LastSword
Prince
- Joined
- Feb 24, 2013
- Messages
- 1,127
In opening post you can find current development status and if I have already started working on the 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.
In second post there is a list of changelogs for previous versions.
Status said:...just released new version.
Changelog v33
AI- AI should prioritize conquering city-states even more during an early stages of modern scenario.
- AI flavours: Legal, Authority, Disruptive, Presence were pushed to database. Leaders should act more static.
- Some AI leaders will now do units movement before diplomacy (ex. peace offer).
- (Interface) Added an extra status text for missions: 'Keep Commander alive', 'Maintain an Alliance'.
- Missions asking for increasing a specific yield's output now rewards from generating X yield (science, culture or faith).
- Amount of starting agents rebalanced.
- Players can purchase only 1 agent with gold (for modern scenario it is always 0). Players may start with this option already used (+1 starting agent).
- New legal action - Establish Spy Network. Costs 2/2/3/3/3 Legal Power (based on scenario). Acquires new Agent. Can be used only once in scenario. Players may start with this option already used (+1 starting agent).
- (New) Diversified Starting Army - An extra scripting to reduce chance of extreme variations in which players start with army consisted mostly of one unit type.
- (New) Human - Ideological leader - Upon conversion into modern scenario human player(s) will be prioritized to keep their ideologies.
- Reform Belief now grants 5 meritocracy (down from 8).
- Modernize Unit (legal action) cost from 4 to 3.
- Embargoes now grant a static +3 unifying presence instead -3% dividing presence.
- New edict option: Sphere of Interest. Increases maximum limit of protectorates by 1. Must be already at the limit of protectorates.
- Gold cost of upgrading units slightly reduced.
- Law about upgrading units removed. Its rewards are now included in principles (innovation slot).
- Unpillaged colonies now grant 1 gold, forts and citadels 1 great general progress, feitorias 1 great admiral progress.
- No longer rewards an extra gold from trade-routes.
- Unit supply for native culture types reduced.
- Native cultures now gain +1 meritocracy with Banking (instead Education).
- Great Work reward option (from religious and cultural bonuses) is now granting +80 relic progress (or a relic slot in a random city if you have no available slots).
- Minimum distance between ancient ruins is now defined for individual scenarios (7/6/5/-/-) instead of static 5.
- Initial colonies will not be spawn within working radius of owner (with an exception of Oil in modern scenario). Amount of initial colonies is now defined for each scenario instead of a static value.
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