Old World update #105

The_J

Say No 2 Net Validations
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New update: https://mohawkgames.com/2023/02/15/old-world-update-105/


Headline changes

  • New Bay mapscript added
  • Added Happiness
  • Family bonuses rebalanced
  • Fixed longstanding bug with tooltips sometimes not appearing when hovering over links


Design

  • New Bay mapscript added. This is a temperate coastal map broken up by a large but shallow inland sea
  • Added Happiness. Cities now have a Happiness level with positive happiness which changes to a Discontent level when happiness is negative. This changes the
  • presentation of discontent but has no mechanical effect.
  • Hunters no longer get a bonus to Nets (they still get their Camp bonus)
  • Traders now have +100% Nets output instead of faster Hamlet growth
  • The Lighthouse now gives faster Hamlet growth in all cities instead of +5 money per specialist.
  • Landowners now get +5 Money per farm instead of +20 Money from Crops
  • Orators now give +1 Order per Friendly city (down from +2)
  • Families get -1 opinion per turn without a leader from that family
  • Citizens now give -1 Family Opinion (down from -5)
  • Ranged units no longer get a land/water penalty attacking ships, but an extra tile is added to the range for calculating damage.
  • Ships no longer have the Brave and Shieldbearer promotions available
  • Disciples now consume Food
  • Induct into Clergy now can be applied to all characters except Oligarchs, Dukes, or Princes
  • Removed clergy rating yield bonuses, removed money upkeep cost, religion opinion bonus set to 30
  • Renamed The Great Ziggurat to The Ziggurat
  • Combat damage now rounds up after collateral modifier instead of before. The effect of this is to increase splash damage (pierce, cleave, shrapnel etc) by 1 in some circumstances.
  • Can no longer stun units in cities
  • Competitive mode now prevents events that give free Laws without the prerequisite tech
  • Production cost increase of Settlers, Workers, and Disciples is now per unit type. This means the cost of a Disciple is only increased by the number of Disciples you have
  • previously built in that city and is no longer effected by previous worker or settler builds.
  • Razing a city gets pillage yields from all improvements before destroying them
  • Teenagers can now adopt a religion
  • Scouts in foreign territory that are hidden due to a Schemer leader no longer get pushed out on war declaration
  • The Old World map updated to fix disconnected sea tile that could strand ships
  • Imperium Romanum map updated to allow passage between the Bay of Biscay and the Alboran Sea
  • The Middle East premade map updates
  • Launch Offensive will also reset Rout Cooldown
  • Preset characters are less likely to become religion heads
  • Can swap unit tiles with teammates, even with No Team Movement option selected
  • Slander mission is now available to use against human players
  • Multiplayer games with more than two teams but only two human teams have the human teams placed at the extreme edges of the map, with AI teams in the center
  • Added notification to player when someone stealing their research was exposed
  • Disabled the Imprison mission in Heroes of the Aegean scenario 4
Programming

  • Re-enabled network system changes to match test branch
  • Memory and performance improvements
  • Reduced performance cost of toggling ruins pickup particle effects when selecting or deselecting units
  • AI economy improvements:
    • Science valued more, Discontent valued less
    • Walls valued less in non-border cities
    • Trees more likely to be preserved for lumbermills
    • Wartime economy no longer triggered just by Tribe wars, allowing development to continue
    • Fixed a bug that caused citizens to be overvalued
    • Avoid placing Courthouses on tiles that can’t have adjacent Courthouse class improvements
    • Prefer Granaries and Mills where they have immediate effect to adjacent tiles, instead of potential effect
  • More AI optimizations
  • Fixed AI anchoring bug
  • Correction to AI value for improvements that grant free units
  • Revised AI family selection to take into account the possibility of negative tile modifiers
  • AI effectCity value improvements
  • Parallelized some event and mission calculations to speed up interturn processing
  • Better default mapscript support for mods that add new Tribes
  • Removed hardcoded tribe placement from most map scripts
  • Added tribe preferred terrain, used by map scripts for tribe placement
  • Improved tribe placement algorithm



UI
  • Added Owned DLC indicator to main menu
  • Added Select DLC option to Advanced Setup when starting a game. This allows disabling of owned DLC on a per game basis.
  • Removed workshop mod subscription check when there are no mod subscriptions
  • For server games, entering an incorrect host password no longer joins the game without host access
  • New console command: addcharacter CHARACTER_TYPE (playerID) (FAMILY_TYPE)
  • Reduced size of hamlet development world text
  • Description of effect for defending family units updated
  • Revised competitive mode help text
  • Custom reminder now shown in turn summary
  • Play/Win LAN mode achievements have been combined with Play/Win Network mode. Network OR LAN mode now give the Network achievements
  • New achievement added – The Royal Couple
  • Reversed Units Killed ranking in Records screen – you are now allocated a higher rank for losing less units.
  • Show disabled wonders with an appropriate explanation tooltip if the Wonder filter is selected
  • Removed multiplayer network games that are still active are re-listed automatically
  • City widgets are now updated after council assignments to account for changes in city yields
  • Added subject prerequisite helptext for job, council, and courtier subjects
  • Added notifications of mod xml issues
  • Added turn timer text between turns so players don’t expect to be able to act when turn is processing
  • Updated Turn Style help
  • Added city yield floating text on start of turn
  • Undo/redo no longer clears unit selection
  • Cover Debt warnings for Training/Civics now show up in the Turn Summary
  • Only trigger city selection sound if not cycling from another city
  • Changed default MP nation to Pick Later.
  • Removed yieldPositive check from most UI text coloring (this fixes negative discontent appearing green instead of red)
  • Moved city widget citizen/specialist/happiness item type assignment to ClientUI.start for easier modding

Bug Fixes
  • Fixed longstanding bug with tooltips sometimes not appearing when hovering over links
  • Fixed Hide Vegetation not hiding Trees
  • Fixed city site green highlight appearing when there is no visibility on site
  • Fixed City Luxury Assignment text overlap
  • Fixed attack preview not working when hovering over unit banners
  • Fixed some issues with missing nation colors on icons
  • Fixed some context menu behavior
  • Fixed missing text icons for suppress dissent projects
  • Fixed null ref/missing reference when changing dropdown options
  • Changed lifetime management and initialization of unit widgets to potentially avoid some errors
  • Fixed state religion goal being offered if the player has that state religion
  • Fixed mission button opinion values being split over two lines
  • Fixed new cloud game not uploading when loaded from disk and it’s not the host’s turn
  • Fixed tracker promotion not taking immediate effect
  • Fixed rare Heroes of the Aegean scenario 1 bug
  • Heroes of the Aegean scenario 4 fixes
  • Fixed mission button text issues
  • Fixed some slowdown on MP setup screen
  • Fix for {LANDMARK} event text tag use on maps that use strings for map element names
  • Fixed clear active context menus when clicking off UI
  • Fixed null reference error when dropdown options change
  • Fixed searchable dropdowns not selecting properly
  • Fixed some text issues for games with different players using different languages
  • Fixes to keep replay data from being discarded
  • Removed error from loading old saves
  • Fixed possible use of rapid clicking to buy orders with legitimacy more than once per turn
  • Fixed occasional text overflow when hovering over city queue progress
  • Fixed some issues with visibility
  • Fixed some action button hover issues
  • Fixed highlight effects not working on some context menu buttons
  • MP games browser fix for the new network system
  • Fixed network games not being removed from list on exit
  • Fixed some events not listing all possible requirements
  • Fixed teams turnstyle cloud games uploading on exit, even without ending turn
  • Fixed duplicate text when hovering over the Release General command
  • Fixed popups not being processed by the client in multiplayer
  • Fixed some leader diplomacy missions showing incorrectly
  • Fixed leader-based stats showing on Records screen with No Characters
  • Fixed rivers and surrounding trees flickering on undo
  • Fixed mission popups not appearing when not your turn
  • Fixed Ascetic characters having children through events
  • Fixed invalid characters in custom reminders blocking turn end
  • Fixed death event sort orders
  • Fixed tutor notification turn in semester turn scale
  • Fixed error on starting Learn by Playing 2
  • Fixed SteamInput errors on shutdown
  • LTP3 minor text fixes
  • Fixed cloud access errors on server list screen
  • Fixed Game Uploading popup sticking after setting up server game
  • Fixed server game unloading
  • Fixed null/missing ref when UI element is destroyed while hovering over it
  • Map scrolling bug fix for controllers
  • Fixed victory conditions ignoring options save and always defaulting to on in MP setup
  • Correction to Civics yield help text
  • Fixed display issue for event bonuses to all cities that differ by culture level
  • Fixed AI sometimes pillaging its own forts
  • Fix for animation sometimes skipping during AI turn
  • Fixed repair preview not accounting for base 1 HP repair
  • Fixed network games not getting relisted after a network outage
  • Fixed culture rate/progress not being shown on the culture tooltip of foreign cities with agents
  • Text and event fixes
 
New Bay mapscript added. This is a temperate coastal map broken up by a large but shallow inland sea
Been wanting something like this for awhile now. Nice to see it added.

Families get -1 opinion per turn without a leader from that family
I assume this starts from the turn you settle the family seat? Will be interesting to see how it affects the game. If one of the devs can answer, does it reset if a family member is your leader but then your next ruler is from a different family or does the opinion pick up from where it was before your ruler was from their family. I actually had one game where my families cycled through having my ruler being from their family.
 
The penalty resets to 0 when you get a leader from that family.
 
re: ‘Added Happiness. Cities now have a Happiness level with positive happiness which changes to a Discontent level when happiness is negative. This changes the presentation of discontent …”

This great. I thought it was weird before how happiness was presented as negative levels of discontent 😀
 
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"New Bay mapscript added"

Whow, I absolutely LOVE this new script ...

... reminds me of the principle of my euroland.mp ("A large map with enough ocean to be of sound strategical significance"), which I published 25 years ago on Apolyton as part of my Overlay modpack for CIV2:
left & above edge all water, right & below all land.

euroBay.jpg


Back then I was just not aware, that I actually created a map of the Bay Type :p


Just in case anybody has an appropriate environment ready and can quickly make an screenshoot: it is for the original 16 bit CIV2 (version 2.62 or earlier) -- not the later 32 bit and LUA support and whatnot :eek: ...


 
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Just in case anybody has an appropriate environment ready and can quickly make an screenshot
Spoiler screenshot of 80x125 euroland.mp :

During creation I made a mistake with tile numbering / counting. So at the upper edge I finally couldn't add one or two more rows of tiles, which were planned from the source map.
EUROLAND.jpg



My favourite old world map is that of Eratosthenes of Cyrene (once chief librarian at the Library of Alexandria). He is best known for being the first person known to calculate the circumference of the Earth, which he did remarkably accurate. He also created the first global projection of the world, incorporating parallels and meridians based on the available geographic knowledge of his era.

Spoiler Eratosthenes world map :

Mappa_di_Eratostene.jpg

 
My favourite old world map is that of Eratosthenes of Cyrene (once chief librarian at the Library of Alexandria). He is best known for being the first person known to calculate the circumference of the Earth, which he did remarkably accurate. He also created the first global projection of the world, incorporating parallels and meridians based on the available geographic knowledge of his era.
Is there an equivalent how other regions - like China - saw the world?
 
On Eratosthenes' map is most amazing to me, that on the bottom he gives the position of the Equator line and distances for the meridians. He also knew about Earth's axial tilt ...

Is there an equivalent how other regions - like China - saw the world?
I have no idea at all. Maybe a real historian with Asian background knowledge can contribute some light? @Andrew Johnson [FXS]


 
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