Well, new version, new thread...
v32 + SVN 6079:
Last updated: 04 September 2013, latest changes shown in RED.
Major changes
- Sci-fi punks stuff:
· Now Cyberpunk and Atompunk have their own culture wonder, like Steampunk, Clockpunk, Dieselpunk or Biopunk
· Cyberpunk buildings: Cyber Insect Lab, Insect Manipulation Lab (requires Biopunk too), Dream Simulation Center, Dream Artist, Dream Propaganda
· Atompunk buildings: Fast Breeder Reactor, Clean Nuclear Reactor, Hi-Tech Nuclear Reactor, Medium Class Skypad Apartments, Pushbutton Automat, Videophone Network, Small Reactor Factory, High Energy Lab, Nuclear Power Complex (gives free Good (Nuclear) building), Venture Industries
· New Steampunk unit: Cloud Destroyer
- Expansion of later eras, mainly Transhuman: an expanded Transhuman tech tree, and lots of new buildings and resources to transform your empire (work in progress, see details below)
- Merged Super Forts mod component:
· Added new possibilities to forts (and improvements in general): now they can generate culture and expand your borders, can be bombarded, can upgrade without being worked (fortifying units over those), and the visibility they provide can be changed. More info in the Super Forts thread
· Currently the three C2C fort types generate 2/turn, have 2 visibility range, can be bombarded, and need military presence to upgrade (but there isn't a defined upgrade chain yet)
- Added "Graphics paging" option: a method of dynamic processing of improvement and other over-plot stuff graphics that allows to save about 30% of RAM memory usage (with bigger maps, more RAM saving), so removes MAF errors and the need of use viewports in most cases, but at cost of a small delay when switching between map zones. This system can be activated in BUG Options screen
New content
- New buildings:
· Later era buildings: Holographic Networks, Exocortex Networks, Holographic Theatre, Orbital Drydock, Digital Globe, Holographic Solar System, Neuroscience Center, Evolution Simulator, Systems Biology Simulator, Applied Psychology Lab, Digital Offices, Digital Advertising Firm, Mechatronics Lab, Speech Recognition Software, Molecular Biology Lab, Blogs, Blacknet, Gesture Recognition Software, Facial Recognition Software, Intuitive Algorithms, Natural Language Algorithms, Evolutionary Algorithms, Binary Consciousness Algorithms, Artificial Intelligence Core, Recharging Node, E-Stock Market, Biomorphics Lab, Anthropomorphic Lab, Aeroponics Lab, MRI Lab, 3D Body Atlas, Autodoctor, Medical Diagnostat, Anima Chamber, Neuron Regenerator Lab, Neurotransmitter Manipulator Lab, Somatosensory Manipulator Lab, Psychoscanner, Mechanical Organs Lab, Medical Prosthetics Lab, Augmented Organ Lab, Cybernetic Organ Lab, Singularity Brain Lab, Fertility Clinic, Phenotype Studio, Genotype Studio, Gestation Tanks, Uterine Replicator, Anima Studio, Resurrection Hub, Neuroinduction Field, Genetica Apparel Shop, Holographica Apparel Shop, Cybernetica Apparel Shop, Bioluminescent Boutique, Photosynthesis Boutique, Dattoo Parlor, Genetica Salon, Cybernetica Salon
· Traps: Spiked Pit Traps, Germ Traps, EMP Traps, Nanobot Traps and Gravity Traps
· Goods production: Holographic Projector Factory, Cellphone Factory, Pasta Maker's Shop, Confectioner's Workshop, Roasting House, Pasta Factory, Confections Factory, Coffee Factory, Barrel Factory, Cloth Factory, Ghee Factory, Perfume Factory, Kevlar Factory, Graphene Factory, Nanoactuator Factory, Digitized Membrane Factory, Medical Tricoder Factory, Hypospray Factory, Stimpack Factory, Flash Memory Factory, Metamaterials Foundry, Plasma Generator Factory, Liquid Metals Foundry, Shockwave Engine Factory, Microgenerator Factory, Nanogenerator Factory, Novus Refinery, Superstrong Alloy Foundry, Antigrav Generator Factory, Cybernetic Chloroplast Factory
· Other: Social Networks, Modern Cartographer, Psychology Lab, Cellphone Store, Wireless Networks, Modern Mill, Electric Vehicle Recharging Station, ISP Offices, Neon Boutique, Waterclock
- New resources:
· Later era resources: Holographic Projectors, Kevlar, Graphene, Enzymes, Nanoactuators, Digitized Membranes, Stimpacks, Medical Tricoders, Hyposprays, Flash Memory Devices, Metamaterial Wares, Plasma Generators, Organic Photonic Cells, Microgenerators, Liquid Metal Wares, Shockwave Engines, Nanogenerators, Novus Chemicals, Antigrav Generators, Superstrong Alloy Wares, Cybernetic Chloroplasts, Antimatter, Megastrong Alloy Wares
· Other: Cellphones, Graphite, Pasta, Marzipan, Roasted Coffee
- 39 new Transhuman era technologies: Hypothetical Biochemistry, Cybersociology, Designer Microbiology, Unification Physics, Binary Legislation, Hypermagnetics, Simulated Reality, Oort Cloud Probes, Binary Subconciousness, Quadruple Helix, Neuron Engineering, Novo Paleontology, Binary Semiotics, Synergetics, Social Calculus, Astrogation Constellation, Evolved Construction, Botanical Alchemy, Nutraceutical Animals, Technological Singularity, Abyss Colonization, Comprehensive Cybernetics, Animamaterials, Transhumanism, Knowledge Merchantilism, Binary Psycokinesis, Human Transmutation, Whole Brain Emulation, Mainstream Cloning, Media Hivemind, Nanopunk, Augment Consumables, Mass Surveillance, Photon Thermodynamics, Amplified Wavelengths, Electromagnetic Voltage, Bacterium Engineering, Battlefield Sports and Supercharged Crystallography
- New Wonders:
· World: Species Recovery Center, Proteomic Encyclopedia, Genomic Encyclopedia
· National: National Legal Database (gives free Safety (National Legal Database) building), National Academic Database, Orbital Prison (gives free Safety (Orbital Prison) building)
- New civilizations: Zapotec, Paleo Indians, Minoans
- Merging BUG 4.4:
· Upgraded Victory Screen to BUG 4.4, mostly adds HOF mod 1.61.001
· Updated main interface for bug fixes in same place as in BUG 4.4 (reverted due to errors)
. Merging all other Python stuff. Worldbuilder, PLE and some screens were not changed since C2C versions are more advanced
- Added new background to Technology advisor and Sevopedia screens
- Added Unmanned Machine Gun unit
- Added two new traditions, one each for the basic Military and Naval standards/mascots building
- Seven new heroes: Augustine I and Pancho Villa (Mexican), Manuelito and Narbona (Navajo), Mungo Man (Aboriginal), Po Ngbe (Olmec) and Buffalo Hump (Comanche)
Changed/removed content
- If you build the Bear trainer Wonder you can now build the Bear units in any of your cities
- Added Damage on Attack Chance stuff to Pit Traps, Mechanical Traps, Land Mines, Booby Traps and Robotic Traps
- Tweaked Modern Machine Gun tech requirements: now requires Miniaturization AND Automatic Weapons, rather than Automatic Weapons AND Advanced Metallurgy
- Changed Hellenistic Era Warships upgrade chains:
· Previous: Raft -> War Canoe -> War Galley -> Trireme/Quinqereme/Decareme
· Now: Raft -> War Canoe -> War Galley -> Trireme -> Quinqereme -> Decareme
· Dromon upgrades to Galleass instead of Caravel
· Phoenician Bireme can't upgrade to Caravel anymore, only to Galleass
- Make Nok Sculpture Workshop wonder require Clay in the vicinity and the bonus class WONDER rather than GENERAL
- Units may no longer withdraw when defending a city
- Moved National Cyber Security and Cyber Security Office to Cyberwarfare tech
- Tech Quote updates by cdman1990
- Changed Lethal Injection to upgrade to Cryogenic Prison too
- Mercenaries civic now produces Mercenaries Camp and Mercenaries Stables 50% faster
- Added Drill IV requirement to Heroic II promotion (now requires Heroic AND Drill IV)
- Updated the GEM map by Northstar1989 and DRJ
- Given training costs to tamed animals
- First part of the golden age for sacrificing humans (and Neanderthals) - does the calculations but does not give the golden age yet
- Hidden the "Upscaled Costs" game option
- Internal code additions and changes
Graphical
- Changed dds of Olmec leader PoNgbe (a better looking one)
- Changed Manchuria Civ color from Yellow to Blue
- Made a new icon/button for Online Genealogy building
- Gave Hubble and the ISS new icon/buttons since they did not have their own unique ones
- Added new buttons and text for all Traditions
- Changed Leader Portraits for Denmark and Manchuria
- Found an amazing color portrait of Little Crow of the Lower Sioux and replaced the old one
- New Hatshepsut leader art
- Canute the Great now has color portraits
Obsolescence
- Now some worker build tasks will obsolete to tidy things up a bit:
· "Build Grain Gatherer" obsoletes with Agriculture
· "Build Rock Gatherer" obsoletes with Mining
· "Build Stone Tools Workshop" obsoletes with Masonry
· "Build Scavenging Camp" obsoletes with Hunting
· "Build Scavenging Camp" (cow, sheep... version) obsoletes with Dog Breeding
- The following items will obsolete with Teleportation:
· Four car-related Crimes and Automobiles resource
· Speedway, Trailer Park and School Bus Station buildings
- Tweaked Animal Testing Lab to go obsolete at Species Uplifting
- Tweaked Shearing Barn not to go obsolete anymore since its the only source of Wool resource
- Now Water Mill, Windmill, Cooper and Ghee Maker go obsolete at Globalization
- Changed Perfume Maker to go obsolete at Globalization, instead of Vertical Farming
Tech changes
- Changed Digital Warfare to Digitization, and moved forward in the tech tree (to X84 Y13)
- Made new Pedia, Quote and icon/button to Digitization tech
- Moved Cyberpunk forward (to X84 Y11)
- Moved Cyberwarfare forward (to X83 Y13, now a Transhuman tech)
- Cyberwarfare now requires War Simulations AND Wearable Computers
- Digitization now requires Cyberwarfare AND Media Psychology
- Cyberwarfare was added as a requirement to Cyberpunk, Military Robotics and Virtual Society techs.
- Digitization was added as a requirement to Genome Encyclopedia, Virtual Society and Augmented Reality techs
- Cyberpunk now requires Cognitive Robotics AND Cyberwarfare (removed Cybernetics requirement)
- The following techs were moved from Galactic to Transhuman: TECH_SHIELDING, Artificial Evolution, Artificial Life, Advanced Shielding, Mind Uploading, Smart Dust, Terra Computer, Nanomining, Megastructure Engineering, Organic Cities, Advanced Warmachines, Cryogenics, Orbital Megastructures, Optronics, Photonic Satellites
- Renamed Automated Services to Droids, and moved back (to X91 Y15)
- Moved Holographics up vertically by 1 (to X91 Y5)
Trait changes
- Organized: increased from +10% in capital to +20%
- Humanitarian: changed -crime to -disease
- Isolationist: an extra 5%
- Anti-clerical: changed % based free units to a solid number, so from +8 to like +22
- Scientific: +25% war wariness instead of +20%
- Temperamental: changed to -1 XP instead of -2
- Excessive: +15% XP needed for promo up from +10%
- Barbaric: 2 free XP for new units, extra 1 crime, -25% instead of -10% but no penalty
- Industrious: added +disease and but also some sort of bonus that's relevant early game, +4 from the prehistoric quarry type improvements
- Raised the effect of crime/disease changes caused by traits
Related to new content
- Modern Machine Gun upgrades to Unmanned Machine Gun
- Reduced cost of Pit Traps and changed its tech requirements: now requires Trapping and obsoletes with Machinery. Now this building upgrades to Spiked Pit Traps.
- Holographic Flight Simulator and Holographic Combat Simulator now require Holographic Projects resource
- Now Fatty Acid Factory requires Factory AND Molecular Biology Lab, and population 13 to build
- Protein Lab and Nucleic Acid Lab give bonuses with Enzymes resource and Biomathematics tech
- Graphite Mine provides Graphite resource
- Now Quern, Water Mill, Windmill, Donkey Mill and Oxen Mill upgrade to Modern Mill
- Weaver's Hut upgrades to Cloth Factory
- Perfume Maker upgrades to Perfume Factory
- Cooper upgrades to Barrel Factory
- Changed Coffee House and Cafe: requires Roasted Coffee instead of Coffee
- Ghee Maker upgrades to Ghee Factory
- Art Store gives bonus with Graphite too
- Cartographer's Office upgrades now to Modern Cartographer
- Safety (Orbital Prison) building replaces many punishment buildings (Maximum Security Prison and its free building, all "Capital Punishment" chain and Jail)
- Hydraulics Factory also requires Biomorphics Lab (now requires Factory AND Biomorphics Lab)
- Bionics Factory also requires Binary Consciousness Algorithms (now requires Factory AND Binary Consciousness Algorithms)
- Changed yields of Greenhouse to 2 2 2 and doesn't require water or give additional bonuses with techs anymore
- Changed commerce of Hydroponics Lab to 3 rather than 5%, and doesn't require water, give additional bonuses with techs or produce +crime anymore. Added Water Pipes AND Greenhouse requirements too (now Laboratory AND Water Pipes AND Greenhouse)
- Added Antigrav Generators resource requirement to Gravity Traps
- Changed resource requirements of Metamateral Walls to Metamaterials, rather than Steel Wares AND Titanium Wares
- Changed resource requirements of Superstrong Alloy Walls to Superstrong Alloy Wares, rather than Nanotubes
- Changed resource requirements of Megastrong Allow Walls to Megastrong Alloy Wares, rather than Nanotubes
- Changed resource requirements of Anti-Matter Battery to Antimatter, rather than Nanotubes
- Changed tech requirements of many later Transhuman technologies due to MrAzure's redesign of later Transhuman era (too many changes, please press "Show" to see them...)
Spoiler:
Bugfixes
DLL
- Fixed crash reported by Faustmouse
- Fixed some bugs in the DamageToAttacker mechanism
- Generated a WIDGET_PEDIA_JUMP_TO_ROUTE and a Route Help Hover (helps to create Routes pedia pages)
- Fixed crash reported by SO
- Fixed crash reported by Chmoosi
- Fixed pathing bug reported by n47
- Fixed potential hang when using stack attack
- Fixed rare crash when a player cannot build any city defense AI types, reported by SO
- Reinstated incorrectly moved unit city defense modifier processing
- Updated debug DLL
- Fixed unit flickering and spurious audio playing as you click around
Other
- Removed plot yields for Natural Wonders now that they have been moved to the buildings - fixes "strange plot yields" bug
- Adjust Platyping's Empire State Building Wonder to use C2C bonus classes for exclusion (doesn't give unique bonuses anymore)
- Changed credits for "HydroMancerX", it should be just "Hydromancerx"
- Fixed Italian leaderhead pictures
- Croatian leader Tomilav had 3 positive traits! Gave him Fanatical instead of Organized
- Took out the NoBadGoodies for the Hand Ram
- Fixed Great Bath still being built if you don't exit Civ before starting a new game
- Deleted duplicated Horse Archer and Horseman unit art styles for Rome
- Fixed untranslatable text for Fort Knox and Big Ben
- Removed ability to upgrade Captives due to an error in mission costs
- Turned down the volume of the Tech Tracking, it was scaring a lot of people when they are playing it was so loud
- Deleted duplicated Attila pedia entry
- Cleaned up some tech' pedia entries
- Fixed Bear, Deer and Dog Totem buildings not working correctly
and that is just up until 9/5/2013