C2C SVN Changelog

1. I don't think removing civics was causing an issue in the first place, we've been playing old games fine since CivPlayer8's civics were added.

<snip>

Not really, there was plenty of weirdness. That's why I gave up on the game that the Civics was changed in. But it's gone so it really doesn't matter that much after all heh?

JosEPh
 
Updates
- Reordered Civics based upon when they appear on the tree. (ex Bureaucracy was listed near the end despite it being unlocked in the Medieval Era).

Spoiler :

Government
- Anarchism (NONE)
- Chiefdom (Chiefdom)
- Despotism (Bronze Working)
- Monarchy (Monarchy)
- Republic (Democracy)
- Theocracy (Theology)
- Confederacy (Leadership)
- Democracy (Representative Democracy)
- Federal (Refiling)
- Totalitarianism (Fascism)
- People's Republic (Communism)
- Digital Democracy (Communications Networks)
- Technocracy (Virtual Society)
- Corporatocracy (Megacorporations)

Power
- Junta (NONE)
- Sovereignty (Monarchy)
- Magistrates (Code of Laws)
- Legislative (Democracy)
- Vassalage (Vassalage)
- Clergy (Papacy)
- Bureaucracy (Civil Service)
- Executive (Political Philosophy)
- Separation of Powers (Representative Democracy)
- Single Party (Fascism)

Politics
- Strongman (NONE)
- Patriarchy (Cultural Identity)
- Matriarchy (Cultural Identity)
- Ownership (Currency)
- Divine Right (Divine Right)
- Liberalism (Liberalism)
- Nationalism (Nationalism)
- Constitutionalism (Constitution)
- Populism (Marxism)
- Globalism (Globalization)

Society
- Primitive (NONE)
- Tribal (Tribalism)
- Caste (Caste System)
- Bourgeois (Aristocracy)
- Proletariat (Democracy)
- Feudal (Feudalism)
- Egalitarianism (Liberalism)
- Nationalist (Nationalism)
- Marxist (Marxism)
- Corpo-Nation (Megacorporations)

Economy
- Communalism (NONE)
- Barter (Barter)
- Slavery (Slavery)
- Subsistence (Pottery)
- Manoralism (Agricultural Tools)
- Guilds (Guilds)
- Mercantile (Mercantilism)
- Planned (Communism)
- Corporatist (Industrialism)
- Regulated (Applied Economics)
- Green (Ecology)
- Post-Scarcity (Androids)

Religion
- Irreligion (NONE)
- Folklore (Ritualism)
- Divine Cult (Mysticism)
- Prophets (Divination)
- State Church (Monotheism)
- Free Church (Papacy)
- Intolerant (Fundamentalism)
- Secular (Humanism)
- Atheist (Compulsory Education)

Welfare
- Survival (NONE)
- Charity (Trade)
- Church (Meditation)
- Public Works (City Planning)
- Private (Usury)
- Subsidized (Representative Democracy)
- Corporate (Assembly Line)
- Socialized (Labor Union)
- Paradise (Ecological Engineering)
- Superhuman (Homo Superior)

Garbage
- Garbage Anywhere (NONE)
- Waste to Sea (Seafaring)
- Landfills (Sanitation)
- Waste Exportation (Economics)
- Waste Importation (Economics)
- Waste to Energy (Industrialism)
- Off-Planet Dumping (Astronautics)

Immigration
- No Borders (NONE)
- Open Borders (Alphabet)
- Closed Borders (Alphabet)
- Skilled Workers Only (Applied Economics)
- Secure Borders (Applied Economics)

Education
- Ignorance (NONE)
- Oral Tradition (Oral Tradition)
- Written Tradition (Writing)
- Military Tradition (Military Training)
- Religious Training (Theology)
- Apprenticeship (Guilds)
- Corporate Education (Corporation)
- Propaganda (Fascism)
- Compulsory Education (Compulsory Education)
- E-Education (Computer Networks)
- Mind Control (Though Scanning)
- Time Travel Education (Time Travel)

Currency
- No Currency (NONE)
- Metals (Mining)
- Coinage (Currency)
- Bank Notes (Banking)
- Paper Money (Printing Press)
- Gold Standard (Nationalism)
- FIAT Currency (Replaceable Parts)
- Credit (Applied Economics)
- Digital (Communication Networks)

Language
- No Language (NONE)
- Native Language (Language)
- Trade Language (Trade)
- Interpreters (Writing)
- Language Education (Compulsory Education)
- Universal Translator (Universal Translator)

Agriculture
- No Agriculture (NONE)
- Subsistence Agriculture (Agriculture)
- Agricultural Guilds (Guilds)
- Privatized Agriculture (Economics)
- Corporate Agriculture (Corporation)
- Subsidized Agriculture (Representative Democracy)
- State-Run Agriculture (Communism)
- Green Agriculture (Ecology)

Military
- Militia (NONE)
- Banditry (Scavenging)
- Conscription (Military Training)
- Mercenaries (Currency)
- Pacifism (Philosophy)
- Vassalage (Feudalism)
- Volunteer Army (Social Contract)
- M.A.D. (Advanced Rocketry)
- Digital Warfare (Digital Warfare)
- Cloning (Cloning)
- Unmanned Warfare (Military Robotics)
- Time Drafting (Time Travel)
 
why? i found those ralistic

Based on feedback, Let's Play videos and my own game any -:hammers: makes people avoid the building like the plague. Even if its only -1. I would rather people build them, then not build them. While the concept of people watching spots rather than working is realistic, I had to think of it like this.

Even if people work they do get time off and that's when they would go see sports. Keeping people happy seems like it would help production too. So the preoccupation with sports and the benefits from being entertains in my mind cancel out. While some will spend too much time with sports others will be inspired and motivated in their jobs by the sport. Thus I take out the -:hammers: and just leave it at 0.
 
Based on feedback, Let's Play videos and my own game any -:hammers: makes people avoid the building like the plague. Even if its only -1. I would rather people build them, then not build them. While the concept of people watching spots rather than working is realistic, I had to think of it like this.

Even if people work they do get time off and that's when they would go see sports. Keeping people happy seems like it would help production too. So the preoccupation with sports and the benefits from being entertains in my mind cancel out. While some will spend too much time with sports others will be inspired and motivated in their jobs by the sport. Thus I take out the -:hammers: and just leave it at 0.

i understand you but except realistic i found this right for gameplay reasons.do you want your people to be too much happy then you will have to pay something more(money,production) plus there are many production giving buildings. what i liked in this mod is that everything has a trade off. dont delete things just because people dont use them.what if some dont want to play with property system, are you going to delete it ?
is it so much problem 5 building that reduce by -1 your production when at the time you get to build them you will have too many?
if someone is production lunatic and builds only production buildings let him be but dont destroy the game.
please undo what you did.

edit: dont take in acount youtube feedback
 
i understand you but except realistic i found this right for gameplay reaso.do you want your people to be too much happy then you will have to pay something more(money,production) plus there are many production giving buildings .in this you have some points but dont fall to delett thing that people dont like

I agree, another argument for losing production is that the more sports a nation produce the more workers will turn into athletes and people supporting this line of work which does not contribute to the nations strives in building stuff.
 
Updates

Tweaked a wide variety of religious buildings (check those currently possessing X in my building plan spreadsheet for details), and turned off my folder by default to avoid any sudden game upsets.
 
Updates
  • Activated the MULTI_FEATURE_MOD and fixed some bugs in the code. Plots can now have more than one feature. Bugs are to be expected and some feature effects will probably not work yet for secondary features (and/or the effect is not displayed in the help text).
  • Storms can spawn on land now.
  • Removed a comment in CIV4CivicInfos.xml that triggered an assertion in debug builds.
  • Loading a savegame that has the same civic in different categories than the current XML will now work properly.
 
Based on feedback, Let's Play videos and my own game any -:hammers: makes people avoid the building like the plague. Even if its only -1. I would rather people build them, then not build them. While the concept of people watching spots rather than working is realistic, I had to think of it like this.

Even if people work they do get time off and that's when they would go see sports. Keeping people happy seems like it would help production too. So the preoccupation with sports and the benefits from being entertains in my mind cancel out. While some will spend too much time with sports others will be inspired and motivated in their jobs by the sport. Thus I take out the -:hammers: and just leave it at 0.
Nobody ever said much to my counterproposal to this change(which I knew would be coming otherwise.)

Rather than making them lose this somewhat rational bonus (though I like your thinking in the partial motivation, what about the athletes themselves, some of the most physically powerful individuals in the nation, doing nothing of an industrial value?) why don't we go with making each sports building generate an XP for a select Unit Combat Class? That would make me jump on those like hotcakes despite the reduction in :hammers:!
 
Based on feedback, Let's Play videos and my own game any -:hammers: makes people avoid the building like the plague. Even if its only -1. I would rather people build them, then not build them. While the concept of people watching spots rather than working is realistic, I had to think of it like this.

Even if people work they do get time off and that's when they would go see sports. Keeping people happy seems like it would help production too. So the preoccupation with sports and the benefits from being entertains in my mind cancel out. While some will spend too much time with sports others will be inspired and motivated in their jobs by the sport. Thus I take out the -:hammers: and just leave it at 0.

i understand you but except realistic i found this right for gameplay reasons.do you want your people to be too much happy then you will have to pay something more(money,production) plus there are many production giving buildings. what i liked in this mod is that everything has a trade off. dont delete things just because people dont use them.what if some dont want to play with property system, are you going to delete it ?
is it so much problem 5 building that reduce by -1 your production when at the time you get to build them you will have too many?
if someone is production lunatic and builds only production buildings let him be but dont destroy the game.
please undo what you did.

edit: dont take in acount youtube feedback

Nobody ever said much to my counterproposal to this change(which I knew would be coming otherwise.)

Rather than making them lose this somewhat rational bonus (though I like your thinking in the partial motivation, what about the athletes themselves, some of the most physically powerful individuals in the nation, doing nothing of an industrial value?) why don't we go with making each sports building generate an XP for a select Unit Combat Class? That would make me jump on those like hotcakes despite the reduction in :hammers:!

Heck i wont even build a building that has a - (minus) in it at all, (if possible) sometimes you have to, to get certain units, but i destroy them right away, especially the - crime ones.
 
Updates
  • Storms can spawn on land now.

OMG weather! I cannot wait to see other types of weather in the future.

Nobody ever said much to my counterproposal to this change(which I knew would be coming otherwise.)

Rather than making them lose this somewhat rational bonus (though I like your thinking in the partial motivation, what about the athletes themselves, some of the most physically powerful individuals in the nation, doing nothing of an industrial value?) why don't we go with making each sports building generate an XP for a select Unit Combat Class? That would make me jump on those like hotcakes despite the reduction in :hammers:!

That's not a bad idea to add each to have +1XP, however i still don't think that would be enough to motivate people build them. On thing I have learned is that there are 3 properties that people will avoid like the plague; -:hammers:, -:science: and -:food:. Unless its a building that is automatically built (such as through crime) then I am going to avoid putting those on buildings since people will not build them anyways.
 
That's not a bad idea to add each to have +1XP, however i still don't think that would be enough to motivate people build them. On thing I have learned is that there are 3 properties that people will avoid like the plague; -, - and -. Unless its a building that is automatically built (such as through crime) then I am going to avoid putting those on buildings since people will not build them anyways.
For me, + exp trumps all in many cases. But I'm sure they'd be more popular buildings without the -:hammers:. I'm not attached to them having -:hammers:, by any means, especially as its - BASE :hammers: which tends to add up with all the modifiers, but I WOULD like to see them have +1 xp to a specific combat class nevertheless.

And it does just seem that there must be some negative penalty (but then it could just be that I loathe sports in general and consider them a complete waste of societal focus). If you hadn't said so already, a -:science: would've seemed equally as appropriate given that those who spend their time paying attention to what's happening with 'the game' aren't going to be spending as much time in self education. Certainly however, health, food, and happiness wouldn't have any cause to take an impact, and the income from taxation may even be understated considering how much money flows like water from fans eager to attend sporting events.

So without either -:hammers: or -:science: we really don't have any way to give them a minor counterbalance. Though I suppose they may not need it. In which case, just upping their construction costs would be enough to balance things out there.
 
So without either -:hammers: or -:science: we really don't have any way to give them a minor counterbalance. Though I suppose they may not need it. In which case, just upping their construction costs would be enough to balance things out there.

Maintenance cost in the form of negative gold, or a small maintenance modifier is another way.
 
Maintenance cost in the form of negative gold, or a small maintenance modifier is another way.

Right but I'm saying it shouldn't utilize either of these because these are generally privately owned and operated businesses and provides a great deal of revenue via taxation from getting the economy to crank its gears. (The main reason its so highly promoted in our society I think.)
 
UPDATE:
Added PromotionLine tag to Promotion Infos and added the PromotionLine Class with CvPromotionLineInfos subservient to the UnitSchema.

The full solution for this is not fully in place yet, now pending some reprogramming from Koshling.
 
Heck i wont even build a building that has a - (minus) in it at all, (if possible) sometimes you have to, to get certain units, but i destroy them right away, especially the - crime ones.
sorry but what answer is this( i am not refering to crime buildings mostly to the others). then make every buildings have only positive effects.if in a game where you have plantey of :c5production::c5science: and you destroy one building because it has -1 i thing it very extreme.this kind of logic simplifies and destroys the game
 
sorry but what answer is this( i am not refering to crime buildings mostly to the others). then make every buildings have only positive effects.if in a game where you have plantey of :c5production::c5science: and you destroy one building because it has -1 i thing it very extreme.this kind of logic simplifies and destroys the game

I know, but its fun, playing as a newbie!!:p Now i am breaking my own rules and writing here in a SVN ONLY thread for UPDATES:blush:
 
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