Discussion in 'Scenario Generator' started by LastSword, Oct 10, 2021.

  1. LastSword

    LastSword Prince

    Feb 24, 2013
    In opening post you can find my goals for incoming updates, current development status and if I have already started working on next version there will be a changelog-in-progress with every change already implemented.
    In second post there is a list of changelogs for previous versions.

    Spoiler Dev Notes :

    Changelog v24​
    • Better understandment of Wonders and competive Projects (related to AI choosing Cities' orders).
    • Moving, rebasing and paradroping stacks are now new interface modes (work alongside existing system).
    Fixed Bugs
    • AI could bypass Inspiration-type rules while choosing multiple inspirations in one turn.
    • Common Foe league action no longer can target players without Cities.
    • Malon Raider was not requiring Horses.
    • Recon could be used in friendly territory.
    • Fixed Condemn Espionage not blocking spy purchasing properly.
    • Fixed bug in calculating votes from Shared Healthcare resolution.
    • Fixed foreign governor offering a service breaking interface for human (and turn processing).
    • Fixed Mother River not adding city connections.
    • Fixed some era conversion issues with leagues.
    • Fixed issues with resources quantity related to "hidden" luxury resources.
    • Porcelain Tower effect can no longer grant innovations.
    • Fixed some processes collecting production in resistance or during epidemy.
    • Fixed Common Foe (league action) incorrect check if other member can declare war on target.
    • AI no longer bypass league action cooldown in some scripted behaviours.
    • Fixed bonuses to combat strength being applied to air units (which was messing with combat system).
    • Fixed bonuses to combat strength being applied incorrectly to embarked units.
    Game Options
    • (New) Limited Developments - limits social developments to random 16 options each scenario.
    • Healthcare Budget now provide +1 Health to random City per 50 gold contributed (one City can gain up to +5 Health, once no City is valid you gain +1 Meritocracy instead).
    • Propaganda Budget now provide +1 permanent Authority per 125 gold contributed if you are not first in Authority rank (+5 Power otherwise).
    • Prestige as a system was revisited, polished rules and code, added new interface and rewrote tooltips.
    • New legal action: Invite Governor (costs 1 Legal Power). Invites a chosen foreign governor from a civilization you have embassy at. Can be only used if you have contact with less than 5 foreign governors. 5 turns cooldown.
    • Legal Power can be purchased for 400 Faith in Secular State.
    • Unit Capture now only works if you are not out of supply (the general direction of abilities granting military units).
    • Trade-Routes will now ignore Cities within 7 distance if there are at least 3 valid targets in greater proximity (instead 1).
    • Gold modifier for Trade-Routes arriving to City based on amount of other Trade-Routes that arrived there in last 20 turns rescaled from 50/37.5/25/12.5/0% to 25/12.5/0% for 0/1/2+ previous Trade-Routes.
    • Gold modifier for Trade-Routes from number of Cities rescaled from (1-NumCities)% to min(50, 2 * (1-NumCities))%. Penalty doubled, capped at -50%.
    • Trade Appeal based on Trade-Routes lost when send to specific Player/City recoded slightly.
    • Modern culture type (affects all players in modern era) now has -50% defense modifier from garrisoned unit (about -11 defense from Infantry at 100% hp), but cities have +8 base defense. It should help AI.
    • Morale bonus from ancient ruins nerfed from 10 to 4-7.
    • Budget can no longer be assigned to Education if you have no Academies.
    • International Trade-Route gold modifier from Currency Bonus is now additive instead multiplicative.
    • Calculation of Currency Power from resource and stability is now greatly simplified.
    • Cooldown for actions/proposals in basic leagues increased from 1 to 4 turns.
    • A lot of free Great People and Improvements removed from tech tree.
    • Special deals in auction house are disabled if gold budget mode is on (modern scenario).
    • Power gain from Intrigue (espionage action) reduced by 50%.
    • Local Happiness now positively affects an amount of Happiness boost from Riots.
    • Foreign Governors can now be invited with Legal Power.
    • Foreign Governors may now offer Spy Protection (reduces chance to detect your spies by half during basic tasks like observation or infiltration).
    • Foreign Governors may now introduce you to unmet city-states.
    • Governors may now ask foreign players for support in Revolution, New Kingdom and Official Religion diplo notes.
    • Improved text.
    • Minor changes were made to 8 tenets.
    • 3 tenets were replaced.
    • Improved AI evaluation.
    • Improved text.
    • Minor changes were made to 18 Innovations.
    • New edict in caliphate: Exploration. Provides votes based on amount of revealed plots.
    Map Scripts
    • Rewrote script responsible for capturing cities, it is now sensitive to keep supposed balance in number of cities.
    • "Random" slots were removed.
    • Printing Press, Radio and Computers no longer increase Meritocracy growth.
    • In renaissance scenario extra Meritocracy growth is reduced from 2 to 1.
    • Special Deal slot is now available since medieval scenario to modern one (in which it is replaced with Budget slot) and requires Codex slot filled now.
    • Some of rewards were rebalanced.
    • National Day and Governor slots were merged together.
    • Total amount of reward slots available at once were reduced from 11 to 7.
    • Customs Houses no longer have a customizable trait affecting trade-route destination. It was replaced with +15% gold modifier for trade-routes outgoing from City.
    • Exponent rewards from Stock Exchange removed (now all branches have base exponent of 1).
    Social Developments
    • By general rule no Social Development will require a technology now.
    • Minor changes were made to 34 developments.
    • Replaced or heavily redesigned 17 developments.
    • Revisited AI strategies and evaluation.
    Performance and Moddability
    • Implemented properly following rules: all units have base sight of 1, all non-air units can enter rival territory (it was coded before with unit promotions that are now removed).
    • More text was properly localized.
    • Text related to leagues' resolutions was localized and revisited.
    • Great People once again have icons based on current era (pre-industrial and later).
    • Added a purely info panel in Trade-Route overview about specific Cities trade modifiers and targets.
    • Updated text, fixed one incorrect icon, some minor adjustments.
    • Major changes affected 10 Wonders.
    Last edited: Jun 22, 2022
  2. LastSword

    LastSword Prince

    Feb 24, 2013
    Last edited: Apr 21, 2022
  3. LastSword

    LastSword Prince

    Feb 24, 2013
    New version (v21) is available in downloads and on steam workshop.
    This time there is no update to assets.
    I have also uploaded first optional content (Palaces I) with five new palaces.

    Spoiler Changelog v21 :

    • Script to construct assigned Wonders if AI ignores it for too long.
    Automation (Council)
    • (New) Allows assigning AI to handle Palace upgrades.
    Fixed Bugs
    • Initialization will no longer fail if any player had not assigned starting plot - instead they will be set to never alive (it happens if you put a lot of major/minor players on smaller maps).
    • Initialization will no longer fail if map has river ending on the edge.
    • Pledge of Protection's cost fixed.
    • Intrigue Visibility from Palaces was being calculated incorrectly.
    • DiploRelations code that could fail initialization if there was a "break" in major players iteration IDs.
    • In-game repeative bug: Pilgrims spreading religious pressure with great mosque of Samarra wonder was breaking the code. (Manual fix for v20: open "ITGSG_HappinessFunctions.lua" go to line "488" and change "iPlayer" to "dPlayer")
    • Bug related to Ideology #61 that causes to fail initialization or conversion to 5th era. (Manual fix for v20: open "ITGSG_IdeologiesEffects.lua" and comment out line 207 by adding "--" at the beginning)
    • In-game bugs related to invitations to disbanded leagues.
    • Tribe was able to conquer cities (further changes to mechanic in gameplay).
    • Great People granting Inspiration were on top of that providing free Academy.
    • Non-repeative error if all members of League of Nations proposed the same resolution.
    • Tadzreuli Cavalry had not assigned unique icon and alpha flag.
    • Luxor Temple bonus was not working when human player was choosing from more than one pantheon belief.
    • Free Engineer from Machinery in Trial Scenario was working only for Pagan culture type.
    • Free Scientist from Physics in Trial Scenario was working only for Pagan culture type.
    • UI - General/Admiral bonus not cleared quick enough on choosing Progress by Blood in Scenarios with paired Innovations.
    • Art Style was not applying to all cultural Great People.
    • Populism tenet had various issues.
    • Free Army social development was not working correctly.
    • New Kingdom (governors' action) could runtime.
    • Mercenaries that lost their status could not refresh unit flag properly.
    • Initialization will no longer fail if Nomads are present in trial scenario. (Manual fix for v20: open "'ITGSG_Database_1.lua" go to line "488" and change "iPlayer" to "g")
    • Fixed auto-assigment for Pagan subcultures.
    • Initialization will no longer fail while assigning wonder ruins if there is less major Cities than excepted number of ruins.
    • Trustful social development now properly unlocks Mint for Tribe and Pagan cultures.
    Game Options
    • (New) Shuffled Ideologies - randomly rearranges position of tenets.
    • (New) Dynamic AI handicap - game will adjust AI handicaps every 5th turn based on player's situation.
    • (New) Blob Territories - alternative script for initial Cities, Forts and Holy Sites.
    • Trade-Routes now increase Culture and Science per turn rather than grant lump sum of those yields.
    • Anti-Tank Gun class units have now +5 Strength (base from 50 to 55, uniques from 55 to 60).
    • Negative Unit Supply will no longer affect Heal Rate, but production penalties have no longer max cap.
    • Railroads now can be created in foreign special control plots if adjacent to your territory and not at war.
    • Generals', Admirals' and famous Mercenaries' promotions revisited, added new ones.
    • Added several new sources of Meritocracy in medieval scenario.
    • (Sub)Cultures that could not conquer cities (triggered barbarian-like raid and forced peace instead) have now an access to "Can occupy X more Cities" in the tech tree. It allows to conquer Cities as long as you have occupied Cities under the limit. Limit is displayed in Top Panel.
    • Improved code related to discover X tiles (it will be now much more likely to dodge discovering big pile of... ocean).
    • Fighter class units production cost from 200 to 175.
    • Chance for Palace to be destroyed in Riots is now based on number of upgrades.
    • (New Action) Expedition - meets an unknown City-State.
    • Cities' trait providing extra defense against spies was replaced with +3/5/7% Production. This is due to general design for defense against spies to be global and fact that espionage does not have clear tooltips therefore +10 defense against spies is hard to evaluate.
    • Governors' actions now have an invidual max turn of triggering.
    • City View: Added Heal Rate info within Strength's tooltip.
    • Game Menu: adjusted details to not show useless information.
    • Unit Panel: Added detailed Heal Rate info within HealBar tooltip.
    • Unit Panel: Added special grid for Mercenaries that displays info about flee chance.
    • Demographics: added more information, reduced margins of error and improved code.
    • Assimilation law slightly changed.
    • Minorities law redesigned into Heavy Occupation (general concept is to remove Legal Power bonuses from law).
    • Support Ideology is no longer a proposable resolution. Instead it will be treated as special League of Nations' resolution and trigger during 41th turn.
    • (New) Condemn Espionage resolution for League of Nations (disables purchasing new Agents, increases turns needed for reorganization and reduces Votes for every Assassination, Coup and Money Forgery ever done).
    • Improved AI evaluation of City-States' scripted league's resolutions.
    • Fixed various typos.
    • Pushed more strings to database.
    • All database text is now in designated files/folder.
    Mod Support
    • Added support for YnAEMP maps (I successfully initialized Giant Earth, not played though - too massive for my laptop).
    • Removed Legal Happiness debt (now Legal from Happiness will always be equal to average Happiness). Adjusted related traits.
    • Removed chance to generate unhappiness from legal matters (now spending Happiness on legal matters will simply increase Unhappiness in all Cities). Adjusted related traits.
    Performance and Moddability
    • Pushed more variables to already existing tables.
    • Completed GovermentTypes table.
    • Created table for Espionage Actions.
    • Legal Actions' structure was improved.
    • Recoded caching nearby cities to any distance.
    • Pushed City Integers resetable on conquest to DLL (first table pushed to DLL, credits: whoward69).
    • Pushed Palaces to database.
  4. LastSword

    LastSword Prince

    Feb 24, 2013
    New version (v22) is available in downloads and on steam workshop.
    New version requires an update to Assets II (v3)!

    Optional content:
    Palaces I were updated to v2 (added icon atlas and better method to ensure proper load order).
    Unique Units I were released.

    Spoiler Changelog v22 :

    • AI will no longer beg for gold and luxury resources.
    • AI will no longer be concerned by religious conversions caused by initial script.
    • AI should now pillage much more.
    Era Conversion
    • Codex is now not 100% guaranteed to pass (referenced amount of players will acquire it).
    • Codex Discount is now based on referenced values, but the roll is repeated if you had more discount in previous era.
    • National Days are now also based on referenced values with an extra chance to match amount from previous era.
    • Unified Alphabet is now not 100% guaranteed to pass (referenced amount of players will acquire it).
    Fixed Bugs
    • Offshore platform is no longer pillageable.
    • Buyout City-States now keep all buildings.
    • Fixed units with 1-cost embark/disembark spending all movement to embark (affects Pilgrims and Archaeologists).
    • Cultural Presence Anchor from Alphabet was working... always.
    • Fixed a rare runtime error on centralizing power.
    • Promotion that should grant extra damage vs wounded units was providing less damage taken while defending instead.
    • Fixed runtime error when governor escapes before being executed while solving Into the War diplomatic action.
    • Fixed spending any amount of Happiness on Legal Action to spend all available Happiness.
    • Fixed issues with rebels' origin and against method.
    • Fixed African renaissance subculture being applied in medieval scenario.
    • Fixed delayed death of barbarian unit being able to block foundation of new city through Frontier ability in medieval scenario.
    • Fixed CHOOSE BELIEF not working and blocking next turn button. (Manual fix: in Scenario Generator (v 21)\InGameFiles\ActionInfoPanel.lua find "CHOOSE BELIE", add F and save.)
    • Crusaders will no longer jump outside target territory if a crusade triggered a war declaration.
    • Fixed a small bug in finding the best plot to spawn crusaders.
    • Trade Appeal during golden age from minor ideology tenet was not checking if player is in golden age.
    • Fixed several issues with Bow and Serve social development (great person switching players was not coded correctly).
    • Fixed Migration being able to leave City with 0 population.
    • New Management social development now spawns Trade-Routes on correct plot.
    • Fixed issues with iterating nearby cities.
    • Fixed Monumental Initiative to clear members' contributions even if treshold for wonder was not met.
    • Script to find new original capital when current one is legally claimed by other player could fail.
    • Removed workboats repair ability.
    • Fixed top panel not displaying average happiness correctly if it was affected by special modifiers.
    • Fixed strategic reserves not working correctly.
    • Fixed AI choosing veterancy promotions (bad check if promotion was available during current scenario).
    • Fixed issues with UI replacing social developments.
    • Predicted damage dealt/taken in EnemyUnitPanel is now properly considering unique modifiers to damage (ex. if unit takes 50% less damage at full HP).
    • Fixed runtime error on 1000AD special "event".
    • Abilities that were changing a stack type no longer affects units with natural omni-stacking (trade-routes/pilgrims).
    • Removed attack penalty against land units from Ballista.
    • Added costs to buildings in modern scenario (production overflow is enabled).
    • National Unity was heavily redesigned into 0 to 100% indicator. It is now based on unifying and dividing presence within your empire with following math: 100 * (Unify - Divide) / (Unify + Divide). All related abilities were adjusted or redesigned.
    • Unified Alphabet has now a base cost of 3 Legal Power (it increases with every created one up to 7).
    • Being backward in amount of adopted principles no longer reduces Great People points generation, instead it is now increasing Dividing Presence.
    • Innovations related to submarines were slightly rebalanced.
    • Governor Principle slot is now available since renaissance scenario.
    • Claim Religion legal action cost from 12 to 10.
    • Default chance to capture siege unit in industrial scenario reduced from 25% to 15%.
    • Creating Codex (legal action) now allows spending Happiness on it. Chances to start with initial codex are now based on scenario rather than culture type (values: 0/35/60/80/90%).
    • Legal Power from Codex new formula: +0.03 base and +0.01 per 20% strength (old: +0.01 per 10% strength).
    • Codex Strength is now being anually calculated every 5th turn. New Codexes start with 50% Strength by default.
    • The overall direction for Codex is to become something common in-game, especially with further eras (it unlocks half of the Principles). Further changes are planned for Codex Strength to become a next arena of rivalization; you shall ensure that world follows the one and the only rightful code of laws.
    • Mixed crop innovation will now spawn less resources, but it will instantly improve them with plantations if possible.
    • Mint power from internal expenses is now more interactive and capped at -200.
    • Yields of Templar buildings rebalanced, each building is now limited to one ''valuable'' yield.
    • Personnel - manufactory trait - now provides +3 Mint Power per Engineer (instead +1 Gold).
    • Base Morale Events are now considering current Morale in their chances. It should slightly reduce extreme values.
    • Creating and upgrading Settlements now contribute to Colonization in Stock Exchange.
    • Scouts can no longer pillage.
    • Beliefs providing local happiness nerfed to +1 max. Belief granting happiness to amphitheatres now also affects opera houses and museums.
    • Meritocracy Anchor will now only prevent dropping below its value (before this change it was also boosting Meritocracy to its level).
    • Added 8 turns cooldown on purchasing Manufactory in most scenarios. It also triggers when you notably loose a city with manufactory (it is to prevent a cascading creation of manufactories when player looses manufactory so the resources are once again available to fund new one).
    • Warfare-based economy (ideological tenet) values were quite heavily nerfed.
    • Added more scripted behaviour toward reaching dream goals in reasonable turn limit.
    • Initial Governor have now chance to be more mid-game like (starting with certain bonuses or abilities).
    • Governors are now slightly less likely to bend the knee in fragile situations.
    • Added paragraph about Railroads in industrial scenario.
    • Added paragraph about the most visited Trade Center.
    • Added paragraph about the most prestigious Academy.
    • Tithe has now a permanent effect (instead 15 turns of duration).
    • Tithe is now considering the fact that religion owner can change.
    • Fixed small bug with Tithe UI.
    • War on Schism is now only available if there is at least one member with different official religion.
    • Crusaders are now unable to attack right after spawning (giving some time to gather defense).
    • More strings were properly localized.
    Map Scripts
    • Starting positions on very small islands will receive an extra land within 3-radius.
    • Formalized Ranks is replaced with Nominate Commander legal action (costs 2) that will allow you to instantly obtain a replacement for fallen general or admiral. Note: players now may start with fallen general or admiral ready to be replaced if they have no adequate initial commander. All releated traits changed or removed.
    Performance and Moddability
    • A lot of data used only on era conversion is no longer being saved.
    • Graphs got their own database table and their data is now being saved in dll.
    • More City Integers were pushed to dll.
    • Pushed a lot of tables defining unitclasses and unittypes to the database.
    • Palaces' table has now IconAtlas and PortraitIndex (used only in leaders' notes).
    • Chateau is now an unique city task (before you were acquiring Chateau charges by upgrading palace in City with already fully upgraded palace).
    • Added warning to not start game with less than 6 major players. Small world sizes are now banned in advanced setup.
    • (CityView) Added a list of Great People currently there.
    • Transparent colours can no longer be used for leaders' graphs.
  5. LastSword

    LastSword Prince

    Feb 24, 2013
    New version (v23) is available in downloads and on steam workshop.

    Optional content:
    Unique Units I were updated to v2 with a fix (Sepoy's ability was breaking EnemyUnitPanel interface display).

    Spoiler Changelog v23 :

    • AI logic now ignores players without cities in most logics including counting active wars.
    • AI will now try to spend its Votes in leagues that will be broke by queued war declaration.
    • AI will be more likely to seek friendship if has no active DoF and knows at least 5 major civilizations.
    • AI is now more aware about Defensive Pacts while declaring wars.
    Auction House
    • (New Special Deal) Patronage - allows you to bribe random foreign civilian Great Person to migrate to your empire and stay there.
    • (New Special Deal) Bribe Dignitaries - +100 Influence randomly distributed among City-States at peace (price is attractive in comparision to basic gold gifts; yet distribution is random).
    • Added some support for handling unit stacks.
    • While holding Ctrl upon click on following actions: Skip, Sleep, Alert, Fortify, Heal; all your unfortified of the same domain type on the same plot will also issue an order. Additionally holding Alt will ignore unfortified requirement.
    • The same behaviour is introduced for following Interface Modes: MoveTo, Rebase and Paradrop (hold Ctrl upon mouse-left-click). However, in this case secondary orders unfortunately happen on ButtonDown (so be careful) which makes them execute first. It will not work with right-clicking (MoveTo must be accessed from Unit Panel first).
    Fixed Bugs
    • Fixed Scientific bonus not being chosen randomly when you have a chancellor.
    • Tithe (league resolution) could be proposed even when already active.
    • Fixed bugs related to Food Distribution law.
    • Fixed vision issues when Explorer couldn't find new plot to explore (also great people will not become explorers in last two scenarios anymore).
    • Fixed error in conflict outcome of revolution diplo note.
    • Fixed incorrect logic in check if plot belongs to certain water area (affected mostly social development New Management).
    • Fixed Goverment type not being properly passed on era conversion.
    • Fixed Cavalry requiring only 1 Horse instead 10.
    • Fixed abilities based on UnitMeetCiv event.
    • Fixed theoretically possible scenario in which player could obtain same development twice.
    • Gunman and Akofo Asafo were sharing an unit flag. Gunman is temporary using a musketman unit flag now.
    • Fixed various issues to Impi (not being available in first place).
    • Fixed LeagueOverview UI not working for leagues with more than 22 members (it will also now prioritize major players and show up to 34 members).
    • Fixed insufficient resource amount ending all export of this resource rather than validating each deal in order.
    • Fixed incorrect yield bonus from Labouring Class ideology tenet.
    • Added much better management of temporary modifiers to unit stack type; it should remove any plausible bad interaction.
    • Effects unlocking random unitclass will prioritize non-naval units if your civilization has no naval cities.
    • Removed special event that was firing at 1000 AD.
    • Coup will now increase player's influence to 50.
    • Reduced chances for buildings to be destroyed in Riots.
    • Minor changes to Social Developments.
    • Trade-Routes are now affected by negative modifier based on number of player's cities.
    • Barbarian units from uprising will now join their "original" player if this player is at war with city owner and has at least one military unit adjacent to them.
    • Changed veteran XP tresholds from 50/100/... to 25/50/..., veteran promotions can now be acquired at level 4/6/8... (100/150/200XP...).
    • Added 4 new veteran promotions for naval units.
    • Enhanced technologies with bonus strength for forts and citadels (it was only present in New World scenario tech tree before).
    • Charm now reduces speed of Great Person migration, which was recoded to make it less random. Chance is now displayed in UI (CityView/GreatPeopleOverview).
    • Added new modifier: Codex Influence. It affects how influential your laws' options are in determining the most popular choices (used in Codex Strength). Codex strength is now being calculated every 5th turn. Information about the most popular laws' options is now hidden (changing laws to the most popular ones was an easy way to create strong codex, now player has to invest in codex influence).
    • Added new principle slot: Secular. It is available once your state becomes secular (and religious slot is obsolete). It balances out the maximum amount of available principles. Rewards are related to culture generating, reducing cost of cultural bonus and an extra reward from having at least one Academy in top 3 in prestige ranking.
    • Temporary modifiers to currency power now lasts 10 turns (instead 5% fade each turn) - it mainly affects one powerful ideology tenet.
    • In industrial scenario max resource storage was added. Oil and Coal: 1000. Horse and Iron: 50 increased by 5 for every Stable/Forge.
    • City-States will no longer give you an unit if you lack unit supply (cooldown for the next gift is halved in this case).
    • (Promotion) Medic I now grants +10 Heal Rate outside friendly territory and +10 maximum HP.
    • (Promotion) Medic II now grants +5 Heal Rate to adjacent units and +15 maximum HP.
    • (Promotion) Air Repair from +20 to +15 Heal Rate.
    • (Promotion) Repair now graints +10 Heal Rate outside friendly territory and +15 maximum HP.
    • Impi now has 20% penalty vs Cities.
    • You no longer gain +0.02 Legal Power and +5 Great People per DoF. Now you gain +0.04 Legal Power and +7 Great People if you have at least one DoF.
    • Reduced Cultural Presence spread upon Missionary conversion.
    • Mercenary extra cost on being DoWed reduced from +50% to +25% (still fades over 5 turns).
    • Mercenary extra cost upon purchase reduced from +20% to +10% (still fades after 4 turns since last purchased unit).
    • Beliefs' options are now provided semi-randomly (some beliefs that depend on certain resource/feature/terrain/buildingclass/improvements may be considered of lower priority if your civilization cannot make use of them).
    • Principle slot related to National Days is now available since Industrial scenario (instead Renaissance).
    • Pillaging tile with strategic resource has chance to grant some amount of it (only during Scenarios in which resource storage is on).
    • Enlightened City-States now provide +2 Great People points and +2 Charm in all Cities per level of friendship (instead +5 Great People points).
    • Principles from ideology slot rebalanced a bit.
    • Propaganda (reward from cultural bonus) from +4 Happiness in all Cities to +20 Happiness distributed randomly (one city cannot gain more than 4 Happiness).
    • Legal Action providing Customs House now costs 3 and can be used only once per scenario.
    Game Options
    • Tropical Subculture is now optional (disabled by default).
    • City Names Position is now optional (it tries to keep the same city name within specific areas upon era conversions).
    • It turned out Governors created a situation in which I caught myself counting distance between cities to check if it will be in range for governship. Various adjustments were made to change it.
    • Player contests all the cities for the governship, but provides no bonus from governship.
    • Governors are now less likely to bend the knee during diplo actions that is their scripted goal.
    • Meritocracy from ungoverned Cities changed: Capital and cities with placed governor counts as governed, you loose 1 Meritocracy per turn if amount of governed Cities drops below 25%.
    • Intrigue Visibility removed (see simplification).
    • Some diplomatic notes that can become obsolete by player's actions (ex: by purchasing building or declaring war) will now state that. In addition, those actions will automatically cleared upon becoming obsolete (affects action panel interface).
    • New Kingdom diplo note no longer becomes invalid if you declare war on city-state.
    • Governors having their scripted goal denied may now develop new scripted goal: to betray a player.
    • New Diplomatic Note: Governor offers to increase Codex Influence.
    • Added an option to Nominate governor to grand position (governor will choose randomly certain Yield Bonus, but will reduce the cost to acquire it by 15%).
    • New Diplomatic Note: Governor may provide empire with 2 Mercenaries.
    • Fixed bug related to espionage note.
    • Laws were overhauled which resulted in various changes (balance, extra options, etc.) to following entries: Academic Priviliges, Patronage of state, Corruption Regulation, Social Works, Conscription, Army Organization, Free Assembly, Food Distribution, Weapon Regulations and Heavy Occupation.
    • Scientific supervision, Supplies, National Parks, Standing Army and Expansion Politic were removed.
    • Laws that were increasing Gold expenses based on unit maintenance cost have now their own values.
    • Reduced AI biases towards condemning Espionage.
    • Fixed bug in AI bias towards suggesting Host Position.
    • Added Total War resolution in League of Nations. Can target players that occupy at least 4 cities and made at least 8 unique city conquests.
    • New action: Unify Laws. All other major members will have up to 3 laws changed to match your options.
    • New resolution in christian league: Indulgence. Grants extra reward from pilgrims and make them more likely to target host's cities and holy sites.
    Map Script
    • Tropical Islands will be generated if game starts in industrial or modern scenario.
    • Ideological leagues have now players' distribution based on similiraties in chosen ideologies.
    • Initial Cities should be more likely to be coastal.
    • Rebalanced amount of starting units (should mainly affect Natives (New World), Empire and City-States (Age of Titans).
    • Added an extra "medium" method to populate map with initial Cities.
    • Initial amount of Great People is now based on Culture Types.
    • Added 20 new achievements.
    • Intrigue Visibility has proven to be redundant. Power is now singular yield related to governors:
      In basic diplomatic actions Power above 100 affects an outcome positively.
      In case of conflict your advantage over Governor's power affects an outcome.
      All traits and abilities related to Intrigue Visibility now affect Power.
    Performance and Moddability
    • Trade Route log recoded to reduce amount of saving data.
    • Veteran promotions were recoded to not use base promotion system. Added database for them and pushed logs related to AI choosing those promotions to dll.
    • Created database table for great people.
    • Social Policies are obsolete. Cleaned dll code to not run iterations related to them.
    • Created database table for laws; polished UI using this data.
    • Polished code related to experience from combat in dll - no xp gained from barbarians will make progress towards GG and GA bonuses now.
    • Settler log expanded and polished (present in Settler tooltip).
    • Added a popup for Social Development solution.
    • Added a popup whenever your Yield Bonus is being chosen randomly.
    • In end scenario panel added a new Info panel which describes a process of era conversion for several game aspects (Social Developments, Goverment, Laws, Principles, Ideologies, Wonders).
    • Added tech quotes sound upon acquiring technology/innovations through interface bonuses.
    • In mini-map options several new checkboxes were added:
      <Float Trade> enables floating text of rewards from Trade-Routes and Pilgrimages.
      <Float Missionary> enables floating text of effects from non-manual Missionary actions.
      <Float Fishing> enables floating text of rewards from Work Boats.
      <Tech Quotes> enables playing sound of tech quotes upon obtaining techs/innovations.
      <Cultural Sounds> enables playing random Great Work of Music each time human player chooses reward from cultural bonus.

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