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Age of Renewal Patch 1.1.0

XML:
- removed penalties for barbarian trait
- ljosalfar have additional growth penalty (225%)
- commerce change % changed back to 10% (as in base civ4/ffh2)
- apocalypse kill chance up from 60% to 75% (100 AC event, only living units)
- elohim get +2 culture to all specialists
- custom house to astronomy
- astronomy down a tier (4000 science) (fix position in tree)
- plantation resources give less commerce
- +2 commerce to plantations at currency
- free scientist to commune with nature and pass through the ether
- citadel of light no longer globally boosts specialist culture, gives +50% culture
- added olives (health) and tobacco (happy), removed gulagarm and razorweed
- winery to education (renamed grove)
- workshop to crafting
- silk, wine, olives, and bananas now use grove
- removed unused scenario improvements
- removed (non-unique) improvements from world spawn
- no vassals mandatory, option hidden
- toads now give poisoned blade promo to melee
- sheut stone promo to archery
- heron throne to global wonder, -hammer
- harbor and UBs lose +trade route income bonus and trade route
- inn loses +trade route income bonus, trade routes, and heal boost, gains +happy with tobacco and sugar
- public bath to grocer, now a +health building (+1 health with olives, banana, reagents, and deer)
- wine enabled at education
- rebalanced money changer and library, as well as tax office and alchemy lab
- forge gives +1 happy for gold and gems
- market remade, +1 happy for fur, ivory, whales, pearls
- elder council now gives -20% maintenance
- ZoC added in DLL (unit moves finish when moving next to garrisoned fort line improvement if not owned or have open borders with fort owner)
- catacomb libralus now shows tooltip for wane

Python:
- slaves on city raze for civilizations with slavery

DLL:
- prevented improvements from spawning next to starting locations
- AI should settle in place the vast majority of the time now (to preserve player spacing)
- added plains hills to every starting location (fix before release)
- AI now takes into account special civilization terrain bonuses (food on snow for illians atm) for founding new cities in AI_foundValue
- "super forts" to main game
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If you are having trouble with the full install, this can also be unzipped into a More Naval AI - Unofficial Folder.
fixed a crash to desktop from graveyard XML tag
xml:
- lighthouse -1 commerce to water
- harbor +1 commerce to water
- fixed exploretarget CtD on graveyard
- lairs spawn initial guardian
- dungeons now spawn goblins
a little later than i meant to release but ran into some snags updating lairs

patch notes:
xml:

- victory screen changed to better reflect cultural ratio win (unused atm though)
- 2nd tier commerce buildings to +20% instead of +50% (carnival, library, money changer) but gain raw output each (+2 culture to carnival, +4 gold/science to

changer/libary)
- 3rd tier commerce buildings up to + 6 output each and +4 specialist slots, +40% to resepctive output
- illians no longer start with scouts
- lanun outrider to 6 attack str (thanks juri)
- lanun hippodrome fixed, +1 trade route -25% culture compared to carnival
- arena battle changed to give culture and slightly more xp
- switched tethira and thessalonica
- changed pens for animals and cages for freak shows to not give happiness, only xp
- destroy undead to life 3, now damages demons as well
- life 2 now has summon animal spell (lions, tigers, bears, ! )
- spider pen removed
- grigori medic art to devout, loses medic 3 for life 1/channeling 1
- death and destruction no longer give -health
- deep learning icon fixed
- jeweler to elder council building/replacement
- pagan temple and UBs give +1 happiness and no culture (except temple of the hand gives zero happiness, just the terraforming)
- order lowers AC as it is spread and founded (-2, -10)
- empyrean lowers AC as it is spread and founded (-1, -5)
- octopus overlords raises AC as it is spread and founded (+1, +5)
- AV raises AC as it is spread and founded (+2, +10)
- religions now give different commerces for having them in a city
- elegy of the sheaim to AV, hallowing of the elohim to Order
- elegy of the sheaim spreads hell terrain, more spread with higher AC (which it also raises)
- infernal grimoire also spreads hell terrain on build
- hallowing gives culture and lowers global AC
- changed marble and stone rdm spawn numbers, should be more consistent
- slavery now evil only (direct nerf to all 3 neutral civs, who score highly most games)
- pacifism just 100% GPP
- council of esus civic corruption now available at poisons, gives +10% hammers and food from trade routes, +1 trade routes
- gambling house now gives +5% commerce with ivory, whales, gold, and pearls, +1 trade route, 25% trade route income, 25% foreign trade route income
- chancel of guardians now at code of laws
- all palace happiness bonuses removed
- theater of dreams -1 happy +2 global happy
- cathedral of the hand -1 happy
- workshop now gets +1 commerce at trade instead of +1 hammer
- consumption gets gold rush, arete gets +25% gpp instead of gold rush
- oubliette to 100 hammers, +15% city defense
- fixed gpp points for early wonders
- grand menagerie down one global happiness
- moved maintenance modifiers to globaldefines (100x actual values)
- removed gold from palace but added -100% maintenance
- ai can cast call form, severed soul should now explore
- summoner promo now possible with mutation, also weak attack (-1/0) and weak defense (0/-1)
- elves to -60% work rate
- dropped jeweler and tailor commerce to +5% per resource
- skeleton to 5 strength and no longer permanent
- good AIs won't dogpile each other with 4+ relations
- exploration and lairs reworked and back in the game
- graveyards disabled on world spawn

traits (and related changes)
- taskmaster trait (promo with +24% to enslave) is now the calabim civ trait
- sundered trait is now the sheaim civ trait
- arcane and summoner combined into one trait which is now in the leader trait pool
- channeling 1,2,3 get boost to XP gain chance (still 1/turn max) and 2 and 3 get boost to resist modify
- potency gets slight reduction to resist modify
- charismatic now gives -25% xp and no happiness or build speed bonuses
- creative gives 2x build speed for monument
- expansive loses settler bonus, now 2x to aqueduct and lighthouse and +4 health
- industrious gives 2x to courthouse
- organized removed and replaced with arcane

civ traits:
- dexterous gives dexterous (+1 FS) to archer unitcombat

dll:
- enslavement chance on promotions (for taskmaster civ trait)
- some tweaks to founding ai to discourage founding cities on bonuses and one tile off coasts (needs some more work)
xml:
- tech prereq for form of the titan to mining, cost to 250
- tech prereq for brewery to festivals, cost to 200 (now +4 health, +1 global pop)
- tech prereq for ride of the nine kings to hunting, cost to 250, double speed with horse, no longer gives monuments and + worker speed, now gives couriers and +1 trade route
- couriers building: + 1 culture and +1 trade route
- tech prereq for celestial compass to education, cost to 250
- bazaar of mammon to 350 hammers
- shrine of sirona to 300 hammers
- catacomb libralus to 300 hammers
- city of 100 slums to trade, 400 hammers
- prophecy of ragnarok to mysticism, 250 hammers
- aquae sucellus gives fresh water, +4 health, +4 global health
- medicine tech readded to tech tree, 2000 cost, +2 health
- infirmary building available at medicine, + 6 health, +25% heal rate
- tavern removed
- planar gate now theater replacement
- amurite city names added to sheaim
- fixed blooming ivory on plains
- life and creation mana now give +2 health
- destruction and death man now give - 1 health
- +1 trade routes to harbor
- fixed customs house to give +2 trade routes instead of +2 trade routes in all coastal cities
- dungeon to feudalism, -40% WW, 200 hammers
- inn now gives +2 trade routes, +2 culture and +50% trade route income
- aqueduct gives river tiles +1 commerce
- fixed palace manas
- fixed bonus error related to tower of necromancy
- palaces now give +5 gold for account for maintenance change
- mercurian gate pedia entry updated
- future tech cost adjusted to 32k, now +2 happy / +2 health
- fresh water to + 4 health
- 12 max trade routes from 8
- max city distance maintenance to 30 (from 25 so 20% increase)
- removal of maintenance from membership civics
- initial city maintenance from distance to 2 gold
- initial city maintenance from number of cities to 3 gold
- city maintenance from distance increased by 2x (outside of the initial)
- removed maintenance bonus from law mana
- fixed industrious trait back to +50% wonder production
- wane spell moved to catacomb libralus
- palace specialist boost moved from sidar to grigori
- removed GPP bonus from grigori palace
- adventurers moved from grigori to sidar
- illian archer art back to javelin thrower
- elf racial promotion now gives -50% work rate (from -33%)

dll:
- fixed religion research for AI but still restricted (now can research religion techs after holy city is founded if they have a holy city from another religion)
- upgrade loop added back for units less than or equal to level 3
- summons are back to no maint
- fixed references to destruction vs mind mana for dispel, AI should now be correctly winning tower of mastery victories again
- all ruthless AI options added back to aggressive AI instead of returning true for all games
- humans can no longer be vassals to AI again
hotfix 3:

- divine essence fixed
- fanaticism prereq of code of laws removed
- temple of order now gives +25% military production speed, no +% culture
- temple of empyrean now gives +50% culture, +2 culture
- temple of kilmorph now gives +10% gold, no +% culture, +3 gold, + 1 happy with gems
- smugglers port no longer gives a merchant, no longer requires CoE state religion, 125 hammers
- gambling house 150 hammers, requires CoE state religion
- temple of overlords now gives +10% science, no +% culture, +3 science, + 1 happy with pearls
- temple of the veil now gives +10% gold, +10% science, no +% culture, +2 gold, +2 science

- flux bonus text key fixed
- great library now gives 1 settled great sage instead of 1 settled sage
- aqueducts correctly give city plot fresh water and can irrigate
- removed deer and ivory on plains forest (but still can be bloomed to +1 production later in game if on tile without forest)

- assert DLL included

to enable assert DLL:
- in .../Mods/More Naval AI/Assets folder, rename CvGameCoreDLL.dll to CvGameCoreDLL_release.dll (this ensures you have the regular DLL on hand in case you want it)
- in the same folder, rename CvGameCoreDLL_assert.dll to CvGameCoreDLL.dll
- to revert, do above in reverse
- this should give you pop ups with errors and the files and lines of code the functions are at. usually it's from a higher up function but often it's easy enough to trace what called it to changes i've made.
- there's also a crash dump option but this forces the game closed and generates a stack trace. pretty helpful but takes time. probably save these for elusive bugs and i'll request it.
- note: assert dll is slower
quick hotfix #2: shouldn't break saves or at least didn't break my test save

bannor:
- fixed both unique buildings (command post now gives drill1, oubliette gives 2 raw hammers)
- fixed demagog attack strength and cost

clan:
- fixed unique and blocked units (crossbowman probably has non orc art or lizardman, will have to fix much later)
- fixed upgrade to verdandi spell

grigori:
- added spell to convert great people to adventurers. also again, at odds with generating prophets for altar victory but gives a choice. just getting my design intent out there but might move between civs.

elf:
- removed swordsman

sheaim:
- removed incorrect help on planar gate

illians:
- fixed incorrect help on cathedral of the hand

other:

- great people now give +GPP on settle (put specialistinfos file in the wrong folder rofl)
- fixed strength of lanun outriders and sheaim pyre zombies
- reduced movement on horseman unit to 2 and gave them a malus to city attack
- switched grigori unit art style to elohim
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