C2C SVN Changelog

10535
  • Moved more city names from CIV4GameText_Warlords.xml to the C2C file CIV4GameTextInfos_Cities.xml.
  • Overhauled Celtic city names.
10536
  • Brought back the original C2C icon that has been there from the start, it recently got lost in translation. ^^
  • Added a new simple C2C.ico, which is simply the lettering 'C2C'.
  • Reinstated the original name of the icon made by Hydro way back (cavemanvsastronaut.ico)
  • Deleted the large Icon C2C 256x256.ico. that I made some time ago.
10537
  • Added in several size variations for the C2C.ico. 16x16 - 24x24 - 32x32 - 48x48 - 128x128
    • Before it only contained 128x128 which made it look bad in certain icon sizes, now it looks good regardless of what icon size you use.
    • I think we have nitpicked enough at these non-essential files now. ^^
 
10538
  • Corrects a bug pointed out by Alberts2 that I introduced a few years ago.
  • Changes the mathematical formula for earning traits under Developing Leaders so that it makes it more possible to gain traits in the later end of the game.
  • Adds Greater Culture (millions of culture) so that we won't ever hit overflows on national culture levels. According to the massive complexity involved in this where it came to determining thresholds for leader level gains, once you get to needing culture in the millions, it will only measure your requirements for culture gain in increments of millions.
 
10539
Reenabled highest culture level - Monumental.
On Blitz/Eternity you need 800 000/16 000 000 culture to reach this level. Upper city limit for culture is around 21 000 000.
That is you will always reach this culture level before hitting cap.

This one was added back in 2014 to prevent overflow with "no espionage" game option, but that option only increases "velocity" of culture anyway.
Since then actual cap to city culture was added.
 
10540
Reverted last commit as No Espionage option doubles culture requirements for each level causing overflow with Monumental culture level value for slowest speeds.

This bug was visible from start in city bar at slowest speeds with that option.
 
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10543
Reduced +% gold from buildings:
All resources now have +1% to gold multiplier at max.
Building and tech +% gold commerce was halved:
If X added +10% gold by itself and +10% gold with some tech, then X now adds +5% by itself and +5% gold with that tech.

Now all those +% gold from buildings, resources, and techs should be closer to all +% gold from civics, traits, and property pseudobuildings/pests.
 
10544
Nerfed culture output of Funerary Service - now it is around potential culture output of replaced buildings.
 
10545
Moved Funerary Services to Modern Sanitation.
WW requiring this building now requires Mausoleum as alternative requirement - buildings and units shouldn't be unlocked before their requirements (Other buildings, civics, resources).
 
10546
  • Fixes a divide by zero crash bug potential introduced in a recent tech valuation fix.
10547
  • A correction in the code to help the AI spread cities much faster. Thanks to jman once again.
 
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10550
Halved gold modifier on building from civics.
That is if building got +10% gold with Civic X, then now it gets +5% gold with that civic (most of such civics were religion related).
 
10551
  • Quick crash bug fix.
10552
  • Corrections in the accumulation of national culture levels.
 
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10555
Removed <UnitCombatDefenderType>UNITCOMBAT_ANIMAL</UnitCombatDefenderType> from Hunter combat class units.

10556

Eradicted <UnitCombatDefenderType>UNITCOMBAT_ANIMAL</UnitCombatDefenderType> tag from remaining units.

Discussion is here.
Hunter units will no longer defend first against an animal unit if there's an escort present that has a better chance of winning the battle.

10557
Fixed error in removal of <UnitCombatDefenderType> entry.

That is <UnitCombatDefenderType>UNITCOMBAT_ANIMAL</UnitCombatDefenderType> only endangered needlessly hunters and explorers in stacks, when other units had better chance of dispatching animals.
 
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10559
  • Again doubled the food required to grow to slow down growth rates.
  • Fixes to the line display bugs we had in Great People Help and Food Help displays.
  • Corrects the inversed terrain movement bonus on the Nomadic Promotion(s).
@raxo2222 The source code was updated to the SVN on the next commit - I checked the logs and the changes themselves to ensure they were still in place. You are right that there's still a reluctance with settlers heading out sometimes and I've asked Jayman to look into it again.

@IdioticUlt1mara - You can use Nomadic again ;)

@All - let me know if you feel the food requirement increase is too rough. Could always go somewhere between the two points here. This will seriously slow down growth rates and make free means of gaining population super valuable.
 
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