Why does it suck to be limited until then and have to work with the continent you're on and what you can reach until a little later?
Just takes to long, more interesting gameplay to found colonys/outposts and so on so i put the coastal way arround the world, meens you can make early contacts and some colonys/outposts, but you have to go long ways a while, now i make seafaring to give all larger ships the availability to enter ocean plots, meens arround turn 1600 - 2000 on eternity you can travel everywhere without going long costal ways and discover the oceans and found colonys/outposts on islands and you can do trade in time on eternity.
So what i did now is:
CIV4UnitInfos.xml
Change for all ships
TECH_ASTRONOMY</PassableTech>
To
TECH_SEAFARING</PassableTech>
Change for all ships
TECH_OPTICS</PassableTech>
To
TECH_SEAFARING</PassableTech>
= All ships that will be able to travel sea or ocean plots by astronomy, will now be able to do that by tech seafaring now.
Ships to change because they cant enter ocean plots at all, but they should be able at a point of time:
(I do that only for larger ships not for canoes/rafts.)
Outrigger
Galley
Wargalley
Cog
Trireme
(Later ships researched after seafaring tech just need to be removed ther emovement restriction for ocean plots if they got one, thats it, ready to go.)
Change entire block of <TerrainPassableTechs> to:
<TerrainPassableTechs>
<TerrainPassableTech>
<TerrainType>TERRAIN_SEA_TROPICAL</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_SEA_POLAR</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_SEA</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_SEA_DEEP</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_OCEAN_POLAR</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_OCEAN_TROPICAL</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_TRENCH</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_TRENCH_TROPICAL</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_TRENCH_POLAR</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
</TerrainPassableTechs>
Where are these special culture naval units like Arabian Galliot? In wich file? (Piracy tech units) Ok found that in Heroes_CIV4UnitInfos.xml
Changing culture ships there:
Borobudur
ARABIAN_GALLIOT
Galliot (Venetian)
Also i will enabel sea trade on ocean plots by seafaring tech now, will move the code from navigation tech to seafaring tech.
<TerrainTrades>
<TerrainTrade>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<bTerrainTrade>1</bTerrainTrade>
</TerrainTrade>
<TerrainTrade>
<TerrainType>TERRAIN_OCEAN_POLAR</TerrainType>
<bTerrainTrade>1</bTerrainTrade>
</TerrainTrade>
<TerrainTrade>
<TerrainType>TERRAIN_OCEAN_TROPICAL</TerrainType>
<bTerrainTrade>1</bTerrainTrade>
</TerrainTrade>
<TerrainTrade>
<TerrainType>TERRAIN_TRENCH</TerrainType>
<bTerrainTrade>1</bTerrainTrade>
</TerrainTrade>
<TerrainTrade>
<TerrainType>TERRAIN_TRENCH_POLAR</TerrainType>
<bTerrainTrade>1</bTerrainTrade>
</TerrainTrade>
<TerrainTrade>
<TerrainType>TERRAIN_TRENCH_TROPICAL</TerrainType>
<bTerrainTrade>1</bTerrainTrade>
</TerrainTrade>
</TerrainTrades>