C2C SVN Changelog

7807

If you want to talk or disagree pls use the New Handicap Thread in the modmod area, thx, not here!!! http://forums.civfanatics.com/showthread.php?t=525091

Alot of tweaks that should have been done for years now but were never done for some reason, BlueGenie tried to do the best he could, i am putting a more detailed listing in the spoiler what was done.

Spoiler :
Global Changes:
GlobalDefines.xml file changes:
INITIAL_BASE_FREE_UNITS set to 10
INITIAL_BASE_FREE_MILITARY_UNITS set to 10 - This needed for Anarchism's +1 gold cost per Military Unit.
FOOD_CONSUMPTION_PER_POPULATION for City Growth set to 7.
AI SAFE_GOLD_PERCENT I set to 20. Growth of cities can increase costs too much unless having planned for it so having anything less would be bad in my opinion.

CIV4UpKeepInfo.xml
Set cities to be bigger before increases of Civic costs.

CIV4BuildingInfos.xml
Added building only active in Anarchism: 2x National (for AI with 2 starting Tribes) giving -75% Maintenance.
Chiefs Hut changed to give -10% Maintenance.
Village Hall to -5% Maintenance, Town Hall to -10%, City Council to -20%, Metro to -40%, Capital to -50%.

CIV4WorldInfo.xml is where the base costs for maintenances are set, by WorldSize. These I have increased manyfold:
Original My Changes
D # D #
Duel 50 45 500 700
Tiny 60 40 475 650
Small 70 35 450 600
Standard 80 30 425 550
Large 90 25 400 500
Huge 100 20 375 450
Giant 150 15 350 400
Gigantic 175 10 325 350

The original of larger map costing more per DCities I do not understand. With larger map the distances would be naturally greater and the cost should then be less. Same as the #, larger map naturally more cities in total, and less base cost for #Cities. This allows for more cities further apart from each other.
Seems this is already factored into the map sizes somehow, should keep them all on the same perhaps at first, have to check more.


By difficulty in CIV4HandicapInfo.xml I have set:
Difficulty Dist # Max
Settler 63 70 10
Chief 72 80 15
Warlord 81 90 20
Noble 90 100 25
Prince 95 105 30
Monarch 99 110 35
Emperor 104 115 40
Immortal 108 120 45
Deity 117 130 50

I also play with higher research costs set in the CIV4HandicapInfo.xml.


Civics changes are more difficult but I felt needed. Since the base is much higher every little bit in Civics makes a greater impact and the arbitrary inflated changes for early civics no longer needed.

Government Original My Changes
#Cities DCities #Cities DCities
Anarchism 200 150 -50 -50 No government, people rule themselves. Where is the cost?
Cheifdom 125 100 ((-25)) 0 HOME area -25% Kin members govern other cities
Despotism 20 0 15 0 Pay others to govern other cities
Monarchy 5 5 0 10 In itself no difference, Society would determine. Some corruption.
Republic 25 0 25 25 Each city needs elections. High corruption from distance.
Theocracy 15 0 25 -10 Each city pays for its churches. Less corruption.
Democracy 20 0 0 25 Peoples elected, corruption high.
Totalitarianism 25 0 10 0 Costs leveled out among all cities. High Upkeep does that too.
Technocracy 15 0 10 0 Logic and facts rule? Elitism could increase # costs but High Upkeep will do most of the job.

Why the original? Basically all the later ones have the same effect here, just varied amounts. Anarchy and Chiefdom seem arbitrary, trying to impose less cities but in a very bad way as once past them city expansion will just explode completely due to doubled effect of tech giving higher income buildings as well as maintenance suddenly dropping off.
Besides I would think distance and difficulty in imposing governmental rule would be the one increasing costs more than #Cities.
Should increase detrimental effects in earlier governments though, unhappy and war, and Anarchism should have less military potential so extra cost per military units.
Technocracy should have +GP, not -, and also extra cost per military units.

Rule Original My Changes
#Cities DCities #Cities DCities
Obedience 100 50 0 0 Joining nation out of Free Will?
City States -50 15 -25 10 Cities decide some things themselves, following an overlaying plan.
Magistrates -15 0 5 0 Appointed officials, governors.
Meritocracy 0 0 5 0 Tests needed to check merit.
Bureaucracy 45 -15 20 10 Many employed. Corruption higher further out.
Vassalage -35 20 -25 10 Much cost moved to vassals.
Confederacy -35 25 -25 0 Advanced City States? Loose alliance.
Federal -30 -15 -20 -10 Shared political power, again like city states. Less corruption.
Martial Law 35 0 20 5
Grid 45 -20 20 -20 Cost in Upkeep
Mind Control 0 0 20 0 Cost in Upkeep

Lots of little changes. I do feel the %'ages are a bit steep with my other changes though, reducing them at the very least should be better.


Power??? Original My Changes
#Cities DCities #Cities DCities
Strongman 50 25 10 5
Matriarchy -10 0 0 0
Patriarchy 15 0 0 0
Junta/Oligarchy 25 15 5 0
Sovereignity 30 0 5 0
Legislature 10 -20 0 -5
Divine Right -10 20 0 5
Separation of P -20 -20 -5 -5
Single Party 30 -10 5 0

Most of these seem, ehm, arbitrary. Basically making Money being Power.
In which way the ruling people are decided does for me not change the # or D of cities very much, if at all.
Junta also seems weird. The Military rules? Would that not be in Rule anyway? Or better called Military? Should really be Oligarchy, who changed it to Junta?
Apart from reducing the effects I will not change these much but think other things should play a part in them, like Matriarchy's City Growth and the hammers/culture/gold/happy changes.


Society Original My Changes
#Cities DCities #Cities DCities
Primitive 75 125 0 0
Tribal 50 100 0 0 Removed the -15% gold
Caste System 0 0 0 0
Bourgeois 0 0 0 0
Proletariat 0 0 0 0
Feudal 25 25 0 0
Egalitarian 0 0 0 0
Nationalist 0 0 0 0
Marxist 0 0 0 0
Corpor-Nation 20 0 0 0

Again arbitrary in only a few. Upkeep Costs should govern these, not changes in city maintenances. Removing them all and increasing Feudal cost to Medium.


Currency??? Original My Changes
#Cities DCities Gold% Gold%
No Currency 25 30 -30 -40
Metals 15 15 -15 -25
Coinage 30 0 0 -10
Banknote -25 -25 0 12
Paper Money -15 -15 0 8
Gold Standard 40 0 0 -10
FIAT Currency 20 20 0 -10
Credit -15 0 12 16
Digital -30 -30 -10 10

Kidding, right? Changes in gold, commerce, trade routes, and corporation maintenances, should be all this does, not maintenance costs. I'm setting gold changes instead of maintenances.


Civic comparisons
Anarchism
-25 home maintenance
-20 Capt
-30 avoid capt
+rebel
+50% war
+2unhappy
+1 military support
Anarchism building giving 2 cities near free maintenance.

Chiefdom
From Anarchy going to Chiefdom enables more cities but at a higher maintenance cost in the first 2 than Anarchy has. The changed Chiefs Hut helps in keeping maintenance costs down too.
-25 home maintenance
+15% general
-5 capt and avoid
+rebel
-10 war
35tax = 1 unhappy
+1 unhappy
+5% hammer/gold capital

Despotism
From Chiefdom to Despotism. *ponder, look carefully, look some more* I see no incentive to go from Cheifdom. Slightly more hammers and more so for military but lose the Chiefs Hut and highly increased costs for Maintenance with less culture income. This NEEDS something more to make players want to change to it. I am wanting something like +200% Military Production, +0% Hammers (it likes slaves after all, no need to increase hammers), -30% War, +30% Capture, +3 Unhappy (and Chief and Anarchy can have higher Unhappy too), Cities need 25% more to grow, -10% Gold.
Making it a War Civic, which it tries to do anyway, but this time properly. If not wanting to change into Monarchy while at war then the purpose it met. If changing into Monarchy is better, well, then it is not met.
+20 general
+25 dist
+200 military prod
+20 free units
-10 capture -15 avoid <--- Can not find where to change this to +30/-15
+rebel
-30 war
35% tax = 1 unhappy
+3 unhappy
-10% culture & Gold

Monarchy
Going from Despotism to Monarchy should be a no-brainer, unless at war. The original +5% stuff in Capital hardly makes up for anything in Monarchy. If Capital is to be stronger when in this Civic why not push them up to 25%, except Culture (+15%) and still excluding food and Commerce.
+10 Dist
-15 Overseas
+10/+5 Capt
+Rebel
20%tax = 1 Unhappy
+25% Hammer, Gold, Science, Espionage, +15% Culture in Capital
+3 Happy from Palace
Training and building stuff, some far into the future stuff.
Unlimited Nobles (who cares?)

Republic
Republic is the Gold Monger among the Governments, and it is shown. Not only bonuses to Gold but also added building, Forum, to increase Gold even more. The one downside is high maintenance so I would like to add something small to alleviate that cost some, or justify it: 1 Free Merchant in every city.
+15% GP
+25% Dist and Num Maintenance
+10/+15% Cap
-Rebel
+20%War
10%Tax = 1 Unhappy
+10% gold
+5% gold Capital
+2Happy 8largest cities
Building allowances.

I did nothing to change any other governments though I suggest a higher specialisation, making each have it's own agenda and strength, maybe even with giving some negative side-ffects to balance out higher specialisations.

CivicInfos seems not to work properly if placed in a seperate folder, like My_Mods. I am sure you know what to do with it though.

Cheers
 
1) You don't actually say what it is you are changing except in the spoiler.

2) that should be a link to that thread if you are serious.

3) you should now require a two week freeze before the release of v35 since this is a big change which may have unforeseen consequences, just as BlueGenie mentions.
 
7807

If you want to talk or disagree pls use the New Handicap Thread in the modmod area, thx, not here!!! http://forums.civfanatics.com/showthread.php?t=525091

Alot of tweaks that should have been done for years now but were never done for some reason, BlueGenie tried to do the best he could, i am putting a more detailed listing in the spoiler what was done.

Spoiler :
Global Changes:
GlobalDefines.xml file changes:
INITIAL_BASE_FREE_UNITS set to 10
INITIAL_BASE_FREE_MILITARY_UNITS set to 10 - This needed for Anarchism's +1 gold cost per Military Unit.
FOOD_CONSUMPTION_PER_POPULATION for City Growth set to 7.
AI SAFE_GOLD_PERCENT I set to 20. Growth of cities can increase costs too much unless having planned for it so having anything less would be bad in my opinion.

CIV4UpKeepInfo.xml
Set cities to be bigger before increases of Civic costs.

CIV4BuildingInfos.xml
Added building only active in Anarchism: 2x National (for AI with 2 starting Tribes) giving -75% Maintenance.
Chiefs Hut changed to give -10% Maintenance.
Village Hall to -5% Maintenance, Town Hall to -10%, City Council to -20%, Metro to -40%, Capital to -50%.

CIV4WorldInfo.xml is where the base costs for maintenances are set, by WorldSize. These I have increased manyfold:
Original My Changes
D # D #
Duel 50 45 500 700
Tiny 60 40 475 650
Small 70 35 450 600
Standard 80 30 425 550
Large 90 25 400 500
Huge 100 20 375 450
Giant 150 15 350 400
Gigantic 175 10 325 350

The original of larger map costing more per DCities I do not understand. With larger map the distances would be naturally greater and the cost should then be less. Same as the #, larger map naturally more cities in total, and less base cost for #Cities. This allows for more cities further apart from each other.
Seems this is already factored into the map sizes somehow, should keep them all on the same perhaps at first, have to check more.


By difficulty in CIV4HandicapInfo.xml I have set:
Difficulty Dist # Max
Settler 63 70 10
Chief 72 80 15
Warlord 81 90 20
Noble 90 100 25
Prince 95 105 30
Monarch 99 110 35
Emperor 104 115 40
Immortal 108 120 45
Deity 117 130 50

I also play with higher research costs set in the CIV4HandicapInfo.xml.


Civics changes are more difficult but I felt needed. Since the base is much higher every little bit in Civics makes a greater impact and the arbitrary inflated changes for early civics no longer needed.

Government Original My Changes
#Cities DCities #Cities DCities
Anarchism 200 150 -50 -50 No government, people rule themselves. Where is the cost?
Cheifdom 125 100 ((-25)) 0 HOME area -25% Kin members govern other cities
Despotism 20 0 15 0 Pay others to govern other cities
Monarchy 5 5 0 10 In itself no difference, Society would determine. Some corruption.
Republic 25 0 25 25 Each city needs elections. High corruption from distance.
Theocracy 15 0 25 -10 Each city pays for its churches. Less corruption.
Democracy 20 0 0 25 Peoples elected, corruption high.
Totalitarianism 25 0 10 0 Costs leveled out among all cities. High Upkeep does that too.
Technocracy 15 0 10 0 Logic and facts rule? Elitism could increase # costs but High Upkeep will do most of the job.

Why the original? Basically all the later ones have the same effect here, just varied amounts. Anarchy and Chiefdom seem arbitrary, trying to impose less cities but in a very bad way as once past them city expansion will just explode completely due to doubled effect of tech giving higher income buildings as well as maintenance suddenly dropping off.
Besides I would think distance and difficulty in imposing governmental rule would be the one increasing costs more than #Cities.
Should increase detrimental effects in earlier governments though, unhappy and war, and Anarchism should have less military potential so extra cost per military units.
Technocracy should have +GP, not -, and also extra cost per military units.

Rule Original My Changes
#Cities DCities #Cities DCities
Obedience 100 50 0 0 Joining nation out of Free Will?
City States -50 15 -25 10 Cities decide some things themselves, following an overlaying plan.
Magistrates -15 0 5 0 Appointed officials, governors.
Meritocracy 0 0 5 0 Tests needed to check merit.
Bureaucracy 45 -15 20 10 Many employed. Corruption higher further out.
Vassalage -35 20 -25 10 Much cost moved to vassals.
Confederacy -35 25 -25 0 Advanced City States? Loose alliance.
Federal -30 -15 -20 -10 Shared political power, again like city states. Less corruption.
Martial Law 35 0 20 5
Grid 45 -20 20 -20 Cost in Upkeep
Mind Control 0 0 20 0 Cost in Upkeep

Lots of little changes. I do feel the %'ages are a bit steep with my other changes though, reducing them at the very least should be better.


Power??? Original My Changes
#Cities DCities #Cities DCities
Strongman 50 25 10 5
Matriarchy -10 0 0 0
Patriarchy 15 0 0 0
Junta/Oligarchy 25 15 5 0
Sovereignity 30 0 5 0
Legislature 10 -20 0 -5
Divine Right -10 20 0 5
Separation of P -20 -20 -5 -5
Single Party 30 -10 5 0

Most of these seem, ehm, arbitrary. Basically making Money being Power.
In which way the ruling people are decided does for me not change the # or D of cities very much, if at all.
Junta also seems weird. The Military rules? Would that not be in Rule anyway? Or better called Military? Should really be Oligarchy, who changed it to Junta?
Apart from reducing the effects I will not change these much but think other things should play a part in them, like Matriarchy's City Growth and the hammers/culture/gold/happy changes.


Society Original My Changes
#Cities DCities #Cities DCities
Primitive 75 125 0 0
Tribal 50 100 0 0 Removed the -15% gold
Caste System 0 0 0 0
Bourgeois 0 0 0 0
Proletariat 0 0 0 0
Feudal 25 25 0 0
Egalitarian 0 0 0 0
Nationalist 0 0 0 0
Marxist 0 0 0 0
Corpor-Nation 20 0 0 0

Again arbitrary in only a few. Upkeep Costs should govern these, not changes in city maintenances. Removing them all and increasing Feudal cost to Medium.


Currency??? Original My Changes
#Cities DCities Gold% Gold%
No Currency 25 30 -30 -40
Metals 15 15 -15 -25
Coinage 30 0 0 -10
Banknote -25 -25 0 12
Paper Money -15 -15 0 8
Gold Standard 40 0 0 -10
FIAT Currency 20 20 0 -10
Credit -15 0 12 16
Digital -30 -30 -10 10

Kidding, right? Changes in gold, commerce, trade routes, and corporation maintenances, should be all this does, not maintenance costs. I'm setting gold changes instead of maintenances.


Civic comparisons
Anarchism
-25 home maintenance
-20 Capt
-30 avoid capt
+rebel
+50% war
+2unhappy
+1 military support
Anarchism building giving 2 cities near free maintenance.

Chiefdom
From Anarchy going to Chiefdom enables more cities but at a higher maintenance cost in the first 2 than Anarchy has. The changed Chiefs Hut helps in keeping maintenance costs down too.
-25 home maintenance
+15% general
-5 capt and avoid
+rebel
-10 war
35tax = 1 unhappy
+1 unhappy
+5% hammer/gold capital

Despotism
From Chiefdom to Despotism. *ponder, look carefully, look some more* I see no incentive to go from Cheifdom. Slightly more hammers and more so for military but lose the Chiefs Hut and highly increased costs for Maintenance with less culture income. This NEEDS something more to make players want to change to it. I am wanting something like +200% Military Production, +0% Hammers (it likes slaves after all, no need to increase hammers), -30% War, +30% Capture, +3 Unhappy (and Chief and Anarchy can have higher Unhappy too), Cities need 25% more to grow, -10% Gold.
Making it a War Civic, which it tries to do anyway, but this time properly. If not wanting to change into Monarchy while at war then the purpose it met. If changing into Monarchy is better, well, then it is not met.
+20 general
+25 dist
+200 military prod
+20 free units
-10 capture -15 avoid <--- Can not find where to change this to +30/-15
+rebel
-30 war
35% tax = 1 unhappy
+3 unhappy
-10% culture & Gold

Monarchy
Going from Despotism to Monarchy should be a no-brainer, unless at war. The original +5% stuff in Capital hardly makes up for anything in Monarchy. If Capital is to be stronger when in this Civic why not push them up to 25%, except Culture (+15%) and still excluding food and Commerce.
+10 Dist
-15 Overseas
+10/+5 Capt
+Rebel
20%tax = 1 Unhappy
+25% Hammer, Gold, Science, Espionage, +15% Culture in Capital
+3 Happy from Palace
Training and building stuff, some far into the future stuff.
Unlimited Nobles (who cares?)

Republic
Republic is the Gold Monger among the Governments, and it is shown. Not only bonuses to Gold but also added building, Forum, to increase Gold even more. The one downside is high maintenance so I would like to add something small to alleviate that cost some, or justify it: 1 Free Merchant in every city.
+15% GP
+25% Dist and Num Maintenance
+10/+15% Cap
-Rebel
+20%War
10%Tax = 1 Unhappy
+10% gold
+5% gold Capital
+2Happy 8largest cities
Building allowances.

I did nothing to change any other governments though I suggest a higher specialisation, making each have it's own agenda and strength, maybe even with giving some negative side-ffects to balance out higher specialisations.

CivicInfos seems not to work properly if placed in a seperate folder, like My_Mods. I am sure you know what to do with it though.

Cheers

The changes to the City Limits'ADAPT_SCALE_CITY_LIMITS' make no sense at all.
WORLDSIZE_GIGANTIC has 90, WORLDSIZE_GIANT, WORLDSIZE_HUGE and WORLDSIZE_LARGE only 20 but WORLDSIZE_STANDARD has a 50 in there:crazyeye:
 
Updates
- Removed Sea Serpent sounds from Mtapir.
- Removed redundant icon/button from Mtapir.
- Added African Elephant and Subdued African Elephant.
- Renamed Elephant to Asian Elephant.
- Renamed Subdued Elephant to Subdued Asian Elephant.
- Changed Spawning of Elephant (now Asian Elephant) to Asia.
- Added Mountain Tapir and Subdued Mountain Tapir.
- Added Brazilian Tapir and Subdued Brazilian Tapir.
- Fixed Asian Elephant icon/button to show an Asian Elephant instead of an African.
- Added Pygmy Hippo and Subdued Pygmy Hippo.
- Tweaked a bunch of animal spawning to be more accurate.
 
The changes to the City Limits'ADAPT_SCALE_CITY_LIMITS' make no sense at all.
WORLDSIZE_GIGANTIC has 90, WORLDSIZE_GIANT, WORLDSIZE_HUGE and WORLDSIZE_LARGE only 20 but WORLDSIZE_STANDARD has a 50 in there:crazyeye:

OK thx,

7816 Fixed error with scale City limits, sorry

7818 WorldInfo research (see spoiler)

Spoiler :
WorldInfo research

100% is base cost, 50% is half cost (half research time), 200% is double cost (double research time).
The new numbers might very well be fine, if reversed and tweaked slightly, thus:
85-90-95-100-105-110-120-130
setting Standard on 100% (no change) and increasing cost of tech slightly on larger maps to make up for being able to have larger empires.
 
Updates
- Added Opossum and Subdued Opossum.
- Added Numbat and Subdued Numbat.
- Added Cuscus and Subdued Cuscus.
- Added Thylacine and Subdued Thylacine.
- Fixed Cuscus spawning range.
- Fixed the Art Defines for the new animals. (Thanks DH!)
- Added Wombat and Subdued Wombat.
- Added Brushtail Possum and Subdued Brushtail Possum.
- Added Ethiopian Wolf and Subdued Ethiopian Wolf.
 
7831

- Updated the Malayan Tapir
  • proper pedia entry
  • buildings for myths and story and stories (I still need to do a bit here but it gives Hydro an example of what needs to be done for all the other animals.)
 
SVN7832

  • Fixed CvPlayer::clearCanConstructCacheForClass
  • The error message for missing ArtInfos is now also displayed in the Release and FinalRelease dll's
  • Embassy, Open Borders, Defensive Pact, Permanent Alliance, Right of Passage, Tech, Map and Gold trading now requires that both players have the required tech
  • Performance improvements in CvPlayer::getBuildingClassCountWithUpgrades
  • Removed Sources/PDB & DLL archive



I made an error in CvPlayer::clearCanConstructCacheForClass earlier this year causing a little slowdown. Depending on the state of the game turn times can be up to 10% shorter now. The other performance improvement has no impact because CvPlayer::getBuildingClassCountWithUpgrades is not used in C2C at the moment.

@thunderbrd
I removed the PDB & DLL archive because it is to much work to update it all the time, i just put the pdb with the dll into the Assets directory. Commiting the uncompressed pdb files works better for me and my upload speed was only ~18kb/s during my last commit.
 
Performance improvements in CvPlayer::getBuildingClassCountWithUpgrades

This is the same from ROM AND that take turn times down from 92 sec to 58 ???
 
This is the same from ROM AND that take turn times down from 92 sec to 58 ???

It's part of the fix for the slowdown caused by a change Afforess made in ROM AND.
But as i said before that piece of code is unused in C2C at the moment.
 
SVN7832

  • Fixed CvPlayer::clearCanConstructCacheForClass
  • The error message for missing ArtInfos is now also displayed in the Release and FinalRelease dll's
  • Embassy, Open Borders, Defensive Pact, Permanent Alliance, Right of Passage, Tech, Map and Gold trading now requires that both players have the required tech
  • Performance improvements in CvPlayer::getBuildingClassCountWithUpgrades
  • Removed Sources/PDB & DLL archive



I made an error in CvPlayer::clearCanConstructCacheForClass earlier this year causing a little slowdown. Depending on the state of the game turn times can be up to 10% shorter now. The other performance improvement has no impact because CvPlayer::getBuildingClassCountWithUpgrades is not used in C2C at the moment.

@thunderbrd
I removed the PDB & DLL archive because it is to much work to update it all the time, i just put the pdb with the dll into the Assets directory. Commiting the uncompressed pdb files works better for me and my upload speed was only ~18kb/s during my last commit.
Ok... did you update the 35civs dll as part of this?
 
7834
- added missing Asianelephant.dds buttons
- fixed paths to some kmf files
 
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