• We created a new subforum for the Civ7 reviews, please check them here!

C2C SVN Changelog

10142

Add IsShiftDown/IsAltDown/IsCtrlDown to the Python GC Interface, as requested by @Toffer90. If anyone has a better place to put them in the dll side, let me know.
 
10144

Added Kations space map - Standard Solar System - it has Standard+ sized Earth map and 12 space zones (Map itself is Gigantic sized).

Standard map - 84x52 = 4368 tiles.
Kation's Earth - 110x55 = 6050 tiles.
Large map - 104x64 = 6656 tiles.
Entire map is 110x200 = 22 000 tiles, slightly less than Gigantic.

Maps can't be higher than 200 tiles - limitation of game engine.
On this map longitudes would agree (Earth spans map horizontally) but not latitudes (Can't scale map beyond +-90 latitude).

Space zones are:
Orbit - not counted as separate space zone from cislunar.
Cislunar with Moon.
Inner Solar System with Sun, Mercury, Venus, Mars and asteroid belt between two zones.
Outer Solar System with gas giants and their moons.
Transeptunian with Pluto (between two zones), Kuiper Belt Objects, Sednoids and asteroids.
Transtellar with Oort cloud (between two zones), stars and planets.
Orion Arm with Star Clusters and hotter and rarer stars, and stellar remnants
Milky Way with Galactic core, Supermassive Black Hole and other star like objects.
Local Group with Galaxies being lone.
Virgo Supercluster with Galaxies being in groups.
Observable Universe with Intercluster Void.
Unobservable Universe representing rest of cosmos.
Hyperspace for extradimensional fun (Technically is generated by Hyperspace Settlers).

There are some screenshots from Space Engine that represent space zones.
Spoiler Earth Hill Sphere - early Nanotech era :
v0uvMjV.jpg

Spoiler Inner solar system - late Nanotech era :
XgeA7uX.jpg

Spoiler Outer Solar System - early Transhuman era :
GE1jr4N.jpg


Spoiler Kuiper Belt - late Transhuman era :
5qTJzXK.jpg

Spoiler Nearby Stars - early Galactic era :
Ii1LtIU.jpg

Spoiler Orion Arm - middle Galactic era :
11Ungf1.jpg

Spoiler Milky Way - late Galactic era :
Yi2ueLx.jpg

Spoiler Local Group - early Cosmic era :
77TZIy2.jpg

Spoiler Virgo Supercluster - middle Cosmic era :
ynAK1nS.jpg


Spoiler Observable Universe - late Cosmic era :
MtzQpVg.jpg


Spoiler Unobservable Universe - early Transcendent era :
Gx7GoF9.jpg


Spoiler Hyperspace and Multiverse - late Transcendent era :
WTIrkFv.jpg


10145
Reduced animal spawn rate to 80. Should help AI with early expansion in Prehistoric era on lower handicaps.

Also exploration should be easier.

10146
Reverted animal spawn rate to 100.

10147
Removed obsolete (animal terrain safe) promotion from subdued mammoth and zebra.

Only those two units had such promotions.

10148
Fixed inconsistency in animal workers.

All animals workers now can do things, that their base - dog workers can do.
There are two mountaineering workers: Work Mule and Llama Workers, they can build Stone Tools Workshop (only this and Mountain Mine can be built on peaks).

Mammoth Worker:
Removed Grain Gatherer, and Stone Tools Workshop (no mountaineering promotion)
Added Early Quarry, Salt Gatherer, Grape Picking Camp, Factory, Modern Windmill, and Burn Vegetation.

Llama Worker:
Added Desert and Wetland Camps, and Tar Gatherer.

Camel Worker:
Added Tar Gatherer.

10149
Fixed minor issues with Wool, Jewelry and Firearms resources and their producers.

They were reported here.

10150
Increased Great Farmer's speed 5x - This unit should take up to 10 turns to place bonus on Normal speed.

This is National Unit - you can have it only one.

10151
Reduced Great Farmer speed to 500 (originally was 300) - Time to place new bonus without any speed modifiers is 4 turns on Blitz.

Code:
<BuildInfo>
            <Type>BUILD_BONUS_DONKEY</Type> - any plant or animal.
            <Description>TXT_KEY_PLACE_DONKEY</Description>
            <Help/>
            <PrereqTech>NONE</PrereqTech>
            <iTime>2000</iTime> ------------------------------ "Complexity" of improvement
            <iCost>50</iCost>
            <bKill>1</bKill>
            <ImprovementType>IMPROVEMENT_BONUS_DONKEY</ImprovementType>
            <RouteType>NONE</RouteType>
            <EntityEvent>ENTITY_EVENT_IRRIGATE</EntityEvent>
            <FeatureStructs/>
            <HotKey>0</HotKey>
            <bAltDown>0</bAltDown>
            <bShiftDown>0</bShiftDown>
            <bCtrlDown>0</bCtrlDown>
            <iHotKeyPriority>0</iHotKeyPriority>
            <Button>Art/Interface/Buttons/WorldBuilder/Donkey.dds</Button>
        </BuildInfo>
 
Last edited:
This one is significant, so posting it separately.

10152
Overhauled calendar - Calendar eras should cover with actual eras when researching at constant speed of ~9 techs per 10 turns (Blitz).

Details here.
 
10156
Increased build cost by 50% and tech cost by 57.5%
Ancient era should be now reached relatively on time.

That is 10% of game time, with 9% - 11% range.
So if Ancient era is 200th turn on Normal, then it would be reached in between 180 - 220th turn.
 
Nitpick update.

10158
Changed latitude limits to -90 - 90 in map for rescaling modmod.

This change affects only Kation's space map.

10159
Equator in Kation's space map now actually covers Earth's equator.

Latitude limits extensively use symmetry and asymmetric multiple bands aren't possible.
This means latitude is in between +-14 now, that is south pole is at south pole and north pole is in mountains on top of earth.
Also this means latitude limits can be scaled properly.

10160
Adjusted calendar in Prehistoric era (Era length is unchanged) - added checkpoint at 10 000 BC, 80% into Prehistoric era.

Now entry into Ancient era should be much gentler.

10161
Fixed two misuses of Vicinity Bonus tag - that happened only in two places.

Straw Gatherer and Bamboo Bug Gatherer needed Grain/Bamboo in city vicinity - those are manufactured resources.
Changed them to normal bonus tag.

10162
Updated Kation's space map, now it has proper longitudes.
Changed Lizard hunter silk requirement to raw vicinity.
Removed duplicate glass in Beadmaker hut.

Kations space map now has Large sized earth.
Lizards now should be obtainable earlier.

10163
Updated Kation's space map - Greenland is now closer to Iceland.

10164
Updated and fixed maps.
StrategyOnly maps had both bottom and top latitudes of 0. Changed them to -90 and 90 respectively.
One map had nonexisting unit type.
Few maps had starting date of -50 000 instead of -200 000
Removed Maxturns instances.
Fixed Team Infos in some maps.

To notice any changes on maps you need to start new game, if you are playing on those scenarios.
StrategyOnly reported bug, so I checked all maps here too.

10165
Force-Obsoleted Brute (First unit in game along with Rock Thrower) at Flintlock tech - Similar units are force-obsoleted at this tech.

Barbarians were spamming this unit according to report.

10166
Removed random question marks in game text files - probably result of format change.
Few corrections to text.
 
Last edited:
10167

Added game option "Upscaled Research Time" for experienced players that manage to get ahead in technology of the AI on a consistent basis way ahead in the calendar year. It's also great for those that would like to have more time to build stuff before new techs make buildings obsolete.

Note: Feature is still under development as values are still the same as normal times. The idea was talked about in this post and @raxo2222 will hopefully adjust them with time and (a lot) of effort. :)
 
Last edited:
10168
Upscaled research cost now actually increases research cost by 40% to match with upscaled construction costs game option, that increases cost of buildings, units and bunch of other stuff by 40%
With upscaled research cost option calendar should be harder to overshoot by experienced players, especially if they use it with upscaled construction costs option.
This option alone will result in relaxed game both for players and AI

Upscaled research cost is for everyone depending on what you want to do with it :p
Also it provides some limited balancing flexibility for research to construction cost ratio.
Currently its at 6 for buildings/units and 8.4 for SM units on projects

Upscaled research cost alone: 8.4 / 11.76
Upscaled construction cost alone: 4.28 / 6

This means difference between those two options alone is 2x more units/buildings built.
 
Last edited:
10169
Added Upscaled Research Option to option list.

@makotech222 or @Thunderbrd can you compile DLL?
I added Upscaled Research Costs to option list here.
I'm not sure if it will fix Pit's issue with savegame - suddenly unit strengths aren't displayed correctly, he plays without size matters

It appears this newly added option alone causes incorrect displaying of unit strength without Size Matters.
Basically black magic voodoo.

10170
[TECHNICAL] Moved game option to bottom of file. Should fix weird bugs.

This is really weird, now units without SM properly display their strength.

10171
Revised several manufactured resources and their producers/consumers.

Changes are listed there.

10172
Small correction to Radio Factory resource requirements.

10173
Added Ultrafast Game Speed, it lasts 500 turns, and it should be used only for testing - On this GS units take eternity to go anywhere, as movement speed doesn't scale, and you will get ~2 techs per turn.

10174
Reduced maintenance cost of burial platforms - costs too much in maintenance comparing to similar buildings.

10175
Reduced maintaince of graveyard.
Disabled multithreading - Multithreading is obsolete, no noticeable change of turn times.


 
Last edited:
10176

This is a big one. It contains all the material I had been working on prior to my last computer crash.

- 12 New techs. For details, see https://forums.civfanatics.com/threads/tech-tree-discussion.459006/page-106#post-15108065
- Two new manufactured bonuses: Vibranium and Chaos Wands
- A whole bunch of new buildings in the Industrial Era and later. A few buildings are moved too.
- Tech rename: Cybersociology -> Cybersocial Integration
- Maybe a few other things that have slipped my mind at the moment.
 
10177
Recosting, tech redundancy fixes and tech tree cleanup.

There were two changes in Pepper module, that were accidentally reverted, and I changed those back.

10178
Missed one tangled tech
 
Last edited:
10180
Updated calendar - We have 941 techs now.

Calendar is tied to tech tree - effective era length.
All techs are researched with extensive use of tech trading, getting free techs and boost from TD/WFL.

Half of skippable techs are skipped before going to next era.

Absolute minimum of techs is researched before going to next era, but you use upscaled research costs and use TD/WFL /Tech Trading.

In those scenarios players should reach eras on time that is within +-10% turns.
 
Last edited:
10181
German translations for
  • all diseases and natural wonders
  • some neanderthal units
  • the building community discussions
  • animal myth and story requirements
 
Top Bottom