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Beyond the play - Community MOD

Discussion in 'Civ4 - Modpacks' started by P&nny, Aug 15, 2019.

  1. P&nny

    P&nny Chieftain

    Joined:
    Sep 1, 2007
    Messages:
    83
    This is the official thread of the renewed version of the then Beyond the Game multiplayer community MOD (originally designed on the forum C4P).
    The MOD has been redesigned from scratch to accommodate both multiplayer and single player play, but with a very strong focus on competitive multiplayer play.

    This new version have been tested and played with at the very least on weekly basis since January 2017, with more than 10 players having all won Club championship titles and all logged in individually 5,000H+ of online play, so we're getting, we hope, to a very fine balance.

    Ultimately, the MOD can be perceived in 2 parts :
    - One part where through the offer of many many options, the game can be tailored or adapted better to competitive play. The gameplay is not altered by any mean.
    - Another part where the MOD offer components that push the game further, offering somehow enhanced gameplay
    It's important to note that every component is isolated in a dedicated game option (or multiplayer option) and can be run in any combination





    Installation:

    The MOD is actually and standalone game which offers the possibility to be easily installed (just unzipped) the archive, and importantly, does show live games on the multiplayer lobby as well. The .exe incorporates all data to redirect to the now unofficial lobby since the GameSpy one has been decommissioned

    Spoiler Installation :

    Last version - 2.10
    Game files :
    https://drive.google.com/open?id=1o5rEqBQaq4ZMueBITdpug-tAQQVrWurD

    All support PDFs
    https://drive.google.com/open?id=1cW5KF1Is1SApVBRFqDB0hw7_QGLfbLdz

    Support XLS (same as PDF)
    https://drive.google.com/open?id=1o5rEqBQaq4ZMueBITdpug-tAQQVrWurD

    For installation just unzip the file where you want to install the game and launch the BTP_207.exe file (in \BeyondTheSword\ folder)


    Credits :

    Spoiler Credits :

    For their contribution on the original Beyond the Game MOD : Primax, Asaf, Slaughter, Solver & DTA
    without which I could never have suceeeded to compile this,
    And the immense resources I could use here on Civfanatics


    Version releases :
    Spoiler Versions :

    #szVersionName = "2.00" # 2018 11 25 release
    #szVersionName = "2.01" # 2018 12 20 release
    #szVersionName = "2.02" # 2019 02 10 release
    #szVersionName = "2.03" # 2019 02 25 release
    #szVersionName = "2.04" # 2019 03 24 release
    #szVersionName = "2.05" # 2019 05 07
    #szVersionName = "2.06" # 2019 07 12 release
    #szVersionName = "2.07" # 2019 08 15 release
    #szVersionName = "2.08" # 2019 11 10 Christmas
    #szVersionName = "2.09" # 2019 12 16
    #szVersionName = "2.10" # 2020 02 10


    Logs:
    Of all the version since 2.00, when the project restarted the DLL from scratch

    Spoiler 2.10 :

    Beyond the Play 2.10
    Fixed - Language bug - for Phoenician workers in French
    Fixed - Bug / crash - When cities name run out. Added cities name (Phoenicia +15 to 26, Austria +14 to 31)
    Fixed - Option Warlord - if no anarchy is checked too, spiritual still gets +1 pop
    Fixed - Map Gen - Treasure - Map was always regen twice so Treasure never appeared (second gen didn't call it)
    Fixed - Map Gen - Only calls second round of generation if one of the 6 options of "trait banned" is checked (in case Re-Randoming civ changes)
    Fixed - Graphics - SDK Text - When a building provided a yield bonus with trait (like Archery range for Protective), it displays better i) in list of built building, ii) list of production to choose, iii) civelopedia
    Fixed - Graphics - SDK Text - All granaries shouldn't show capacity of Mongolia. Similarly, Khmer for Aqueduct.

    Regen - Fixed a bug (building count) that you would keep special count, Stonehenge, totem, etc.
    Regen - Fixed a bug/crash with Conqueror trait when it re-assess the +1 Gold/turn
    Regen - Fixed a bug that one player was skipped sometimes on regen (fixed tech score etc)

    Concede view - Reveals hidden resource like Petrol etc when the team is conceded

    Turn Timers - Added several (up to 9) speed timers for multiplayer
    Turn Timers - Moved all (10 normal/first) timers by 5 seconds (slower)
    Turn Timers - New Multiplayer Option "locked timer" so that you cannot change it via Host options menu

    World Info - Change default player in function of map size (Tiny 4, Small 6, Standard 8, Large 10, Huge 12)

    Game Option - New - Global Warming Limited - Provided the player builds National Park, he can avoid global warming around his cities
    Game Option - Expansion Wonder - Made it so that you can make it that the wonder has no obsolescence when there was one before.
    Game Option - Expansion Wonder - Hagia Sophia doesn't have obsolescence anymore

    Trait Balance - Organized - +150% XP when General used to give XP (50XP instead of 20XP)
    Trait Balance - Organized - Avoid growth button OFF: You don't have to use food for any production (workers, settlers) you can still grow
    Trait Balance - Organized - Avoid growth button ON: Allows all production to use food
    Trait Balance - Protective - Need 1 less Great person for golden age (after the first one)
    Trait Balance - Protective - + 100% Monasteries
    Trait Balance - Protective - it's +3 hammers with Archery Range, but cannot build from Renaissance start onwards (1 more era ban)
    Trait Balance - Financial - +100% Production on Breweries
    Trait Balance - Agressive - +100% Production on Arm's Factory

    Unique Resource - Resource CANNOT pop under feature/forest anymore. Attention makes more likely to pop under Capital settling tile


    Civ Balance - Mali - No more Gold resource on map
    Civ Balance - Mali - Unique Civic - Coinage (Government) - Forges, +4 happy, +2 health
    Civ Balance - Aztec - Unique Civic - Jungle Kingdom (Government) - +1 happy for each forest & jungle
    Civ Balance - Aztec - Altar Council also has +2 culture & +1 Happy
    Civ Balance - Native - Totem doesn't have free priest anymore, but it has +3GP points of Priest

    Civ Balance - Portugal - Unique Civic - Agrarian Society (Economy) - +1 gold on farms
    Civ Balance - Ethiopia - Stele does not have +1 Happiness anymore, not for free in any era (back in line to normal monument)
    Civ Balance - Inca - Unique Civic - Qullqa (Economy) - When you settle a city, surrounding mountains get +2F +2H and you can work them
    Civ Balance - Inca - UB - back to normal BTS (no extra 5%)
    Civ Balance - Phoenicia - Starting tech are fishing and agriculture (not hunting - small nerf because of worker ability)
    Civ Balance - France - new UB - Winery (Brewery) +3 happy is with wine not wheat

    Civ Balance - Austria-Hungary - UB doesn't have free Marble since it has it via Unique Resource. But it reveals all marble on map
    Civ Balance - Babylon - UB doesn't have free Stone since it has it via Unique Resource. But it reveals all stone on map
    Civ Balance - Polynesia - UB does reveal all fish on map

    Civ Balance - Ottomans - Janissaries can also upgrade in Cannons
    Civ Balance - Russia - Cossacks, have +25% against Riflemen & Grenadiers, not +30% vs Guns
    Civ Balance - Austria - Hussar - Defense bombard is 5% not 4%. Free promo Flanking 2


    Redistributing / Era / Iron Rebalance

    Civ Balance - Prussian Navy moves from Holy Rome to Germany
    Civ Balance - Valentine Tank, moves from Viking to Holy Rome.
    Civ Balance - Viking Maceman back to BTS standard
    Civ Balance - Carthage Cothon back to BTS standard
    Civ Balance - Ottomans - get's a Harbor with +4XP like Carthage had
    Civ Balance - Khmer - Received Foraging Civic from Carthage
    Civ Balance - Carthage - "Pastoralism" Civic +2Gold on pastures

    Random Era select - German add Indus, HR remove indus, add modern, Viking removes modern, Ottomans up to Future, Carthage only class + ancient


    Component - Dark Age - When option is OFF, doesn't put a message to all when you get Feudalism

    Component - Faith - Faith events reached later, multiples of 160 instead of multiples of 120
    Component - Faith - Event bonus for Cathedrals, redesigned to be roughly all equals (less geared towards happy and/or health)
    upload_2020-2-17_19-29-17.png


    Graphic Interface - tiles can now show more than 9 resources (good for Portgual civics, etc.) : https://forums.civfanatics.com/threads/10-yield-display.648327/
    Graphic Interface - new panel (CTRL-F4) for modders / check items : https://forums.civfanatics.com/threads/gamefont-display.648571/


    Graphic Interface - Added advisors on top left (near chat log), for menus accessible via CTRL-Fx
    Graphic Interface - Added reference to shortcuts in widget/description of buttons
    Graphic Interface - with option "Tournament game" all irrelevant menus are hidden (just like they can't be called by keyboard shortcut), except for Spectator/referee

    Graphic Interface - "Dawn of Man" - redesigned to actually SHOW the UU & UB, also links up towards Civ Tiers panel
    Graphic Interface - New Panel (CTRL-F9) - "Tiers Civilization" - show what civilization can be assigned with option Random Civ Select Era

    Graphic Interface - "Shared Vision" panel, also to check who conceded, updated, linked with regen features.


    upload_2020-2-17_19-29-18.jpeg



    Spoiler 2.09 :

    Beyond the Play 2.09

    Fixed visual - Worker of Arabia has unit graphic for all era starts, not just one
    Fixed visual - Worker of Ottomans is normal looking worker, its dedicated graphic goes to Phoenicia Worker UU
    Fixed display - That amazon camp gold wasn't adjusting properly for speed in civelopedia (only)
    Fixed display - That in-city menu was showing Protective unhappy for drafting is 3 Unhappy, while it's 2 unhappy
    Fixed turn count - so that super quick would have better scaling for Years/era start time
    Fixed bug - That you had a popup turn 1 for civic change, even in ancient era
    Fixed bug - Mechanized Unit - Infantry Mechanized & Gunship are now mechanized unit
    Fixed bug - Dark age - that you could still grow when you didn't put a unit has production
    Fixed bug - Dark age - some text issues when the option is off
    Fixed bug - Pick up / Place resource - blocked that you could do it "across" domain (i.e. in sea on a galley or in a city settled on resource with fisherman)
    Fixed bug - Game generation - thats huns could get settlers instead of workers (settlers can not build Campus)
    Fixed bug - Game generation - that 3 traits were not reset properly (100% growth cottage fin, 10% fast worker Spi & 1 draft for free Protective)
    Fixed bug - Game regeneration - Great general points now resets at Regen (thresholds were okay)
    Fixed bug - Game regeneration - The score was counting twice the tech points (was not removing the old score)
    Fixed bug - Game regeneration - Conqueror traits now doesn't get applied bonus twice of 1 gold
    Fixed bug - Game regeneration - Option limiting traits (Protective, Financial etc.) would give you the traits on your starting units
    Fixed bug - Game regeneration - Option limiting traits (Protective, Financial etc.) when you unselect it between games, now gets applied properly
    Fixed bug - Game conceding panel - changed it so that it reveal all tiles fully if the game is conceded, removed a crashed logic when more than 1 team concedes
    Spectator - made it so that spectator "Auto-enters" not to slow game, but only if there is more than 1 human (you can watch AI play)

    Fixed - Unique Resource - made it that it cannot go on a peak
    Fixed - Unique Resource - made it that when there is no valid plot to have free resource, it gets on the tile of the capital (useful for Oil, even fish,...)

    Feature - Unique Civic - made it so that you can have a unique civic (Portugal) that is not in first line of civics. 1/ Fix civic screen 2/ Start Civic 3/ Cannot Do civic logic 4/ Tech tree only show applicable civic to your civ 5/ Remove popup when you discover tech

    GameOption - Base Game - War Elephant is a Mechanized unit (does not take promotion from barrack)
    GameOption - Base Game - New Building : Elephant Camp - With alphabet, +3XP for Elephant
    GameOption - Base Game - Spearman dedicated bonus vs Elephant is 50%, not 30%


    Civ Balance - Arabia - UB Palace removed - doesn't have free oil via building anymore, only settling "unique Resource" on tile of capital
    Civ Balance - Sumer - UB Palace is Imam Reza - +3XP Melee in City, +1 gold & 1 science from all religious building
    Civ Balance - Sumer - Remove special Ziggurat and returned to default/vanilla one (not 3XP melee anymore)

    Civ Balance - Polynesia - Unique Civic - Fishing communities (Economy) +2Food with Fishing boats, +2 Health Granaries
    Civ Balance - Russia - Unique Civic - Forced Labor (Economy),+1 Gold on Mine improvement
    Civ Balance - Carthage - Unique Civic - Foraging (Economy), +3H on Camp improvement
    Civ Balance - Amazon - Unique Civic - Wood economy (Economy) +2 Gold on forests
    Civ Balance - Amazon - New UU - Chariot (Light Cavalry) - Free Blitz promotion
    Civ Balance - Egypt - Unique Civic - Caravan (Economy), +7 Gold on Oasis
    Civ Balance - Spain - Unique Civic - Religion Tolerance (Religion), +150% Faith
    Civ Balance - Portugal - Unique Civic - Colonialism (Economy), replace Free market, with Optics. +1 Hammer, +5 Gold on fishing boats
    Civ Balance - Portugal - remove special "builds" of fishing boats etc. it's all done via dedicated civic now

    Civ Balance - Phoenicia - Unique Civic - Phoenician Oligarchy (Governement, HR) Reval all tiles of the map (fogged); instead of "just" Mathematics
    Civ Balance - Phoenicia - Has a dedicated (new UU) worker which doesn't require the technologies to build improvement (can build all)
    Civ Balance - Poland & Polynesia - UU - Moving resource, and putting them back, finishes the units move both (takes more time to move resource around)

    Civ Balance - Arabia - Camel can now upgrade again, in both Cuirassiers and Cavalries
    Civ Balance - Arabia - Camel starts with Promotion "Chaos" not "Commando"
    Promotion - Chaos - new Promo, can use enemy road like Commando, but when UPGRADING, you LOOSE the promotion on the unit [New Feature]

    Traits balance - Industrious - +1Hammer only on EXACTLY 4 Hammer tile. It's on natural yield (pre-Golden Age)
    Traits balance - Agricultural - +1 Foood on tiles with Either 4 or 5 food only
    Traits balance - Charismatic - +50% Production Gunship


    Spoiler 2.08 :

    Fix display - you get the DAWN screen (showing all your civ stuff) even in multiplayer, even in non-ancient start
    Fix option bug - that the scenario 100 is not activated (it's >=100 to activate scenario, not >100)
    Fix game bug - that slaves (because no combat domain) didn't get their production bonus (trait spiritual) since 2.06
    Fix game bug - Made it that bonus of production on slaves/lumberjack is only available for traits if option "expansion traits" is activated
    Fix game bug - with Option Killer - You lose the "capture city" count if you lose the city (in case someone takes back the city you captured)
    Fix Retire menu - that you can ALT-Q by mistake to retire, you need to do ALT-CTRL-Q now
    Fix text bug - of options
    Fix display bug - that it would say "CTON Ancient" for Ironman games in superquick speed and hyperquick speed
    Fix graphic bug - that "European workers", were appearing as Indian fast workers on some frames when option animation frozen was on
    Added Graphics for workers from RFCE (there isn't many to took the chance to store/expand), different graphics for the workers of Russia+Ottomans+Arab+Hungary/Poland

    Fix problems with Keyboard Shortcuts for popup / screen menus :
    Added Menu for players to activate, this cannot activated when the multiplayer option "Tournament Game", is on
    (Added Multiplayer option : Differentiated "Tournament Game" (above) and "Refereed Games" (=Observer mode))
    CTRL-F1 - Developer menu to check XML tags, check games' content
    CTRL-F2 - Developer - Calendar check (to compare game speeds)
    CTRL-F3 - Developer - Art checker
    CTRL-F4 - Developer - A quick ingame text display to test strings
    CTRL-F5 - Host option popup
    CTRL-F6 - Concede and reveal map popup
    CTRL-F7 - Regenerate map quick menu
    CTRL-F8 - Shared vision Panel (Not functional for now)
    CTRL-F9 - Advanced options (Hidden for now)
    Host option menu also available with CTRL + SHIFT + H at all times (even in tournament games)

    VictoryOption - new - Treasure Hunt.
    At launch of game you get a "national treasure" unit, no strength, 1 move. Cannot enter cities/is expelled if you settled on unit.
    If someone kills this unit all your cities and units are destroyed

    Scenario Option - UU Madness
    With UU Madness option there is no distinction between Civs anymore : They can all build all the UU's, but they need to have access to some resource to do so. When you chose your production (for example archer) it's starts normally and when you finish constructing it, if you have the resource of a UU of the unit type (example Stone) you get the UU (in this case a Bowman). If there are multiple UU's you can get, you get a chance for both (if you've got both Sheep and Fur you get 50/50 chance of a Gaellic warrior and a praetorian when you build a swordman. This works and adapt to both BTG and BTP (new UU's or not). The list of UU and their resource is shown in a dedicated panel in civelopedia, also on the Unit Pedia themselves when the option is on.


    Additional religions (from Just A Religion Mod), 10 extra religions
    Only activates when "Fair religion" is on, and when 8 players or more are part of game. This is mostly for large multiplayer games, so that everyone has religion.
    Religious Screen (F7) has been adapted to only show the religion in play, not all religions greyed out.
    Added Civelopedia of BTP Religion to reflect. It shows the religion and it's related Units (missionaries), Wonder (Shrine) and buildings (Temple, Monasteries, Cathedrals).

    Added "Component". Concepts are activated via (new) game option. Labelled "Component"
    Component described in Civelopedia in new page "BTP - Concept"
    Concept "Faith". When a player as an active state religion, each building of that religion (monasteries, temples, cathedrals) contribute 1 points towards faith (3 point for Shrine). Counter appears on top left of screen (doesn't contribute when in anarchy, resets at 0 if changes religion).
    When you get to the threshold (120 points in quick), you can choose 1 of 9 bonus, that applies to Cathedral (1 coin, 1 culture, etc.). The next threshold then is further away (240pnt for level 2) like the threshold for GP increase. This works for all 17 religions.

    Added Component - "Royalty"
    A "King" Unit is created when you take the civic Monarchy. The King unit appears at the end of your revolution transition period (normally 5 turns), on the tile you started the game on, or a tile adjacent to it if there is a city there.
    You can have multiple Kings if you do multiple revolutions where you select Monarchy. The unit itself is similar to a treasure - it's weak, cannot attack, has 1 movement and cannot enter cities. When it dies, it triggers a golden age for the civilization that killed it (limited to once a game by player) and triggers a dark age for the civilization that lost his king (can happen several times, and happens even if dark age concept his not checked). You'll get notification of starts and ends of Dark ages of all players like you do for Golden age (sound, etc.). Your player screen will show how many turns left where there usually is the mention of which era you currently are in.

    Added Component - "Dark Age"
    When you're in a dark age, you cannot produce research anymore (you do 0 beaker...better save gold!), you have 5 'bad' health by city, and all your production are 'food produced' (you cannot growth anymore). The dark age last as long as a golden age, i.e 6 turns in quick speed and 8 turns in normal speed. There are 3 ways to enter a dark age, I/ The aforementioned death of one of your kings, this is a normal dark age. The other 2 ways are 'Global Dark Age' where all players enter the dark age at the same time. There can only be one global dark age by game. II/ By constructing the wonder "Krak des chevaliers" available with guilds (you only need to use a knight to build it, you don't need to produce it in the city). This wonder also give you immunity vs Global dark age so everybody BUT YOU will have a dark age. But note that this wonder expires with the technology Education so you will have to make a tech path choice for this. III/ When you discover Feudalism, there will be a popup offering you the chance to spread the plague and everybody will enter a dark Age. Importantly you will not be able to do so if you already are pas the Medieval era (have a tech within Education, Nationalism, Gunpowder, Printing Press, Astronomy). You'll probably want to trigger this when someone is about to get Krak des Chevaliers. Krak des Chevaliers is only available for Classical and earlier starts.

    Added leader (12) for all the "Conqueror" traits combo. All leaders are on Civilization that already exist in base game (opposite of agricultural trait).
    Civelopedia panel of leaders : Sorted in 3 columns, Agricultural, Conqueror, and other leaders.

    Trait "Trader" is replaced by trait "Conqueror"
    Trait Conqueror reset - Can rushbuy production, +1gold/city/turn, 20% discount upgrade sea unit, +3 Health, 100% prod speed market & Grocers
    Trait Conqueror new - When you win your first attacking combat with your (own) UU, a golden age is triggered
    Trait Conqueror new - When you produce a unit, if 1 of your teammates has a UU for that unitType, your unit has 50% of transform in that UU too (you share the UU of your teammates). [Brotherhood concept of platyping]



    GameOption - New - Settings - no AGGRESSIVE leaders
    GameOption - New - Expansion - Conqueror Leaders
    GameOption - New - Expansion - Agricultural Leaders
    --> For all 3 options, when you launch the game, if you fall on a leader with one of those traits it will change the TRAIT to a random one. So if you play with Cleopatra (Agri/Conq) and don't check the option, you will be something random (like Cre/org for example) but not Agri, not Conq and not Aggressive as well if you did CHECK the box (opposite logic for checking box Aggressive)


    GameOption - New - Smart and Limited tech discount - You can only benefit of tech discount (bonus modifier to help your tech) if you have TWO CITIES less (or more) than the player/team you're copying. Only if it's a real catch-up mechanism. If you also click option no tech discount you won't get any.
    GameOption - Base Game - New Unit, Battery Ram - Siege with 0 Force, gets captured. Cost 150H normal speed. Requires engineering, and a siege workshop in the city. it's a limited unit each player & team can only have 1. It bombard defense 200% (only 2 turns vs Castle, 1 turn any other case). It requires a road to move (cannot enter terrain without road/railroad)
    GameOption - Scenario - The campus improvement is now with Repleacable part, update in 35T (not 40) only 1 coin (not 3); but gets +2 coins with Steam Power

    New Unit Feature - Unit can be "no promotions from trait" (Trait promo (agressive, financial) don't apply to the Unit (only applied to Rome UU)

    New Civilization Feature - Unique Resource - When you select the civilization expansion (works for Civelopedia and DAWN too), on top of the new UU and UB; some civilizations have a unique extra resource.
    This resource is added to your city fat cross when you SETTLE the capital (you can see the resource appear), if there is at least 1 of the 21 tiles that is valid to receive (not always true for Oil for example). So this will give you a boost (a cow with America for example) or a strategic resource (marble with Austro-Hungary for example). Specific resource for specific resource are shown in your civilization pedia.
    Current List : Arabia Oil, America Cow, Austria Marble, Babylon Stone, Khmer Elephant, Mali Gold, France Wine, Viking Fish, Carthage Sheep, Germany Wheat, China Rice

    New Civilization Feature - Unique Civics - When you select the civilization expansion (works for Civelopedia and DAWN too), on top of the new UU and UB; some civilization have a unique civic.
    It replaces a traditional civic and gives a more powerful civic to the civilization (this replaces the faculty of having access earlier to a civic of previous version of BTP).
    Current list : Greece (Athenian Democracy - Labor, +100% growth cottages), Arabia (Religious Education - Labor, unlimited Scientist, Priest), Germany (Confederation - Legal, +3 Happy from Barracks)

    New Civilization : Poland. 2 leaders, Cre-cha & Org Pro.
    UU - Highlander Infantry (Infantry) - 22 Strength, cheaper (110 like Rifle, not 140), Free promo : Amphibious, Guerilla I & II
    UU - Lumberjack (removed from Polynesia), slightly cheaper. Can build colonies too
    UU - Polish worker can do all jobs without having the techs, except a Colony. Also, can move resources around, the worker can "store" (say the sheep) go to another tile and drop it
    UB - NightWatch (Monument) - +1 Coin, expire with Mass media. Allow a 50% chance of copying an opponent UU when you produce (the same type of) unit

    Civ Balance - Polynesia - UU Fisherman - Can "move the resource" in the sea. so you can move the fish/crab/clam etc. to other tiles
    Civ Balance - Polynesia - doesn't have UU Lumberjack Anymore


    Civ Balance - Rome - Praetorian is "no promotions from trait"
    Civ Balance - Inca - Ayamar (nerf) - bonus vs Cuirrassier is only in defense (not in attack anymore), it's 75% not 100%
    Civ Balance - Spain - Conquistador (nerf) - it's not +50% melee & +25% guns the bonuses, but +25% pikes & +25% Musketman
    Civ Balance - Portugal - Carrack is 3 move 2 cargo like in BTS but 1) can build Portuguese fisheries (replaces normal fisheries with +7 gold, which expire with railroad). 2) Can build Portuguese trading post, it's like a colony in the water with 25% defense. This destroys the carrack when built. You need 3 space in between each you want to build.

    Civ Balance - England - Elite Range - it's only 3XP for guns not 4XP. Very similar. Also the building is not "limit era" but that's just clean up, no gameplay impact
    Civ Balance - England - English Archer - no more first strike (mini-nerf)
    Civ Balance - Korea - Hwacha (buf) - is normal price of catapult
    Civ Balance - Native - American colonist (nerf) - still 5 move but no sentry vision
    Civ Balance - Russia - Cossack (buf) - +30% vs guns not +20%
    Civ Balance - America - Central Bank (buf) - +150% instead +135%
    Civ Balance - Mongol - Ortoo (nerf) - cost 60 not 50. No Prod bonus from horses.
    Civ Balance - Russia - Research Lab (buf) - doesn't need the uranium for power (so you can get it at physics, not fission), also 0 chance of nuclear meltdown
    Civ Balance - Mail - Mint (buf) - it's +25% gold not 10%. Still 2 engineers slots with Iron working

    Civ Balance - Khmer - Elephant - fix bug that you could do baray to everyone (so 2 aqueducts)
    Civ Balance - India - Mughal Elephant - another "flavor" elephant who can build mausoleum in city (only of india player). it mostly serves as UU to start GA with Conqueror trait

    Civ Balance - Zulu (Minor) - Ikhanda is returned to normal (20%) cancelled extra building
    Civ Balance - Holy Rome (Minor) - Rathaus is returned to normal (75%) cancelled extra building
    Civ Balance - Austro-Hungary - UB - Opera House - Theatre, +25% gold. Cost 100 not 50

    Trait Balance - Creative - All bonus of 20% are 25%
    Trait Balance - Agricultural - doesn't have 2 health anymore (conqueror has those Health)
    Trait Balance - Agricultural - +100% prod speed on aqueduct, levee
    Trait Balance - Financial - Chainmail promition only gives +25% protection collateral, but opens up for promotion "equestry" [can reach with 3XP]. Also, Chainmail available for all with Combat6 promo (unlikely)
    Promotion balance - new - Equestry, +25% vs Mounted. Available with chainmail only

    GameOption Balance - Wonder Madness - The resource booster on World Wonder is 50%, not 35% anymore

    Spectator Mode - in Tech panel you have dropdown menu to check techs of everyone



    Spoiler 2.07 :

    Beyond the Play 2.07
    Game base extra - Building - Warehouse also give +1 Health when using Civic Serfdom
    New Civ - Polynesia - UB - Marae - All same but (workers) can only increase population of the city ONCE a turn


    Spoiler 2.06 :

    Beyond the Play 2.06

    Multiplayer Scenarios - Included Scenarios (Extra scout, worker, settlers, pop,...) via the CityElim Multi Option
    Multiplayer Scenarios - Activated when CityElim > 100. i.e, 902 City elim will make it 2 CityElim + Scenario 90 (3 extra defense unit)
    Multiplayer Scenarios - Remove the 350 Turn extra 1 Explore unit (this is Scenario 10). See dedicate sheet for all scenarios

    MainScreen Display - Doesn't show extra display (MOD name etc.) when in city menu anymore
    MainScreen Display - Fixed a bug with option display in the name game top right corner (beyond the play 2.06...)
    MainScreen Display - When changing the timer, it shows the name of the player/user, even in anonymous (not name of leader)
    MainScreen Display - On top left - Shows the game #being played (teamer, CTON,...)
    MainScreen Display - On top left - Shows the current era you're in
    MainScreen Display - Score name toggle - Between player name (toggle off), & LeaderName + Civ Adjective (toggle on)

    GameSpeed - SuperQuick - Worker build % back up from 50 to 60. So that roads = 2 Turns. Compare to Quick, only chop (2T) and farm (3T) change
    GameSpeed - HyperQuick - New speed, Everything at 20% normal speed
    GameSpeed - All new speed - re-scaled the count of months (years) correctly

    MultiOption - New Option - Random Ban Civ too Powerful (one more option, other existing option called "Dominant Civ"). Tier 2 Civs are banned from Random : Phoenicia & Rome
    MultiOption - New Option - Random Ban, if option "Reveal Map" is turned on; then you can't get Phoenicia in Random

    GameOption - Great Artist limited - Great Work is not banned altogether anymore, it requires culture in the city egal to what will be received
    GameOption - Great Artist limited - Can do Small work instead. it's 1/100 less culture, but still flip revolution, and gives gold depending on era (150/era in quick)
    GameOption - Ancient Scout - added a feature that does not allow to settle CAPITALS on REVEALED STRATEGIC resources

    GameOption - Scenario - Workshop REDUCES by 1 hammer the output with technology ECOLOGY
    GameOption - Scenario - Colonies (New). Tile gets surrounded by Culture. Can Link Resources. Cannot build next to each other. Requires Compass
    GameOption - Scenario - Colonies - Can only be built outside borders (neutral terrain)

    GameOption - Vanilla - Fixed a but that sometimes UU & UB could be built still
    GameOption - Vanilla - Fixed that you don't have special Civic starts if in Vanilla or UU Madness mode
    GameOption - UUM - Aligned to Vanilla for the civilization part (UU & UB Vanilla). Leader trait still apply (can be used as a vanilla variant as is)

    Traits Balance - Expansive still has +50% water bonus but it requires building a harbor
    Traits Balance - Spiritual - with No Anarchy, Anarchy Length is 1 turn only under all conditions
    Traits Balance - Spiritual - with No Anarchy, Only get +1 population for Era starts Indus, Modern, Future
    Traits Balance - Protective - Does not draft at a different size than other traits anymore
    Traits Balance - Protective - +2 Hammers on Archery Range
    Traits Balance - Organized - doesn't have ability to kill units with siege anymore, but has free promo Explosive on siege (similar)

    Promotion - Explosive (new) - Can kill units completely, +50% vs Siege

    BaseGame Balance - Grenadier - Cost is 110 (not 100) like a Rifleman

    Game Feature - Mechanized - Fix units (Cannons) that weren't mechanized

    Game base extra - Building - Archery range, cost 45 not 60, but Protective leaders don't produce it quicker
    Game Base extra - Building - Siege Workshop 75H, with Metal Casting. +3XP Siege. +25% Prod Siege. Builds twice fast with ORGANIZED. Obsolete with Steel
    Game base extra - Building - Brewery 45H, with Pottery. +1 Happy, +3Happy with wheat, -35% Science
    Game base extra - Building - Brewery +25% Prod Melee. Can produce melee unit with food (like settlers & workers). Obsolete with Guilds.

    Wonder Balance - Hagia Sophia - Also alllow the city where it is built to hold 1 extra national Wonder. Still obsoletes Steam Power.

    Civ Balance - Egypt - 3 dedicated wonders removed
    Civ Balance - Egypt - Obelisk, also give +50% prod on buildings, when you already have a bonus via a resource (Marble, Stone, Copper,...)
    Civ Balance - Austria Hungary - has new UB Vegvar (Castle) - +5XP Siege. Builds quicker with marble, not stone
    Civ Balance - Spain - Citadel (Castle) doesn't have +5XP Siege anymore.

    Civ Balance - Japan - Dojo expires (with Physics)
    Civ Balance - England - Elite Range, still expires with assembly line but is buildable in Industrial
    Civ Balance - Celts - Only 4 starting techs, not Agriculture, not the wheel
    Civ Balance - Germany - starts with civic Nationhood
    Civ Balance - Arabia - Madrassa return to original games' spec
    Civ Balance - Arabia - starts with civic Caste System
    Civ Balance - Greece - Odeon return to original games' spec
    Civ Balance - Greece - starts with civic Emancipation
    Civ Balance - America - doesn't start with civic Emancipation anymore
    Civ Balance - America - Cost of Empire State building is 1200 not 1500
    Civ Balance - America - Central bank starting tech is Liberalism, not Corporation. Doesnt require ANY bank.
    Civ Balance - Phoenicia - Mediterranean Hub cost 300Hammers, not 600
    Civ Balance - Phoenicia - Seaport cost 60 not 80, but doesn't get produced quicker with Expansive
    Civ Balance - China - Pavillion is not free promo barrage, it's +25% prod Archery units
    Civ Balance - Russia - Tank has 5% bombard, not 2%
    Civ Balance - Byzantium - UU Bombard rate is 4%, not 2%
    Civ Balance - AustroHungary - UU Bombard rate is 4%, not 1%
    Civ Balance - Viking - UU Frigate cost is 65, not 90
    Civ Balance - Netherlands - KNIL soldiers are +30% attack versus Cavalries, not 50%
    Civ Balance - Mali - Mint is discovered with Iron Working, provides 2 engineer slots, not 1. 10% gold like in BTS

    New Civ - Polynesia - Leaders Kamehameha (Agri/Phi), Salamasina (Agri/Ind)
    New Civ - Polynesia - Fisherman (Workboat) - its fishing net have +2 food extra
    New Civ - Polynesia - UU - Lumberjack (Slave), cost 45H, can only chop (forest+jungle) but in 1T. Doesn't suicide.
    New Civ - Polynesia - UU - Koa (Axeman), target Melee units, even in cities
    New Civ - Polynesia - UU - Light Rifleman (Rifleman), Cost 80 not 110H

    Leaders - Nebuchadnezzar replaces Ardashir (disappears) (Cre/Cha), Pachacuti (Org/Pro) replaces Harun, Tuthankamun removed
    Leaders - Dedicated Leaderhead, pedia for all leaders

    Graphics - China has dedicated button + object for its dam
    Graphics - French Cannon is imperial cannon from Colonization

    Maps - Green Wheel, Green Wheel Neo, Green Ring, Iland Sea and GridBeta2 - Changed so that automatic settings are typical CCC Settings


    Spoiler 2.05 :

    Beyond the Play 2.05

    Handicap level added - Squire (between Warlord & Noble) and Duke (between Noble & Prince)

    Option Ban spies - Great spies cannot enter enemies territory

    Option Ancient Scout - added a rule that if you put at least 350 Turns at limit (not teamer, short games), you get 1 more scout-type unit at start

    Option Game base extra item - Arm's factory. This gives 3XP to "Mechanized" land units.
    Barracks only give 3XP to NON-mechanized units, +1 happy with State policy, -1 Health with Free Speech
    All unit help shows if they're mechanized (artilleries, tanks,...)

    Option Game base extra item - Marco Polo wonder - With a Spy (not building)
    Requires Market, Technology Paper. Provides 1 Silk, reveals tiles of the map where there are bonus resources

    Option Game base extra item - Sun Tzu - Only requires 1 barrack, no theatre. Obsolete Steel not Chemistry

    Option Scenario - Workshop hammer of "Chemistry", which was cancelled, is now with "Assembly Line"
    Option Scenario - Military Science gives a coin also to windmill, watermill, lumbermill
    Option Scenario - Civic "Nationalism" removes 1 coin from workshop (but still give +1 Food)

    Options Balance Wonder - Great Library cost 400H not 350H

    (New) Option - Wonder Madness - Changes the production bonus the resources for WORLD wonders (marble, stone...) gives.
    The new ratio is +35%, not +100%. National Wonders are not impacted

    Option fair Religion - Improved so that no civ would ever get 2nd religion
    Option no Anarchy - Changed so that there is no min bonus of 1 pop for spi (starts at size 1 in Ancient-Medi)
    Option corporation cost - Cost multiplier is 250% not 200%
    Option Random Era Civ - Developped further for a better Civ pool selection
    Extra leader - Trader (Sid Meier) - has also +1Happy with Market on top of Grocer

    Expansion - Regular Unit - Longsword Cost 40 not 45, requires either Bronze or Iron, not just Iron

    Promotion - Cargo promotion available to all (civs) but it's difficult : need Flanking II + Sentry
    Promotion - Cargo promotion only offer +1 cargo space, but there is promotion Cargo II & III (each +1 cargo)
    Promotion - Cargo promotion I available for Spanish Citadel as before

    Bug Fix - Mali mint, is +25% prod +20% as intended, not opposite %age

    Bug Fix - Sounds from Huns was returning error
    Bug Fix - Option agile worker - was cancelling all the happy points of buildings
    Bug Fix - Some UU weren't taking XP (Phoenicia Boat, Viking Tank)
    Text Fix - Imam Reza building was refering to non-existing feature in description

    Text Fix - for Option Tournament game in french

    Graphic Fix - Warehouse updated with dedicated graphics
    Graphic Fix - Change Promotion chain mail graphism, all cargos promotions
    Graphic Fix - Dedicated button for units, slave, shepard, Quinquireme, Nomad, Ballista, English archer, Colonist, Port Conquis
    Graphic Fix - Dedicated Art for Conquis Portuguese
    Graphic Fix - Russia's UB is St Sophie Cathedral

    Civ Balance - America - Emancipation available at all times, Empire State building just with earlier tech
    Civ Balance - Babylon - no more Masonry for free
    Civ Balance - Khmer - Laximanaryan does not provide infinite happiness, only an extra 3 (+4 total for palace)
    Civ Balance - Phoenicia - Seaport is with Sailing, not Compass. Mediterranean hub doesn't require harbor (can be non-coastal), is with Currency
    Civ Balance - Egypt - doesn't have 3rd starting tech. Great Pyramid of Giza expires with Steam power
    Civ Balance - Spain - Obsolete with Industrialism (available Indus Start), lose it's +1Hammer on sea, +5 coins. Doesnt require walls
    Civ Balance - Ethiopia - Building is not +5 culture +25% but +2Cult +50%
    Civ Balance - Russia - Research institute is a nuclear plant that gives 2 free scientist, with physics
    Civ Balance - Viking - Withdrawal of tank is 90%, not 100%
    Civ Balance - Aztec - it's not the courthouse that has +10% food (back to normal) but a barrack : Elder Council
    Civ Balance - Carthage - Cothon does not have Trade route extra anymore, has -15% maintenance modifier, Has +3XP not +1XP

    Small Civ Balance change - Germany (UB 8 coins not 6 coins), Germany removed UU Zeppellin, Native Remove Unique palace, Sumer Remove Palace
    Small Civ Balance change - Phoenicia & Carthage Harbor's cost, same as normal harbor (now 80 vs 100)
    Small Civ Balance change - Khmer Baray was cheaper it's not the case anymore
    Small Civ Balance change - America "Central Bank" is the normal tech requirement


    Spoiler 2.04 :

    Beyond the Play 2.04

    Option - new - MP Vanilla - NO Amphibious cities attack

    Feature - Random Era Civ now has "skip" ear for some Civ (Arab, Japan, Holy Rome)
    Fix - Trait bug where sell units could be sold in enemy land
    Fix - Option bug that "Warlord Style" would give a worker in ancient
    Fix - Option, added Pentagon & 3 gorges dam to list of wonder with different era (blocked) start
    Spectator - Fix an issue that you can't pick spectator when "Random era Civ" was on
    Spectator - Fix translation bug


    Civ Balance - Austro-Hungary - UU - Huszar - Cavalry, can bombard, no collateral damage
    Civ Balance - Austro-Hungary - UB - Reichstag - Palace, provides marble
    Civ Balance - Austro-Hungary - UB - Opera House - Theatre, +20% gold. Cost 80 not 50

    Civ Balance - Austro-Hungary - Leaders, Fransz Joseph (Agri/Cre), Maximilan (Agri/Exp), Maria Theresa (Agri/Spi)
    Desactivated leaders Tomyris, Johan De Witt, Cleopatra

    Civ Balance - Leader of Spectator is "Sid Meier", Spiritual / Trader. Can only be picked when Tournament mode on
    Trader Trait - +2 Gold/City/Turn, +100% Prod Banks
    Trader Trait - Can update all boats units for 50% of cost
    Trader Trait - Can Rush buy productions at all time

    Trait Balance - With "no anarchy" - Spiritual now starts with twice the additional pop of the era (force min 1 & max 3)
    Trait Balance - Spiritual have now +100% Slave not +50%
    Trait Balance - Protective - have more prod by pop. Infantries are 1 pop & mech Inf are 2 pop

    Promotion - Cargos - +3 Cargo for unit (boat)
    Promotion - Chainmail (Trait Fin) - is only -60% collat, but also +15% siege

    Wonder Balance - Leonardo cost -20% not -25%

    Graphism - Added new art for Wonders - Khmer, America 2x, Korea, Arabia, Austria, Byzantium, Rome, Babylon, Celt, Persia, Japan Dojo
    Graphism - Units - Button Holland
    Graphism - Added credits all source of art

    Civ Removed - Ottoman UB is normal, Maya UB is normal
    Civ Removed - Sumer UB palace removed
    Civ Balance - Holy Rome - No targeting priority (normal UU)

    Civ Balance - French - New Units - Canon Obusier de 12 - Cannon with 14 strength
    Civ Balance - Netherlands - (New UU) Tank is Renault R35 Tank instead of France
    Civ Balance - Netherlands - (New UB) West India House (Palace) - 1GP Point (can be any type)
    Civ Balance - Russia - (New Unit) T-34 Tank, starts with promo "March", can bombard 2%
    Civ Balance - Russia - Research Lab is back to normal balance
    Civ Balance - Russia - Hermitage is -20% cost hurry, not -33%
    Civ Balance - Huns - Hunlu Hunlu does +3 Hammers, no Gold
    Civ Balance - Persia - +60% GA instead +50%
    Civ Balance - Ethiopia - Shepard cost 45H not 50H
    Civ Balance - Ethiopia - Stele produce 5 Culture, not 1
    Civ Balance - Mali - Mint has 4 Engineers slots, not 3
    Civ Balance - Japan - Dojo is +2XP Melee instead of +4XP (still +1XP for all land units), never obsolete
    Civ Balance - Aztec - Courthouse if free in modern, like other courthouses. Restored default values. Has Woodsman 3 for all units
    Civ Balance - Babylon - Starts with 2 stones; Starts with Tech Masonry
    Civ Balance - Celts - Has all 6 ancient Starting techs
    Civ Balance - Byzantium - Golden Horn also gives 3 Food
    Civ Balance - Portuguese - Feitora cost 120H not 180H
    Civ Balance - Spain - Castle only free promotion "Cargos" for all boats, no extra prod boats
    Civ Balance - Amazons - Archery Range Gives 150 Gold (100 in Quick) instead of 225/150
    Civ Balance - Phoenicia - Seaport doesn't have +1XP on Guns anymore
    Civ Balance - Phoenicia - (new) Mediterranean Hub (Wall Street) with Compass, requires 5 Harbors, not 5 banks
    Civ Balance - Mongolia - "örtöö" replace walls, not forbidden palace anymore. Built +100% Horse not Stone
    Civ Balance - Mongolia - Settlement, is gov center (no maintenance distance), can be built by Keshik, never obsolete
    Civ Balance - Khmer - No Targeting in cities, normal cost.
    Civ Balance - Grec - Bonus vs Mounted is 80% not 100%
    Civ Balance - India - Mausoleum 1 happy with incense
    Civ Balance - Arabia - (New) Oil Refinery (Coal Plant) - Provides electricity with oil, not dirty
    Civ Balance - Carthage - Cothon - 4XP for Sea units, 1XP Armor, +3 health for each of the seafood not 1
    Civ Balance - America - Mall is normal tech, still gives 5XP armor (only Future not Modern)
    Civ Balance - America - Starts with Civic "Emancipation"

    Spoiler 2.03 :

    Beyond the Play 2.03

    UU Balance - Phoenicia Merchant Vessel also update to frigate (can still produce after Astronomy)

    Trait Balance - Spiritual - Option "Trait Balance" - Allows "mercenary" sale of units only in friendly territory
    Trait Balance - Financial - Option "Trait Balance" - Melee, gun & armor units start with promotion "Chainmail"
    Promotion - Chainmail - Not available to normal units. -80% Damage of collateral, -10% vs Siege units

    Cleaned - Option "Extra Civ & Leaders" Redundant as always on, extra civs & leaders always playable
    Cleaned - XML Files - All files that were stored for backup removed

    Spectator - Fixed an issue that didn't allow to see other human player in multiplayer
    Screens - Spectators always see demographic graphs
    Screens - Spectators has its personal menu for vision

    Spoiler 2.02 :

    Beyond the Play 2.02

    Options - Balance items separated in two : "Base Game Balance" & "Extra Game Balance" (new buildings moved to second option)

    Option - Extra - Slave - with Bronze Working, 18H (+50% Leader spi) 1move, can do old improvement in 1T then dies. Upgrade Longbow
    Option - Extra - Longsword - with Theology; 45H, 7 Strength, Melee. +10% City attack, Free Combat 1, updates into Footman
    Option - Extra - Footman - with Divine Right; 60H, 9 Strength, Melee. +10% City attack, Free Combat 1, updates into Rifleman

    Option - Extra - Sun Tzu's Academy - 450H with Feudalism, +1XP All units, +1 General in city, +3GP General. Req. 4 Barracks, 1 Theatre, +100% Rice. Obs. Chemistry
    Option - Extra - Leonardo's Workshop - 500H with Machinery, -25% cost upgrade, +2GP Engineer. Req. Colosseum, +100% Dye. Obs. Radio

    Option - UU Balance - New Flag (XML) to decide if the Unit that targets a Combat Type first (Mounted) has advantage on cities or not (Khmer yes, Holy Roman No)
    Option - UU Balance - Khmer Elephant : Doesn't require Baray anymore, cost 70 not 60
    Option - UU Balance - Prussian Navy - Normal cost of Ironclad (100, not 140)
    Option - UU Balance - Phoenicia Merchant vessel (Galley) - 3 moves, 3 Cargo. Can be drafted with priority bigger than Axemen (not Mace)
    Option - UB Balance - Cotton - Only +4XP to Sea units, not 6xp; also does -10% maintenance modifier

    Trait Balance - Creative - Does not give +15% on Mounted anymore
    Trait Balance - Creative - Horse Archer, Knights, Cuirrassiers, Cavalries + all their UU's +20% Production
    Trait Balance - Imperialist - +1 Golden Age Turn when capturing a city

    Trait Balance - Spiritual - Option "No Anarchy" Gives +1 Population to spiritual leader when they found a city
    Trait Balance - Spiritual - Option "Trait Balance" - Gives +10% worker speed, except if "era" worker speed is not the regular one (i.e. all era from Reny onwards)
    Trait Balance - Spiritual - Option "Trait Balance" - Allows to sell units back (Mercenary actions). The ratio is 2 gold/hammer.
    Trait Balance - Spiritual - Option "spiritual Industrialism" doesn't remove the no anarchy faculty anymore
    Trait Balance - Spiritual - Option "spiritual Industrialism" removed from game

    Civelopedia - New Civs always appear in their category, even when options unchecked
    Civelopedia - New Category : Units, for added units (Slave, Footman, LongSword). They don't appear in normal Civelopedia

    Tech Screen - Doesn't show new Units when "Extra Content" is not checked
    Tech Screen - Doesn't show the building than can no longer be built because of Era start : Old Wonders, or Levee if option check in Industrial
    Tech Screen - Doesn't show the obsolete box when the building cannot be built in the first place (option not checked)

    Game Main Screen - With Option "Crazy techs", it doesn't show the normal techs (i.e. 20 from all techs), it shows the Cheapest 3 techs, and the tech of the current age you're in
    Lobby Main Screen - Song & Main Menu theme of BTG implemented

    Graphism - Ishtar Gate (Babylonian Palace) updated

    Cleaned - Bug - Byzantium Moai is now working for free tech even when Wonder balance option on
    Cleaned - Bug - Vanilla Option doesn't let Phoenicia have the map revealed
    Cleaned - Remove extra victory option
    Cleaned - Multi-language/French support everywhere - Leaders / Options / Maps
    Cleaned - Remove all Modular files and move them back to normal game (do not need option checked anymore)

    Feature Spectator - with Option Tournament Game, pick Civ referee
    Feature Spectator - Can see all bonus (no need tech to see)
    Feature Spectator - Changed SDK for Amount of players (doesn't create a Hub / spot for the player)
    Feature Spectator - Created a menu for spectator, but hid/remove it for the moment
    Feature Spectator - Made sure the Spectator doesn't get units spawned, Made sure Spectator "auto-end turns"
    Feature Spectator - Tournament Mode : Can relaunch game on first turn
    Feature Spectator - Working map : BTP_Grid, BTP_Equal_Islands

    Feature Extra terrain - Marsh - New terrain, very similar to plain, 1 hammer, 1 food, 1 coin
    Feature Extra terrain - Marsh - Can be improved on, built city on
    Feature Extra terrain - Marsh - Can be crossed by boat! Boats lose all movement points after crossing and being (water) tile just after
    Feature Extra terrain - Marsh - Working map : Green_Wheel_Neo, BTP_Age_of_Iron (also fixed for lack of hills, starting plots)

    Spoiler 2.01 :

    BTG 2.01
    Time display bug - Doesn't show 1.084 anymore

    Civilization Era balance - Phoenicia is a 0-5 civ, not 0-6

    Protective - Can draft only 1 unit at all time, at population 7+size Unit (instead 5+), 2 Unhappy (instead 3)

    Host Option - Timer - Keep in memory the timer that it was
    Host Option - Timer - Doesn't show message when unchanged
    Host Option - Timer - Shows name of person changing timer
    Host Option - Killer - All interface (change value) working


    New Game Option - Killer Mode Fully implemented
    New Game Option - Crazy Tech Paths (can research any technology, at all times)
    New MP Option - no Imbalance Civ (for random option, no India, no Zulu, no Germany)

    Regular Item (option) balance - Spearman have +30% (extra) against War elephant

    Civ Balance - Maya Holkan - Has +100% extra vs Elephant
    Civ Balance - Zulu Impi - Has no extrabonus vs Elephant

    Bug Fix - Remove the map graphism of Great Wall to avoid crashes

    Civ Fix - Korea - Can now build Korean Academies
    Civ Fix - Rome - Can now build Rome Military Academy
    Civ Fix - Aztec - Courthouse now receive its +10% food
    Civ Fix - Greece - Phalanx can upgrade on Maceman, Pikeman, Rifleman
    Civ Fix - Amazon - name of unit in french appears
    Civ Fix - Ethiopia - Shepards can now build farms
    Civ Balance - Aztec - Courthouse now normal price (120) not 150
    Civ Balance - Egypt - Great Library does 3 Scientist still, but no GP points
    Civ Balance - Carthage - Cothon also do -10% maintenance modifier
     
    Last edited: Feb 17, 2020 at 2:35 PM
  2. P&nny

    P&nny Chieftain

    Joined:
    Sep 1, 2007
    Messages:
    83
    Beyond the Game

    This is the part that provides you with a very long list of options for you to enable, or not, for your games.



    Or more out-of-the-box variants funny to play or helping the balance in some cases



    There are also options for you to activate in multiplayer only.
    There are also added feature, without touching to gameplay balance, that are essential :
    The possibility to change the turn time WHILE playing a game, better adapted timers,



    More games speeds (quicker), close difficultly levels on lower levels (some levels have too much a gap to justify being used between human players of close skills), and more

     
    Last edited: Aug 15, 2019
  3. P&nny

    P&nny Chieftain

    Joined:
    Sep 1, 2007
    Messages:
    83
    Beyond the play

    The ultimate goals of Beyond the play is as follow :
    - Be able to launch a "long", "epic" game from scratch and have a balance between all civilizations, and all traits combos (in original BTW, the difference in use of some trait is too big)
    - Be able to launch a teamer in any "start" era given (a lot of MP game don't start in ancient era) and have an interesting pool of trait combos, and civilization, that is balance (this is achieved by activating the "Random era specific" option

    This "expansion" part is implement via the last 7 game options you can activate independently :


    There is also added content, but never is the intention to fundamentally disturb gameplay,
    As you'll see below and in the game, added content will aim to give POSSIBILITIES to the player, but is never a predominant feature, the fundamental idea is to play DIFFERENTLY, with more CREATIVE play; but stay true to the Beyond the Sword experience we have loved for nearly 15 years


    New Basic Units


    New Basic Buildings


    New UU for some Civs, revamped balance for other UU's


    New UB for some Civs, revamped balance for other UB's


    New Trait - Agricultural, and its leaders


    New Civilizations - Which have the new leaders and their own UU/UB with creative way/new ways of playing
     
    Last edited: Aug 15, 2019
  4. P&nny

    P&nny Chieftain

    Joined:
    Sep 1, 2007
    Messages:
    83
    Multiplayer game















     
    Last edited: Feb 17, 2020 at 3:19 PM
  5. P&nny

    P&nny Chieftain

    Joined:
    Sep 1, 2007
    Messages:
    83
    2.10 New Screens









     
    Last edited: Feb 17, 2020 at 3:19 PM
  6. P&nny

    P&nny Chieftain

    Joined:
    Sep 1, 2007
    Messages:
    83
    Reserved
     
  7. keldath

    keldath LivE LonG AnD PrOsPeR

    Joined:
    Dec 20, 2005
    Messages:
    6,528
    Location:
    israel
    what what?
    where did this come from???

    im blown away from this gem.
    how did you hide it form fanatics fro so long :)

    i wonder,
    since this is a stand alone ,with a new exe -
    was memory improvements made?
     
    Last edited: Aug 15, 2019
  8. P&nny

    P&nny Chieftain

    Joined:
    Sep 1, 2007
    Messages:
    83
    Thanks for the comment !
    I absolutely wanted this to be perfectly clean before posting, it took a while ;) it's not perfect but very presentable I think !

    Concerning the .exe:
    Not it's the .exe that automatically redirect your IP connections to Zulan's server (http://civ.zulan.net/) [we can't thank him enough for this], nothing more or less.
    I'm not aware of a way of improving memory via exe, but if there is I'd be very interest to look at it!

    Any suggestion welcome
     
  9. Nikk7

    Nikk7 Chieftain

    Joined:
    Aug 21, 2019
    Messages:
    1
    Gender:
    Male
    Hello everyone, registered to say thank you to the team of mod creators. Sorry for my English if I write something wrong.

    This version of the mod looks much more attractive, and in my opinion, the team of creators is moving in the right direction. I especially wanted to mention qualities of leaders.They look balanced, and some have become much better, such as protective.

    In my opinion, there are also Nations that have greatly elevated. The American colonists of Indeans have 5 points of movement and this can make imbalance in the game, if you take an imperialist.If you play in a team, then others simply do not need to build settlers, even the size of the map does not matter.

    I also have the question about the imperialist, what does the first +1 bonus mean after the capture of the city? The Golden age for 1 turn?

    Units also pleasantly surprise, with such conquistadors it is clear why the Spain captured most of the new world) Arab camels headache waiting for all enemies, because they have a free commando. Some pity about rus cossacks, but they are very strong in the original.

    Added new Nations, they looks good but i dont test them yet. I think it is very good for some Nations to add unique palaces, with interesting bonuses, such as resources or the long Golden age of the Persians. In General, the mod makes the good impression, I hope the work will continue!
     
  10. P&nny

    P&nny Chieftain

    Joined:
    Sep 1, 2007
    Messages:
    83
    Thanks for the message Nikk!
    Sounds like your team has been very diligent in their studying of the MOD and playing very well / good strategies already !

    Thanks a lot, indeed it was very key for us that you can play fairly with all traits in all circumstances taking into account we sometimes play somehow specific scenarios in multiplayer
    Yes it's 1 turn golden age when you capture a city.


    Sure I/We don't pretend it's perfect balance (yet) of course, all debatable.
    I feel it's fairly strong, so let's see how it plays out in the next 3 months or so and we can come to further conclusion & debate on some of them.
    I don't know how often I'll release updates going forward (less and less often) but we'll have played much more games together by then. I don't expect to need to buf or nerf anything more than 1 notch at a time if at all.


    Thanks a ton :blush:
     
    Nikk7 likes this.
  11. LadyCat

    LadyCat Chieftain

    Joined:
    Aug 16, 2019
    Messages:
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    Female
    :grouphug: join mod guys! looks cool
    may be we can make something like CCC soon.
    will be cool if old :borg: old very old duds will join again to us ;p


    thx Nico!!! :thumbsup:
     
    Nikk7 likes this.
  12. GGjohanson

    GGjohanson Chieftain

    Joined:
    Sep 16, 2019
    Messages:
    1
    Thanks you Penny for this Mod
    The best mod of civi 4 !
    We play it every monday
     
  13. P&nny

    P&nny Chieftain

    Joined:
    Sep 1, 2007
    Messages:
    83
    Hey guys,
    Got a lot done on version 2.08; only few things to work out with the in-game menu and should be good. I expect a full release in the next 10-15 days.
    I'm posting a log of the changes, so that you can comment and/or request other things before it's too late ! It will definitely be the last chance before next year...
    I have nothing left on my to-do list except review the spectator/refereeing mode & maps

    Also I would like to extend a huge thanks to platyping and his many python MOD's, I reviewed all of them in prevision of this and it did give me a lot of ideas !
    Some modules I've re-used almost as is and/or minor clean up or adaptation to BTP (Unique Civics, Faith) some I've redone from scratch (Unique Resource is on the new civ via C++, Dark age is clompetely different but gave me the thematic idea), Broterhood help me finally finalize UUMadness MOD + a new civ logic + finish a trait, etc.

    Spoiler 2.08 LOG :

    Beyond the Play 2.08

    Fix game bug - that slaves (because no combat domain) didn't get their production bonus (trait spiritual) since 2.06
    Fix game bug - Made it that bonus of production on slaves/lumberjack is only available for traits if option "expansion traits" is activated
    Fix game bug - with Option Killer - You lose the "capture city" count if you lose the city (in case someone takes back the city you captured)
    Fix Retire menu - that you can ALT-Q by mistake to retire, you need to do ALT-CTRL-Q now
    Fix text bug - of options
    Fix graphic bug - that "European workers", were appearing as Indian fast workers on some frames when option animation frozen was on
    Added Graphics for workers from RFCE (there isn't many to took the chance to store/expand), different graphics for the workers of Russia+Ottomans+Arab+Hungary/Poland

    Fix problems with Keyboard Shortcuts for popup / screen menus :
    Added Menu for players to activate, this cannot activated when the multiplayer option "Tournament Game", is on
    (Added Multiplayer option : Differentiated "Tournament Game" (above) and "Refereed Games" (=Observer mode))
    CTRL-F1 - Developer menu to check XML tags, check games' content
    CTRL-F2 - Developer - Calendar check (to compare game speeds)
    CTRL-F3 - Developer - Art checker
    CTRL-F4 - Developer - A quick ingame text display to test strings
    CTRL-F5 - Host option popup
    CTRL-F6 - Concede and reveal map popup (Work in progress)
    CTRL-F7 - Regenerate map quick menu (Work in progress, where is it gone?)
    CTRL-F8 - Shared vision Panel (Not functional for now)
    CTRL-F9 - Advanced options (Hidden for now)
    Host option menu also available with CTRL + SHIFT + H at all times (even in tournament games)




    VictoryOption - new - Treasure Hunt.
    At launch of game you get a "national treasure" unit, no strength, 1 move. Cannot enter cities/is expelled if you settled on unit.
    If someone kills this unit all your cities and units are destroyed

    Scenario Option - UU Madness
    With UU Madness option there is no distinction between Civs anymore : They can all build all the UU's, but they need to have access to some resource to do so. When you chose your production (for example archer) it's starts normally and when you finish constructing it, if you have the resource of a UU of the unit type (example Stone) you get the UU (in this case a Bowman). If there are multiple UU's you can get, you get a chance for both (if you've got both Sheep and Fur you get 50/50 chance of a Gaellic warrior and a praetorian when you build a swordman. This works and adapt to both BTG and BTP (new UU's or not). The list of UU and their resource is shown in a dedicated panel in civelopedia, also on the Unit Pedia themselves when the option is on.




    Additional religions (from Just A Religion Mod), 10 extra religions
    Only activates when "Fair religion" is on, and when 8 players or more are part of game. This is mostly for large multiplayer games, so that everyone has religion.
    Religious Screen (F7) has been adapted to only show the religion in play, not all religions greyed out.
    Added Civelopedia of BTP Religion to reflect. It shows the religion and it's related Units (missionaries), Wonder (Shrine) and buildings (Temple, Monasteries, Cathedrals).

    Added "Component". Concepts are activated via (new) game option. Labelled "Component"
    Component described in Civelopedia in new page "BTP - Concept"
    Concept "Faith". When a player as an active state religion, each building of that religion (monasteries, temples, cathedrals) contribute 1 points towards faith (3 point for Shrine). Counter appears on top left of screen (doesn't contribute when in anarchy, resets at 0 if changes religion).
    When you get to the threshold (120 points in quick), you can choose 1 of 9 bonus, that applies to Cathedral (1 coin, 1 culture, etc.). The next threshold then is further away (240pnt for level 2) like the threshold for GP increase. This works for all 17 religions.

    Added Component - "Royalty"
    A "King" Unit is created when you take the civic Monarchy. The King unit appears at the end of your revolution transition period (normally 5 turns), on the tile you started the game on, or a tile adjacent to it if there is a city there.
    You can have multiple Kings if you do multiple revolutions where you select Monarchy. The unit itself is similar to a treasure - it's weak, cannot attack, has 1 movement and cannot enter cities. When it dies, it triggers a golden age for the civilization that killed it (limited to once a game by player) and triggers a dark age for the civilization that lost his king (can happen several times, and happens even if dark age concept his not checked). You'll get notification of starts and ends of Dark ages of all players like you do for Golden age (sound, etc.). Your player screen will show how many turns left where there usually is the mention of which era you currently are in.

    Added Component - "Dark Age"
    When you're in a dark age, you cannot produce research anymore (you do 0 beaker...better save gold!), you have 5 'bad' health by city, and all your production are 'food produced' (you cannot growth anymore). The dark age last as long as a golden age, i.e 6 turns in quick speed and 8 turns in normal speed. There are 3 ways to enter a dark age, I/ The aforementioned death of one of your kings, this is a normal dark age. The other 2 ways are 'Global Dark Age' where all players enter the dark age at the same time. There can only be one global dark age by game. II/ By constructing the wonder "Krak des chevaliers" available with guilds (you only need to use a knight to build it, you don't need to produce it in the city). This wonder also give you immunity vs Global dark age so everybody BUT YOU will have a dark age. But note that this wonder expires with the technology Education so you will have to make a tech path choice for this. III/ When you discover Feudalism, there will be a popup offering you the chance to spread the plague and everybody will enter a dark Age. Importantly you will not be able to do so if you already are pas the Medieval era (have a tech within Education, Nationalism, Gunpowder, Printing Press, Astronomy). You'll probably want to trigger this when someone is about to get Krak des Chevaliers. Krak des Chevaliers is only available for Classical and earlier starts.


    Added leader (12) for all the "Conqueror" traits combo. All leaders are on Civilization that already exist in base game (opposite of agricultural trait).
    Civelopedia panel of leaders : Sorted in 3 columns, Agricultural, Conqueror, and other leaders.

    Trait "Trader" is replaced by trait "Conqueror"
    Trait Conqueror reset - Can rushbuy production, +1gold/city/turn, 20% discount upgrade sea unit, +2 Health, 100% prod speed market
    Trait Conqueror new - When you win your first attacking combat with your (own) UU, a golden age is triggered
    Trait Conqueror new - When you produce a unit, if 1 of your teammates has a UU for that unitType, your unit has 50% of transform in that UU too (you share the UU of your teammates). [Brotherhood concept of platyping]



    GameOption - New - Settings - no AGGRESSIVE leaders
    GameOption - New - Expansion - Conqueror Leaders
    GameOption - New - Expansion - Agricultural Leaders
    --> For all 3 options, when you launch the game, if you fall on a leader with one of those traits it will change the TRAIT to a random one. So if you play with Cleopatra (Agri/Conq) and don't check the option, you will be something random (like Cre/org for example) but not Agri, not Conq and not Aggressive as well if you did CHECK the box (opposite logic for checking box Aggressive)


    GameOption - New - Smart and Limited tech discount - You can only benefit of tech discount (bonus modifier to help your tech) if you have TWO CITIES less (or more) than the player/team you're copying. Only if it's a real catch-up mechanism. If you also click option no tech discount you won't get any.
    GameOption - Base Game - New Unit, Battery Ram - Siege with 0 Force, gets captured. Cost 150H normal speed. Requires engineering, and a siege workshop in the city. it's a limited unit each player & team can only have 1. It bombard defense 200% (only 2 turns vs Castle, 1 turn any other case). It requires a road to move (cannot enter terrain without road/railroad)
    GameOption - Scenario - The campus improvement is now with Repleacable part, update in 35T (not 40) only 1 coin (not 3); but gets +2 coins with Steam Power

    New Unit Feature - Unit can be "no promotions from trait" (Trait promo (agressive, financial) don't apply to the Unit (only applied to Rome UU)

    New Civilization Feature - Unique Resource - When you select the civilization expansion (works for Civelopedia and DAWN too), on top of the new UU and UB; some civilizations have a unique extra resource.
    This resource is added to your city fat cross when you SETTLE the capital (you can see the resource appear), if there is at least 1 of the 21 tiles that is valid to receive (not always true for Oil for example). So this will give you a boost (a cow with America for example) or a strategic resource (marble with Austro-Hungary for example). Specific resource for specific resource are shown in your civilization pedia.
    Current List : Arabia Oil, America Cow, Austria Marble, Babylon Stone, Khmer Elephant, Mali Gold, France Wine, Viking Fish

    New Civilization Feature - Unique Civics - When you select the civilization expansion (works for Civelopedia and DAWN too), on top of the new UU and UB; some civilization have a unique civic.
    It replaces a traditional civic and gives a more powerful civic to the civilization (this replaces the faculty of having access earlier to a civic of previous version of BTP).
    Current list : Greece (Athenian Democracy - Labor, +100% growth cottages), Arabia (Religious Education - Labor, unlimited Scientist, Priest), Germany (Confederation - Legal, +3 Happy from Barracks)

    New Civilization : Poland. 2 leaders, Cre-cha & Org Pro.
    UU - Lumberjack (removed from Polynesia), slightly cheaper. Can build colonies too
    UU - Polish worker can do all jobs without having the techs, except a Colony. Also, can move resources around, the worker can "store" (say the sheep) go to another tile and drop it
    UB - NightWatch (Monument) - +1 Coin, expire with Mass media. Allow a 50% chance of copying an opponent UU when you produce (the same type of) unit

    Civ Balance - Polynesia - UU Fisherman - Can "move the resource" in the sea. so you can move the fish/crab/clam etc. to other tiles
    Civ Balance - Polynesia - doesn't have UU Lumberjack Anymore


    Civ Balance - Rome - Praetorian is "no promotions from trait"
    Civ Balance - Portugal - Carrack is 3 move 2 cargo like in BTS but 1) can build Portuguese fisheries (replaces normal fisheries with +7 gold, which expire with railroad). 2) Can build Portuguese trading post, it's like a colony in the water with 25% defense. This destroys the carrack when built. You need 3 space in between each you want to build.

    Civ Balance - England - Elite Range - it's only 3XP for guns not 4XP. Very similar. Also the building is not "limit era" but that's just clean up, no gameplay impact
    Civ Balance - England - English Archer - no more first strike (mini-nerf)
    Civ Balance - Spain - Conquistador (nerf) - it's not +50% melee & +25% guns the bonuses, but +50% pikes & +25% Musketman
    Civ Balance - Korea - Hwacha (buf) - is normal price of catapult
    Civ Balance - Native - American colonist (nerf) - still 5 move but no sentry vision
    Civ Balance - Russia - Cossack (buf) - +30% vs guns not +20%

    Trait Balance - Creative - All bonus of 20% are 25%
    Trait Balance - Agricultural - doesn't have 2 health anymore (conqueror has those Health)
    Trait Balance - Agricultural - +100% prod speed on aqueduct, levee
    Trait Balance - Financial - Chainmail promition only gives +25% protection collateral, but opens up for promotion "equestry" [can reach with 3XP]. Also, Chainmail available for all with Combat6 promo (unlikely)
    Promotion balance - new - Equestry, +25% vs Mounted. Available with chainmail only

    GameOption Balance - Wonder Madness - The resource booster on World Wonder is 50%, not 35% anymore

    Spectator Mode - in Tech panel you have dropdown menu to check techs of everyone


















     
    Last edited: Oct 20, 2019
  14. keldath

    keldath LivE LonG AnD PrOsPeR

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    Wonderful work!
     
  15. keldath

    keldath LivE LonG AnD PrOsPeR

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    no version 2.08?
     
  16. Zeta Nexus

    Zeta Nexus Deity

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    In a constant brainstorm...
    Good job!

    A little nitpicking though:
    1) There is/was no such thing as Austria-Hungarian Civilization. It is like saying British-Irish Civilization.
    A-H was a dual-monarchy at some point but it was still a fusion of two separate civs.

    2) Why is Attila Agricultural?
     

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