AndreyK
King
Something confusing in Industry tree, not in policy screen not in civilopedia I see % of culture or science added to buildings, but when choosing to build in city screen I see them in certain buildings.
How do I make this work with unique Great Diplomats, like Iroquois' 4uc?
- New Great Diplomat effect: Instant Mission gives 50
Spy Points
A big change that allows you to actively target obtaining Spies, at the cost of Embassies
Scrivener's office gives 50 Points so the first Great Diplomat is a Spy, then every 2.
This happens after the end of the turn via lua and dummy buildings at the moment. AI is unaware ofc
This should work.It's been on my To Do list, I will have a look now. Hopefully it's easy.
function DiploFires(iPlayer, iUnit, iUnitType, iPlotX, iPlotY)
local pUnit = Players[iPlayer]:GetUnitByID(iUnit)
if pUnit:GetUnitClassType() ~= GameInfoTypes.UNITCLASS_GREAT_DIPLOMAT then return false end
hasExpDip = hasExpDip + 1
end
GameEvents.GreatPersonExpended.Add(DiploFires)
Its from Celts pantheons,2) +4,
,
,
in the Capital/Holy City for every 5 Followers in owned Cities
many thanks for all your great additions !Recon Rework
Recently scout units have changed to address movement concerns, but I think there are two big problemos still remaining:
1) The map is revealed too early. Your starting Pathfinder explores too much of the world by itself too soon. (There is a concomitant 'super scout' problem)
2) The Trailblazer line is required for scouting but results in a much weaker unit. This is especially a problem for an AI with a Recon-line UU.
Below I've made changes to address these two things. By making the Trailblazer line into combat promotions based on terrain, we choose two different flavors of "light infantry". The movement style and recon ability are now largely determined by the combat class and fix the identity of the units.
To give more terrain bonuses to interact with I've also added more CS interactions on things like Desert and Tundra. This also just generally improves the combat map in my opinion.
I have also added a significant number of additional promotions for Recon units, as well as changed some prereqs for existing promotions to fit accordingly with the overall endgoal.
I recommend trying Trailblazer III in combat, it's a triumph.
Spoiler :Code:Units -- Scout Units have 2 Movement -- Scout Units have Ignore Terrain Cost in: Forest Jungle Hill Desert -- +2 Combat Strength to all Scout class units -- +1 Combat Strength to all Explorer class units -- +2 Combat Strength to all Commando class units -- +3 Combat Strength to all Paratrooper class units Terrain revert changes that simplified the combat bonuses on tiles -- -10% Defense in Tundra and Desert -- -15% Defense in Snow -- +15% Defense in Marsh and Oasis -- +10% Defense in Flood Plains Improvements -- +15% Defense on Town -- +10% Defense on Village and Manufactory Unit Promotions the theme here is to either negate or flip terrain effects first rework the Trailblazer line -- Trailblazer I +25% Attack in Forest and Jungle +10% Strength outside Friendly Territory -- Trailblazer II +20% Defense in Tundra and Desert +10% Strength outside Friendly Territory -- Trailblazer III +1 Move (on land) Can move after attacking Ignore Zone of Control now rework some existing promos -- Altitude Training (Mt. Kili promo) Recon units can learn with Survivalism I or Trailblazer II +20% Attack in Hills Can move through Mountains -- Infiltrators (+15% CS Outside, +15% against Wounded, +10% if not adjacent) Recon can learn with Covert II, see below -- Coup de Grace (+30% against enemies below half HP) Recon can learn with Covert II, see below -- Amphibious Now requires Sailing tech, to stop early scout pick for stupid AI Recon units can learn with Survivialism I or Trailblazer I -- Frogman Requires Amphibious and Railroad tech Loses no penalty from attacking by sea (obsolete with Amphib) Gains +1 Embarked Movement -- Commando (Commando promotion) Now called Tactical Retreat (couldn't civilopedia search for it!) Requires Railroad Requires Survivalism III or Trailblazer III Not free for Commando anymore (kept on the Kelpht) -- Ambush I Recon can learn with Surivalism II or Trailblazer II now add some more promotions -- Ski Infantry Requires Altitude Training Double Movement and no costs in Snow and Mountain +25% Attack in Mountain +30% Defense in Snow -- Stillwater Training Requires Amphibious +15% Attack in Marsh and Oasis Applies a "Venom" Plague that reduces healing for 3 turns -- Sabateur I Requires Survivalism I or Trailblazer I and the Masonry tech (AI) +33% against Siege 15 Science from Pillaging, scaling with Era -- Sabateur II +33% against Siege 15 Science from Pillaging, scaling with Era -- Demolition Expert Requires Sabateur II or Commando, and Dynamite tech 15 AoE damage on Pillaging -- Covert I Requires Amphibious or Sabateur I 10 Healing at start of turn in enemy territory +50% Attack against Fortified enemies -- Covert II 10 Healing at start of turn in enemy territory +50% Attack against Fortified enemies -- Black Ops Requires Covert II or Frogman, and Dynamite +50% Attack against Full Health Units