Dawn of Civilization - an RFC modmod by Leoreth

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It sounded like that to me at least.

I guess I'm going to make a general v1.12 mission statement thread soon so people know what to expect.
 
Oh, and Taosim should be founded before Confucianism, if you wish to maintain historical realism. Only problem with this is that AI China often fails to research Calendar first - Persia and sometimes India or Egypt will get it first before China.

Both faiths came about around 550 BC, give or take few years. Compared to Human player Hinduism situation it is not even an issue...
 
Does anyone know if there is comprehensive list of all 1.11 changes? I can't seem to find one.
 
The SVN mod folder should contain a v1.11 history text file.
 
I am talking about on the site (I'm too lazy to get SVN and am waiting for release of 1.11).
 
Spoiler :
# changed American UP to +2 happiness from running Republic, Capitalism and Free Market (respectively)
# changed American Mall from +20% gold to +10% commerce
# changed American UU to Minuteman (replaces Rifleman, costs 80 instead of 110 hammers), starts with March
# Unhappiness from slavery or conscription reset on city flip
# The Statue of Liberty is now placed in water
# fixed the buy/resell exploit in slave trade
# fixed the French UP: the French now refuse to talk to other civs as intended
# map improvements in Australia for realism and better city locations
# fixed the Mongolian stability, they should collapse easier now
# adjusted the statistics screen legend so it can fit all civs
# introduced generic immigration mechanic to replace America's old UP
# occurs every 3-7 turns
# potential target cities are cities in the New World (Americas + Australia) owned by a civ with its capital in the New World
# cities of Native American civs cannot be target cities
# potential source cities are cities in the Old World with its owner capital in the Old World
# immigration occurs from the source city with most excess unhappiness to the target city with the highest sum of excess happiness and food surplus divided by two
# the migration notification is now more visible, mentions the target/source city and marks them on the map
# Egypt's settler is now selected at the beginning of the game
# The German Panzer now starts with Leadership (+100% experience) instead of Mobility
# added the Empire State Building to the American wonder goal
# included an option to ignore the UHV goals of AI civs to improve speed
# streamlined various parts of the victory checks to improve speed
# rewrote certain wonder goals so that they fail when another civ constructs one of their wonders
# added marble near Wahran
# if the first contact between two civs triggers a war (American or Mongol conquerors) there is no diplomacy screen anymore
# terrain changes in Mexico to allow for a larger Tenochtitlan/Mexico City
# new Floating Gardens: requires river, corn, Pantheon and Calendar, increased cost but accelerated with Stone, flat +6 food
# made Montezuma more focused on growth
# made Hongwu more focused on building units
# the Aztecs now start with Pantheon
# 600 AD scenario now with Herat instead of Kandahar and Lahore instead of Peshawar
# moved Afghan gems 1W to be in range of Herat
# additional flood plains in Transoxania, disappear in 1600 AD
# happiness from Dynasticism is capped at 8
# Theocracy now allows to hire unlimited priests
# Totalitarianism now allows to hire unlimited spies
# Autocracy now gives +3 happiness from barracks
# fixed the capital ruins on civ switch bug
# added Coffee in the Congo
# a Horse resource spawns in Mexico in 1800 AD
# added a scripted respawn for the Aztecs as Mexico in 1810
# Unique Unit: Rurales (Cavalry with -20 cost, can fortify, starts with Combat I)
# Unique Building: Charreada Arena (Amphitheatre with +1 happiness with Horse, +2 experience for mounted units)
# Unique Power: Arid Agriculture (can build farms on hills)
# Unique Historical Victory:
# Build three cathedrals of your state religion by 1880 AD
# Create three great generals by 1940 AD
# Make Mexico City the largest city in the world in 1960 AD
# harbors can now be built in cities situated at lakes
# added the Machu Picchu wonder: +2 gold per peak tile in city radius
# reduced Incan starting units and settlers
# Chan Chan and Tiwanaku spawn before the Incans appear
# reduced the Incan core to only include the vicinity of Qusqu
# opened up the Altiplano basin and placed sheep (alpacas) and stone there
# new Incan UB: Tambo (replaces Castle, requires Construction, +2 culture)
# new Incan UHV:
# Build five Tambos and a road along the Andean Coast by 1500 AD
# Have 2500 gold in 1550 AD
# Control 60% of South America in 1700 AD
# minor civs will not receive conquerors anymore
# minor civs and barbarians are now generally forbidden from building wonders
# European AI civs receive a free defender and worker when founding colonies
# AIs now properly target independents in their war target areas
# Mongol Keshiks now start with Formation and ignore city defenses
# Dog Soldiers only receive +75% against melee units
# Rework of the resurrection mechanic: more accurate starting techs, new civs receives an army, city infrastructure
# Culture of minor civs converted at city conquest
# Mexico renames all flipped cities to location-appropriate names
# complete rework of the City Name Manager, for improved speed and multiple languages per civ
# slave plantations cannot be built on jungles or forests anymore
# prevented the AI to build the embassy of civs it shares borders with, and made the construction of embassies less likely in general
# renamed Incan Quechuas to Aucacs
# removed Viking war on spawn against Holy Rome
# new Portuguese UP: The Power of Exploration: Ocean Trade and Resettlement are allowed with Optics
# building a palace now only hurts your stability when doing so in ahistorical tiles
# units from other civs don't create happiness when running Dynasticism anymore
# Added the Brazilian civilization
# Spawn: 1822 AD
# Capital: Rio de Janeiro
# Leader: Dom Pedro II
# Unique Unit: Madeireiro (Worker with Woodsman II, creates production and gold from chopping jungles and forests
# Unique Building: Fazenda (Grocer with +5% with Banana, Sugar, Spices, Tobacco and Coffee, +1 health with coffee)
# Unique Power: Ethanol (sugar counts as oil for the Oil Industry)
# Unique Historical Victory:
# Control 10 slave plantations and 4 pastures in 1880 AD
# Build Wembley, Cristo Redentor and the Three Gorges Dam
# Control 20 Forest Preserves and build a National Park in your capital in 1950 AD
# National Parks give +8 health instead of completely removing unhealth
# removed slave specialist icon from the city screen
# enabled trading company spread for Vikings
# broader conditions for fascism and communism so that their dynamic names appear more often
# Added the Argentine civilization
# Spawn: 1810 AD
# Capital: Buenos Aires
# Leaders: San Martin, Peron
# Unique Unit: Grenadier Cavalry (Cavalry with +25% against Rifleman)
# Unique Building: Cold Storage Plant (Supermarket with +10% with Cow, Pig, Sheep)
# Unique Power: Justicialism (+1 happiness per 10% culture rate)
# Unique Historical Victory:
# Settle 2 great generals in your capital in 1900 AD
# Control the city with the highest commerce output in 1930 AD
# Have 25000 culture in Buenos Aires in 1960 AD
# the least advanced third of all civilizations now gets an additional benefit from already discovered techs
# removed extra happiness from sheep and cotton from the Congolese Mbwadi
# Congolese Mbwadi now gives +10% gold with sheep, cotton and silk
# You now need Electricity to access Aluminum
# Wembley now requires Radio
# the number of settlers a civ receives on spawn depends on the number of cities already present in their core
# removed and relocated some marshes in South America
# additional resources spawn in Argentina in 1850 AD
# late trading company conquerors are triggered by discovering Economics and Rifling for the AI
# Economics requires Astronomy now
# The Eiffel Tower now requires Electricity and Steel
# Portuguese Carracks start with Sentry
# no AI conquerors against their own masters anymore
# American cities outside of the Mexican core ignored by Mexican flip
# made Argentina and Brazil optional civs
# Mexico, Argentina and Brazil now have conditional spawns based on the stability of their owners
# added a tech history graph to the demographics advisor
# free buildings when founding a city from at least the previous era
# improved Polish settler map
# new Polish UP: free cultural control of historical tiles in city radius
# Poland now focuses more on researching Military Tradition, Astronomy and Liberalism
# the Polish Sejmik now also gives +2 happiness
# independents pay no unit upkeep
# Argentina, Mexico and Brazil have a dynamic state religion based on the religions in their core
# moved Indian respawn into the 20th century
# AI conquerors start with additional experience
# new capital locations should now prefer city on the same continent instead of far away colonies
# included a 1700 AD scenario
# Infantry no longer receives +25% against gunpowder units
# India cannot respawn while the Mughals are alive
# new third HRE goal: settle three great artists in Vienna by 1700 AD
# Forbidden Palace now also reduces civic upkeep by 50%
# wars on spawn now only start when the spawn actually happens
# Mughals as an English vassal are called British Raj if India is not alive
# pass over the Andes in Bolivia opens when the Incan conquerors arrive
# adjusted Incan respawn to suit Peru more
# fixed the invisible/unselectable slaves after trade bug
# the first American goal now also requires to control or vassalize Mexico
# Added the Colombian civilization as a Maya respawn
# Respawn: 1814 AD
# Capital: Bogotá
# Leader: Bolivar
# Unique Unit: Albion Legion (Grenadier with 2 moves, starts with City Raider I)
# Unique Building: Hacienda (Grocer with +25% gold with Coffee)
# Unique Power: The Power of the Liberator (no resistance in conquered cities in Latin America)
# Unique Historical Victory:
# Allow no European colonies in Latin America in 1860 AD
# Control South America in 1920 AD
# Acquire 5000 gold by selling resources by 1950 AD
# Seljuk army decays around the time of the Mongol expansion
# the Mexican and Colombian rebirths can be disabled in GlobalDefinesAlt.xml
# added additional capes around the Canaries and the Gold Coast to delay the circumnavigation of Africa
# opened the Canary Islands for settlement
# minor civs cannot take goody huts
# civilopedia now better displays building requirements (civics, coast, river)
# civilopedia now better displays religion requirements


Thats not the last Update..
 
Asking your question in this thread and clarifying this was already more effort than downloading one program and copy/pasting one URL.
 
Both faiths came about around 550 BC, give or take few years. Compared to Human player Hinduism situation it is not even an issue...
The first Taoism classic, the I Ching (the Book of Changes), was written before 1000 BCE. King Wen of Zhou (1152 – 1056 BCE) permuted the 8 trigrams into 64 hexagrams and thus added to the Book of Change and the growing Taoist tradition.

If you consider Laozi and the writing of Tao Te Ching to be the foundation of Taoism and the I Ching to be its predecessor but a different religion, then by the same logic you must also consider Vedism to be a predecessor but a different religion than Hinduism. In that case, you would consider Hinduism to have been founded between 800 BCE and 200 BCE (Ascetic Reformation) along with Buddhism and Jainism.
 
If you consider Laozi and the writing of Tao Te Ching to be the foundation of Taoism and the I Ching to be its predecessor but a different religion...

If you don't consider them to be different, then by this other logic you may consider Christianity to be nothing different from Judaism. Traditionally, Laozi is said to have lived at the same time as Confucius, but recent scholars place him about two centuries later.

Look, as long as we both agree that Hinduism needs to be founded before Confucianism -- I don't even want to argue about this less significant issue. One has to prioritise his fights -- otherwise there will be no time for actual playing :lol:
 
If you don't consider them to be different, then by this other logic you may consider Christianity to be nothing different from Judaism.
Christianity certainly started as a Jewish sect. That's not an opinion - that is a fact. But later it coexisted with mainstream Judaism and developed into something different and much more influential. Neither of those (coexistence and development) can be said about Vedism and Hinduism, or Early Taoism (before Laozi) and Later Taoism.

Look, as long as we both agree that Hinduism needs to be founded before Confucianism -- I don't even want to argue about this less significant issue.
I do agree. But I was never arguing with you about that in the first place.

I was arguing with your claim that Confucianism is founded around the same time as Taoism.

I'm saying that the relationship between Confucianism and Taoism is the same as between Buddhism and Hinduism and they (the two pairs of religions) should be represented in the same chronological ordering and with similar (if not the same) mechanics.

For example, given the current mechanics of Hinduism and Buddhism, Taoism should be founded by whoever discovers Mathematics first (this represents I Ching and the 64 hexagrams), whereas Confucianism should be founded by whoever builds the first Taoist Temple (this represents Laozi and Tao Te Ching).
 
For example, given the current mechanics of Hinduism and Buddhism, Taoism should be founded by whoever discovers Mathematics first (this represents I Ching and the 64 hexagrams), whereas Confucianism should be founded by whoever builds the first Taoist Temple (this represents Laozi and Tao Te Ching).
Sounds reasonable.
 
Does anyone know if there is comprehensive list of all 1.11 changes? I can't seem to find one.

http://forums.civfanatics.com/showpost.php?p=10901071&postcount=1
Click on "HERE", somewhere in the quote.
(It's the first page of the "Current SVN thread".)

This page will always be updated with the latest SVN version.
So the v1.11 history.txt will be the fully updated list up to that moment.
And if you want, you can also look at all other files in the most updated version.
 
For example, given the current mechanics of Hinduism and Buddhism, Taoism should be founded by whoever discovers Mathematics first (this represents I Ching and the 64 hexagrams), whereas Confucianism should be founded by whoever builds the first Taoist Temple (this represents Laozi and Tao Te Ching).

i like this in game too. it allows you as china to delay another religion spreading until after you connect the calendar resources.
 
When it's done.

(This answer never changes.)
 
http://forums.civfanatics.com/showpost.php?p=10901071&postcount=1
Click on "HERE", somewhere in the quote.
(It's the first page of the "Current SVN thread".)

This page will always be updated with the latest SVN version.
So the v1.11 history.txt will be the fully updated list up to that moment.
And if you want, you can also look at all other files in the most updated version.

Thanks. I would download the SVN, but my older brother is ALWAYS on the computer with Internet playing some random game on Steam or checking the TaleWorlds forums, and I can never boot him off.
 
Thanks. I would download the SVN, but my older brother is ALWAYS on the computer with Internet playing some random game on Steam or checking the TaleWorlds forums, and I can never boot him off.

Do you know any pretty girl who is willing to consider dating your older bro? Girls have powers exceeding those of forums and gaming, so never despair while dealing with older siblings, you just need allies :D
 
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