New Version - 4.7.3 (April 28, 2024)

Version 4.7.2 has been released. Link in OP has been updated.

Changelog:

Code:
Celtic Pantheons
    Epona, the Great Mare
    - Now gives 8 Food, Production, Culture and Science on border expansion, scaling with era (was 10 Food, Science, Culture, scaling with era)

     Lugh, the Skilled One
    - Added +2 Culture and Tourism from World Wonders

     Manannan, Son of the Sea
    - Removed "+1 Production and Gold for every 2 worked water tiles"
    - Added "+1 Production to all Water tiles"
    - Added "+1 Gold from Fishing Boats"

     Ogma, the Learned
     - Great Works now grant +1 Science and Culture (was +1 Production)

     Dagda, the All-Father
     - Renamed to Bran, the Sleeping Guardian
     - Healing in friendly territory increased to +10 (was +5)
     - Added "+25% city RCS"

     Bran, the Sleeping Guardian
     - Renamed to Dagda, the All-Father
     - Removed "+25% city RCS"
     - Now gives 12 Culture, Production, and Gold on citizen birth, scaling with era (was 15 Culture and Gold, scaling with era)

     Cailleach, the Queen of Winter
     - Newly added
     - +1 Food and Production for every 2 worked Tundra tiles
     - +1 Food, Production, Science and Culture from Snow tiles with resources
     - +1 Gold and Culture from Quarries and Mines on resources
     - +5 Tourism from Ceilidh Hall

Bugfixes
- Fixed kidnap specialists mission not expiring when Enable Event System game option is disabled
- Fixed AI repeatedly paying to repair a City-State's pillaged tile while it's still under attack
- Fixed mounted Juggernauts being given the wrong March promotion
- Fixed the Defense process increasing city RCS (instead of only CS)
- Fixed a minor bug in the internal City-State "status" calculation
- Text fixes

Online as of 10:59 AM CDT. Savegame compatible with 4.7 versions.
 
It seems like there are lots of leftovers from promotion tree submod. Units appear to have missing texts for their traits.
 
Version 4.7.2 has been released. Link in OP has been updated.

Changelog:

Code:
Celtic Pantheons
    Epona, the Great Mare
    - Now gives 8 Food, Production, Culture and Science on border expansion, scaling with era (was 10 Food, Science, Culture, scaling with era)

     Lugh, the Skilled One
    - Added +2 Culture and Tourism from World Wonders

     Manannan, Son of the Sea
    - Removed "+1 Production and Gold for every 2 worked water tiles"
    - Added "+1 Production to all Water tiles"
    - Added "+1 Gold from Fishing Boats"

     Ogma, the Learned
     - Great Works now grant +1 Science and Culture (was +1 Production)

     Dagda, the All-Father
     - Renamed to Bran, the Sleeping Guardian
     - Healing in friendly territory increased to +10 (was +5)
     - Added "+25% city RCS"

     Bran, the Sleeping Guardian
     - Renamed to Dagda, the All-Father
     - Removed "+25% city RCS"
     - Now gives 12 Culture, Production, and Gold on citizen birth, scaling with era (was 15 Culture and Gold, scaling with era)

     Cailleach, the Queen of Winter
     - Newly added
     - +1 Food and Production for every 2 worked Tundra tiles
     - +1 Food, Production, Science and Culture from Snow tiles with resources
     - +1 Gold and Culture from Quarries and Mines on resources
     - +5 Tourism from Ceilidh Hall

Bugfixes
- Fixed kidnap specialists mission not expiring when Enable Event System game option is disabled
- Fixed AI repeatedly paying to repair a City-State's pillaged tile while it's still under attack
- Fixed mounted Juggernauts being given the wrong March promotion
- Fixed the Defense process increasing city RCS (instead of only CS)
- Fixed a minor bug in the internal City-State "status" calculation
- Text fixes

Online as of 10:59 AM CDT. Savegame compatible with 4.7 versions.
I really appreciate how finally the celts don't feel horrible on a tundra start because they are locked out of stars and sky pantheon.
Although i don't think it's as strong as it should be given it's a celtic pantheon but that can come later.
 
I really appreciate how finally the celts don't feel horrible on a tundra start because they are locked out of stars and sky pantheon.
Although i don't think it's as strong as it should be given it's a celtic pantheon but that can come later.
What map type do you play where you get a lot of tundra?
 
What map type do you play where you get a lot of tundra?
Mostly communitas, it's incredibly strong -even after the nerf- and really makes me ditch my usual early forward settle against opponents.
I started a new game rerolling till i get any tundra start using the new 4.7.2 on Immortal/Epic/standard size and i really took off and ran away but it's still slow compared to my other runs using another pantheon like Rhiannon for example or really any other civ in a similar start.
Screenshot (92).png
Cities like Dublin (and most of the early cities if you expand horizontally in a start like this) are incredibly strong with stars and sky pantheon.
This particular city for example is missing out on 11:c5culture: :c5food: :c5faith: in exchange for 5:c5food::c5production:, 3:c5gold::c5culture: and 3 faith from being a Celtic city.
in starts like these -which the Celts are favored in due to the pictish warrior movement and combat bonus in tundra- i wish i had the choice of choosing normal pantheons which are just stronger versions of the Celtic pantheon.
There is also the issue with desert starts which feels horrible to play without spirit of the desert with the best alternative being Rhiannon the Sovereign which net's similar yields to Spirit of the desert +2:c5culture: in every city at less than 3:c5citizen: cities but comes with the downside of being tied to having to improve the resources.
I think these two particular starts -which are some of the strongest imo really penalize the Celts for just being the Celts, i think the new tundra pantheon need a serious buff to come close -if the intent is not to be in line with other Celtic pantheons which are stonger versions of the normal pantheons- and a similar one for the desert.
 
The new pantheon on paper is approximately equal to Stars and Sky for mine/quarry tundra monopolies. What I mean is it gives an effective +1 yield on tundra tiles and then +2 yields on mines/quarries, for +3 total, just like Stars and Sky. But then the pantheon is better if
(a) you get snow resources (rare on this map type it turns out, but they are always mine/quarry resources, so you get +6 yields)
(b) you work tundra tiles without resources. n.b. tundra hills with caravansary are already superior to grassland and plains hills, this makes them another yield on top of that (effective 4 yield base)
(c) you gain cities off tundra with mine and quarry resources, which will basically always happen (here the capital already has a plains Amber tile)

Now, given its the UA, could it be a bit more powerful? Perhaps. Maybe! Possible options
+3/+3 yields per 4 tiles (50% more)
+4/+4 yields per 6 tiles (33% more)
Spoiler :

A downside is its less clear how it works. As I understand it you don't get fractional yields from this table (someone check me), so you would get behaviour like this:
first one the table would read 0.75 food per tile, so you would get +1 at 2 tiles (like current) and then +2 at 3 tiles, +3 at 4 tiles. modulus is reached so STILL +3 at 5 tiles and repeat +4 at 6 etc.
second one it would be 0.67, so +1 at 2 tiles, +2 at 3 tiles, STILL +2 at 4 tiles, +3 at 5 tiles and +4 at 6 tiles.

I think +4 yields per 2 tiles, i.e. +2 yields per tile, is clearly too strong. Compare to Cernunnos that only gives that bonus to forest/jungle, and then also note that its plantations cannot overlap with that bonus, whereas tundra can have both mines and quarries. Of course, I am assuming that Cernunnos is balanced, whereas we could separately talk about that.

You have a slightly odd start because it looks like gems is your monopoly (good), but then you got a ton of furs in the second two cities (bad). So the tundra has been split between two monopolies. If you had more cities like Cardiff and Dublin then the Forest/Camp pantheon would probably be best. 5 deer and 3 (5 possible) fur is crazy! This choice is like how sometimes Goddess of the Hunt is better than Stars and Sky.

On the separate issue of Desert. I don't feel like there's any historical precedent for Celts living in the desert, and so it doesn't feel right to me. There is a God of Fire, but apparently he's like an Apollo character.
Finally I'd note that there are many options to pick that don't depend on your starting terrain, and so there's no pressing gameplay need to introduce a Desert one.
 
I tried adding an option to disable the tile highlighting handler but there's no more room in the options menu sadly
I mean we could work on that. My options addition moved some options spacing a bit.
 
It lacks a vertical scroll bar.
Because the game can't have both horizontal and vertical scroll bars on a single window.
You can either have the vertical scroll bar that has to be inside the horizontal bar or the opposite.
 
It seems like there are lots of leftovers from promotion tree submod. Units appear to have missing texts for their traits.
No, that's an issue with a text fix. Hotfix incoming.
 
Version 4.7.3 has been released. Link in OP has been updated.

Changelog:

Code:
Bugfixes
- Fixed unit promotion text database error
- Fixed being unable to add units to the production queue of automated cities
- Added back deprecated FindPathLength function for now to restore compatibility with Wonder Planner
- Text fix for Tradition policies

Map Generation Changes from azum4roll
- Fixed non-water regional luxuries not being placed for rectangular division maps
- Raised jungle/forest/hills percentage needed to classify a region as jungle/forest/hills region (Jungle: 20 -> 28%, Forest: 25 -> 28%, Hills: 30 -> 37%)
- Forest regions also can't have too many Tundra tiles
- Slightly decreased minimum distance between regional luxuries
- Rebalanced the probabilities of Luxury Resources being distributed in particular region types as follows:

    Tundra
    - Furs weight increased to 60 (was 50)
    - Amber weight increased to 35 (was 10)
    - Silver weight decreased to 30 (was 40)
    - Copper weight increased to 20 (was 10)
    - Salt weight decreased to 15 (was 40)

    Jungle
    - Citrus weight decreased to 35 (was 40)
    - Cocoa weight decreased to 35 (was 40)
    - Cinnamon weight decreased to 35 (was 40)
    - Sugar weight decreased to 35 (was 50)
    - Truffles weight decreased to 15 (was 40)

    Forest
    - Truffles weight increased to 40 (was 10)
    - Silk weight decreased to 35 (was 40)
    - Dyes weight decreased to 35 (was 40)
    - Citrus weight increased to 15 (was 10)
    - Cocoa weight increased to 15 (was 10)
    - Cinnamon weight increased to 15 (was 10)
    - Whales weight decreased to 8 (was 10)
    - Crab weight decreased to 8 (was 10)
    - Pearls weight decreased to 8 (was 10)
    - Coral weight decreased to 8 (was 10)

    Desert
    - Incense weight decreased to 35 (was 40)
    - Lapis weight decreased to 35 (was 40)
    - Gold weight decreased to 20 (was 40)
    - Salt weight decreased to 15 (was 40)
    - Jade weight increased to 15 (was 10)

    Hills
    - Gold weight decreased to 20 (was 30)
    - Copper weight decreased to 20 (was 30)
    - Gems weight decreased to 20 (was 30)
    - Jade weight decreased to 20 (was 30)
    - Salt weight decreased to 10 (was 30)
    - Amber weight decreased to 10 (was 30)
    - Lapis weight decreased to 10 (was 30)
    - Whales weight decreased to 6 (was 10)
    - Crab weight decreased to 6 (was 10)
    - Pearls weight decreased to 6 (was 10)
    - Coral weight decreased to 6 (was 10)

    Plains
    - Incense weight decreased to 20 (was 40)
    - Cotton weight increased to 20 (was 10)
    - Salt weight increased to 15 (was 0)
    - Tobacco weight increased to 15 (was 10)
    - Tea weight increased to 15 (was 10)
    - Perfume weight increased to 15 (was 10)
    - Whales weight increased to 11 (was 10)
    - Crab weight increased to 11 (was 10)
    - Pearls weight increased to 11 (was 10)
    - Coral weight increased to 11 (was 10)

    Grassland
    - Tobacco weight increased to 50 (was 40)
    - Tea weight increased to 50 (was 40)
    - Perfume weight increased to 50 (was 40)
    - Cotton weight decreased to 35 (was 40)
    - Wine weight increased to 20 (was 10)
    - Olives weight increased to 20 (was 10)
    - Coffee weight increased to 20 (was 10)
    - Gold weight increased to 10 (was 0)
    - Whales weight increased to 14 (was 10)
    - Crab weight increased to 14 (was 10)
    - Pearls weight increased to 14 (was 10)
    - Coral weight increased to 14 (was 10)

Online as of 9:00 PM CDT. Savegame compatible with 4.7 versions.
 
Version 4.7.3 has been released. Link in OP has been updated.

Changelog:

Code:
Bugfixes
- Fixed unit promotion text database error
- Fixed being unable to add units to the production queue of automated cities
- Added back deprecated FindPathLength function for now to restore compatibility with Wonder Planner
- Text fix for Tradition policies

Map Generation Changes from azum4roll
- Fixed non-water regional luxuries not being placed for rectangular division maps
- Raised jungle/forest/hills percentage needed to classify a region as jungle/forest/hills region (Jungle: 20 -> 28%, Forest: 25 -> 28%, Hills: 30 -> 37%)
- Forest regions also can't have too many Tundra tiles
- Slightly decreased minimum distance between regional luxuries
- Rebalanced the probabilities of Luxury Resources being distributed in particular region types as follows:

    Tundra
    - Furs weight increased to 60 (was 50)
    - Amber weight increased to 35 (was 10)
    - Silver weight decreased to 30 (was 40)
    - Copper weight increased to 20 (was 10)
    - Salt weight decreased to 15 (was 40)

    Jungle
    - Citrus weight decreased to 35 (was 40)
    - Cocoa weight decreased to 35 (was 40)
    - Cinnamon weight decreased to 35 (was 40)
    - Sugar weight decreased to 35 (was 50)
    - Truffles weight decreased to 15 (was 40)

    Forest
    - Truffles weight increased to 40 (was 10)
    - Silk weight decreased to 35 (was 40)
    - Dyes weight decreased to 35 (was 40)
    - Citrus weight increased to 15 (was 10)
    - Cocoa weight increased to 15 (was 10)
    - Cinnamon weight increased to 15 (was 10)
    - Whales weight decreased to 8 (was 10)
    - Crab weight decreased to 8 (was 10)
    - Pearls weight decreased to 8 (was 10)
    - Coral weight decreased to 8 (was 10)

    Desert
    - Incense weight decreased to 35 (was 40)
    - Lapis weight decreased to 35 (was 40)
    - Gold weight decreased to 20 (was 40)
    - Salt weight decreased to 15 (was 40)
    - Jade weight increased to 15 (was 10)

    Hills
    - Gold weight decreased to 20 (was 30)
    - Copper weight decreased to 20 (was 30)
    - Gems weight decreased to 20 (was 30)
    - Jade weight decreased to 20 (was 30)
    - Salt weight decreased to 10 (was 30)
    - Amber weight decreased to 10 (was 30)
    - Lapis weight decreased to 10 (was 30)
    - Whales weight decreased to 6 (was 10)
    - Crab weight decreased to 6 (was 10)
    - Pearls weight decreased to 6 (was 10)
    - Coral weight decreased to 6 (was 10)

    Plains
    - Incense weight decreased to 20 (was 40)
    - Cotton weight increased to 20 (was 10)
    - Salt weight increased to 15 (was 0)
    - Tobacco weight increased to 15 (was 10)
    - Tea weight increased to 15 (was 10)
    - Perfume weight increased to 15 (was 10)
    - Whales weight increased to 11 (was 10)
    - Crab weight increased to 11 (was 10)
    - Pearls weight increased to 11 (was 10)
    - Coral weight increased to 11 (was 10)

    Grassland
    - Tobacco weight increased to 50 (was 40)
    - Tea weight increased to 50 (was 40)
    - Perfume weight increased to 50 (was 40)
    - Cotton weight decreased to 35 (was 40)
    - Wine weight increased to 20 (was 10)
    - Olives weight increased to 20 (was 10)
    - Coffee weight increased to 20 (was 10)
    - Gold weight increased to 10 (was 0)
    - Whales weight increased to 14 (was 10)
    - Crab weight increased to 14 (was 10)
    - Pearls weight increased to 14 (was 10)
    - Coral weight increased to 14 (was 10)

Online as of 9:00 PM CDT. Savegame compatible with 4.7 versions.
Do the Map Generation Changes only apply to Communitas maps?
 
All maps, since none of this is related to map generation. You should now have more guarantee of all 8 of your monopoly resources existing.
 
great. I don't know what had changed before, but it had started to become necessary to open up the resource monopoly menu at the start of every game to make sure I didn't have just 2 or 3, since it was happening a lot
 
4.7.x probably just a fluke but Huns are on a rampage, t202 epic speed.


Spoiler :


1714378229485.png


 
Still not going to win.
 
re: 4.7.3
Changelog:
Code:
...
Map Generation Changes from azum4roll
...
    Forest
    - ...
    - Whales weight decreased to 8 (was 10)
    - Crab weight decreased to 8 (was 10)
    - Pearls weight decreased to 8 (was 10)
    - Coral weight decreased to 8 (was 10)

    Hills
    - ...
    - Whales weight decreased to 6 (was 10)
    - Crab weight decreased to 6 (was 10)
    - Pearls weight decreased to 6 (was 10)
    - Coral weight decreased to 6 (was 10)

    Plains
    - ...
    - Whales weight increased to 11 (was 10)
    - Crab weight increased to 11 (was 10)
    - Pearls weight increased to 11 (was 10)
    - Coral weight increased to 11 (was 10)

    Grassland
    - ...
    - Whales weight increased to 14 (was 10)
    - Crab weight increased to 14 (was 10)
    - Pearls weight increased to 14 (was 10)
    - Coral weight increased to 14 (was 10)
Are those copy & paste errors or why would sea resources spawn on land? Or are these values applied to surrounding tiles instead of the present tile?

*confused*
 
Last edited:
re: 4.7.3

Are those copy & paste errors or why would sea resources spawn on land? Or are these values applied to surrounding tiles instead of the present tile?

*confused*
This is referring to *regions*. Regions generally have a majority of the specified terrain type, but will include other terrains as well. Regions primary are used when determining where to place the starting location of each civilization.

For example, a forest region is going to have a plurality of forest tiles inside, but if it's by the ocean, it will have some number of coast tiles, in which coastal resources can be placed. Iroquois have a Forest region start bias.
 
The removal of (7b) UI Promotion Tree seems to have broken 3/4UC and New Beliefs. Can I just remove the dependencies, or do those authors need to update their mods for compatibility?
 
Top Bottom