BETA: 1.25 (#2)

Xyth

History Rewritten
Joined
Jul 14, 2004
Messages
4,106
Location
Aotearoa
This is long overdue, sorry everyone. Life has really not been compatible with modding lately and it's been hard to make progress and keep track of where I'm up to when opportunities to work on it have been so few and far between. This is not as polished as I'd like it to be, but I'm hoping with your help testing I can get it in releasable state before too much longer.


Download





Important

  • All bug/balance reports must indicate whether you are playing on Mac or Windows. There are some significant differences between each version now and as a result, any issue you report could be meaningless unless you tell which platform you are using.
  • Please keep bug and balance reports relevant to this beta. 1.25 has literally taken years longer than intended and I need to get it finished. I just don't have the bandwidth to consider broader suggestions at the moment.
  • Please read the Diplomacy article in the Concepts section of the pedia for details on how the new diplomacy features are meant to work (on Windows).
Known Issues

  • Foreign Advisor: 'Factions' and 'United Nations' pages have not been written yet
  • There's still a bunch of inaccurate diplomacy messages (e.g peace treaties) and TradeUtil warnings
  • Probably a great number of things that were reported in the last beta that I've lost track of. Sorry. Please report them again in this thread if you discover they're still not fixed.


Changes


Civilizations
  • New Civilization: Armenia (Tigranes, Ashot)
  • New Civilization: Scythia (Tomyris, Ateas)
  • Anasazi: renamed Pueblo
  • Hungarians: Vegvar (UB) grants free Cover promotion
  • Japanese: new button/flag
  • Mongols: new UW (Ulugh Beg Observatory)
  • Polish: new leader (Pilsudski)
  • Romans: Legionary (UU) can also build Encampments, death animation fixed
  • Thai: new leader (Naresuan)
  • Zulu: new Leader (Mandela)
Leaders
  • Cyrus: new art
  • Gajah Mada: improved art
  • Rahiri: improved art, reverted to Te Rauparaha
  • Shammuramat: removed
  • Tun Perak: new art
  • Numerous trait reassignments
Traits
  • Aggressive: fixed a bug that could leave a player with negative wealth
  • Defensive: improved AI handling of pillage immunity (Windows only)
  • Expansive: renamed Expansionist, grants free Granary instead of extra population
  • Tactical: now reduces military unit upgrade cost by 50% (was 100%)
Civics
  • Chiefdom: redesigned (+50% culture in capital, +1 happiness from Barracks)
  • Industrialism: upkeep lowered to Medium
  • Monarchy: grants +1 happiness from Palace instead of Barracks
  • Theocracy: no longer grants +50% culture in capital
  • Tribalism: 100% free unit upkeep instead of pillage/capture bonus
Religion
  • AI more likely to found religions appropriate to their region
Tenets
  • Enlightenment: faith from settled Great People reduced to +3 (previously +5)
  • Idolatry: now also increases cost of constructing Wonders by 25%
  • Preservation: now +1 faith from Wonders (previously +2)
  • Salvation: faith earned from combat is now based on the defeated unit's experience
  • Fixed a bug causing free specialists from Tenets to sometimes not be applied correctly
  • Revelation Tenets that improve Monasteries should now work correctly
Organizations
  • Fixed incorrect expansion costs
  • Fixed a rare bug that could destroy Headquarters
  • Many tweaks and fixes to expansion mechanics
  • Many tweaks and fixes to share trading
  • Organizations will now go bankrupt if their share price hits 0
Technology
  • Geography: no longer grants free trade routes
Specialists (Windows Only)
  • Doctor: provides health instead of food
  • Priest: provides happiness instead of commerce
  • Great Artist: provides happiness instead of wealth
  • Great Doctor: provides health instead of food
  • Great Priest: provides happiness, health, and culture
  • Great Spy: provides wealth instead of commerce
Buildings
  • New Building: Telephone Exchange
  • Airport: now also requires Radio
  • Bunker: redesigned and unlocks earlier (at Explosives)
  • Castle: also reduces bombard damage, no longer allows 1 spy
  • Customs House: foreign trade yield bonus reduced to 50%, also grants +50% defense vs espionage
  • Recycling Centre: should now clear existing pollution when constructed
  • Sewer: now grants +3 health, no longer allows 1 spy
  • Solar Plant: latitude requirement tightened to 30°
  • Defense bonuses no longer ineffective against many gunpowder units
  • Numerous adjustments to likelihood of destruction when city is captured
  • Numerous improvements/replacements for building art
  • City artstyle now determined by highest culture present (Windows only)
  • New construction sounds for many buildings
National Wonders
  • Refinery: provides Scientist GPP (formerly Merchant GPP)
  • Telephone Network: redesigned as Silicon Valley
Wonders
  • Cristo Redentor: should now work properly
  • Jetavanaramaya: cost lowered to 500
Units
  • Labourer: can no longer settle as citizens
  • Grenadier: also does up to 75% collateral damage to 3 units
  • Musketman: strength increased to 10
  • Transport Ship: now unlocks at Combustion
  • Many units that used to ignore building defense no longer do
  • Siege Units separated into Siege and Artillery categories
  • Fixed resource and tech requirements of several naval UUs
  • Various fixes and changes to unit art
Forts
  • Variants: Encampment, Fort, Fortress
  • Can be bombarded to reduce defenses (Windows only)
  • Generate culture for the occupier (Windows only)
  • Enable stationed units to see further (Windows only)
  • Better art
Improvements
  • AI should now be more careful about building polluting improvements
  • Offshore Platform: now unlocked at Infrastructure
Natural Wonders
  • New Natural Wonders: Eye of the Sahara, Salar de Uyuni
  • Aurora Borealis and Aurora Australis
  • Several adjustments/changes to bonuses
  • Now indicated on the map when resource labels are enabled
Music
  • New music for many leaders and eras, courtesy of IanMusic
  • Several existing pieces repurposed or reintroduced (from Vanilla and Warlords)
Interface
  • City Screen: Dissent Bar will now always show dissent rate (unless it is 0)
  • City Screen: fixed a bug preventing assignment of specialists when land is unworked
  • Financial Advisor: now shows how many trade routes you have with each player
  • Foreign Advisor: rebuilt (work in progress)
  • Pedia: now taller on higher resolutions
  • Settings: fixed an error when adjusting Field of View
Diplomacy (Windows Only)
  • Can now establish Embassies that allow Economic Agreements and Military Pacts
  • Economic Agreements: Right of Passage, Trade Agreement, Common Market
  • Military Pacts: Non-Aggression Pact, Co-operation Pact, Defensive Pact
  • New Negotiations: War Preparations, War Reparations, Secretary General Vote
  • New Trades: Contact, Workers, Military Units
  • New UN Votes: Barbarian Peace, Denounce Aggression, No City Razing, Fixed Borders
  • New UN Votes: Map Exchange, Civic Condemnation, Resource Prohibition
  • Various other Diplomacy adjustments
Balance
  • Increased culture required to reach Refined and higher levels
  • Dissent from civics now scales more reasonably with number of cities
  • Rounding is now applied to a city's total trade route yield instead of to individual trade routes (Windows only)
Misc
  • Updated to KMod 1.46
  • Regenerating the map should no longer mess up certain tile yields (Windows only)
  • Numerous minor bugfixes and tweaks
Source Code

DLL source code for this beta is attached below. If anyone wants to have a look through it and help squash any bugs that would be greatly appreciated!​
 

Attachments

  • CvGameCoreDLL 1.25 2nd beta.zip
    9.3 MB · Views: 229
Last edited:
Great news!! I will test it as soon as possible and give feedback.

Thanks Xyth
 
Hmm, changes to priest and doctor make them useless aside from GP generation, unless civics add something (and you are still better off with other specialists in this case). Because they eat 2 food, reduce both health and happiness by 1 (as population unit) while only giving 1 health or 1 happiness back. Can't we at least make it 2 health/happiness?
 
I have a question cause i'm not sure if it's a bug or not. I did a reformation for my religion and once I did that all civs got -6 opinion with me due to past events. Is that suppose to happen? It went from everyone being ok with me to being annoyed with me. lol
 
Hmm, changes to priest and doctor make them useless aside from GP generation, unless civics add something (and you are still better off with other specialists in this case). Because they eat 2 food, reduce both health and happiness by 1 (as population unit) while only giving 1 health or 1 happiness back. Can't we at least make it 2 health/happiness?

Oops, they're supposed to be +2.

I have a question cause i'm not sure if it's a bug or not. I did a reformation for my religion and once I did that all civs got -6 opinion with me due to past events. Is that suppose to happen? It went from everyone being ok with me to being annoyed with me. lol

You get a +1 attitude bonus for every tenet you have in common with a leader, and a -1 penalty for every tenet that is different (excluding Tolerance tenets). "Past events" is the descriptor for all custom attitude changes, including those from Tenet (mis)matches. So that -6 penalty is probably from tenets combined with something else. I'd want to eventually separate all these custom attitude effects and give them their own descriptors (can only be done on Windows though).
 
Thanks for the release! They're always worth the wait, I've run into a couple bugs on Windows; one minor and another that results in an immediate crash.

1) When a city is prompted to build the next unit/building, if Bayer Exec is available the description is in place of the name (I think building execs might be a bug in itself)

2) When a player accepts Common Market with an AI, the game will instantly crash. I'm not sure if the crash also occurs with Common Market between AI
 

Attachments

  • Bayer executive prod bug.png
    Bayer executive prod bug.png
    3.6 MB · Views: 220
  • Crashes After Accepting Common Market.CivBeyondSwordSave
    906.5 KB · Views: 216
I continued for awhile without making any Common Market Agreements. It seems that Common Market between the AI also results in an immediate crash (implied because it crashes a couple turns after one of them gets Marketing)
 
Have three hours +3 more into a Scythia civilization game with no troubles at all. On a Mac. Thx for the update!!
 
Last edited:
The only other question I have then is when the AI, after hating me for reforming or something, cancels my emissaries and/or trade deals, I'm getting a modifier that I am the one breaking it with them even though they are doing it to me. lol
 
When a city is prompted to build the next unit/building, if Bayer Exec is available the description is in place of the name

Fixed, thanks.

(I think building execs might be a bug in itself)

How do you mean?

When a player accepts Common Market with an AI, the game will instantly crash. I'm not sure if the crash also occurs with Common Market between AI

I continued for awhile without making any Common Market Agreements. It seems that Common Market between the AI also results in an immediate crash (implied because it crashes a couple turns after one of them gets Marketing)

Can replicate, investigating.

The only other question I have then is when the AI, after hating me for reforming or something, cancels my emissaries and/or trade deals, I'm getting a modifier that I am the one breaking it with them even though they are doing it to me. lol

That sounds like a bug. Will look into it.
 
How do you mean?

I thought that the corps were supposed to only spread passively after the big corp overhaul (similar to passive religion spread), completely eliminating the option to build execs. Maybe I misunderstood the new mechanics.
 
Hi.

Win 7 64, steam version of civ

I want to ask how counting of free units. Its look like base: number + numeric size of population. I got 9 cities, Total counting of population numbers are 98, plus tribalism, and i got 63 slots for free units, is that correct? (Romans, middle age)

Second i want ask if page whit victory status exists. The civilopedia says its F12. If exists how to access it? Or it can be as tab on foreign advisor F4.

And Skirmisher still needs Lather Working and Empoyment. Employment needs Lather Working, so its kinda pointless.

And question for last. I recently reinstall civ. Is there (in 2. beta) all the filles i need to run the game mod correctly? (Build version 3.1.9.0 , save version 302 )
I ask because I am unable solve the problem whit bugOptions - cannot locate the folder.
 
I thought that the corps were supposed to only spread passively after the big corp overhaul (similar to passive religion spread), completely eliminating the option to build execs. Maybe I misunderstood the new mechanics.

Executives can still be built, but only in the city with the Corporation Headquarters.

I want to ask how counting of free units. Its look like base: number + numeric size of population. I got 9 cities, Total counting of population numbers are 98, plus tribalism, and i got 63 slots for free units, is that correct? (Romans, middle age)

Formulas haven't changed from BTS, but the base numbers have. I haven't got time to explain in detail but here's the relevant code from the Finance Advisor:

PHP:
        iFreeUnits = gc.getHandicapInfo(player.getHandicapType()).getFreeUnits() + player.getBaseFreeUnits()
        iFreeUnits += ((player.getTotalPopulation() * player.getFreeUnitsPopulationPercent()) / 100)
        iFreeMilitaryUnits = player.getBaseFreeMilitaryUnits() + ((player.getTotalPopulation() * player.getFreeMilitaryUnitsPopulationPercent()) / 100)

Second i want ask if page whit victory status exists. The civilopedia says its F12. If exists how to access it? Or it can be as tab on foreign advisor F4.

It's still the right-most button (red fist) in the top right. Keybinding doesn't work though. I plan to remove it eventually, putting victory progress on the Info Screen and all the Apostolic Palace and U.N. stuff in the Foreign Advisor.

And Skirmisher still needs Lather Working and Empoyment. Employment needs Lather Working, so its kinda pointless.

Fixed, thanks.

And question for last. I recently reinstall civ. Is there (in 2. beta) all the filles i need to run the game mod correctly? (Build version 3.1.9.0 , save version 302 )
I ask because I am unable solve the problem whit bugOptions - cannot locate the folder.

Click the Cog icon in the top left and go to the System tab. See what it says for Mod Settings Path. That's where it's trying to save and can't for some reason.
 
I've figured out why Common Market Agreements are causing a crash. Not an easy fix, unfortunately. Working on it.
 
I’m not sure what you can do with the priests but the happiness modifier seems a little too good to battle dissent with the unlimited priests of polytheism. There’s pretty much no incentive to change from that Tenet, ever.

Not even humanism with random great people can compete because you sink in all GPP towards priests, so they don’t count towards others. From there can choose with other specialist you desire by only using those citizens you need.

That’s not even counting two easily attainable wonders that improve priests.

In short I thought this was a nerf to already overpowered priests, but it’s a massive buff if used correctly, to the point I don’t see any strategy that’s more viable.
 
Playing on Prince difficulty the AI rarely declares war on me. When I go to war, they have very few defenses and very small armies. Sometimes not even having walls into the 1000's AD. Previously, they would always have doomstacks and be happy to raid me early on. Also, I got 4 settler units in a row from villages. That never happened on Prince before.
 
I’m not sure what you can do with the priests but the happiness modifier seems a little too good to battle dissent with the unlimited priests of polytheism. There’s pretty much no incentive to change from that Tenet, ever.

Not even humanism with random great people can compete because you sink in all GPP towards priests, so they don’t count towards others. From there can choose with other specialist you desire by only using those citizens you need.

That’s not even counting two easily attainable wonders that improve priests.

In short I thought this was a nerf to already overpowered priests, but it’s a massive buff if used correctly, to the point I don’t see any strategy that’s more viable.

I'd like to hear other people's thoughts on this too.

very nice that you integrated advanced diplomacy,
i hope once you have it stable and strong, and also multiplayer compatible, i would also merge it from yours, if you dont mind of course.

Sure. Just be aware that I've changed it quite considerably and left some parts out.

Playing on Prince difficulty the AI rarely declares war on me. When I go to war, they have very few defenses and very small armies. Sometimes not even having walls into the 1000's AD. Previously, they would always have doomstacks and be happy to raid me early on. Also, I got 4 settler units in a row from villages. That never happened on Prince before.

Mac or Windows?
 
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