C2C SVN Changelog

10391
Traits have now 5x smaller effect on iReligiousAnarchyTimeModifier, now comparable with civic anarchy time modifier.

This should help with leaders seemingly being frozen as they are crippled by religious anarchy.
 
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10392
Modern era is now Atomic era in game - define name is unchanged.

@Thunderbrd why you never changed ingame name of era, since like 10% - 20% of all stuff has different defined name and displayed name anyway?
 
10393
Changed Modern Lifestyle to Atomic Lifestyle tech to reflect era name change.
Added tag rename for next savebreaking notes (for when we are going to change define names to match with ingame/displayed name)

This notes contains over 100 techs to rename (originally had only 10 techs to rename or so).
 
10394
Extended era range for Militia unit, that you get by building Farm, when Conscription civic is enabled.
Medieval Militia if you are in Classical era and Modern Militia when you are in Information era.
New graphics would be needed to make Classical/Information era militia.

Bug was reported here (initial report was unclear).
To be specific I meant Farm as tile improvement, not building.
 
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10396
Militia (Medieval) now is Militia (Pre-Gunpowder) and has strength of 5.
Militia (Modern) now requires Guerrilla Warfare - tech in same column as Plastics.

Militia are units, that can't be built and are spawned trough python - You need Conscription military civic (beginning of Classical era), and you get Militia unit when you build improvement Farm.
 
10398
Water resources don't spawn in Oceans/Trench anymore, as those are hard to impossible to reach by cities in vicinity.
They now spawn in Sea and Deep Sea instead.

Sea fauna - Clam, Crab, Fish, Lobster, Murex, Pearls, Shrimp, Whale.
Sea minerals - Manganese, Geothermal Sea Vent, Methane Ice, Natural Gas, Oil (last two exist on land too - "amphibious" resources)

This means slight speed up of generating maps (oceans take some space) and bit more sea resources within reach of cities.
Resources, that don't spawn in Coast: Whale, Manganese, Geothermal Sea Vent, Methane Ice, Natural Gas, Oil.

CORRECTION: It appears water resources were always meant to spawn max 3 tiles from land, and there was bug in C2C_World mapscript.
 
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10399
  • Worked some more on city names, no worries, I did nothing that could mess up city names in ongoing saves.
    • Added 4-5 new city names.
  • Reverted the recent change in world mapscript that allowed bonuses to be placed in ocean more than 3 tiles from land.
    • Optimized a bit of code in the world mapscript too.
  • Made some changes to bonus placement requirements.
 
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10399
  • Worked some more on city names, no worries, I did nothing that could mess up city names in ongoing saves.
    • Added 4-5 new city names.
  • Reverted the recent change in world mapscript that allowed bonuses to be placed in ocean more than 3 tiles from land.
  • Made some changes to bonus placement requirements.
It looked like accident at merging your changes with mine, so I reverted it.
What you actually wanted to change?

10400
Reverted changes to BonusInfos from last Toffer's commit - too many things seemed to be changed randomly.
 
No accident, that was how I wanted it.
Most of your changes was part of the commit I had planned, but I disagree with you that Clam, Crab and pearl should be placed on deep sea and ocean, seems wrong to me.
Well in most places Deep Sea was removed or (Deep) Sea was replaced with Ocean or Trench.
I removed all Ocean and Trench entries in my earlier commit.

I can remove spawning of Clam/Crab/Pearl in deep sea.

10401
Clam, Crab and Pearls don't spawn in Deep Sea.
 
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10402
  • Changed Pepper2000Earth_CIV4BuildingInfos.xml to handle the optional nature of the World Views
  • Changed Civics file for same reason
  • Updated Slavery Civics file with changes from the Civics file
  • Merged modular unit files in Cannibalism also for Human Sacrifice
 
10403
Adjusted water resources - they were newer meant to spawn further than 3 tiles from land.
Clam, Crab, Pearls - Coast, Sea; Clam doesn't spawn in Polar variant.
Fish, Lobster, Murex, Shrimp - Coast, Sea, Deep Sea, Ocean; Murex doesn't spawn in Polar variant.
Whale - Deep Sea, Ocean, Trench

Manganese, Natural Gas, Oil - Sea, Deep Sea, Ocean (Natural gas and Oil spawn on land too)
Geothermal Sea Vent, Methane - Deep Sea, Ocean
 
10404
Increased frequency of Methane and Geothermal Sea Vent resources.
Murex no longer spawns in Ocean and Deep Sea, Manganese/Sea Vent/Methane can now spawn in trench and sea too.

Those three minerals need Nanotech improvement to be actually extracted.
Currently its very hard to get trench generated 3 tiles from land, so resource could spawn in it.
 
10405
  • Solves a frequent hang bug folks may be experiencing. A recent change had caused it but this also found a few other problems it exposed in AI decision making.
 
10406
Updated my old space map description.
Added my space map with slightly bigger Earth - its Pangea world generated with C2C_World mapscript. Contains single AI.
Thanks to their Duel sized Earth they should have shortest turn times of all (space) maps.
 
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10408
Removed redundant tech boosts for improvements - They are now merged directly into improvement yield boost.
Fixed issue with quarry (Industrious trait was not giving bonus to Early Quarry when it should have (+2 production)).
Early Quarry, Mine, Shaft Mine and Modern Mine now give 1 production more.
Quarry and Core Mine now give 2 production more.

Discussion is here.
 
10410
Added AI weight of 1 to all Smiths and Smelters to make AI build them sooner - metals are too important.

Reduced <iAIResearchPercent> to step of 3 (step was 5 per handicap):
Prince/Monarch/Emperor/Immortal/Deity/Nightmare now has this tag of 97, 94, 91, 88, 85, 79, that is techs now will be cheaper by 3/6/9/12/15/21% for AI
Before change they were 5/10/15/20/25/35% cheaper for AI.
 
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