I have a license to Visual Studio 2013 Ultimate Edition already, so it was not a hassle to start compiling. Changing the effects to be tech-dependent is pretty smart.
My first idea to solve the issue was to add a new set of XML tags for free buildings for a unit. But it would have to be an array, since we need multiple buildings, and that sounded complicated.
My next thought was to modify the event to pass in the unit id so that I did not need the CyInterface unit lookup. I took a look, and that seemed fairly trivial, and so ... done.
Your way is more clever because you were more constrained by your choice of python-only. Constraints can lead to clever solutions. You thought outside of the box, while I just made our box slightly bigger.
Anyway, that is why I said my solution is "better", because objectively I solved our problem, but yours is more clever, since you abandoned the problem in the first place.
Removed code imported from C2C supposed to prevent loops because it was in fact preventing early settler expansion
Tech cost balancing: removed flex_ai_ratio now tech costs get higher if you're far ahead in techs in comparison to where you should be and techs costs get lower if you're far behind (i.e. compared to "real world" timeline); maybe it will need balancing for handicap levels
That part about tech costs looks good so far. As I said, it might need some tweaking depending on handicap level; I'll work on it.
Revision 844 New things Colosseum Wonder (requires Athletics and Construction, +4 happiness, +1 happiness on same continent, free Combat I promotion in city) Cryogenic Prison building (requires Cryogenics, replaces Jail, same bonuses as Jail plus additional -25% war weariness and -10% maintenance)
Tech Tree Changes
Removed techs: Elephant Riding, Journalism, Sonar, Vertical Flight, Personal Robots
Prereq changes:
Machine Tools replaces Journalism as prerequisite for Telegraph
Photography replaces Journalism as prerequisite for Marxism
Representative Democracy added to prerequisites for Labor Union
Radar prerequisites changed to Relativity + (Aviation OR Submarine Warfare)
Submarine Warfare replaces Sonar as prerequisite for Modern Seismology
Powered Exoskeleton added to prerequisites for Biomimetics
Androids replaces Personal Robots in prerequisites for Artificial Evolution, Mind Uploading, Planetary Economics
Unit Changes
Elephant Rider moved to Horseback Riding and Strength increased to 6
War Elephant moved to Horseback Riding (+Construction)
Noble Knight replaced Monarchy government civic option with Feudal society civic option
Elephant Bombardier moved to Armored Cavalry (+Gunpowder)
Helicopter moved to Aerodynamics
Missile Destroyer moved to Submarine Warfare (+Semiconductors)
Promotion Changes
Naval Tactics promotion renamed to Sea Control and new icon
Sonar moved to Submarine Warfare
Civic Change
Caste removed XP bonus to new units and reduced GPP penalty to -33%
Building Changes
Some existing names shortened: Beadmaker, Candlemaker, Potter, Tailor, Weaver
Defined Guild Headquarters special building type
Defined Corporate Store special building type (only real effect is to add Corporation as prerequisite for all Corporate Stores)
Pantheons moved to Aesthetics
Cathedrals moved to Papacy
Bath House moved to Sanitation
Treadmill Crane renamed to Stonemason, moved to Architecture and expiration to Manufacturing, replaces Carpenter and is replaced by Construction Firm/Industrial Park
Publishing House moved to Photography
Press Agency moved to Telegraph
Broadcast Tower reduced to +15% culture
Communication Tower increased to +30% culture
Network Node increased to +50% culture
Wonder Changes
Circus Maximus added +1 gold from Stable/Knight's Stable and +1 culture from Arena
Ishtar Gate removed lump sum gold and added +2 gold from Walls/High Walls
Parthenon +1 culture and +1 science from all state religion buildings made specifically apply to Hellenic religious buildings
Kotoku-in removed +5% culture in all cities and added +1 culture from Buddhist Monastery, Buddhist Temple
Sagas +1 culture from all state religion buildings made specifically apply to Asatru religious buildings
Edinburgh Castle provides Great Diplomat points
King Richard's Crusade +1 gold from all state religion buildings made specifically apply to Christian religious buildings
Hanseatic League removed connectedness commerce and added +1 gold from Market and +2 gold from Port/Seaport
Royal Tournament second tech prerequiste moved from Horseback Riding to Stirrup
Masons Guild now counts Stonemasons, not High Walls
Brihadeeswarar Temple removed +10% all commerces and added +1 all commerces from all Hindu religious buildings
Gutenberg Bible spreads state religion to all your and your vassal cities and 1/4 connected foreign cities
Leonardo's Workshop removed free technology, added +1 science from all specialists, obsolete with Particle Physics
Palace of Potala moved to Divine Right
Temple of Heaven removed +25% culture in all cities and added +3 culture from all Taoist religious buildings
Isaac Newton's College removed innate +2 science and lowered science percent from 50% to 25%; added +2 science from all University, Laboratory, Research Laboratory
Golden Spike railroad building changed to link all cities on same continent (same as Via Appia)
Neuschwanstein removed Golden Age and added +25% Golden Age length and +25% global Great Person generation
Statue of Liberty provides Great Diplomat points
Bolshoi removed free Theatre and added +2 culture from Theatre and Opera House
Federal Reserve removed free Bank and added +2 gold from Bank
The only time I've ever seen saves not be compatible was when we consolidated the Orchard improvements. There used to be separate improvements for Apple and Olive Orchards, and when we got rid of Olive and made Apple into generic Orchards, that made old saves incompatible. Otherwise, there shouldn't be any problem updating, although if you have Gutenberg Bible and/or Golden Spike already built, then it won't go back and change the effects.
I just noticed that the zoroastrian and kemetist wonders are still providing a civ wide +10% instead of boosting the religion's buildings. Is that intentional?
I just noticed that the zoroastrian and kemetist wonders are still providing a civ wide +10% instead of boosting the religion's buildings. Is that intentional?
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