C2C SVN Changelog

10513
Minimum City Border [8 tiles directly surrounding city always belong to its owner] now disables One Tile Start [Newly founded city doesn't claim any tiles before reaching Poor culture level]
Existing games that had both options enabled will have "One Tile Start" disabled.
 
10514
Inverted last commit: "Minimum City Border" is now overridden by "City starts with 1 tile" option, if both are selected.

Existing games that had both options enabled will have "Minimum City Border" disabled.
 
10515
Atomic bomber now is unlocked at Fission tech. As any nuclear weaponry it should require Manhattan Project to be built.
Integrated Lean Tos building into Prehistoric housing upgrade system: Homeless -> Animal Burrows -> Tree Hollows -> Lean-Tos -> Grass Huts OR Caves.
Grass huts and caves requires certain features in vicinity. Caves obsolete at some point, and Grass Huts is later replaced with Bark Huts.
Removed MinLatidue 0 entries, as this is default if not present and did minor empty space cleanup.
 
10516
  • A balance tweak to the Preeminent trait line on Complex Traits
  • Great Military Points will no longer be earned by bombard missions of all sorts
  • Adjusted the base food required for city growth formulas to slow down growth
  • Also added more food consumed per population for each population past the first so that infinite population growth is nearly impossible and food will matter again. Each population past the first causes each population point to consume .2 more food. This will also help with property control and balance. Some playtesting and feedback will be necessary to make sure this is hitting the right balance. Population points have always meant more people per pop point the higher the population grows, so this is really a very rational adjustment.
  • Fixes cultural decay taking place on tiles within your workable city radius and stops that from being an ongoing problem. We were having cultural ownership vanishing on plots it shouldn't have been.
  • Civic upkeep on individual civics will calculate out to a minimum of 1 gold unless the civic has a good designated reason to have 0 gold upkeep, such as on No Upkeep civics and for players that don't have to pay any upkeep on civics in that category, or during anarchy.
  • Worked through a problem that was greatly hindering AI city expansion due to settler escorts not being able to join the settler in the manner they were usually expected to be able to. This should speed up AI expansion efforts tremendously.
  • SHOULD be a major correction to some AI issues on SM where the strengths of units were not tallying correctly when requested for particular jobs. Hard to explain but this means that settlers may not be perfectly satisfied with simply one escort now, as intended.

Much thanks to jman2050 on Discord for the last few issues there. I also know there's a couple more bugs to sort out.

Warning: developed games may not like this update much - lots of cities might be found to starve down a bit.
 
10517
  • Another formula adjustment to growth rate. Makes the food build up required for population growth after the first a touch more still - it takes it to officially twice what it was before 10516 which hadn't quite gone that far.
  • Fixes a divide by 0 crash made possible in the AI by the last update.
 
10518
Improved replacing buildings - now they have better yields (mostly gold/culture and sometimes food)/health/happiness/property boost as those buildings are improvement of earlier buildings.
 
10519

- Added new buildings: Deep Space Assembler, Titan Arcology, Titan Biofactory, Computronium Titan, Venus Arcology, Venus Sky Arcology, Neptune Wind Turbine, Neptune Chandelier City, Neptune Orbital Ring, Neptune Volatile Mine.
- Removed the Banks Orbital wonder.
- The old Interstellar Ringworld is now Interstellar Banks Orbital and requires Megastrong Alloys instead of Orbital Engineering. It is still a regular building (e.g. not a wonder).
- Renamed Interstellar Ringworld City -> Interstellar Banks Orbital City and moved it to Megastrong Alloys.
- Fusion Candle moved to Orbital Engineering.
- Interstellar Conscious Star moved to Noogenesis. Earlier buildings no longer depend on it.
- Magsail Worker can now build Mercury improvements.
- Saturn Ring Ice Mine no longer requires Deep Space Orbital Base.
- Edits to the ___ AC line building requirements.
- Probably a few other minor changes to space content that I am forgetting.
 
10521

Adjusting Early Language Civics
 
10522

Brought back the old Adhesives quote after some complaints.

Consolidated and alphabetized CIV4TechInfos.xml for easier consultation (does not affect gameplay in anyway whatsoever).
 
10523
Moved remaining tech texts to Tech GameText.

Kation I think you forgot to move those two tech gametexts.
 
10524
  • Further alphabetization of the Tech_CIV4GameText.xml.
  • Fixed the description tag key for three techs.
    • TXT_KEY_ASTEROIDPROBE → TXT_KEY_TECH_ASTEROIDPROBE
    • TXT_KEY_INSECTROBOTICS → TXT_KEY_TECH_INSECTROBOTICS
    • TXT_KEY_AUTOMATEDSERVICES → TXT_KEY_TECH_AUTOMATEDSERVICES
10525
  • Some more, but smaller, adjustments to the Tech_CIV4GameText.xml.
 
10526
  • Corrects another divide by zero error and more fundamentally the flawed formula leading up to it.
 
10528
  • Fixes a problem with techs getting ground down to 0 AI value due to higher costs later in the game and gives all possible researched techs a minimum value so there must be a selection to research if the AI has any valid techs it can research.
 
10529
Cleanup of base folder:
Removed not working shortcuts, and renamed two shortcuts - one for steam version and other for non-steam version of game.
Deleted file, that was accidentally committed here.
Added shortcut to cache in appdata/local. Cache should be cleared just in case if: you played VERY old version of mod, played another mod or played vanilla game.

It doesn't change anything in game, just cleans mess in base folder.
Also those shortcuts now suggest mod folder name :p
 
10531
  • Changed the steam specific shortcut into a bat file so it's more consistent with the non-steam launcher.
  • Renamed the launchers to "Launch C2C Steam.bat" and "Launch C2C.bat", so the function of the bat files are obvious.
  • Added back the quotation mark in "Launch C2C.bat" that raxo removed in his last commit.
  • Removed NOTICE.txt, one of the 128x128 sized C2C icons, and the link to windows 7 cache folder.
  • Some minor changes in two text xmls, fixed a bad help text for subdued hawk. a '[NEWLINE]" was missing its left bracket.
10532
  • Removed a quotation mark that I added to the non-steam .bat launcher in my last commit.
    • Edit: Turns out the quotation mark needs to be there.
    • I should have known as I made the original launcher, which have worked with the extra quotation mark for a long time now. It's so long since I made it that I had forgotten why it needed to be there.
 
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10533
Added space - apparently on Windows 7 one letter in path is eaten.

Looks like its bit hard to make it work on Windows 7 and Windows 10.
Or to make (non steam one) Bat file always work no matter where it actually is.
Now this file MUST be here: Beyond the Sword\Mods\Caveman2Cosmos no matter what.
 
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10534
Reverted Launch C2C bat to what was originally - this works as long as its located here: <whatever drive and folder(s)>\<Civ4 game folder>\Beyond the Sword\Mods\Caveman2Cosmos

I kept current name, but I changed its inside to what was originally.
 
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