AND SVN Build Thread

Rev 681
A few new things, a few removals and a lot of adjustments.

Buildings:
New buildings: Flagpole (requires Nationalism and Nationalist civic, +1 happy, +1 culture, +25% strength to defending Gunpowder/Siege/Hi-Tech units), Fish Farm (requires Aquaculture, +1 food from River and Water tiles), Industrial Robots (requires Robotics and Manufacturing Plant, +25% production, +2 unhappy, +1 health)

Renames:
  • Airport becomes Airfield
  • Commercial Airport becomes Airport

Building Changes:
  • Computer Network no longer gives specialist slots
  • Fisherman's Hut upgrades to Fish Farm
  • Grocer -1 Merchant slot
  • Library -1 Scientist slot
  • Marina does not give unhealth
  • Market -1 Merchant slot
  • University adds 1 Scientist slot
  • Villa moved to Aristocracy

Civics:
  • Bourgeois moved to Banking
  • Patrician moved to Aristocracy
  • Subsidized moved to Public Health
  • Nationalist grants no innate happiness

Events:
Python callback for The Huns event checks for Horse Breeding, not Mounted Archery (MA tech removed)

Game Text:
Removed much game text from RoM_GameText_Strategy.xml (prevents clashing versions)

Projects:
International Space Station and International Thermonuclear Experimental Reactor changed to World Projects (no need to have more than one in-game)

Resources:
Removed Biofuels resource

Technologies:
Removed Mounted Archery, Space Tourism techs
New tech: Absolutism (Renaissance Era, requires Free Artistry and Social Contract, leads to Constitution)
Removed Great People from Alphabet, City Planning, Currency, Mathematics, Perspective, Scriptures, Warmachines
Removed Free Artistry prerequisite from Realism (redundant with Absolutism)

Tech Changes
  • Advanced Rocketry gives +15 strength to Submarine
  • Armored Cavalry no longer requires Invention and cost reduced to 1000
  • Athletics no longer gives +1 strength for Light Swordsman (players would usually have Athletics well before Iron Working, bonus folded into Light Swordsman base strength)
  • Biomaterials no longer gives +1 happiness
  • Chivalry cost reduced to 1100

Units:
New units: Gatling Gun (same stats as current Machine Gun), Minigun (Modern Era upgrade of Machine Gun), Motorcycle (Industrial Era upgrade of Adventurer)
New artwork for Early Fighter/Biplane

Renames:
  • AH64 Gunship becomes Gunship
  • Armor M60 becomes Main Battle Tank
  • Early Fighter becomes Biplane
  • Gunship becomes Helicopter
  • Heavy Tank M26 becomes Heavy Tank
  • Modern Carrier becomes Supercarrier
  • Modern Destroyer becomes Missile Destroyer
  • Modern Fighter F35 becomes Modern Fighter
  • Nuclear Submarine becomes Missile Submarine
  • Pre-Dreadnought becomes Ironclad Battleship
  • Remote Controlled Bombers becomes Drone Bombers
  • Strike Fighter F15 becomes Strike Fighter
  • T95 becomes Hybrid Tank
  • V1 Missile becomes Missile

Unit Changes
  • A-10 Thunderbolt no longer requires Robotics
  • Attack Submarine upgrades to Stealth Submarine, requires Nuclear Power tech, Uranium resource is mandatory, strength increased to 80, cost increased to 650
  • Cavalry, Conquistador, Cossack, Cuirassier get +50% vs. Melee in place of +50% attack vs. Spearman/Pikeman/Heavy Pikeman
  • Grenadier is now SPECIALUNIT_TROOP and cost 200
  • Heavy Cavalry, Keshik immune to First Strikes
  • Horse Archer, Keshik, Numidian Cavalry moved to Horse Breeding; Horse Archer, Keshik strength lowered to 7, cost to 60 (70 for Keshik); Numidian Cavalry strength lowered to 6, cost to 50
  • Light Swordsman, Jaguar increased to strength 7, Gallic Swordsman increased to Strength 8, Praetorian increased to strength 9 (old bonus from Athletics tech folded in)
  • Machine Gun moved to Automatic Weapons, cost increased to 310, strength increased to 38, upgrades to Minigun
  • Marine, Navy SEAL get +50% vs. Siege Weapons instead of +50% attack vs. Artillery and Machine Gun
  • Missile Destroyer gets 3 cargo slots for Missiles
  • Missile Submarine strength reduced to 70, cost reduced to 640, upgrades to Stealth Submarine
  • Modern Marine gets +75% vs. Siege Weapons instead of +75% attack vs. Artillery and Machine Gun
  • Musketeer cost increased to 180
  • Musketeer, Janissary, Oromo Warrior reduced to 15% faster production with Lead
  • Stiletto Boat no longer requires Robotics

Wonders:
New National Wonder: National Anthem (requires Nationalism and Nationalist civic, only buildable by Great Artist, +1 happy all cities)
Recosts: Great Wall 350, Chichen Itza 400, Pyramids 400, Terracotta Army 400, King Richard's Crusade 500, Pont du Gard 500, Apostolic Palace 600, Cheomseongdae 650, Porcelain Tower 700, Nanite Defuser 2000, World News Network 2000

Renames:
  • Edinburgh's Castle becomes Edinburgh Castle
  • Himeji Samurai Castle becomes Himeji Castle

Wonder Changes
  • Biofuel Refinery produces Oil Products, not Biofuels and gives +1 happiness in all cities
  • Cheomseongdae moved to Alchemy
  • Edison's Workshop lowered to +25% science and provides +1 hammer from Scientist
  • Orbital Hotel moved to Orbital Flight, requires X Spaceports (default 4), +1 global happiness changed to +1 happiness from Spaceport and Starport
  • Porcelain Tower moved to Political Philosophy, obsolete tech moved to Globalization
  • Taj Mahal moved to Absolutism
  • Versailles moved to Absolutism
 
Awesome changes. Finish the current game and upgrade I shall.

On a side note. Marshes. Can something be done with them. You can drain a peat bog but like war, marshes are forever :crazyeye:
 
Awesome changes. Finish the current game and upgrade I shall.

On a side note. Marshes. Can something be done with them. You can drain a peat bog but like war, marshes are forever :crazyeye:

You can farm Marshes as long as they have fresh water. That's what I always do with them. I also always do Woodcutter/Lumbermill on Forest Marshes and never chop them.
 
I didn't get a chance to take out the Upgrade Discount promotion, but that will come in a later build. Right now, that promotion is just sitting there, impossible to achieve.
 
Rev 682

Updated AND Tech Strategy Civ4GameText.xml file. I forgot to commit this one when I did my update.
 
rev683

  • Some more OOS fixed (Commander cache fix, thank you Thunderbrd)
  • Trade Caravan and Freight now can also supply food to a city
  • Upgrade costs increased back to a significant level
  • MAD Nukes Manager finally working (was never working since AND 1.75)


Food supply could need some tweaking, I've placed default values there and we'll see if they're ok or if they need to be tweaked.
I'm especially happy with the MAD nukes manager. It never ever worked since AND1.75 or whenever it was introduced. According to Afforess, AI is aware on how to use it. I've never had a chance to try, but I certainly hope so. :)

Edit: Uhm, looks like there's a problem with the latest revision, I'm checking now

Edit: Sorry guys, it's getting too late here now; I'll correct the problem tomorrow.
 
I was playing a new game with rew 681.
On Immortal, starting as minor civs.
Usually, teching would be very slow, but with the new tech diffusion, once I stumbled upon another civ, I immedeately was able to research 5 techs that would have been taking 30-40 turns each within 1-2 turns each.
I will probably abandon that game, because a big part of the challenge of immortal is to catch up (or deal with) the AI tech advantage, and that is just gone now.
If possible, please somehow adjust the tech spreading to difficuliy level.
In the mean time, can somebody tell me how to turn it off manually?
 
I was playing a new game with rew 681.
On Immortal, starting as minor civs.
Usually, teching would be very slow, but with the new tech diffusion, once I stumbled upon another civ, I immedeately was able to research 5 techs that would have been taking 30-40 turns each within 1-2 turns each.
I will probably abandon that game, because a big part of the challenge of immortal is to catch up (or deal with) the AI tech advantage, and that is just gone now.
If possible, please somehow adjust the tech spreading to difficuliy level.
In the mean time, can somebody tell me how to turn it off manually?

That happened because you were too far behind. I'm working on making tech diffusion scalable for difficulty level but as for turning it off completely, that can be done when you select your options at the start of the game ("No tech diffusion").
 
rev685

  • Corrected some typos + more french translation by dbkblk
  • Freight food production tweaked
  • Caravan and Freight now also require Food
  • Corrected wrongly displayed food amount added to the city (but added amount was correct)
  • Workers don't show XP anymore (will still be displayed if savegame is before rev685)
  • Smokeless Powder and Harbormaster events fixed with correct staring and obsoleting techs
  • Iron/Copper/Obsidian/Stone can't be found on peaks anymore (balancing reasons)
  • New Tech Diffusion scaled differently for Humans/AI and dependent on Difficulty Level

I'm waiting for opinions especially on tech diffusion changes. I've tuned tech diffusion down (about 1/3 of what it was before, for human players on Noble). Also it should now be scaled for difficulty level. If you have opinions on tech diffusion, please report them in the Bug Thread. I haven't fully tested it yet, but from a quick try, it looks like it's working.
 
45°38'N-13°47'E;13142684 said:
rev685
I'm waiting for opinions especially on tech diffusion changes. I've tuned tech diffusion down (about 1/3 of what it was before, for human players on Noble). Also it should now be scaled for difficulty level. If you have opinions on tech diffusion, please report them in the Bug Thread. I haven't fully tested it yet, but from a quick try, it looks like it's working.

Could you explain the mechanics in a bit more details, please?
 
Could you explain the mechanics in a bit more details, please?

Tech diffusion simply increases your science output for techs you're researching but are already discovered by other known civs. The more you're far behind in techs, the more help you get. What I've done in this latest change is to cut this help to 1/3 for human players at Noble level compared to what it was until rev 684 and scaled it for difficuly level so that at Chieftain you get almost the same help as any other AI civ, while at Deity you get 1/6 of the help AI is getting.
 
So the AI still gets the same help?

Could it be switched on/off in bug options?
If not, than I can still edit techdiffusion.xml before loading one savegame. Haven't tested thoroughly, but it seems to work that way.
I started a new game with techdif. on among the options but off in the xml, and the AI seemed to progress much slower than in previous games. I hope I can switch it on later, when most religions are founded. I am a bit annoyed seeing all religions being founded on my continent. Okay I found 4-5 of them (Kemetism, Hellenism, Naghualism, Confucionism and Taoism) :) but Judaism and Zoroastrianism are allways founded by one of my neighbours thx to techdif. - that's boring :sleep:
 
45°38'N-13°47'E;13145018 said:
Tech diffusion simply increases your science output for techs you're researching but are already discovered by other known civs. The more you're far behind in techs, the more help you get. What I've done in this latest change is to cut this help to 1/3 for human players at Noble level compared to what it was until rev 684 and scaled it for difficuly level so that at Chieftain you get almost the same help as any other AI civ, while at Deity you get 1/6 of the help AI is getting.

I personnaly think that tech diffusion is really too high for humans as for AI. It should be cutted down by a factor 4. Tech diff should be a help to stay in the race. However, the actual values seems too high as i feel that every discovered is nearly instantly shared for everyone (i tried in epic speed).
 
I personnaly think that tech diffusion is really too high for humans as for AI. It should be cutted down by a factor 4. Tech diff should be a help to stay in the race. However, the actual values seems too high as i feel that every discovered is nearly instantly shared for everyone (i tried in epic speed).

Agree.
The price of a tech should never go bellow 25% imho for ani civ, either human or AI.
 
1. AI is always getting the same help as before because that's the only way to keep AI in game without many civs falling behind too much, hence making the game too easy. Not much fun when you have tanks and other civs have longbowmen, and not realistic too.
2. Tech diffusion can be turned off before you start a game; it can also be tweaked in TechDiffusion_GlobalDefines.xml if you know what you're doing. If you want the old style tech diffusion as it was months ago, all you have to do is change TECH_DIFFUSION_WELFARE_THRESHOLD to something like 30 or less.
If you found 4 ot 5 religion, I hope you're not talking about the same game because that's insane! You're not meant to found all religions, exactly as AI is. By the way I always found Judaism, so you not being able to found it depends on your playstyle, not on the mod.
3. @dbkblk what revision are you talking about? Beside the fact that epic isn't balanced yet (and same goes for mapsizes different from large or handicap levels different from Noble), in rev685 tech diffusion has been scaled down to 1/3 for humans. I haven't scaled it down for AI for balancing reasons. If you cut it down more than that, you'll end up with just 1 opponent and other civs will fall behind quickly. Believe me, I've tested it many times.
4. @Sogroon, tech costs never change with tech diffusion. What's changing is your science output, not tech costs.
 
Back
Top Bottom