C2C SVN Changelog

Tweaked ...

Nitroglycerin
Workers Build 50% Faster

Naval Tactics
+1 Extra Moves to Water Units

Sonar
+1 Extra Moves To Water Units

Hunting Tactics
+1 :food: to Camp and Jungle Camp

Labor Union
-1 :commerce:, -1 :hammers: to Factory

3D Printing
+1 :hammers: to Cottages

Masonry
+1 :commerce: to Cottages

City Planning
+1 :commerce: to Cottages

Construction
+1 :commerce: to Cottages

Engineering
+1 :commerce: to Cottages

Surveying
+1 :commerce: to Cottages

Architecture
+1 :commerce: to Cottages

Civil Engineering
+1 :commerce: to Cottages

Megastucture Engineering
+1 :commerce: to Cottages

Lunar Megastructures
+1 :commerce: to Cottages

Planetary Megastructures
+1 :commerce: to Cottages

Colony Arcology
+1 :commerce: to Cottages

Lunar Manufacturing
+1 :hammers: to Factories

Planetary Manufacturing
+1 :hammers: to Factories

Extraterrestrial Agriculture
+1 :food: to Farms


Added Tech ...

Fungiculture
Era: Ancient
Location: X21 Y7
Cost: Same as Agriculture
Req Techs: Agriculture

Changed ...

Fermentation
Req Techs: Pottery AND Orchards AND Fungiculture

added TXT to new techs

Per Vokarya:
Battlefield Medicine (currently requires Anatomy AND Chemistry AND Drug Trade AND Nationalism): Drug Trade is redundant (Drug Trade - Alchemy - Stained Glass - Education - Anatomy).
 
*point to Cottage bonuses* No you didn't. You added +1 Food to all those techs.

Spoiler :
<TechYieldChanges>
<TechYieldChange>
<PrereqTech>TECH_PERSONAL_ROBOTS</PrereqTech>
<TechYields>
<iYield>0</iYield>
<iYield>1</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange>
<PrereqTech>TECH_ORGANIC_CITIES</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange>
<PrereqTech>TECH_3D_PRINTING</PrereqTech>
<TechYields>
<iYield>0</iYield>
<iYield>1</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange> <PrereqTech>TECH_MASONRY</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange> <PrereqTech>TECH_CITY_PLANNING</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange> <PrereqTech>TECH_CONSTRUCTION</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange> <PrereqTech>TECH_ENGINEERING</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange> <PrereqTech>TECH_SURVEYING</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange> <PrereqTech>TECH_ARCHITECTURE</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange> <PrereqTech>TECH_CIVIL_ENGINEERING</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange> <PrereqTech>TECH_MEGASTRUCTURE_ENGINEERING</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange> <PrereqTech>TECH_LUNAR_MEGASTRUCTURES</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange> <PrereqTech>TECH_PLANETARY_MEGASTRUCTURES</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange> <PrereqTech>TECH_COLONY_ARCOLOGY</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
</TechYieldChanges>


You also, ehrm, forgot to add the same to Hamlet, Village, Town improvements.

Cheers
 
Tweaked ...

...

Hunting Tactics
+1 :food: to Camp and Jungle Camp

Labor Union
-1 :commerce:, -1 :hammers: to Factory

3D Printing
+1 :hammers: to Cottages

...

Gah! Then why am I trying to balance them while you are changing them.:mischief::eek: I'll go look at something else, or maybe just play a game.

Edit: @StrategyOnly I take what you have done and fix/update from there. Including what BlueGenie says.
 
*point to Cottage bonuses* No you didn't. You added +1 Food to all those techs.

Spoiler :
<TechYieldChanges>
<TechYieldChange>
<PrereqTech>TECH_PERSONAL_ROBOTS</PrereqTech>
<TechYields>
<iYield>0</iYield>
<iYield>1</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange>
<PrereqTech>TECH_ORGANIC_CITIES</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange>
<PrereqTech>TECH_3D_PRINTING</PrereqTech>
<TechYields>
<iYield>0</iYield>
<iYield>1</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange> <PrereqTech>TECH_MASONRY</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange> <PrereqTech>TECH_CITY_PLANNING</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange> <PrereqTech>TECH_CONSTRUCTION</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange> <PrereqTech>TECH_ENGINEERING</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange> <PrereqTech>TECH_SURVEYING</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange> <PrereqTech>TECH_ARCHITECTURE</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange> <PrereqTech>TECH_CIVIL_ENGINEERING</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange> <PrereqTech>TECH_MEGASTRUCTURE_ENGINEERING</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange> <PrereqTech>TECH_LUNAR_MEGASTRUCTURES</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange> <PrereqTech>TECH_PLANETARY_MEGASTRUCTURES</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange> <PrereqTech>TECH_COLONY_ARCOLOGY</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
</TechYieldChanges>


You also, ehrm, forgot to add the same to Hamlet, Village, Town improvements.

Cheers

@StrategyOnly I take what you have done and fix/update from there. Including what BlueGenie says.


As pointed out very nicely, i got it wrong, and re-did the wrong areas, and added the ehrm above also to the mentioned ones:blush::blush:
 
Gah! Then why am I trying to balance them while you are changing them.:mischief::eek: I'll go look at something else, or maybe just play a game.

You can get mad at me if you want. I asked SO to change them before you posted your "Priorities for v24" topic.

The reason for the cottage changes were from the others who had been posting complaints such as wanting the 3D Printer to give them +1 :hammers: the rest are based upon building appearance and construction. Thus better made houses would be more profitable, cheaper to make and probably look better too. Thus all the commerce.
 
You can get mad at me if you want. I asked SO to change them before you posted your "Priorities for v24" topic.

The reason for the cottage changes were from the others who had been posting complaints such as wanting the 3D Printer to give them +1 :hammers: the rest are based upon building appearance and construction. Thus better made houses would be more profitable, cheaper to make and probably look better too. Thus all the commerce.

There are still some problems but I will work on the latest and go from there.
 
Major Update:

-OK, now, after all the helpful feedback on my original gamespeed balancing by JosEPh, Bluegenie, Koshling, and others, I have instituted my second pass at this. Below are the full details.

Gamespeed Turn#s and Research Modifiers

Snail:

(Era: Turns/Techs/Research Modifier)

Prehistoric: 750/88/100 --- 50KBC-8000BC
Ancient: 800/41/222 --- 8000BC-1000BC
Classical: 900/45/250 ---1000BC-500AD
Medieval: 600/36/400 --- 500AD-1300AD
Renaissance: 900/56/250 --- 1300AD-1800AD
Industrial: 900/75/300 --- 1800AD-1950AD
Modern: 900/64/400 --- 1950AD-2025AD
Transhuman: 600/49/400 --- 2025AD-2125AD
Galactic: 900/74/500 --- 2125AD-2275AD

TOTAL: 7250 Turns

Eternity:

(Era: Turns/Techs/Research Modifier)

Prehistoric: 1500/88/100 --- 50KBC-8000BC
Ancient: 1600/41/250 --- 8000BC-1000BC
Classical: 1800/45/300 ---1000BC-500AD
Medieval: 1200/36/400 --- 500AD-1300AD
Renaissance: 1800/56/300 --- 1300AD-1800AD
Industrial: 1800/75/300 --- 1800AD-1950AD
Modern: 1825/64/400 --- 1950AD-2010AD
Transhuman: 1080/49/400 --- 2010AD-2100AD
Galactic: 1800/74/500 ---2100AD-2250AD

TOTAL: 14405 Turns

Epic:

(Era: Turns/Techs/Research Modifier)

Prehistoric: 300/88/100 --- 50KBC-8000BC
Ancient: 320/41/222 --- 8000BC-1000BC
Classical: 260/45/250 ---1000BC-500AD
Medieval: 240/36/400 --- 500AD-1300AD
Renaissance: 360/56/250 --- 1300AD-1800AD
Industrial: 360/75/300 --- 1800AD-1950AD
Modern: 365/64/400 --- 1950AD-2025AD
Transhuman: 240/49/400 --- 2025AD-2125AD
Galactic: 360/74/500 --- 2125AD-2275AD

TOTAL: 2895 Turns

As always, feedback is appreciated in the Balance Thread.
 
Updates
- Hospital Ship now upgrades to a "better" unit when Dock Yard goes obsolete.
- Privateers can now upgrade to more modern pirate ships.
- Short movie for Angor Wat.
 
Changed Game Migration Events:
Now disallow any Route on tile, removed check for city tile (should still not occur on city tile).

changed Parrots event:
Requires Scavenging, Jungle, no bonus, no improvement, no route on tile.
90% active, iWeight 50
Removed Yield changes, adds a poultry resource.

changed Truffles event:
Requires Gathering, Grassland no bonus, no improvement, no route on tile.
90% active, iWeight 30
Removed Yield changes, adds a Mushroom resource.

changed Tin event:
Requires Bronze Working, no bonus, mine/shaft mine, some type of route on tile.
90% active, iWeight 20
Removed Yield changes, adds a tin resource.

changed jade event:
Requires Mining, no bonus, mine/shaft mine, some type of route on tile.
90% active, iWeight 20
Removed Yield changes, adds a jade resource.
 
@SVN Users:

There is a small problem with the current SVN. Yesterday, I changed the start date, but a modifier recalc does not re-map the start date.:( This means that until Koshling fixes this old saves will show you being in 33000 AD or something after a modifier recalc.:(
 
@SVN Users:

There is a small problem with the current SVN. Yesterday, I changed the start date, but a modifier recalc does not re-map the start date.:( This means that until Koshling fixes this old saves will show you being in 33000 AD or something after a modifier recalc.:(

Yeah i noticed that thx at least for putting a blurb in, but should have been in the bug/crashes thread;)

Added Great Artist Darrinus per Hydro for his UTube for C2C, thx.
 
Yeah i noticed that thx at least for putting a blurb in, but should have been in the bug/crashes thread;)

Added Great Artist Darrinus per Hydro for his UTube for C2C, thx.

I put it here so everyone would notice it. It is now also on the Bugs/crashes thread.
 
Fixed EventsInfo, sorry ori, didnt know you were around.

Code:
_Sword_Atlas.dds,8,5</Button>
			<iAIValue>1000</iAIValue>
		[B]</EventInfo>
		<EventInfo>[/B]
			<Type>EVENT_MAN_NAMED_JED_1</Type>
			<Description>TXT_KEY_EVENT_MAN_NAMED_JED_1</Description>
 
Updates:

-Added the Early Chariot, Chariot Archer, War Wagon, and Siege Wagon.
-Redid existing Chariots to be in line with the new Chariot Units.
-Made the Bandit Rider upgrade to the Highwayman.
-Fixed art for the Chariot units.
 
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