AND SVN Build Thread

Rev 1063
Some changes to buildings and a few tweaks to events.

Buildings:
New upgrade chain Bazaar -> Market
  • Market increased to +25% gold, gets +1 health from Incense and +1 health from Charity civic
  • Caravanserai/Railway Station/Transporter added 1 Merchant slot
  • Supermarket increased to 2 Merchant slots
  • Shopping District decreased to 2 Merchant slots
  • Convention Center loses Merchant slot
  • Silk Road requires Bazaar or Market

New upgrade chain Forge -> Foundry -> Factory -> Manufacturing Plant
  • Iron Forge, Mint do not upgrade; get -15% production and -1 Engineer slot at Chemistry
  • Manor requires Granary or Grain Silo (was Granary and Forge)
  • Guild Hall has no building prerequisite
  • Townclock requires Forge or Foundry
  • Cannon Forge/Arsenal/Mech Assembly Plant, Skyscraper/Arcology/Arcology Shield added 1 Engineer slot
  • Foundry increased to -2 health
  • Factory increased to -4 health, base production increased to +50%
  • Manufacturing Plant added +50% production, bonus production with power increased to +75%
  • Nanofactory added +50% production, bonus production with power increased to +135%
  • Industrial Park requires Factory or Manufacturing Plant or Nanofactory or Omnifactory
  • Arsenal requires Factory or Manufacturing Plant
  • Willow Run requires Factory or Manufacturing Plant

New upgrade chain Candlemaker -> Coal Plant -> Oil Plant -> Nuclear Plant -> Hydro Plant -> Solar Plant -> Power Receiver -> Matter Decompiler
  • Power Plants no longer require Factory

  • Grocer removed flat +1 food and commerce from resources, added +10% food
  • Supermarket, MallWart Store removed flat +2 food and commerce from resources, added +10% food and +10% food with power
  • Hypermarket removed flat +2 food, added +10% food and +15% food with power
  • Cannon Forge can be built with Copper OR Iron OR Steel
  • Cotton Gin obsolete with Synthetic Fibers
  • Movie Theatre renamed Cinema
  • Deleted Steel Mill
  • Ironworks is limit 3, <NoLimit> tag on, moved to Steel tech, requires Coal and Iron, provides 3 Steel, production bonus reduced to +25% and +10% with power, Engineer slots reduced to 1, no building requirement
  • Eiffel Tower requires Steel resource instead of Steel Mill

Events:
  • New Event: Careless Journeyman (pay gold or lose Foundry)
  • Farm Plows triggers with Forge or Foundry
  • Personal Computers triggers with Manufacturing Plant
  • Fashion triggers with Textile Mill
  • Girls Best Friend triggers with Jewellery only and with Mine OR Shaft Mine OR Modern Mine
  • Chain Shot triggers with Cannon Forge
 
rev1064

  • Added bNoPower tag for Power Plants and Candlemaker (prevents buildings from being built when there's a free clean power source like Fusion Plant, Three Gorges Dam or Unlimited Power event)
  • Tweaked revolution scale for empire size
Revolution is now properly scaled for empire size; previously, empires with more than approximately 10-12 cities on a Large map all had the same size-related revolution factor. Now it's properly scaled and increasing with empire size. Now it's also dependant on revolution difficulty (human offset in the code): the higher the revolution difficulty, the harder instability caused by empire size will hit you and AI.
 
Rev 1066

Some minor fixes.
  • Increase height of top panel in F3 Screen (show third row of icons without cutting off)
  • Remove Wooden Ships/Steam Ships access to Sentry II/III promotion
  • Fix Tannery upgrade path
  • Extraction Facility requires Superstrong Alloys (cannot upgrade early)
 
Hi everyone, just a quick message to let you know I'm still around but at the moment away from home and my modding pc. I have dozens of message to read here on the forum but I will catch up and answer hopefully soon. Thanks.
 
Still around but I will probably need some weeks before I can get back to my modding pc. Unfortunately, I had some problems with the renovation of my apartment so I am temporarily living with my family at my mother-in-law's place. As soon as I get back home, I already have a list of bugs to work on.
 
I think this is the right place to post a suggestion for the mod, if not Im sorry, but with regard to the "larger cities" option, I think you might want to consider, if its somehow possible to increase the minimum distance between city settlement, or maybe put an additional option in there to increase it by one tile, cause the AI loves spamming cities and I have had to constantly eradicate their cities in order to utilize the larger cities effect...just a thought. Oh, since Im here, I tried making a mod of my own that added a bunch of repeatable techs to the game(it sortof worked, but Im not that skilled at modding), so that would be a special request of mine, I know alot of people would probably see it as game breaking but I personally like the idea, at least at the end of the game.
 
Rev 1067

Lots of changes. Tax/science/espionage sliders are LOCKED in the early game (until Writing). Many new civics and civic buildings, lots of civic adjustments.

Sliders:
  • Tax and science sliders are fixed at 50% until discovery of Writing; no gold is accumulated
  • Espionage slider unlocked at Politics
Tech Tree:
  • Deleted techs: Aristocracy, Cavalry Tactics
  • Fixed icons for Build Culture and Build Espionage
  • New icons for Grand War, Cyberwarfare
  • Caste System required for Monarchy
  • Great General moved to Stirrup
  • Iron Working required for Vassalage
  • Flintlock requires Chemistry + Leadership
  • Military Tradition requires Flintlock + Nationalism
Buildings
  • New building: Greenhouse
  • New civic buildings: Admiralty [Naval Supremacy], Cabinet [President], Community Center [Atheist], Corporate Enclave [Corporations], Fighting Pit [Warlords], Funeral Pyre [Warrior Caste], Hoard [Raiders/Tribute], Holy Order [Theocracy], Mercenary Camp [Mercenaries], Propaganda Office [Personality Cult], Stock Exchange [Corporate/Free Market], Throne Room [Autocracy], Trading Company [Mercantile]
  • Deleted buildings: Chamber of Commerce, Free Port, Presidential Monument, Royal Monument
  • Airport requires Power
  • Apiary upgrades to Greenhouse; Greenhouse upgrades to Hydroponic Farm
  • Bunker fixed sign error in bombard defense
  • Civil Servants School renamed Prefecture, provides 1 free Magistrate instead of maintenance bonus
  • Data Center requires Digital civic
  • Farmscraper base yield increased to +10 food
  • Foundry removed flat production, removed employed citizen, increased production bonus to +30%
  • Graveyard upgrades to Funeral Pyre
  • Hydroponic Farm yield increased to +9 food
  • International Port requires Oil or Oil Products
  • Laboratory moved to Scientific Method
  • Manor requires Fealty or Nobility civic
  • Museum moved to Archeology
  • Parade Grounds XP reduced to +1, can be built with Junta or Standing Army
  • Recruitment Office no longer works with Mercenaries
  • Villa moved to Monarchy, requires Monarchy or Bourgeois civic, reduced to +2 commerce and +3 commerce with capital connection, 2 Noble slots
  • Assembly Plant health increased to -4, yield increased to +50%
  • Feitoria requires Seaport or International Port
  • Hippodrome deleted free XP
  • Ikhanda is not replaced by Garrison/Military Base
  • Madrassa science reduced to +15%
  • Mint cost reduced to 60
  • Odeon deleted happiness from Hit Singles
  • Shale Plant cost increased to 195, added -2 health
  • Stock Exchange renamed Royal Exchange
  • Ziggurat now a Ceremonial Altar replacement
  • Aluminum Factory requires Power
  • House of Parliament requires Parliament civic
  • Ironworks provides base +25% production, not +25 hammers
  • National Mint only buildable with Coinage civic

Civics

  • New civics: Warlords [Rule], Theocracy [Rule], Parliament [Rule], Autocracy [Rule], Junta [Rule], Corporations [Rule], Tribute [Economy], Digital [Economy], Raiders [Military], Naval Supremacy [Military]
  • Despotism increased unhappiness from population reduced to +34%, incompatible with Parliament
  • Monarchy removed attitude change with other Monarchy leaders, incompatible with President
  • Republic removed military production bonus, science bonus, culture bonus, capital gold bonus; added +25% commerce all cities
  • Democracy removed capital commerce bonuses; added 1 free Specialist all cities; incompatible with Autocracy
  • Federation incompatible with Autocracy
  • Senate deleted happiness bonus, production penalty; increased capital commerce to +20%
  • Nobility moved to Feudalism
  • President removed production bonuses; added no capital unhappiness, +2 culture per specialist, and +1 relations with all civilizations
  • Technocracy removed yield bonuses and culture penalty; added +2 hammers from Engineer and +2 beakers from Scientist
  • Virtual incompatible with Despotism, Monarchy
  • Slavery moved to Society category; new effects +1 food from Farm, +1 hammer from Mine and Shaft Mine, +3 commerce from Plantation
  • Feudal gives +50% worker speed and improvement growth, -10% commerce, +25% food for cities to grow; removed unhappiness, building bonus
  • Coinage removed minting mechanic, added +50% production of Market and Bank
  • Mercantile removed maintenance penalty and domestic commerce bonus, added 1 free Specialist, -50% foreign commerce
  • Free Market removed corporation maintenance bonus, production penalty, commerce bonus; added +50% commerce from connections
  • Prophets added +50% religion spread, reduced Missionary production to +50%
  • Divine Cult, State Church removed direct revolution changes
  • Intolerant removed free XP
  • Free Church renamed Reformation. removed culture bonus from Priest
  • Secular removed culture bonus
  • Personality Cult changed to flat +5 happiness (instead of happiness from buildings)
  • Warrior Caste removed happiness from Graveyard
  • Mercenaries removed Great General bonus
  • Feudal renamed Fealty; Great General reduced to +25%, no free XP, no production modifier, no unhappiness, added +25% city defense
  • Standing Army removed Great General bonus, city maintenance increase, largest city unhappiness; changed distant unit supply to +25%
  • Volunteer Army removed Great General bonus, reduced war Weariness reduction to -25%
  • MAD removed Great General bonus, largest city unhappiness, culture penalty
Events
  • Many early events have minimum treasury values required to fire
  • Fix double-counting of Hydro Plants in Alternative Energy event
  • Fix error in Farm Bandits recurrence
  • Alternative Energy boosts Manufacturing Plant and Nanofactory yield
  • Billions and Billions provides +4 science from TV Station or Cinemas
Improvements
  • Industry, Industrial Complex made valid by Fresh Water
  • Orchard can be built on any Forest and provides +1 food/-1 production; resources give +1 production; no bonus at Crop Rotation, +1 production at Invention, +1 commerce at Genetics
Specialists
  • Slaves changed to -1 food/+3 production/no unhappy/no unhealthy
Units
  • New unit combat type: Executive (covers all Guildmasters and Corporate Executives)
  • Patrol promotions changed: Patrol I requires no tech and gives 25% revolt protection; Patrol II requires Heraldry tech and gives 25% revolt protection; Patrol III requires Fascism and gives 50% revolt protection; opened to Mounted, Armored, and Helicopter units
  • Workers can build Industrial Complexes
  • Archer cost increased to 40
  • Spearman/Pikeman/Heavy Pikeman get +100% vs. Mounted units
  • Crossbowman requires Iron
  • Arquebusier strength reduced to 13
  • Heavy Horseman removed Obsidian option
  • Rider added Copper option
  • Dragoon strength reduced to 15; moved to Matchlock tech
  • Cuirassier moved to Flintlock; strength increased to 22
  • Mobile SAM strength lowered to 65, no penalty in Forests or Jungles
  • ACV SAM strength lowered to 85; removed penalties vs. most units, increased strength vs. Helicopters to +125%
  • Fusion Sub gained carry 1 "People" unit
  • Inquisitors available at Theology and require Theocracy or Intolerant
  • Chariot UU's deleted Warfare requirement
  • Landsknecht now a Heavy Pikeman replacement
  • Conquistador now a Dragoon replacement with Ignores Terrain Movement Cost and no penalty vs. cities
Sevopedia
  • Fix Palace prerequisites not showing in buildings screen
  • Widen panel for Unique Buildings in civilization screen
  • New section: Routes (works from main screen, not in-game)
 
Rev1068

Fix civics icons
Add some missing updated Python screens
Naval unit changes: Galleass strength increased to 10, Man'O'War bombard decreased to 12%, Ship of the Line bombard increased to 15% and speed reduced to 4
 
Rev 1069: Small update to see if I can commit changes. Some civics tweaks.
  • Slavery: Upkeep changed to Medium, increases RevIndex to change to
  • Caste: Removed unhappiness and production bonus; added unlimited Artist/Merchant/Priest/Scientist, +1 food from Artist/Merchant/Engineer/Priest/Scientist/Noble/Magistrate/Spy
  • Proletariat: Removed extra health, happiness changed to -25% unhappiness from population
  • Bourgeois: Removed unhealth, unhappiness, hammer bonus
  • Liberal: Removed extra happiness, yield penalties; increased culture to +25%
  • Prophets: Changed Religious Freedom to 0
  • Intolerant: Changed Religious Freedom to -10
  • Secular: Changed Religious Freedom to 10
  • Atheist: Changed Religious Freedom to 0
  • Subsidized: Removed Science bonus
  • Socialized: Removed Science bonus
  • Paradise: Removed Science bonus
  • Banditry: Removed distant unit support penalties; added -100% Great General emergence
  • Conscription: Removed military production bonus, unhappiness from population
  • Fealty: Moved to Heraldry tech
  • Volunteer Army: Moved to Military Science tech
  • Imperium: Moved to Politics tech
 
Rev 1070 (users wouldn't notice changes)

Rev 1071

Fixed the bug where improvements with an upgraded form (e.g. Pasture -> Vertical Farm) cannot be built over another improvement with the same final form.
 
Rev 1070 (users wouldn't notice changes)

Rev 1071

Fixed the bug where improvements with an upgraded form (e.g. Pasture -> Vertical Farm) cannot be built over another improvement with the same final form.
Wow! How did you fix it? Just curious.
 
Rev 1073

The mod version is (should be) correct for the auto-updater. Rev 1072 attempted this feat without knowledge.
 
Uhm.. whats going on with updater? Mine suddenly stopped suggesting update 1072 to 1073. When checking updates threres still 1073 and I can update but afterwards updater still says rev 1072.

Edit: Working now..
 
Last edited:
rev1074

  • Workaround for 1-size city bug
  • Experimental 100-civs dll (not active)

As I said in another thread, there's a problem when switching out of Caste civic: food is calculated incorrectly because of the "food from specialists" feature. I'm not sure what's causing the problem so for the moment I've just found a workaround which is simply forcing a recalc after someone switches out of Caste; it looks like it's working and my only concern is about it causing possible multiplayer OOS (hopefully there shouldn't be any).
I've also included a 100 civs dll, but it's not active. If you want to try it, simply rename CvGameCoreDLL.dll to CvGameCoreDLL.dll.50civs and rename CvGameCoreDLL.dll.100civs to CvGameCoreDLL.dll
 
rev1074

  • Workaround for 1-size city bug
  • Experimental 100-civs dll (not active)

As I said in another thread, there's a problem when switching out of Caste civic: food is calculated incorrectly because of the "food from specialists" feature. I'm not sure what's causing the problem so for the moment I've just found a workaround which is simply forcing a recalc after someone switches out of Caste; it looks like it's working and my only concern is about it causing possible multiplayer OOS (hopefully there shouldn't be any).
I've also included a 100 civs dll, but it's not active. If you want to try it, simply rename CvGameCoreDLL.dll to CvGameCoreDLL.dll.50civs and rename CvGameCoreDLL.dll.100civs to CvGameCoreDLL.dll

Thank you so much for the hot fix!
 
rev1074

  • Workaround for 1-size city bug
  • Experimental 100-civs dll (not active)

As I said in another thread, there's a problem when switching out of Caste civic: food is calculated incorrectly because of the "food from specialists" feature. I'm not sure what's causing the problem so for the moment I've just found a workaround which is simply forcing a recalc after someone switches out of Caste; it looks like it's working and my only concern is about it causing possible multiplayer OOS (hopefully there shouldn't be any).
I've also included a 100 civs dll, but it's not active. If you want to try it, simply rename CvGameCoreDLL.dll to CvGameCoreDLL.dll.50civs and rename CvGameCoreDLL.dll.100civs to CvGameCoreDLL.dll

About that 100 civ dll.. is it possible also change max civs on scoreboard? 50 is limit now
 
About that 100 civ dll.. is it possible also change max civs on scoreboard? 50 is limit now

I did not think about it, I see what I can do in the next update.
 
Rev 1075

Lots and lots of changes. I think I got all the major ones here. I am not done by a long shot (Transhuman double-teched units and quests still need attention, and I'm sure I will find more things to fix) but I have all the graphics I want to change so I'm updating now.

Tech Tree
  • New techs: Community (Ancient Era), Rhetoric (Classical Era)
  • Renames: Mysticism -> Tradition, Woodworking -> Crafting
  • Deleted Caste System tech
  • Code of Laws tech moved to Ancient Era: now centerpiece of Ancient Era (Code of Laws' content moved to Rhetoric)
  • Many Ancient and Classical techs given new requirements
  • Weaving requires Agriculture or Animal Husbandry
  • The Wheel requires Animal Husbandry
  • Feudalism requires Stirrup
  • Mercantilism requires Political Philosophy
  • Great Engineer moved from Seismology to Robotics
  • Fusion requires Superstrong Alloys
  • Androids requires Automated Vehicles
  • Shielding requires Fusion

Bonuses/Improvements
  • All bonuses have a tech reveal (Fishing for Clams, Crab, Fish, Shrimp; Sailing for Pearls; Seafaring for Whale; Hunting for Fur, Ivory; Masonry for Salt; Fermentation for Coffee, Tea, Wine; Weaving for Cotton, Dye; Tradition for Incense; Herbalism for Sugar)
  • Build Path available at Stone Tools; build Road available at The Wheel
  • Jungle Camp +1 food from Herbalism made inherent
  • Glass obsoletes with Manufacturing; Paper obsoletes with Networking
  • Many buildings/units/Maglev given Durasteel option

Civics
  • Code of Laws is primary tech for early civics: Despotism, Caste, Conscription
  • Warrior Caste moved to Warfare
  • Nationalism deleted maintenance modifiers

Buildings
  • New buildings: Press Gang (new civic building for Conscription, Draft Office is civic building for Mobilization); Tidal Power Plant (clean power for any oceanic city, requires Environmental Economics); Geothermal Power Plant (clean power with no citizen requirement, requires Wireless Electricity and Geothermal Energy in vicinity)
  • Harbor line deleted commerce from resources
  • Slave Market changed to flat +3 gold instead of hammers and gold bonus
  • Apiary reduced to +1 commerce
  • Villa deleted employed citizen
  • Arsenal moved to Explosives; added Iron option
  • Crystal Palace provides 1 free global Specialist; no culture from Specialists; expires with Manufacturing

Units
  • Deleted tech requirements for Martial Arts, Transport I
  • Deleted many secondary tech requirements from units (tried to consolidate most units at just one tech requirement)
  • Slinger moved to Hunting and increased city defense to +50%
  • Javelineer moved to Crafting and added +50% vs mounted
  • Keshik is now a Rider replacement
  • Elephant Rider has no city attack bonus
  • War Elephant changed to base 9 Str, +3 with Siegecraft
  • Grenadier moved to Grand War
  • Light Cavalry moved to Military Science
  • Motorized Infantry requires Vulcanized Rubber
  • Carrier, Supercarrier, Fusion Carrier can only defend; removed coast attack and defense penalties
  • Helicopter, Gunship, Seaplane, Fighter, Early Bomber, Bomber require Aluminum or Steel
  • Stealth Bomber cannot Fighter Engage
  • Hybrid Gunship requires Aluminum or Durasteel
  • Bolter Infantry added +25% city defense; removed see invisible, Blitz promotion, bonus vs. gunpowder and tracked
  • Genetic Soldier starts with Heal and Mobility
  • Super Soldier requires Incubation Center; starts with Amphibious, March, Heal, Mobility
  • EMP Infantry removed Blitz promotion
  • Cyborg removed air range, ignore terrain movement costs, withdraw; requires Augmentation Center
  • Power Armored Infantry, Scout Mech, Assault Mech require Microchips
  • Aurora Scramjet, Orbital Bomber, Orbital Fighter are not invisible
  • Hacker can Steal Plans and Investigate City

  • Fixed art button problems for Hab Complex, Myth of the Sky; fixed problems with Formations module; fixed unit naming; edited revolution trigger for new religion civic and dynamic naming for Soviet Union
  • World size default playerse adjusted: Standard 10 -> 9; Large 15 -> 13; Giant 20 -> 21
 
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