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I think it's supposed to reduce espionage costs against those nations, though I'm not sure what the commercial effect is.
 
@Aforess:

Are you sure Isolationism doesn't prevent foreign trade routes?

I was curious as to why I could never get any foreign trade routes in my cities, so I switched from Isolationism to Appeasement and they suddenly appeared the next turn. Maybe something else happened that caused that but it seems to make sense.
 
Regarding the Revolution Mod Update:

I've reached the Classical era on a huge earth map with 14 AI's and 2 of them (Russia, Ethiopia) have already had civil wars. Maybe they need more of a boost to help the expansionist leaders.

I myself have had unrest 4 times and had to spend a lot of gold to keep things quiet, but it's not too bad.
 
Revision 826

Update AI tech valuation for tech XML fields to use global defines, and increase values by ~5x to make them in line with building/unit values.

45*, most of the AI values for tech fields are now global defines. I didn't add the defines, but you can add them and change the default values if you want to play with the settings.
 
Revision 826

Update AI tech valuation for tech XML fields to use global defines, and increase values by ~5x to make them in line with building/unit values.

45*, most of the AI values for tech fields are now global defines. I didn't add the defines, but you can add them and change the default values if you want to play with the settings.

Very good, thank you Afforess. I'll do some test and I'll upload my changes; I guess for the moment Alphabet will be enough; if I notice other critical points, I'll update other defines
 
Ok, I am officially an idiot. Feel free to agree.

When I tested the revoltions mod update I forgot to clear my cache, so I was still using rev 823. No wonder the outcome was the same.

I fired up a quick game to the end of the Classical era, 14 AI's with the mod properly updated at rev 825. Russia only had two minor disorganized revolts this time which it seems to have handled. I had one incident of unrest and had to bribe once.

It seems the AI is handling revolution better in this update. I put spies in their cities and noticed that their city revolution meter isn't moving much at all though, especially in cities with big garrisons.
 
Ooo. That sounds handy. :)
 
Revision 828

  • Religion spread & decay scaled for gamespeed
  • Religion decay is affected by religious building influence in the city
  • Fix bug where AI's could claim tiles already claimed by another player
  • Fix python exception when unable to draw unit art on selection
 
Revision 828

  • Religion spread & decay scaled for gamespeed
  • Religion decay is affected by religious building influence in the city

What does it mean? I mean, what is the mechanic behind it?
 
What does it mean? I mean, what is the mechanic behind it?

Religion's have a chance of spreading based on the cities they are connected to, those cities distance, and the number of religious buildings (temples/cathedrals) in those cities. I added also modifier to scale the random chance of spreading to include game speed.

Religious decay works almost identically to religion spread, but in reverse.
 
Religion's have a chance of spreading based on the cities they are connected to, those cities distance, and the number of religious buildings (temples/cathedrals) in those cities. I added also modifier to scale the random chance of spreading to include game speed.

Religious decay works almost identically to religion spread, but in reverse.

Sorry for not enough clear again.
So it means that the % chance to spread/decay is decreasing with game speed?
 
Rev 829
One new tech, several deleted techs and adjustments. No other new content this update.

Tech Tree changes
Deleted techs:
  • Quantum Physics
  • Modern Physics
  • 3D Modeling
  • Fuel Cells
  • Magnetic Levitation
  • Superstring Theory
  • Anti-Aging Medicine
  • Bionics
New tech: Particle Physics (requires Knowledge Management + Superconductors, leads to Advanced Computers, Controlled Plasma, Railgun)
Tech prerequisites and F6 screen locations shuffled; some adjustments to tech costs
Added Knowledge Management as prerequisite for Ecological Engineering

Deletion reshuffling:
  • Uranium reveal moved to Relativity
  • Monasteries obsolete at Computers
  • Research Lab moved to Computers
  • Design Studio moved to Microprocessor
  • Maglev improvement moved to Superconductors
  • Great Scientist moved to Superconductors
  • Supercollider moved to Particle Physics
  • Theory of Everything moved to Particle Physics
  • Isaac Newton's College obsolete at Particle Physics
  • Automatons moved to Brain-Machine Interface
  • Edison's Workshop obsolete at Artificial Intelligence
  • Longevity moved to Regenerative Medicine
  • Einstein's Laboratory obsolete at Mind Uploading

Other:
  • Fixed a few problems with tech quotes
  • Richelieu leader traits now Charismatic/Deceiver (was Charismatic/Spiritual, identical to Joan)
  • Stable, Ger, Knight's Stable give -1 health
  • Wine enabling moved to Fermentation
  • Town Watch goes obsolete at Electricity
  • Confucian Temple gives +2 science and only +1 happy from Confucianism as state religion
  • Confucian Monastery increased to +3 science and reduced to +1 culture
  • Ancient Relics enabling moved to Archeology
  • Archeological Dig moved to Archeology
  • Police Station requires Jail and replaces Town Watch
  • Industrial Park moved to Conglomerates tech, cost increased to 400, provides +30% building production and +50% production of Skyscraper and Manufacturing Plant, no additional unhealth from Coal/Oil, replaces Construction Firm
  • Added Cloning as prerequisite for Automatons and Cyborgs (required for Cloning Laboratory/Cloning Factory prerequisite building)
 
Revision 830

  • Fix Airfield showing wrong strategy/pedia entry
  • Disable "Choose Religions" gameoption
  • Great Priest specialist gives +2 commerce instead of +2 hammers
  • Add Field Commanders tutorial popup upon creating first Field Commander unit ever.
  • Fix AI Flexible Difficulty
 
Revision 831

Give Hill of Tara, Via Appia, Golden Spike 100% conquest probability (all World Wonders should have 100% chance of capture).
 
Oh, I forgot to mention. In revision 830, I introduced the ability to reload the game text, in game. You can use ALT-SHIFT-R to reload the game text. (And as a reminder, CONTROL-SHIFT-R recalculates the game modifiers).

This is very handy if you are fixing civilopedia entries, strategy text, etc. You can update the text, have the game up, and press ALT-SHIFT-R and the text will appear immediately updated in game. (The game reloads all of the XML in the Assets/XML/Text directory when reloading game text)

This was always possible before, by changing the language to another language, then back. I just automated the process in 1 keybinding.
 
This sounds like an excellent trick, Afforess. :)
 
Revision 832
Give Archery units DCMBombRanges so they can use Archer Bombard properly.
Artists' Guild loses +50% culture (too strong) and gains 1 Artist slot.
 
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