation.. correct me!) :
1. MotherLoad : iGold = 100 , iRandomGold = 100
** Meaning you get 100-200 gold instead of 20-40.
2. Impeachment : iHurryAnger = 0
** Meaning no more 6 angry in capital..?
3. Blessed Sea : bShowPlot = 0 and in a UnitsRequired section, iNumUnits = 0, python code added :
player = gc.getPlayer(kTriggeredData.ePlayer)
if player.getUnitClassCount(CvUtil.findInfoTypeNum(gc.getUnitClassInfo, gc.getNumUnitClassInfos(), 'UNITCLASS_GALLEY')) == 0:
if player.getUnitClassCount(CvUtil.findInfoTypeNum(gc.getUnitClassInfo, gc.getNumUnitClassInfos(), 'UNITCLASS_CARAVEL')) == 0:
if player.getUnitClassCount(CvUtil.findInfoTypeNum(gc.getUnitClassInfo, gc.getNumUnitClassInfos(), 'UNITCLASS_GALLEON')) == 0:
return false
** I don't know what bShowPlot (that was 1 and now 0) means.. except that it is a boolean that is supposed to flag something to be shown
iNumUnits = 0 is tough.. I'd say that Galley/Caravel/Galleon are no longer needed to trigger quest, but then I got to python addition, it looks like a reverse fix from the xml... now you MUST have a ship to trigger it even if it is the other way in xml... right? ..
4. Miracle : ObsoleteTech = TECH_RIFLING
** Miracle now becomes obsolete with Rifling (people who are shot stop believing in miracles
)
5. Partisans : iPercentGamesActive = 100, iWeight = -2 (it was 35 and 0)
** I guess this is a bug fix. My assumption is that this event remains inactive, but helps solve some random events bugs in civ4
6. Friendly Locals : ObsoleteTech = TECH_NATIONALISM
** Friendly Locals now becomes obsolete with Nationalism.
7. The Huns / Vandals / Philistines / Vedic Aryans / Goths :
python code added in CanTriggerTheXXXXXXX method:
# Can we build the counter unit?
iCounterUnitClass = CvUtil.findInfoTypeNum(gc.getUnitClassInfo, gc.getNumUnitClassInfos(), 'UNITCLASS_SPEARMAN')
iCounterUnit = gc.getCivilizationInfo(player.getCivilizationType()).getCivilizationUnits(iCounterUnitClass)
if iCounterUnit == -1:
return false
(loopCity, iter) = player.firstCity(false)
bFound = false
while(loopCity):
if (loopCity.canTrain(iCounterUnit, false, false)):
bFound = true
break
(loopCity, iter) = player.nextCity(iter, false)
if not bFound:
return false
** I don't understand the counter unit thingy is, but now if he can't produce it, the event won't be triggered, and the barbarians won't come.