Hey all,
Here's the latest version. Changelog below. Will be uploaded as of 9:35pm, 11/20.
Is not compatible with EUI until Stackpointer merges the lua changes.
There is also a new version of CivIV diplomacy that removes a few errors from the database.log (nothing major).
Cheers,
G
Here's the latest version. Changelog below. Will be uploaded as of 9:35pm, 11/20.
Is not compatible with EUI until Stackpointer merges the lua changes.
There is also a new version of CivIV diplomacy that removes a few errors from the database.log (nothing major).
Changes:
New Trait:
William: +3 Gold per turn for every Resource you Export to other Civilizations, and +2 Culture for every resource you import from other Civilizations and City-States.
Buildings/Terrain/Units:
Wheat restored to former glory (+1 food at start)
Fishing boats -1 food (now just +1 food)
Adjustments to tech increases on improvement yields
Bowman moved to Engineering
Research moved back to Education
Warriors (and warrior UUs) upgrade into Spearmen, basic warrior obsoletes at Bronze Working
Fixed bugs related to free policy buildings
Horse units now more expensive (10-15%, roughly)
Promotions for City Attack reduced to 15%, Boarding Parties to 10%, and Wolfpack to 15% combat bonus
Removed 'Air Ambush' promotions (AI chose these often, used them poorly)
Mint buffed (+2 gold per resource, from +1)
Worker speed increased slightly (up to 90, from 80)
Broadcast tower Culture modifier removed.
LUA:
Economic Overview Panel now allows you to sort by Unhappiness (replaced 'sort by Strength')
Changes to other lua - reorganized (Will need to be re-meshed with stackpointer's EUI)
City banner text given flavor - more like Civ IV citizens (unhappiness expressed in thoughts, instead of generic numbers and adjectives) - only shows local unhappiness on an as-needed basis (a happy populace is a quiet populace!)
Modified files: Cityview.lua, CityList.lua, CityBannerManager.lua, EconomicGeneralInfo.lua, HappinessInfo.lua, TopPanel.lua (same content modified in each - ~10 lines.
Religion:
Faith and Culture Follower beliefs reduced to +5 Max (per city) - was 10
All 'founder buildings' (Stupas, etc.) and religious national wonders (except grand temple) provide 20% of resistance against conversion, thus making it harder for outside players to change the religious majority in those cities. Only works for 'enemy' (non-owned) units, so friendly missionaries will still get the full benefit of converting a city. They also help with religious unrest.
Buffs to Founder beliefs with action-based yields.
Small tweaks to Pantheons
NWs no longer purchasable with Faith (was causing AI problems)
AI:
AI more intelligent about faith purchases, and should manage its missionaries and prophets much, much better (should build faith buildings and buy great people, etc. much, much more often)
Spy-related diplomacy messages can now spawn only once every 40 turns (limits spam)
Flavors optimized for new policies and ideologies
Adjusted Deal AI to trade resources for gold more often
AI will more intelligently use trade routes to combat poverty, famine, and illiteracy
Improved AI belief choice algorithms
AI defense of CSs during rebellion events optimized
AI workers won't scatter across the map to do tasks as often (Whoward's 'Local Workers' mod)
AI more intelligently builds great person improvements (removed ninaroku'h hardcoded stuff, added flavor-based system)
AI much more intelligent regarding belief choices (randomization removed)
Trade:
Land/Sea trade route modifiers less stark - Sea Routes are 75% (was 100), whereas Land Routes are 50% (was 0). Big difference now is range, speed, unit cost, and danger (seas are usually more dangerous). (Whoward's Trade Scaling mod)
Happiness:
Citizens in cities can now only be 'unhappy' for one source at a time, based on precedence - If there are 4 citizens, and all 4 are poor, they cannot be 'bored' or 'illiterate,'
The tiers are as follows:
Famine
Pillaged
Poverty
Defense
Isolated
Religion
Education
Culture
As each of these 'buckets' fills up with unhappy citizens, the ones below have fewer and fewer citizens to make unhappy. If there are no unhappy citizens left for later tests, the source(s) won't cause unhappiness.
Other:
Added Process 'Arts,' which allows conversion of Production to Culture (at Drama).
Improved CSD compatibility
Improved E&D compatibility
Policies:
Conquest now called 'Might'
Tradition:
Aristocracy grants +1 Gold per 5 citizens in Capital (removed culture from world wonders)
Oligarchy grants +1 Culture per 5 citizens in Capital (removed production from pop and free food)
Landed Elite also grants +1 food in all cities
Legalism unlinked from Oligarchy (like old tree)
Liberty: unlocks Great Writers with Faith in Industrial
Parthenon now the Liberty unlock
Piety: unlocks Great Artists with Faith in Industrial
(all trees now have a unique GP, even Patronage if using CSD)
Aesthetics: improves your ability to generate Culture and Tourism. Adopting Aesthetics allows you to earn Great Writers, Artists, and Musicians 5% faster, with each additional Aesthetics policy unlock increasing this by 5%. Receive a large amount of Culture every time you expend a Great Person. Unlocks building the Uffizi. Adopting all policies doubles the theming bonus you receive from Museums and Wonders, and grants all Great Person Improvements +1 Culture. It also allows the purchase of Great Musicians with Faith starting in the Industrial Era.
Humanities: All Culture buildings that can hold Great Works produce +1 Culture and +1 Science.
Public Galleries: 50% of excess Happiness added each turn to the amount of Culture that may be spent on Social Policies. All Great Works produce +1 Gold.
Flourishing of the Arts: Culture increased by 20% in all cities which have built a World Wonder and the empire immediately enters a Golden Age.
National Treasure: A Great Person of your choice appears near your Capital.
Cultural Exchange: Increases the Tourism modifier for shared religion, trade routes, and open borders by 20% each.
Industry: provides bonuses to empires focused on Gold and Production. Adopting Industry will grant 30 Gold every time you construct a building. Purchasing items in Cities requires 5% less Gold when you adopt Industry, and an additional 5% less for each Industry policy you adopt. Unlocks building Big Ben. Adopting all Policies in the Industry tree will grant +1 Gold and +1 Production from every Trading Post. It also allows the purchase of Great Merchants with Faith starting in the Industrial Era.
Mercenary Army: Allows the purchasing of Landsknechts, Foreign Legions, and Mercenaries as their prerequisite technologies are researched. Gold maintenance for all military units reduced by 15%.
Turnpikes: +4 Gold from all your land trade routes. Maintenance for Improvements reduced by 25%.
Mercantilism: +1 Science and +1 Culture from every Mint, Market, Bank, and Stock Exchange.
Entrepreneurship: Great Merchants are earned 25% faster, and all specialists grant +2 Production.
Protectionism: Receive an additional Trade Route, and receive +2 Gold from naval Trade Routes.
Imperialism: enhances your ability to spread your empire through military power, particularly naval (and later air) supremacy. Adopting Imperialism gives +1 Movement for Naval units and +1 Sight for Naval combat units. Receive a +5% production speed boost for all naval and air military units, and +4% for each additional policy unlocked in Imperialism. Unlocks building the Louvre. Adopting all policies grants you 1 additional Happiness for every owned Luxury, and all Air units start with either the City Siege I or Sortie Promotion. Lastly, it grants all Ocean, Coast and Lake tiles +1 Science, and allows the purchase of Great Admirals with Faith starting in the Industrial Era.
Organization: +2 Production and +1 Gold from Seaports, Workshops, and Factories.
Exploitation: +2 Food and +2 Production from Snow, Mountain, and (non-Floodplain) Desert tiles.
Military Tradition: Earn Great Admirals and Great Generals 33% more quickly. Barracks, Armories and Military Academies provide +1 Science and +1 Culture.
Exploration: Receive two free Archaeologists near your Capital. Allows you to see Hidden Antiquity Sites.
Civilizing Mission: Receive a free Factory, and a large sum of Gold, when you conquer a city. No Gold maintenance for Garrisons.
Patronage: enhances the benefits of City-State friendship and Global Diplomacy. Adopting Patronage will cause Influence with City-States to degrade 25% slower than normal and raise the resting point for Influence with all City-States by 5, with each subsequent Patronage policy you unlock increasing this by 3. Unlocks building the Forbidden Palace. Adopting all policies in the Patronage tree will cause allied City-States to occasionally gift you Great People. If using CSD, also grants Great Diplomat purchase with faith.
Philanthropy: Receive double Influence from Quests completed for City-States, and +10 Influence with all known City-States every time you expend a Great Person.
Consulates: Gain two additional votes in the World Congress, and the change of rigging elections in City-States is increased by 33%.
Scholasticism: All City-States which are Allies provide a Science bonus equal to 33% of what they produce for themselves. If using CSD, also grants +25% Great Diplomat production.
Cultural Diplomacy: Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 100%.
Merchant Confederacy: +3 Gold and +1 Influence (per turn) for each Trade Route with a City-State.
Rationalism: focuses on maximizing Growth and Science output. Adopting Rationalism immediately begins a Golden Age. Receive +1 Science in every city, and an additional +2 Science in your Capital for every Rationalism policy acquired. Unlocks building the Porcelain Tower.Adopting all Policies in the Rationalism tree boosts your Great Scientist rate by 33%, and increases the Growth of all cities by 25%. It also allows the purchase of Great Scientists with Faith starting in the Industrial Era.
Enlightenment: +10% Science when your empire is Happy.
Scientific Revolution: +1 Science and +1 Production from all Strategic Resources.
Academics: +1 Science and +1 Gold from every Specialist.
Sovereignty: +1 Happiness for every city Connection with the Capital, and +5 Happiness in your Capital.
Free Thought: +1 Science from every Trading Post, and +1 Culture from every Great Work.
Ideology changes:
Order
Academy of Sciences: Reduces Illiteracy by 10% in all cities. Receive a free University in every City.
Cultural Revolution: +34% Tourism to other Order civilizations. Spies steal technologies at double the normal rate.
Dictatorship of the Proletariat: +34% Tourism to civilizations with less Happiness. +1 Happiness from Factories.
Double Agents: Receive an additional Spy. Spies twice as likely to capture enemy spies attempting to steal a technology.
Hero of the People: Your Great People increases by 25%. A Great Person of your choice appears near your Capital.
Iron Curtain: Free Courthouse upon city capture. Internal trade routes provide 50% more Food or Production, and City connections generate +3 Gold.
Party Leadership: +2 Food, Production, Science, Gold, and Culture per city.
Guerilla Warfare: +15% attack bonus when fighting in friendly territory. 2 Infantry units spawn near your Capital.
Resettlement: New Cities start with an extra 3 Population. All cities gain 2 Citizens immediately.
Communism (was Skyscrapers): Gold cost of purchasing buildings reduced by 33%. +10% Production when building Wonders.
Socialist Realism: Receive a free Museum in every City.
Worker Faculties: Factories increase City Science output by +3. Build Factories in half the usual time.
Great Leap Forward (was Young Pioneers): Receive a free Technology.
Peace, Land, Bread (was Universal Healthcare): Reduces Poverty by 20% in all cities.
Freedom
Arsenal of Democracy: +15% Production when building Military Units. +20 Influence from Military Unit gifts to City-States.
Avant Garde: The rate at which Great People are born is increased by 33%.
Capitalism: 5 Specialists in each of your cities no longer cause Unhappiness.
Covert Action: Chance of rigging election in City-States doubled. Receive an additional Spy.
Creative Expression: +1 Culture from Great Works. Culture buildings that can hold Great Works provide +1 Culture.
Economic Union: Receive an additional Trade Route. +3 Gold from trade routes with civilizations following Freedom.
Media Culture: +34% Tourism and +1 Happiness generated by cities with a Broadcast Tower.
Their Finest Hour: Combat Strength of Cities increased by 33%. A Great General appears near your Capital.
Universal Healthcare; Receive a free Hospital in every City.
Universal Suffrage: Golden Ages are 50% longer, and all Cities produce +1 Happiness for every 10 Citizens.
Urbanization: Farms, Plantations and Camps produce +1 Food.
Autocracy
Legacy of Clausewitz: Receive a 25% attack bonus to all Military Units for the first 50 turns after this policy is adopted, and receive one free Policy.
Cult of Personality: +50% Tourism to civilizations fighting a common enemy. A Great Person of your choice appears near your Capital.
Elite Forces: Wounded Military Units inflict 25% more damage than normal. Newly created Military Units receive +15 Experience.
New World Order (was Fortified Borders): Reduces Disorder in all Cities by 20%. Police Stations and Constabularies provide +2 Culture and +1 Production.
Futurism: +250 Tourism with all known civs when a Great Person is born.
Lebensraum (was Industrial Espionage): Receive a large sum of Culture and Production every time your City borders expand. Citadel tile-acquisition radius doubled.
Lightning Warfare: +3 Movement for Great Generals. Armor and Gun units gain +15% attack, +1 Movement and ignore enemy ZOC.
Air Supremacy (was Militarism): Receive a free Airport in every City. +25% Production when building Air units.
Military-Industrial Complex: Gold cost of purchasing units reduced by 33%. Defense buildings and Citadels produce +2 Science.
Police State: +3 Local Happiness from every Courthouse, and +1 Happiness from Police Stations. Build Courthouses in half the usual time.
Third Alternative: Quantity of Strategic Resources produced is increased by 100%. +10 Food and +10 Science in Capital.
Total War: +25% Production when building Military Units and Workers construct improvements 25% more quickly.
United Front: Militaristic City-States grant units twice as often when you are at war with a common foe. +10 Influence from Military Unit gifts to City-States.
Autarky (was Universal Healthcare): Internal Trade Routes grant +10 Gold, and City Connections provide +3 Production.
Cheers,
G