Elhoim
Iron Tower Studio Dev
Very interesting overhaul! Will play with it tonight =)
-------------------------------------
Fixes:
Fixed the problem that Naval units couldn't heal.
Traders no longer take damage on water tiles.
The boost for Foreign trade should now be researching Sailing, as described.
Removed some unnecessary Prerequisite Techs in the tech tree.
Removed XP hotfix code, since it's been patched now.
Updated text for Coastal Raiding ability.
Added text for Trader protection ability.
Updated text for Bireme's trader protection ability.
Fixed some other text...
Hi @Knasp !
In this spot there was a persian galley, for many turns, with lower hitpoints due to attrition. At some point it lost all and became invisible, but it's still there. Also it shouldn't have been there in the first place as I don't have open borders with him but it can be because some other mod... I generally just use cosmetic/gui ones, Real Strategy and YaMP.
View attachment 535228
While we are at it, some strange things:
- I'm getting way more trade routes than I should, but I can't pinpoint the source. I have 27 cities and 39 routes. I have the Colossus and a couple of great people extra routes, but that would explain around 4-5 of the "extra" 12 routes I have.
- The tech text for industralization say +1 food to farms, but you get the 2 farm adjacency there, while it's the other way around with Replaceable Parts.
In general I'm very happy with the mod! I'll try to post some detailed feedback once I'm done with this game.
-------------------------------------
v.2.8 LOG
-------------------------------------
This is one of the biggest updates yet. A lot of changes have been made in a lot of different areas. A bunch of inconsistencies and other issues have been dealt with. Keeping an exact log of all the changes is simply too time consuming, but a few tidbits are written below:
-- TECH TREE
Techs in Eras ahead are now twice as expensive (+40%). Techs in Eras behind are the same (-20%)
--CIVIC TREE
Embarked...
Slingers now gain +1 range when standing on hills (like other units without base sight range 2).
Fixed a bug where Rice on Marsh would suddenly gain +2 food whenever you acquired such a tile for one of your cities.
----------------------
2.8.4 changes:
----------------------
Fixed: Slingers didn't get bonus from Iron Working.
Fixed: Text for Great Library.
Healing from promotions reduced to 30 (was 50).
City garrison healing reduced to 25 (was 50 in 2.8.3 and 20 in base game).
Compatibility with JNR's "Stone rocks!" and probably compatibility with a lot of other mods is now implemented! Please report any incompatibility issues.
----------------------
2.8.3 changes:
----------------------
Spies should...
2.8.5 changes
------------------
Fixed: Farms on Bananas, Mines and Quarries on Woods/Rainforest and similar improvement situations should now get the correct yields.
Fixed: Submarines dealing minimal damage vs embarked units.
Fixed: Recon promotion combat bonuses should now preview correctly.
Fixed: Text for Aqueduct, Bath, Military Engineer, Builder etc.
Farms receive +1 Food for every 3 adjacent Marsh tiles.
Plots with Bananas no longer get bonus food from Farm.
Embarked strength for...
I'm glad to hear that you've liked it so far! Now I'm curious to read how you find the mod the further you play. I would appreciate criticism as well as approval.Knasp -- this is a really fun mod. I am about 1/3 of the way through a game, and I really like the following concepts a lot:
1. Discovery of bonus and strategic materials upon tech advance vs. at the start of the game. Makes city placement a little more challenging early on.
2. The attrition of units that are moving -- i actually think the attrition should be more than -1, maybe more like -2 or -3. Makes long marches more realistic.
3. The bonuses for city states being only for the capital and not all faciltities
4. Pushing Campus back, and changing the adjacency bonuses.
Some of the items, esp. 1 and 2 should be core game mechanics IMO in the base game. They are very realistic.
Will provide more feedback as I continue my game (hopefully before the upcoming patch)
2.8.6 Changes:
-------------------------------
Population required for every additional specialty district is reduced by 1. So a city can build another district at pop 3, 5, 7, 9 and so on. (was every 3 pop in base game).
With 2.8, eras are longer than in the base game and getting stuck for a long time in a dark age can really suck, therefore:
Citizen pressure (loyalty) for golden and heroic ages reduced to 1.25 (was 1.5)
Pressure from dark age increased to 0.75 (was 0.5).
Increased...
2.8.7 Changes:
-------------------------------
-- FIXED:
Icon issues finally fixed for techs: Philosophy, Biology, Medicine
Icon issues fixed for project: City Management
Icon issues fixed for buildings: Archive, Hospital
Ranged support units (Crouching Tiger, Hwacha, Field Cannon, Machine Gun) bonus to City ranged strikes was unfortunately boosting all cities, not just the one occupied.
-- UNITS:
Desert and Snow terrain no longer cost more movement points.
Hills cost 3 movement (was 2)...