- Brought back the culture borders
- Inserted the correct DLL so as to fix the pop boom bug among other things
- Fixed That thing again, whatever it was
- Fixed Colopedia again and again and again
- Gave Verrazzano another ship, a Carrack
- Because he will not give you a Galleon before its invention time (hopefully... I have not seen if it works yet, because I was dumb enough to get tempted into accepting the father that comes before him even though the whole purpose of playing was supposedly to see if it worked).
- This way killing off the other Europeans to free their fathers becomes more interesting (I assume)
- You can't build advanced boats before they are invented. Sad I know.
- The second city Event option of blades also includes pastries.
- Uh, Oh yeah. Another Game Speed between Normal and Epic felt necessary
- Hopefully fixed date availability mismatch between bought units and their professions
- Increased immigration threshold increase amount slightly (from 5 to 7)
- Fixed rush building bug (again)
- Set heart, or growth point, production at 25% of city population size
- Fixed the infinite population growth bug
- Reduced the growth point production to 1 per every 5 city population (EDIT: or so I thought... I forgot that it was a percentage value, so now it is 1 per 5% of total city population, which means nothing starts growing until population 20, OOOPS! You will have to manually change the CITY_GROWTH_RATE_POPULATION_PERCENT to 20 or whatever you deem right at the bottom of Assets/XML/GlobalDefinesAlt.xml until I get motivated to post another bugfix)
- Fixed Colopedia bug for good, which will hopefully awakened a need in me to actually include all the different changes that have been done in there.
- The natives still won't eat my food for some reason
- WarNpeace missing files popup removed... Now, if you set the absolute paths correctly you should be able to play with this mod activated. Platyping made it I believe, and I added different Colonial wars like the French Indian one with a small popup explaining the conflict. It adds flavor, but is very limited so far. What I want is for you, o History teacher to fill out the missing wars with nice wording and send it back so I can put it in properly (as long as you are not THAT meddle school idiot who conveniently stole my wife and all of my children while I was at pretend/work trying to resist the urge to relearn Colonial history without my brain. Yeah I would mean war if I could, but I have disabled my internal fight starter mechanism since Kindergarten days. Perpetual peace, friends...N...enemy)
- Fixed the Colopedia
- Fixed the apparent lack of goods at the native villages
- Adjusted some food storage capacities of buildings
- Tried to get the natives to appreciate food and buy it from me
- Set the timer for royal interventions to fall later
- Forgot to mention that I experimented with adding more crime per each new settlement. So right now if you have a city population of 20, with 5 settlements in your little governordom, the population crime will act as if you have a population of 25. Lazy and unclear, yes, this is how we have always done things... I once failed to jump over a one and half foot fence.
- There was this other thing that I did. Yes. Native trade posts will hopefully pop out a little Mestizo boy half of the time... beecause? I have yet to see it in action, and I fear it may be causing a crash, so let me now if you see one.
- Changed Järnsmed to Wallonsmed. I don't know it just doesn't sound as cool as you think it sounds. I mean does ironsmith sound cooler to you or Walloonsmith? And yeah, it is pronounced Vallonsmed, but back in the good olde days, the Swedes had this urge to double do v's. No, I don't know what I'm talking about. Go research it and tell me I am confused.
- Man, I better go to bed before this gets any worse
- Population Growth is only caused by population size; 10 Population gives 1 heart per turn, 60 population 6 hearts per turn.
- Year based unit-, and now also profession-, availability has been further refined. The tech advantage is decided by your rank on the scoreboard. So Veteran Heavy Cavalry is not buyable until 1648 for whoever is on top of the score table, and 1652 for the Civilization on 4th place. (Someone that actually retain information and memorized those dates beyond 1066 and whatever happened that year may need to help me point out the suitable ones for all these different units). I have not messed with the rewards, events or founding father available units, but i did set the trigger for the European war to come centuries later.
- Exploration is free again until I perfect that.
- Tried to fix the AI immigration bloat, which has made the AI a little less powerful, but at least a million people don't stand around everywhere
- I increased plot yields to make up for that apparent loss of skill
- Player Option Bug is fixed
- Call Me Ishmael Soldiers boarding ships during game reload seem to be fixed
- Embargos are gone, but i will bring them back if there is popular demand
- I fixed the bug with Native Trade Container Size not working properly when selling to natives
This here is a set of half-finished, experimental features that I need to get cleared out because I have once again ruined my source code somehow and am looking for some kind of external motivator to start over.
- Map exploration costs a certain amount of expedition supplies (Starting with 2500 something and costing 60 per plot). After the supplies run out, there are a certain amount of turns of rebuilding supply (around 50 turns) before you can explore again, which is a bit too extreme, perhaps. City center plots can be entered no matter if you ran out of supplies or not. In any case it makes for a different type of game that someone might enjoy.
- Units and ships in Europe are unavailable to buy until certain dates (1592 and 1692 are some years thrown around after decades of careful historical review). They still may show up at the docks and can be taken on as professions before those dates.
- Pioneers chopping wood can be extremely rewarding when done directly.
- Criminals all of a sudden are really good at certain things like making cigars.
- Plot yield production rates are a bit reduced.
- Prices fluctuate more
- The Industrial Victory requirements are removed from the Culture Victory requirements
- There is a bug that causes the 'Does this mean war' popup to not be removable in the player options... sadly.
- New Movement System in action with all its problems
- Some prices fluctuate heavily
- Another Cultural Victory attempt but now with 13 cities with refined culture needed to win (just for fun)
- Sell Embargos do their job and cost an average of 400 gold to lift
- Goods under sell embargos have a different color heading on the city screen popup, so you don't have to switch back and forth.
- No more embargos in Africa again... for now
- Weird and plain wrong symbols are gone from native villages.
- Europe stock is loosely correlating raw materials to manufactured goods. Give them more, they give you more.
- New sell embargos have a 30% chance of coming upon you like a mighty fish, if you succeed in getting the Europe stock up above 2 times the game speed storage slot capacity (have yet to see it in action).
- Maybe sawmill magic hard plank production bug is fixed. One can always hope.
- Forgot Embargos For Africa
- Removed Embargos for the AI
- Fixed a crash bug
- Fixed bug with enabling rush building materials
- Changed the frame that shows up when ending a boycott to something similar to the regular dialogue window you get when interacting with His Royal Majesty the Knig (yes, the knig)
- Experimenting with 'boycotting' some manufactured goods at the start of the game
- Change EUROPE_SALE_EMBARGO_PERCENT to 0% in GlobaldefinesAlt.xml if you do not want it in the game (set at 50%)
- I fear that it may not be savegame compatible
- Ethnicity is not lost after going gone to school or learning through apprenticeship
- Ethnicity is not lost when shamelessly stripping a man of his hard earned profession
- Regular founding father race option should work better now
- Once in a while you may stumble across or get to choose to dig up a treasure, but not too often (about 8 times on a large map)
- Hammer production rate is 3,4,5 and 6 per base colonist / construction building level
- Rushing building construction without material in town is a disabled option in GlobalDefinesAlt.xml
- Papa JACQUES MARQUETTE no longer gets a seasoned scout, and the higher chance of finding treasures trait has been removed (since this is the cause of the goody bug that I just can't fix)... Instead he gets to be his salted self, a missionary.
- Stones are more plentiful on peaks and in Europe and you might even find a spare rock inside a hill
- Did some price adjustments in Africa... I think
- Education at a rate of 3 times the output should count towards Discovery/Exploration points now
- Changed the 'Gold Stolen from Negative Law' sound to a slightly modified version of the 'Goods lost from lack of storage' sound, because it appears to not work on some computers. The sound I initially recorded for gold theft is still there; so if you want to try it just change the filename path in<SoundID>SND_GOLD_STOLEN</SoundID> in Assets/XML/Audio/AudioDefines.xml to: <Filename>Sounds/GoldStolen</Filename>. The sound is supposed be of someone digging through a pile of coins.
- Fixed bug where goods would not replenish.
- Changed minimum turn of barbarian treasure run to 40.
- Fixed bug in the number of hostile natives spawning around the goody huts.
- No sentry alarm for animals
- Forts don't see so far
- Moved people around some more in Europe
- Prostitutes and Seductive Harlots are Tavernkeepers and Enticing Tavernkeepers (The visuals of the good old Brewer looking to just sell a little beer in the inn, but finds himself extra-cracking as a harlot, when you have no place for him in the stable just doesn't work).
- Some of the Goodies, like Buccaneers, cannot be triggered before certain turns in the game.
- No more insta-death from entering goody huts; instead some Hostile Natives will spawn around the plot (like the barbarians in Civ 4).
- Removed the livestock breeding drop off points for now.
- The Domestic Markets are no longer influenced by happiness and law (the last time I went to the Soviet Union an ice cream cost me less than the value of one penny, although looking around everyone seemed super happy and overprotected). Instead it is something more supply and demand based. Supply being the rate of production in a city, not how much is stored up.
- Made the alarm of criminals stealing gold less annoying... to me.
- Law points from city defenders cannot be higher than the core law points from courts and crosses supposedly backing them.
- Couldn't find a spot for my goats, so savannahs and prairies are now available, and maybe even a Swiss peak here and there.
- Wreaked havoc on the leader traits. Getting free clay, stones and tools does not seem right or fun, for instance.
- The AI now take all their fathers, which of course makes a night and day difference to their behavior.
- The Native peddlers don't bring more than 20% of the maximum storage capacity of chosen game speed - so only 20 furs max on normal speed. They also sell and give food and horses.
- Fixed bug where a coastal ship started in Europe
- Changed the base production output of Smiths, Armories, Taverns, Courts, Halls, Schools to more like 3,4,5,6 and 8 per level.
- Removed the ship 'escaped into the sunset' after my boat somehow magically flew over the dry lands of Mexico, and all of that in in only one turn too.
- Fixed bug where some units would not be generated after certain events
- Quick-Fixed bug where European AI are too reluctant to establish their first settlement
- AI Settlers are still way too cowardly in my opinion - There was a situation where the Artificially Dumb Danes would not build their 2nd settlement even though they had four settlers sitting in the garrison doing nothing but hogging resources. After I helped them a bit and sent them out to establish 3 new colonies, they later received 3 hardy pioneers, which built not one improvement, nor any roads; instead they stripped the pioneers of their tools to build more settlers which then all of a sudden were willing to risk their equally unprotected lives by sending them all the way to the west-coast-most colony, to do nothing but sit and hog resources there instead; because, as they might have known - since I was so kind as to explore the whole thing for them with the earlier settlers - there was no more space to settle on that peninsula... Hilarious! I really need see if I can learn AI speech and try to do something/anything about it.
- Fixed bug in the founding fathers screen
- I am not sure if the AI are accepting all that many fathers - I assumed they automatically said yes every time.
- Reverted Caravels and Fluyts ability to sail large rivers and lakes since it seemed to be causing a crash; but I might restore them once I figure out exactly what happens, since it was fun and freeing.
- Fixed a crash related to my third herd thinning mechanism, which have never worked as intended, but I have been in denial all this time, since it was after all my virgin feature.
- Natives can build villages on top of bonus plots.
- Barley also produces food.
- AI will include Barley and Rice in their calculations of whether a plot is worthy of being settled on.
Someone exactly 1/3 my age (no, not exactly... off by 2 years... I used a calculator) of the smoother gender disrupts everything by asking me if soaping your frame twice while taking a shower is bad for you. At which I answer that I will also soap twice whenever I take a shower, but only if I forget or am unclear on whether I actually ever soaped the first time; buy why in all the world are you asking me this, of all people?! I am fixing bugs. At which I later realize that it must be from all my complaining earlier this day about how just sitting for 25 minutes in a McDonald's restaurant in the dirtier region of the country will produce an incredible amount of facial grease even if you refuse to partake of any of the Happy or less happy meals, or even apparently fresher gas station food in form of a Subway sandwich (like XX::X/3 +/- 2 did). I of course, made my own sandwich in the morning and ate it in the van, it cost me nothing, and produced no facial grease in itself. I have yet to soap my face once today. Too busy fixing bugs... This is an excuse and an apology.
- I was distracted and forgot to include a correct path to my shadow-halo glow. I know I break all the conventions and rules of not adding things to fixes or at the last minute. That is one thing I am exceptionally good at; but I might learn to stop doing even that one of these days.
- Fixed bug where pioneers were unable to build improvements, or regular units appeared to be able to build improvements but just stood there.
- Removed obnoxious locks from units on city screen and replaced them with some (perhaps too discreet) shadow-halos.
- Did some more adjustments to try to get the AI to dare to settle next to gold mines etc.
- Also made the natives more productive at certain resources.
- Changed the color of the 'Prepare Trade Containers' Command 'action ring' to gold instead of blurpule, and removed the <T> hotkey, since that is already reserved for initiating the actual trade (except now I get terribly curious to see what actually would have happened if I used the hotkey with two different commands connected to it
)
- Made the 'No This Never Means War - Leave Us Alone!' the default player option. (Why oh, why my oh, would anyone ever want that turned on?!)