DB_in_Omaha
Warlord
Version 2.10 (5/12/04):
- Reduced food production slightly in most terrain types.
- Increased mountain shield production to compensate for inability to build railroads on them.
- Restored ability to mine deserts and tundra.
- Allowed irrigation of hills.
- Changed movement rate for roads back to 1/3.
- Reordered the resource list to minimize the impact of the "more than 32 resources" bug for which I finally found specific documentation.
- Linked more resources to (mostly starting) techs.
- Increased tech rate for each world size slightly, to slow down tech development.
- Decreased optimal number of cities for each world size to discourage large, sprawling empires. (My reason for undoing that change several versions ago was, as it happens, based on a mistaken assumption.)
- Generally decreased corruption levels to allow for more productive colony cities. (More precisely, corruption now scales from 75% at "Chieftain" difficulty level to 110% at "Sid" level.)
- Fixed Marketplaces so they actually provide tax income boost (as they're supposed to) rather than luxury income boost.
- Fixed typo in "Spirit of St. Louis" PediaIcons.txt wonder splash entry.
- Revised Smithy to require iron within city radius.
- Added improvement: Winery.
- Updated Gutenburg's Bible wonder to produce Missionaries.
- Updated Egalitarian Society (Libertarianism SW) to reduce corruption.
- Updated Adventurers' Guild (expansionist SW) to produce Settlers rather than Scouts.
- Updated Enshrined Relic (religious SW) to produce Prophets.
- Updated Great Harbor (seafaring SW) to increase shields and trade, but not food.
- Updated National Breadbasket (agricultural SW) to produce Workers instead of Settlers. (I didn't want it producing units a civilization might not even be able to build otherwise!)
- Added units: APC, Modern Infantry, Prophet.
- Switched Settler and Primitive (now miraculously "Advanced") Settler on the tech tree, so the one which requires fewer population points now requires the extra tech.
- Made Expansionism optional and Literature mandatory.
- Moved TOW Infantry from Spearman upgrade path to Warrior upgrade path, and changed its required tech from Advanced Synthetics to Satellites.
- Reduced Siege Tower's defense and increased its cost. (It wasn't intended to be a city defense unit, but some players have been using it as one!)
- Turned "retain culture on capture" flag off again.
- Tweaked government stats a bit. Monarchy now has low war weariness, while Oligarchy has none; Feudalism uses forced rather than paid labor to hurry production, and has no war weariness; Republics can support four units per metropolis rather than just two.
- Reduced food production slightly in most terrain types.
- Increased mountain shield production to compensate for inability to build railroads on them.
- Restored ability to mine deserts and tundra.
- Allowed irrigation of hills.
- Changed movement rate for roads back to 1/3.
- Reordered the resource list to minimize the impact of the "more than 32 resources" bug for which I finally found specific documentation.
- Linked more resources to (mostly starting) techs.
- Increased tech rate for each world size slightly, to slow down tech development.
- Decreased optimal number of cities for each world size to discourage large, sprawling empires. (My reason for undoing that change several versions ago was, as it happens, based on a mistaken assumption.)
- Generally decreased corruption levels to allow for more productive colony cities. (More precisely, corruption now scales from 75% at "Chieftain" difficulty level to 110% at "Sid" level.)
- Fixed Marketplaces so they actually provide tax income boost (as they're supposed to) rather than luxury income boost.
- Fixed typo in "Spirit of St. Louis" PediaIcons.txt wonder splash entry.
- Revised Smithy to require iron within city radius.
- Added improvement: Winery.
- Updated Gutenburg's Bible wonder to produce Missionaries.
- Updated Egalitarian Society (Libertarianism SW) to reduce corruption.
- Updated Adventurers' Guild (expansionist SW) to produce Settlers rather than Scouts.
- Updated Enshrined Relic (religious SW) to produce Prophets.
- Updated Great Harbor (seafaring SW) to increase shields and trade, but not food.
- Updated National Breadbasket (agricultural SW) to produce Workers instead of Settlers. (I didn't want it producing units a civilization might not even be able to build otherwise!)
- Added units: APC, Modern Infantry, Prophet.
- Switched Settler and Primitive (now miraculously "Advanced") Settler on the tech tree, so the one which requires fewer population points now requires the extra tech.
- Made Expansionism optional and Literature mandatory.
- Moved TOW Infantry from Spearman upgrade path to Warrior upgrade path, and changed its required tech from Advanced Synthetics to Satellites.
- Reduced Siege Tower's defense and increased its cost. (It wasn't intended to be a city defense unit, but some players have been using it as one!)
- Turned "retain culture on capture" flag off again.
- Tweaked government stats a bit. Monarchy now has low war weariness, while Oligarchy has none; Feudalism uses forced rather than paid labor to hurry production, and has no war weariness; Republics can support four units per metropolis rather than just two.