JFD
Kathigitarkh
v28:
Updated to the latest CP DLL
If using EUI, make sure its 1.28e.
The future of CID: Because Slavery decided it would be a part of CID and not RtP, CID is no longer completed with Health. So I said I'd make a patreon post about CID when Health was released, but I meant when CID was completed (at least, when all components were functional). So I'll do that next month after Slavery is out. I won't do the same for ExCE after Tribes completes it, however, as ExCE has taken a lot less of my time.
So, the next update will probably address bugs and balance issues with Health. As usual there will be bugs, but this time round please scrutinise the Health system - how is it impacting upon your Population? How is the AI faring? Are plagues too frequent/infrequent? Does combat seriously impact on city Health as I'm hoping (by virtue of units stamping on health tiles)? Those are the sort of things I can't ascertain on my own.
On other things: Be on the lookout for too many Levies spawning and Disloyalty from War Weariness getting out of hand. These are the major issues affecting other components. The next update will probably tie up some other loose ends: Mafia and Counterfeiting events, more Provinces & Health events, ICC Resolution Project, unique Notifications (if I can), etc.
Focus will be on Tribes and the next WatM update, plus TP's thing, however.
Anyway, enjoy Health?
- Fixed an issue wherein a Northern/Danish State was called a Jarl instead of a Jarldom.
- Fixed an issue wherein the Colonist could cross Ice tiles.
- Fixed a TXT_KEY error viz. Loyalty + CBP.
- Made some of the Rankings more epoch-neutral.
- When conquering a City-State, you may now 'Install Satellite' - immediately liberating the city and increasing your Influence by 250 points.
- Added sound effect for when a city enters Resistance.
- To differentiate from the Separatist/Rebellious notification, notifications about cities going into Resistance are now "City Strikes" instead of "City Rebels".
- Fixed an issue wherein the 'Imminent Resistance' notification reported the number of turns before Resistance incorrectly.
- Colonies may now spawn Levies.
- Maybe fixed the Levy spawning issue.
- Updated for EUI v1.28e and CPP 23/02. No excuses for not updating imperial subjects!
- Excess Happiness now detracts from the Resistance Counter.
- Provinces now require 5 of 9/10 (with RtP) specific Building Classes to upgrade.
- Fixed an issue wherein Wonders could not be invested in. Also, please note that, when Slavery is released, Building Investments will be switched on by default.
- EUI Files are now included in their own mod, which can be found here or subscribed here. The load order can be finicky, so if it doesn't work, try quitting and restarting, and ALWAYS load the EUI Comp. mod AFTER CID. All else fails, clear cache.
- With CBP, Settlers will no longer disable with Astronomy.
- Unhappy icon will now only show on your city banner if your City is at risk of Resistance within 50 turns (specific turns can be changed in the user settings).
- Slightly increased the colony distance for Duel maps (to 9, from 7).
- Trading Posts now take 15 turns to upgrade (from 20), Villages take 30 (from 50).
- Added new CID section to the pedia, which summarizes the new gameplay concepts.
- Fixed an issue wherein the Palace's Production was removed even when Happiness was disabled.
- Manor is now removed herein, when Provinces is disabled.
- CBP Colonists and Pioneers always found colonies (can be disabled in user settings, where the CBP setting is).
- Health added. Can't be bothered with an explanation here, so see here.
Updated to the latest CP DLL
If using EUI, make sure its 1.28e.
The future of CID: Because Slavery decided it would be a part of CID and not RtP, CID is no longer completed with Health. So I said I'd make a patreon post about CID when Health was released, but I meant when CID was completed (at least, when all components were functional). So I'll do that next month after Slavery is out. I won't do the same for ExCE after Tribes completes it, however, as ExCE has taken a lot less of my time.
So, the next update will probably address bugs and balance issues with Health. As usual there will be bugs, but this time round please scrutinise the Health system - how is it impacting upon your Population? How is the AI faring? Are plagues too frequent/infrequent? Does combat seriously impact on city Health as I'm hoping (by virtue of units stamping on health tiles)? Those are the sort of things I can't ascertain on my own.
On other things: Be on the lookout for too many Levies spawning and Disloyalty from War Weariness getting out of hand. These are the major issues affecting other components. The next update will probably tie up some other loose ends: Mafia and Counterfeiting events, more Provinces & Health events, ICC Resolution Project, unique Notifications (if I can), etc.
Focus will be on Tribes and the next WatM update, plus TP's thing, however.
Anyway, enjoy Health?