AND SVN Build Thread

[This report meant to go in the old bug reporting & feedback thread, but the new one is for bug reports only, and this is not exactly a bug. Please move my feedback to another thread if this is not the proper place for it. Thx]

Feedback regarding latest update 1035

Suggest moderating some of the modifiers. When I allowed the game to recalculate modifiers on a saved game (version was about 4 months old), the effect was crippling for my economy. I understand that starting a new game can be recommended. I am giving this feedback to show the contrast between the old modifiers and the new.

Some details on the game save:

No mods except RoM:AND. Renaissance era advanced start, revolutions enabled, barbarian civs, multiple religions spread, great commanders, no tech brokering, no tech diffusion, multiple production & research, unlimited wonders.

My civ has 31 cities. The next largest civ has about 8 cities and the AI civs keep splintering off rebellious cities. It's turn 398 and I'm only researching my 5th tech in the game; the next-closest competitors are Cleopatra who I believe is on her 3rd tech.

My research slider is on 45% and I'm bringing in +264 gold/turn, getting Humanism in 7 turns.

Second savegame (AD-1920-Summer2): After the modifiers are recalculated, research still at 45%, but now I'm bringing in -202/turn and still getting Humanism in 7 turns.

If I turn the research down to 25% I'll get +215/turn (and Humanism in 8); at 20% I can get +316/turn and Humanism in 8 turns.

My main point is that the modifier changes seemed to have drastically affected something, probably maintenance costs. Also (of course, since multiple religions spread was affected by the changes), I have a much harder time with the new revision when I try adding additional religions to my cities using missionaries. That's not a big deal (I'm glad to see multiple religion spread toned down), but the effect on research is a big concern for me.

So...question: is there a way to undo a game version update after it has been installed? I really hate the crippling new modifiers, and I was really enjoying that game.

[Side feedback 1: the AI doesn't seem to know how to deal with Revolutions; 7 or 8 cities is about the max it can handle. I tried playing as long as I could without using Ctrl+W, but finally broke down and used it around turn 300 to give some help to the AI civs to prevent so many revolts for them. The way I have learned to survive the revolutions is 1) keep a well-developed Great Commander in each of my revolt-prone cities; 2) Garrison these cities with only a Spy and a Longbowman or Crossbowman with (at minimum) Medic & March promotions; 3) Keep a stack of 8-12 units next to each of these cities that I move in only when I'm told to prepare for war; 4) Give March promotion to these units where possible, and only use units in that vicinity that I want used against me by rebels (for example, if I have only one War Elephant, the rebels will have several; if I have none, they'll get none. I don't think it's reasonable to code all that for the AI's revolutions strategy, but that's an idea of what it takes to hold together a huge empire on a large map, even when using all of the unrest-reducing civics available except pacifism.]

[Side feedback 2: I understand that Civ4 is notorious for slow research on late-era starts, even with advanced start. Is there any way to improve this other than increasing game speed? For example, can you increase the amount of starting points players can spend (by default, I know you can manually give more starting points to spend) when placing their advanced start cities? On normal speed with a regular start in the prehistoric era, by the Renaissance era I'm usually completing techs in under 25 turns. But even with all the points given in advanced start and loading up 3-5 cities with every available improvement, I still see my first tech taking over 100 turns to research. Or, is there a way to reduce the first few techs' costs for late-era starts and then have the costs gradually increase to the normal cost within 50 turns?

My interest in late-era starts stems from wanting to use the very cool features the AND team is adding for late-game. When I start from the prehistoric era, I usually don't get past the Renaissance era before my game starts having too many CTDs to keep going, or I'm so overpowered that continuing to play becomes a bore, or (if I chose a faster game speed so I could get to the modern era faster) I'm taking under 1 turn to build things and 1-3 turns to research techs, so I'm not really getting to enjoy the features. I'm looking for a middle ground where I can start on the Renaissance or Industrial era, have stiff competition from the AI, and not take forever to research techs (since that's one main route to getting to try out all the interesting features I'm hoping to experience).
 

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[This report meant to go in the old bug reporting & feedback thread, but the new one is for bug reports only, and this is not exactly a bug. Please move my feedback to another thread if this is not the proper place for it. Thx]

The correct thread is anyway here:
http://forums.civfanatics.com/showthread.php?t=474185&page=270


(version was about 4 months old)

This is one of the problems

advanced start

and this is the other one.

Game is not designed for Advanced Starts. It's very very unbalanced. We will balance it eventually for advanced starts but it's low on priority list.

Also, switching from a 4 months old revision also causes this kind of problems. Nothing we can do really. But you can revert to an older revision by downloading the SVN version you were using before update, SVN instruction here:
http://anewdawn.sourceforge.net/pages/install/#developper-installation-svnenglish
 
rev1036

  • Possible fix for OOS in Pitboss caused by Flexible AI Difficulty
  • Possible fix for OOS in Pitboss "AI Target City Value"
  • Added iStateReligionHealth tag and removed Health from Monasteries when using Church
  • Removed Inflation text from very old revisions
  • Changed text for Improvement growth rate
  • Fixed text for Village Hall line buildings displaying "stability in every city" instead of stability in the city where it's built, same for Tax Office
 
rev1037

  • Fixed text for civics/buildings
  • Slowed down research for barbarians, especially when using Raging Barbarians or Barbarian World
  • New tag ForbiddenCivic, currently used only for Liberal/Intolerant to make civics incompatible

I've only introduced the new tag for incompatible civics for Liberal/Intolerant; then it's up to Vokarya to decide where it should be used.
 
rev1038

  • Fixed date when starting from advanced eras
  • Fixed CTD when using Flexible Difficulty starting from advanced eras
  • Fixed Realistic Timescale when starting from advanced eras
  • Early balancing work for advanced starts

Some people recently have tried to play starting from Industrial era or so and they've got strange results (dates from 7800AD onwards and techs needing 187000 turns). While it's not really a priority to fix these problems, I've fixed at least some big bugs for those using advanced starts. I suggest to always start in Ancient Era, game is really not designed to start more forward; especially starting from Renaissance onward, you might have problems because AI isn't very good when starting so late. But at least from this revision you won't have huge tech costs or strange dates anymore.
Also, while selecting a different starting era is working, I've noticed that probably Advanced Start doesn't: I'm talking about the option to buy cities/techs/units when starting. I'm not sure but it looks like it's freezing the game, so I suggest not to use it.
 
Rev 1039
Lots of small changes. Ancient Era techs changed around, civics tweaked, specialists from national wonders balanced against each other, and a few bugs fixed.

Art changes
  • F6 screen: researched techs are black, currently researching tech is blue, techs to be researched are red
  • Khmer, Siam use ARTSTYLE_INDIA
  • Motorized Infantry art definitions changed; should resolve icon problems
  • Art Gallery sound replaced
Tech Tree Changes
  • New techs: Stargazing (Ancient Era), Siegecraft (Medieval Era)
  • Deleted techs: Ceremonial Burial, Sacrifice, Monotheism, Agricultural Tools
  • Renames: Polytheism -> Mythology, Dualism -> Ethics, Siege Warfare -> Mechanics
  • Era shifts: Metal Casting, Naval Warfare, Scriptures moved to Classical Era; Machinery moved to Medieval Era
  • Great General moved to Aristocracy
  • Requirement tweaks:
    • Bronze Working requires Mining + Woodworking
    • Sculpture requires Mythology + (Masonry OR Pottery)
    • Metal Casting requires Bronze Working + Pottery + Sculpture
    • Naval Warfare requires Metal Casting + Seafaring + Warfare
    • Stargazing required for Calendar, Seafaring, alternate OR tech for Priesthood, Mathematics
    • Code of Laws requires Ethics
    • Meditation requires Ethics
    • Engineering requires Machinery
    • Rudder requires Naval Warfare + Machinery
    • Gunpowder requires Siegecraft instead of Guilds
    • Anatomy requires Sanitation
Building changes
  • New buildings: Myth of the Sky, Safehouse (Shadow War civic building), Hab Complex (Hive civic building)
  • Fire Pit, Shrine obsolete at Theology
  • Myth of the Beast increased to +1F/+1P/+1C
  • Myth of the Sea produces +1F, +1 science
  • Quern obsolete with Crop Rotation
  • Standing Stone moved to Stargazing
  • Carpenter, Stonemason add 1 Engineer slot
  • Graveyard moved to Mythology
  • Stable moved to Horseback Riding
  • Plague Hospital moved to Ethics
  • Armourer, Cannon Forge, Arsenal, Mech Assembly Plant lose Engineer slot
  • Villa switched to Nobility or Bourgeois
  • Manor civic requirement moved to Vassalage
  • Shanty Town moved to City Planning and civic moved to Caste
  • High Walls moved to Vassalage
  • Castle Keep, Castle Gatehouse moved to Siegecraft
  • Cannon Turret obsolete with Mechanized Warfare
  • District Courthouse, Supreme Court change Spy slots to Magistrate
  • Press Agency, TV Station, Automated Defenses delete espionage Defense
  • Police Station deleted Spy slot
  • Chamber of Commerce civic requirement moved to Corporate
  • Intelligence Agency add 1 Spy slot
  • Manufacturing Plant, Nanofactory add 1 Engineer slot
  • Security Bureau, Security Center replace Police Station
  • Think Tank deleted Press Agency requirement
  • Nanofactory removed no limit
  • Zurich-Orbital uplink reduced to +25% espionage defense
Wonder changes
  • Brewery removed Merchant slot
  • Courier System add 1 Spy slot
  • Statue of Champion add 1 Artist slot
  • Glasssmith remove Engineer slot
  • Bakers Guild, Victuallers Guild Hall moved to Crop Rotation
  • Ironworks moved to Replaceable Parts, provides no Steel, removed no limit
  • Hermitage add 2 Artist slots
  • Steel Mill lose production bonus (keeps Power production bonus), lose Foundry requirement
  • Aluminum Factory remove Engineer slot
  • Labor Union add 2 Engineer slots; change ability from +1 health and +1 happiness to +10% production and +10% maintenance
  • Mt. Rushmore add 1 Artist slot
  • Propaganda Net added 2 Spy Slots
  • Radio Telescope delete Scientist slot and counts Observatories instead of Universities; also +100% production of Observatory
  • First Nuclear Test delete Scientist slot
  • World Bank no gold for finishing, interest capped at 500, add 2 Merchant slots
  • Centers for Disease Control removed Scientist slots
  • Silicon Valley remove Science bonus and Scientist slot, allows 3 copies
  • Secret Army Base add 1 Spy slot
  • Supercollider delete Scientist slot and add +50% production of Accelerator
  • Biofuel Refinery delete happiness bonus
  • Replicator Plant allows 3 copies
  • Research Hospital allows 3 copies
  • Deep Core Mine reduced to 2 Engineer slots
  • Orbital Hotel delete Artist slot
  • Stonehenge moved to Stargazing
  • Hill of Tara moved to Mysticism
  • Chichen Itza moved to Code of Laws
  • Pyramids moved to Mythology
  • Terracotta Army moved to Code of Laws
  • Masada moved to Mechanics
  • Sun Tzu's Art of War moved to Iron Working
  • Great Lighthouse moved to Seafaring
  • Colossus moved to Metal Casting
  • Edinburgh Castle moved to Siegecraft
  • Statue of Liberty civics fixed
  • Fashion House HQ built by Great Artist
  • Mobby Meats HQ gives Great Merchant points
  • Emperors Clothing HQ gives Great Merchant points, built by Great Merchant
  • MileHigh Travels HQ gives Great Engineer points
Unit changes
  • Chariot moved to Animal Husbandry + The Wheel + Warfare
  • Elephant Rider moved to Horseback Riding + Warfare
  • Spearman moved to Bronze Working
  • Axeman moved to Metal Casting
  • Pikeman moved to Vassalage
  • Caravan moved to Crop Rotation
  • Trebuchet moved to Siegecraft
  • War Galley moved to Seafaring
  • Trireme moved to Naval Warfare
  • Siege Quinquireme moved to Naval Warfare
Civic changes
  • New civics: Hive (Society), Shadow War (Military), Cosmopolitan (Foreign Policy)
  • Deleted civics: Patrician, Corporate (Welfare)
  • Renamed: Corporatist -> Corporate
  • Monarchy no RevIndex to switch to
  • Single Party, Nationalist has fixed borders
  • Bourgeois gets +1 gold from Bazaar, Market and +1 gold from Merchant
  • Liberal gives no maintenance modifier for number of cities and culture raised to +20%
  • Barter, Guilds, Mercantile, Planned get no revmod for health and safety
  • Free Market revolution index for health and safety increased to -2%, Corporate increased to -3%, Regulated moved to +2%, Post-Scarcity +5%
  • Coinage, Mercantile, Planned no hurry with gold
  • Guilds no penalty for maintenance, reduce corporate maintenance to -10%
  • Mercantile remove happiness bonus
  • Post-Scarcity allowed unlimited Artists, Scientists
  • Folklore deleted war weariness reduction, religious freedom rev modifier, added +50% production of Ceremonial Altar
  • Intolerant removed maintenance penalty for overseas cities, reduced Priest to +1G
  • Charity moved to Ethics
  • Public Works deleted +1 health; added +25% improvement upgrade rate; removed bonuses to specific buildings, added +25% production and -25% military unit speed
  • Private upkeep changed to Low, corp maintenance changed to -20%, happiness extended to Stadium/Zero-G Sports Arena and Theatre/Holotheatre, no health from Doctor's Office
  • Banditry removed city maintenance modifiers
  • MAD removed drafting and general military production, increased Missile production to +100%
Others
  • Copper revealed at Bronze Working
  • Silk trade enabled at Calendar
  • Nanobots provides no health
  • Workshop moved to Smithing
  • Workshop +1 hammer moved from Guilds to Invention
  • Windmill, Watermill +1 food from Agricultural Tools now built in
  • Pasture +1 hammer, Winery +1 food, Orchard +1 commerce moved to Crop Rotation
 
rev1040

  • New iInterestPercent and iInterestMax tags for World Bank, Piazza San Marco and Global Stock Exchange
  • Removed Free Markets from Piazza San Marco
  • Removed Free E-Bank and gold bonus from Global Stock Exchange
  • Lowered gold bonus from World Bank to 5%
 
rev1043

  • Possible temporary fix for OOS "First Strike"
  • Fixed text for the buildings/Wonders that cause other buildings to generate commerce
  • Merged Watiggi's Raze city mod
  • Reduced time when you leave control to AI after a revolution that changes leader

When you capture a city now, you don't get the choice to raze it or keep it or build a fort anymore. Instead, you control the city and during the revolt period you can pillage the city reducing its population. One unit kills one population so in theory you can still raze a 35 size city using 35 units in one turn. Pillaging a 1-size city razes the city. When pillaging you prolong the revolt period. Pillaging many times can also increase the number of turns the city will be in revolt. When the city is razed, you might get a free specialist relocated to one of your other cities, provided the razed city wasn't barbarian. Big cities, holy cities or cities with wonders can produce more specialists that will relocate to your cities. I've removed the part about the fort building when razing: if you raze the city in one turn you should be strong enough to bring some workers with you to build one; if it takes more turns you have time to bring some workers and/or a settler.
 
That's the Civ V option, I see. Interesting.
 
At this point, so is Civ V. :p
 
Rev. 1044

Language update.
 
rev1045

  • Attempt to improve OOS logging
  • Fixed text being displayed incorrectly when population is employed
  • Attempt to fix OOS caused by attitude caching
  • Attempt to fix OOS in diplomacy caused by a MemoryCount leftover
  • Fixed attitude being calculated for players and vassals at the same time
  • Dark age event (meteor/volcano) disabled in MP since it's causing a CTD
 
Rev 1046

Tech Tree changes
  • New techs: Charters (Medieval Era), Colonialism (Renaissance Era)
  • Deleted techs: Armored Cavalry, Oil Painting, Naval Cannon, Nanotechnology
  • Moved techs: Divine Right to Medieval Era, Perspective to Renaissance Era, Rifling to Industrial Era, Consumerism to Modern Era
  • Nanomachinery (Transhuman Era) renamed Nanotechnology
  • Armor Crafting requires Engineering
  • Shinto founds at Divine Right
Buildings
  • Deleted obsoleting techs for most buildings with replacement options
  • Deleted tech requirements on Corporate Store buildings (still requires Corporation tech and appropriate corp in city)
  • Castle Garden moved to Architecture
  • Painter's Studio moved to Perspective
  • Naval Academy lowered to +2 XP for Naval units
  • Textile Mill replaces Furrier; base Commerce increased to +5, added +1 commerce from Deer, additional +1 commerce from Fur
  • City Park moved to Biology
  • Chamber of Commerce moved to Industrialism (matches Corporate civic tech prerequisite)
  • Network Node moved to Advanced Computers;
  • replaces Computer Network; most buildings that required Computer Network now require Computer Network or Network Node; Holographic Flight Simulator requires Network Node; Surveillance Network, Mech Assembly Plant lost Computer Network requirement
National Wonders
  • Many National Wonders given building requirements (Amusement Park, Crafts Guild Hall, Computer Center, Courier Service, Deep Core Mine, Flak Tower, Hermitage, Ironworks, Labor Union, Mind Storage, Moai Statues, National Epic, National Park, National Redoubt, Propaganda Net, Royal Tournament, Secret Army Base, Servants Guild Hall, Victuallers Guild Hall)
  • Treasury gives +25% gold to building city instead of +10% gold all cities
  • Mt. Rushmore requires Peak in city vicinity
  • National Weather Services moved to Radar; deleted all Scientist slots and free Scientists; gives Range 1 promotion to Air units and flat +8 science/turn; added Python callback to negative weather events to cancel them if NWS is controlled
  • Centers for Disease Control requires Computers tech (required for Research Lab building requirement)
  • Nano Research Department moved to Micromechanics
World Wonders
  • Sun Tzu's Art of War name shortened to Art of War; gives +50% military production instead of -50% unit upgrade cost
  • Blacksmiths Guild counts Armourers instead of Forges
  • Drapers Guild counts Tailors instead of Bazaars
  • Equestrians Guild moved to Chivalry and counts Caravanserais
  • Fishmongers Guild counts Ports instead of Fisherman's Huts
  • Hanseatic League moved from Guilds to Charters
  • Himeji Castle moved to Chivalry (obsolete with Modern Warfare)
  • Venetian Arsenal gives -50% unit upgrades and only +200% naval production
  • Leonardo's Workshop moved to Perspective
  • Potala Palace moved to Jurisprudence
  • Magellan's Expedition deleted Science bonus and naval XP; added reveals all unrevealed unowned water tiles on completion
  • East India Company moved to Colonialism
  • Trafalgar Square cannot be built in same city as West Point
  • Women's Suffrage renamed Universal Suffrage; loses War Weariness reduction and creates a free random Great Person on completion
  • Reichstag does not trigger if already in Golden Age; Golden Age lasts 2 turns per city of vassal
  • Willow Run gives -50% unit upgrades and only +100% air production
  • Wonka Confectionaries moved to Consumerism
  • Carhenge deleted free Recycling Centers; generates gold equal to base combat strength of Mechanical units defeated in combat or lost in combat
  • SnowCastle of Kemi gives +2 commerce to all Tundra and Ice tiles in city radius on completion
Improvements
  • Hamlet building/Village evolution moved to Charters
  • Naval Cannon Whale bonus moved to Navigation
  • Tunnels build at Seismology
Civics
  • Monarchy deleted unit training bonus
  • Interventionism moved to Colonialism
Units
  • Deleted Siege Quinquireme
  • Colonist moved to Colonialism
  • Archer (and UU) base cost increased to 30
  • Swordsman strength lowered to 9 and city attack increased to +20%
  • Heavy Swordsman strength lowered to 12 and city attack increased to +20%
  • Knight moved to Chivalry
  • Nanite Spy deleted Commando (incompatible with FlatMovementCost)
  • Nanite Cloud moved to Terra Computer
  • Galleass upgrades to Brigantine
  • Caravel moved to Compass; upgrades to Sloop
  • Brigantine moved to Navigation; cannot explore rival territory
  • Sloop moved to Naval Tactics, increased Str to 14
  • Galleon moved to Mercantilism
  • Privateer moved to Flintlock
  • Frigate moved to Naval Tactics
  • Fast Battleship collateral damage increased to 70%/6 units; bonus vs. Steam Ships increased to +50%; added +20% vs. Diesel Ships
 
That's a lot of changes!
 
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