C2C SVN Changelog

Just pushed a significant performance improvement to SVN. Saves about 15 seconds on what was a 69 turn second in my current game. The saving increases proportionally to the total number of buildings in the world, so laregr maps and later games will see the most improvement (my 15 out of 69 seconds was a gigantic map in mid-medieval period)

Is this on top of the performance boost Karadoc pushed a day or two ago?
 
Pushed to SVN...

Communalism (just changes listed)
  • -1 Trade Route
  • +2 :yuck: in All Cities (to reflect the effect of sharing all possessions)
  • Remove: -20% :culture: in All Cities

Barter (just changes listed)
  • +25% :hammers: from Trade Routes (down from +50%)
  • -25% Commerce from Trade Routes (up from -50%)
  • +1 :yuck: in All Cities (reflect swapping of goods)
  • Remove: -10% :culture: in All Cities

Divine Cult (just changes listed)
  • -10% Birth Rate for Great People
  • -1 Trade Route per City
  • -10% :gold: in All Cities
  • +25% :gold: in Capital
  • -5% :culture: in All Cities
  • No :mad: in Capital
  • +10% Worker Build Rate
  • -10% War Weariness
  • Fixed Borders
  • Inquisitions can remove Non-State :religion: where State :religion: is present
  • +1 :mad: for each Non-state :religion: in a City
  • No non-state :religion: spread
 
I disagree about "No non-state religion spread" part. Civilizations that had DC-kind of system didn't persecute or reject other religions that much as far as I know, and I think it makes people avoid using DC even more since multiple religions are generally more beneficial. I even thought Intolerant should not exclude spread of other religions. Not sure about inquisition, though. Having earlier inquisition civic may be good for revolution players.

EDIT: and 1:mad: per non-state religion. It was not listed. I disagree about this also.
EDIT: Hydro, Shrine now requires Good (Stone) or Good (Marble). Shouldn't copper, gold, silver goods be added also?
 
EDIT: Hydro, Shrine now requires Good (Stone) or Good (Marble). Shouldn't copper, gold, silver goods be added also?

They required Stone and Marble already, I just took out the gold or silver or copper since they alredy gave a bonus if you have them.

As for why not copper or gold or silver I though it was weird that you could pick marble or gold. I mean I can add them if you think I should, but I though maybe it would be weird to have stone or copper as a choice. I could understand (stone OR marble) AND (gold OR silver OR copper) but I can't do 2 sets of OR buildings like that.
 
I disagree about "No non-state religion spread" part. Civilizations that had DC-kind of system didn't persecute or reject other religions that much as far as I know, and I think it makes people avoid using DC even more since multiple religions are generally more beneficial. I even thought Intolerant should not exclude spread of other religions. Not sure about inquisition, though. Having earlier inquisition civic may be good for revolution players.

EDIT: and 1:mad: per non-state religion. It was not listed. I disagree about this also.

I moved this to the Civics thread. Continue discussion there.
 
Can the animal simply not move into an unexplored tile?

Yes, except they can not move into a tile next to an unexplored tile. It depends on how far they can see.

BtW My main focus at the moment on animal spawns is trying to get an ecological feel o the spawns. With the number of animals appearing as a secondary consideration. I am about to embark on the spawn file in the units area. :)
 
Yes, except they can not move into a tile next to an unexplored tile. It depends on how far they can see.

That should be interesting :)

BtW My main focus at the moment on animal spawns is trying to get an ecological feel o the spawns. With the number of animals appearing as a secondary consideration. I am about to embark on the spawn file in the units area. :)

Keep the years similar to what you're doing. Eventually I'm going to set the starting year as 50,000 BC. :mischief:
 
Fix pushed to SVN for the AI unit count going askew (which, among other things, caused over-production of settlers). As yet I haven't looked at Eldrin's latest save to figure out why it's over-founding as well as over-producing though, so further chnages in that area to come when I get a chance to investigate.
 
Pushed to SVN... (due to feedback from climat)

Divine Cult adjustments
  • +10% Building Production in Cities with State :religion:
  • +10% Unit Production in Cities with State :religion:
  • +2 :) (total) in Cities with State :religion: (increased from +1 :))
 
Update
  • Added Orion Veteran's Aviation mod, thanks to mcookie83.

Edit Something went very wrong - it kept looping through the files sending content. I will try again tomorrow.
 
New FPK . . .

Advanced Metallurgy
Req Techs: Industrialization AND Geology
Location: X64 Y7

changed ...
- Motorized Transportation to require "Advanced Metallurgy" instead or "Industrialization".
- Machine Tools to require "Advanced Metallurgy" instead or "Industrialization".
- Armored Vehicles to require "Advanced Metallurgy" instead or "Industrialization".
- Submarine Warfare to require "Advanced Metallurgy" instead or "Industrialization".

Added ...
- Aviation to ANDreq "Advanced Metallurgy"

------

Mine Warfare
Req Techs: Explosives AND Military Tradition
Location: X53 Y9

Added ...
- Trench Warfare to ANDreq "Mine Warfare"
- Submarine Warfare to ANDreq "Mine Warfare"

------

Acoustics
Req Techs: Education AND Music AND Architecture
Location: X41 Y17

Changed ...
- Physics to require Astronomy AND Algebra AND Acoustics

Also added TXT to the new techs.
 
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