TENTATIVE:
Changes that make naval invasions easier to intercept.
On the turn that war is declared, units that enter enemy borders have all their movement points spent. (Except air units and units that can explore rival territory.) This change is optional through
GlobalDefines_advc.xml; I'm leaning toward disabling it by default, but currently it's enabled for evaluation. [advc.162]
Drill I enables the Blitz promotion for ships, but Blitz allows only one extra attack per turn (was previously limited only by the unit's movement points). Both can be reverted through
AdvCiv\Assets\XML\Units\Civ4PromotionInfos.xml. I might change the requirement to Drill II in the end. [advc.164]
Somewhat related, but not tentative:
Units that get "bumped" out of foreign territory have all their movement points spent. [advc.163]
DIFFICULTY CHANGES (mostly Emperor and above)
In an effort to reduce the number of units on the map and to improve the balance of the various yields, I've added modifiers to the highest three difficulty settings that increase the production costs, worker turns, food needed for growth and Great Person (GP) thresholds of human players, and reduce the GP thresholds of the AI. In return, the AI production bonuses and worker speed bonuses have been reduced. [advc.251]
The AI bonuses no longer increase with each
era because this mechanism is self-reinforcing: Those AI civs that are ahead in tech are the first to benefit from the increased bonuses. Instead, the bonuses now increase based on the
game turn number. And, for simplicity, the AI modifiers for expenses and war weariness don't increase progressively anymore; instead, AI research costs decrease over the course of the game. [advc.251]
(All in all, the magnitude of the AI bonuses should be as before. The changes above are only supposed to reduce distortions resulting from the bonuses.)
On Deity, the AI no longer starts with an extra Settler. Due to various changes in AdvCiv, the Deity AI had been so quick to expand that a human player usually didn't stand a chance to found more than three cities on a Standard map with the default player count. I've only played one test game on Deity after these changes (which I lost resoundingly, but surviving the early game wasn't so hard), so I'm not sure how difficult this setting is now and whether Immortal is difficult enough for everyone.
Fewer free Archers: On Immortal and Deity, the number of free Archers that the AI receives at game start has been reduced by 1, and, on Immortal, the number of free Archers placed in Barbarian cities has also been reduced by 1. [advc.250e]
TECH COSTS
To pace technological progress, earlier AdvCiv versions had already increased the tech costs for both human and AI players. v0.95 tweaks these increases, [advc.251] and changes the game year computation on Normal speed so that the years pass a bit faster during Renaissance and a bit more slowly in later eras. Moreover, tech costs are now adjusted to the sea level (+20% for low sea level, -15% for high sea level). However, cost modifiers from map size and sea level don't apply to Ancient tech. [advc.910]
For greater transparency, various research modifiers (those based on the tech era and those compensating for the "No Tech Trading" and "Raging Barbarians" options) are applied to the tech cost instead of the research rate, and the research bonus for knowing a single prerequisite tech (see e.g.
this thread) has been replaced by a 20% cost decrease for all techs (through the era modifiers). [advc.910]
MAP SIZES
The default grid dimensions have been reduced a little for all map sizes, mostly by just four columns or rows. (This change can be undone through
AdvCiv\Assets\XML\GameInfo\Civ4WorldInfos.xml.) Previous versions had already raised the default player counts, e.g. from 7 to 8 players for Standard-size maps, but, in my estimation, most maps were still a bit too spacious.
For some particular map scripts, a custom grid size has been set. Notably, Pangaea is now a little larger than in BtS (88x52 instead of 84x52). [advc.137]
AI
Worked around a BtS bug that had prevented the AI from contacting human players with peace offers. The AI-initiated offers can be more generous than the ones resulting from "What is the price for peace/ Let's stop this fighting." And I've tweaked the timing (
ContactRand,
ContactDelay). [advc.134a]
Fixed two serious problems with the (BBAI/AdvCiv) naval AI:
* Ships that were supposed to transport Settlers had often been filled up with Workers and, as a result, never set sail. [advc.040]
* The AI had sometimes trained far too many Galleys for exploration or colonization because of an inconsistency between the AI code for choosing city production and AI code for assigning unit roles (
UnitAIType). [advc.017b]
AI city placement on small islands has been tweaked. [advc.031]
UI (lots of changes, intended to bring AdvCiv closer to being on par with BULL/BUFFY)
The tile hover text that lists the units in the tile now uses the available space more efficiently, sorts the units more sensibly and shows the total number of military land units and ships. All this can be disabled on the "Map" tab of the BUG menu. [advc.061]
If the
Ctrl key is held down while issuing a command to a Worker, the job is stopped one turn before completion. Also, if
Ctrl is held down while hovering over a tile, the current progress on all unfinished Worker jobs is shown. [advc.011]
(Rationale: See
this open K-Mod issue.)
Unfinished Worker jobs still decay, but the decay only starts once a tile has been unattended by Workers for 8 consecutive turns (in previous versions of AdvCiv, the time limit was 5 turns). [advc.011]
Units on Sentry (or healing outside a city) are not woken up by enemy units that start their move already within visibility range. [advc.004l]
(This should make separate Sentry missions like "Land Sentry" in BULL unnecessary.)
Replaced the BUG option "Gold Rate Warning" ("General" tab), which shows a negative gold rate in yellow instead of red, with dropdown menus for customizing the gold rate text colors. [advc.070]
New option on the "Alerts" tab for showing an on-screen message upon meeting a rival. That message will also indicate the location of the encounter on the map. By default, the message is shown, and rivals still introduce themselves through a diplo popup. Either the message or the popup can be disabled. [advc.071]
Merged from BULL and enabled by default: Info about production overflow is shown in the tooltip of the hurry-production button. [advc.064]
Civilopedia categories for keyboard shortcuts and leader traits restored from the original BUG code (I think K-Mod had disabled these). Shortcut info updated. [advc.004y]
AdvCiv options moved from XML (
GlobalDefines) to the BUG menu:
General tab: "Open Event Log if more than x messages" [advc.106b]
Map tab: "Show Resources at Game Start" [advc.004m]
Score tab: "Color-Code Teams" [advc.155]
Unit Icons tab: "Promotion Glow" [advc.002e]
Time tab: "Year Notation" - AD (Anno Domini) before or after the year, or (new) CE/BCE. [advc.002k]
The "Show Era" and "Era Color" options of the "Just Another Game Clock" mod can now be enabled without activating the clock. [advc.067]
Tidied up the BUG menu by rearranging and renaming some options, rewriting most of the help texts (some of which were nearly incomprehensible to me) in English and German, changing default settings and removing a few options (list of removed options and changed defaults
here, at the end of the commit message).
ini files with BUG settings from v0.94 and earlier should continue to work; if you want to use the AdvCiv default settings instead, you'd have to clear
My Games\Beyond The Sword\AdvCiv\Settings.
The GitHub
commit history since early December documents all changes in this update, including some refactoring of DLL code (removed DLLExports, Cppcheck) that isn't worth detailing here because it shouldn't affect the behavior of the mod.
Credits: Small changes adopted from code by DarkLunaPhantom (Kek-Mod), Leoreth (Dawn of Civilization), devolution (We The People), alberts2 (K-Mod-Extended).