Historical Spawn Dates and Eras (R&F + GS)

Historical Spawn Dates and Eras (R&F + GS) 1.2.0

Update 1.2.0
Bug Fixes:
-Players will not found colonies in Colonization mode if they don't have any cities yet (waiting to spawn or just spawned without founding first city). Colony generation will be delayed until the next era threshold
-Fixed a crash related to nearby city distance when attempting to spawn the first city when that city or the nearby city is on an island
-Fixed bug where players would convert their own cities
-Use a new starting plot if convert city fails
-Only capital cities will convert the inner ring when being founded
-Fixed capital detection logic when cities are initialized
-Better capital checking in the UI
-Cleaned up some code and comments in the lua log

New Features:
-Australia can spawn Diggers if they start in the Modern or Atomic Eras
-Giant Death Robots can spawn for any player if they start in the future era (GS only)
-Improvements will be preserved whenever a new city is converted to a player
-The spawn zone now has an upper limit of 6 plots in every direction after the medieval era (may include slider option to increase this)

Update Version 1.1.9
Bug Fixes:
-Bug fixes and internal changes. More overall stability and resolved many nil errors
-New players will not take another player's last city in Convert Cities mode

Changes:
-When a new player founds their capital, the inner city ring will always be converted to that city (unless it is occupied by another player's district or wonder)
-Great Person points will scale better with Spawn By Era mode
-Starting city populations scale slightly with difficulty
-Isolated civilization unit starting experience scales with the era
-Better starting units for Isolated players if their starting zone is occupied
-Cree and Mapuche receive new starting units:
-Cree: 4 Okihtcitaw with extra EXP
-Mapuche: Extra Warrior in Ancient Era, one Malon Rider for every starting era > 3
-Unique starting units added/revised for Khmer, Japan, Babylon and Vietnam
-Medieval era catapult starting unit replace with a crossbowman
-Some unique starting units and unit lines like ranged and recon receive more starting exp

Update Version 1.1.8
-Minor bug fixes

New Features:
-Industrial Era Comandantes option: Gran Colombia Comandante unique units will spawn in the Industrial Era. All previous era Comandante units will spawn at once. Use this option to prevent Gran Colombia from gaining units before its spawn date.
-Note: This option must be changed manually from Comandantes.sql in the Data folder if you want to change Gran Colombia's start date
-New third wave of Colonization mode in the Modern Era: Colonize Africa and Asia
-More colony spawns for Civs in all waves (see ScenarioFunctions.lua)
-Leader Types are now supported for start dates. Leader Type dates will be prioritized when selecting a player's starting date or era. If none exists, the Civilization date will be used
-Leader dates can be added into the spawn tables in the Tables folder of the mod, using the LEADER_NAME syntax in the Civilization column (none included yet)

Discuss this update in the discussions section.

Update Version 1.1.7
-Major code refactoring, everything should be much easier to follow and make custom changes on the user side
-Some functions were moved to the support lua files or renamed

Fixes:
-The correct number of settlers will spawn for new players
-The new city function now properly spawns some basic starting units that were missing
-Start dates are now saved for every game

To turn this feature off, open ScriptHSD.lua and set
local bSavedSpawnDates :boolean = true
to false
This will reset the start dates for that game. You can change the dates from the start date tables and reload the save with bSavedSpawnDates set to true again to save the changed start dates

New Features:
-Loyal Harbors option for Colonization mode: Coastal cities on a foreign continent with a Harbor district or unique replacement are permanently loyal
-New colonies spawned in Colonization mode will attempt to build a Harbor or its unque replacement district automatically
-Civilizations in Colonization mode must have the Cartography tech before colonies can spawn
-Colony spawns occur during new era transitions. If a Civ didn't spawn colonies last era because it didn't have Cartography, any previous era colonies will attempt to spawn during the transition to a new Era once Cartography is unlocked
-Better plot scoring for colony placement in Colonization mode

-Convert Cities: All cities in the spawn zone will be converted to the new player (skips the free cities step, doesn't check for governors or capitals). Select this option in the advanced setup menu (enabled by default)

-Spawn Range Slider: Controls how far the spawning function will search to spawn a new city when the spawn zone is occupied (if Convert Cities is disabled)

-Added spawn dates for Vietnam: -1200 BC for Standard Timeline, Classical Era for Era Spawns mode

Update Version 1.1.6
-Cleaned up some functions
-The current game era is now used for most balancing calculations, rather than the era of the most advanced player
-True Historical Start Dates will now pull any missing start dates from the Standard Timeline if they exist
-Spawn By Era mode will now convert any missing start era from the Standard Timeline start year if it exists
-Updated ModSupport.sql with community contributed start dates

Hotifx:
-Added a nil check to prevent the Barbarian or Free City player from receiving a default start date, which was crashing the game on startup
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