Orion's Grand Inquisition

oh, on the prospect action, if the hill or mountain has a hidden resource, the worker can get the message "You have discovered an unusual ore with unknown properties."
 
oh, on the prospect action, if the hill or mountain has a hidden resource, the worker can get the message "You have discovered an unusual ore with unknown properties."

Better yet, there should be no chance for a successful prospect on a plot that has a hidden resource. The code will detect the hidden resource and just fail to discover anything new. That way it keeps you guessing.
 
I stumbled over a mine with a stack of submarines, the AI built it on a resource. It killed one sub, and slightly damaged a second.

Yup. A mine detonation can damage or destroy a unit.

Sydney Opera House says it gives a GP bonus for spending gold to rush something. I've rushed a couple things (in the same city, although I rush stuff all over every turn) and have kept track of GP points, and I see no gain, even when I rush a wonder from scratch.

Hmmm. Something to look at.

K-Mod has a double-build mod, for when you build a small unit in a city with a huge number of hammers. You get two units instead of 1 (maybe more, although I don't recall seeing that). That would definitely help with the worker boat problem.

We are seriously considering making workboats act more like workers. You just might get your request. Discussions continue...


I popped a number of Great Farmers a while ago, and now I'm paying the price. With 3 cities over size 100, and quite a number in the 80's and 90's, maanaging happiness is getting tough. I'm working to deny them food, but they build up a huge backlog, and just keep growing, even when they produce less food than they consume.

The historian said he has successfully managed city population of over 200. Any city over size 100, you probably need to select the caste system civic, which provides you with "unlimited" specialists.

AIs who want to run Guilds for the food and hammer bonuses ought to attack and kill civs that elect Emancipation. My emancipation unhappiness in some cities is around 35. I had to take charisma trait just for the extra entertainers. We need more buildings that give entertainers.

There are all sorts of pitfalls in OGI and ways to counter them. In this case, you need to consider the caste system civic. Imagine what would happen if an opponent had Emancipation and all the wonders that add war weariness to enemy civs. Talk about unhappiness in your cities. These little surprises add a lot of fun to OGI.
 
Normally, when a country builds an army, they build units specifically for that army. In your mod, that works best, not just as a tool to get rid of obsolete units. After all, with the ability to lay down pearls everywhere, money is no object to upgrade everything.

In the city screen it would be helpful to show what era a unit is from when mousing over units in the build queue. This would help coordinate units to build a certain type of army.

I've run into a problem in the modern era, I can no longer build cavalry. Cavalry get blitz, which lets an army attack multiple times a turn. The upgrade to cavalry is the UH1 Iroquois helicopter, which won't combine into an army. Can I combine it into an air or helicopter unit?

EDIT: okay, found the helicopter trainer. trying it out now.

Problem: commandos/snipers aren't using friendly railroads. Commandos have the use enemy road promotion, but they don't use enemy roads, either, I can't move them fast enough to keep up with a stack using railroads.

Note: if a transport is sitting under a bridge, if you move a land unit across the bridge it will be automatically loaded into the transport. I think the default should be to stay on the bridge; you can upload it explicitly if you want it on the transport. You can unload a unit onto a bridge, it works correctly as far as I can tell.

BTW: occasionally when moving sea units near a bridge they will path along the bridge to save movement points, moving at railroad speed.

I'm wondering, maybe orchards should pass through fresh water? Then you don't have to convert them to corn, and the corn next door into an orchard, in order to get the corn irrigated.

QUESTION: does having police make invisible units visible to me? I had a commando (str 30?) killed by an enemy constable, is it something that hap-pens automagically? I looked around for the constable in worldbuilder, and couldn't find one. It actually attacked two units, the second unit survived, does that mean the second unit killed the constable? These actions need to go into the combat log, so we can look and see what happened.
 
How do you get rid of mines? It seems that all a mine sweeper can do is temporarily neutralize a mine. Even though the sweeper moves onto it, and I get a ping, when I move off it the mine still exists, and is just as dangerous.

At a bare minimum, ships with barrage should be able to blow them up.

Integrated Air Defense unit needs at least one movement point. Without it, each turn it comes up with a red dot, you cannot move it, or airlift it anywhere else. If the intent is to make it permanent in the city where it is built, then it should be a building, not a unit. Also, what is with the arrow barrage button on it?

What is the cyber hacker supposed to do? The only place a button appears is in my capitol city. But I click the button and nothing happens. Do I need to be at war? Does the internet need to be built?

My cities are huge. It would be kinda cool if at a certain point the city could work more tiles. Maybe at size 40 it would get the 4 tiles at the corners of the "fat cross". Maybe at bigger sizes it would get more, although you'd have to do some work on the city display so it would fit.

K-Mod is using a mod that sorts out the units in a stack in different ways. It's really nice when you have a huge army.

I think the F104 should have the option of upgrading to either the F15 or the F16.

I have still never discovered a new resource from a mine, on hill or mountain. I suspect it isn't working, for some reason.
 
Okay, I had a mine sweeper sitting on a mine, and moved in a transport. I got a message, that the sweeper had disarmed and removed the mine. But, the mine is still there. Is this a case of having to do it a number of times, to get rid of the mine? Or is it a bug of some sort, either a misleading message, or that the mine should be cleared but it isn't happening?


Do mines get cleared if the civ that planted them is destroyed? After all, they are units of the civ. However, IRL mine fields persist all around the globe long after the wars are over. Maybe the mines should be declared as barbarian, and live on until cleared.


More on integrated air defense: I went into WB and added a movement point to them via the +1 move promotion. They no longer pop up red each turn, but I cannot airlift them, either. Of course, you cannot airlift planes or ships, either. I don't understand the intent of this unit (other than air defense), so I cannot tell if things are working as intended or not. Did you want them to have to stay in the city where they are built, but be able to be destroyed? Some documentation on this would help a lot.


I captured Thebes a couple hours ago (size 89). 44 turns of resistance (220 game years!!!!). That's a bit much. So, I airlift in a Great Artist, he builds his masterwork, and resistance goes away.

So, can you guess what happened next? Whaaaaaaaaaa! 44 happy, 185 unhappy. Really, how do you get more unhappiness than there are people in a city? It should be capped.

89 too crowded. ---> Soooo smart, they won't work, so they starve, and voila! problem solved.
51 yearn to join the motherland. --> Hello, motherland isn't long for this pseudo-earth. besides, motherland has barely discovered electricity, I'm into future tech. Some common sense should be applied. (Hint: getting conquered by a superior civ should factor into things).
1 we will not fight our brothers and sisters of the faith. --> And you're so unhappy about it you won't work to feed yourself?
3 War? What's it good for? ---> Well, there's some in every bunch. Too bad they don't starve first.
29 We demand emancipation! ---> I chose your country to conquer because you don't have enough sense to use guilds. SHUT UP AND GET TO WORK, OR I'LL SWITCH TO SLAVERY!
12 We desire religious freedom! ---> Finally, a reason to summon the Spanish Inquisition, to make everyone Buddhists.

Soooo, I switched to Monarchy, and airlifted in about 80 units. Once I got the first entertainer, that made more happy people, who became more entertainers. My science took a major hit, though. With representation, I was generating over 50,000 science a turn, with the slider at 0%. Over 100,000 gold per turn (I just crossed 7 figures in the bank). I was doing a tech a turn until I hit the future techs, so it was no use to spend anything on research, anyway. I saw doing 1 turn wonders, as well, just gold-rushing everything. I saved a couple wonders that give free techs, I'll be using them soon.


When I captured Thebes, there was a sniper unit inside. I couldn't see it, so my army moved in without a hitch. Then I brought my ship full of police closer, and the sniper showed up. I could not move police into the city (from a transport), or the transport carrying them (red no-move circle). Finally, I brought in another army, and they were able to enter the city (killing the sniper). Kind of a strange sequence, seems to me the police unit should be able to take on the sniper directly, since they can see it, and they can engage them when the sniper moves nearby.

On the other hand, it sort of makes sense to have the military handle a sniper/commando unit, but they cannot see them without a cop around.


I'm starting to really love the Wonders that put buildings in all your cities. It saves sooooo much micromanagement. Please please please do something about work boats. Workers persist, would it be so bad for work boats to do so?

Arguing for: workers build farms, but don't have to become dedicated to working them. Instead, the city population works the tiles. Since city population works the sea tiles too, that represents the city population going out in their personal boats to fish (as opposed to farmers with their carts). All this is abstracted into the city working the tile.

So, why do work boats disappear? Well, they are cheaper than workers to build. And, once they activate a resource, they often aren't needed any more, in the regular game. There aren't all that many water resources, and clicking on the work boat readies the tile immediately to be worked. A worker takes many turns to build a farm. So, the work boats would lay around, cluttering things up, unless the improvements get pillaged. That requires you to build another work boat (of course, if you pillage a farm, workers can come out and rebuild it).

Sigh, about half the time of each of my turns is just moving work boats around.

Oh, the AI is not using work boats properly. In other words, not at all, really. Mature cities should have ALL coast tiles producing stuff. Strong cities have no problem producing a work boat a turn. Two turns is enough to add a resource to a tile and put it to work. The long term advantages to this are HUGE. Since the AI isn't doing it, this activity isn't weighted high enough in the AI's calculations.
 
The only way I've ever gotten rid of a mine is to run boats on it, exploding it, until it went away. That can't be right.

I have a mine sweeper sitting on a mine, when I move a ship onto it, I hear a click and get a message that it disarmed and removed a mine (when it doesn't explode). I've removed the same mine 8-9 times, and it is still there. I have to believe it is not working as intended.


Inquisitor units---how are they supposed to work? I wanted to get rid of some religions in Thebes, so I created and moved 3 of them there (figuring the unit would disappear when it succeeded, like missionaries), and there are 3 religions to be gotten rid of). Well, the unit doesn't do anything. There is no button to click. Moving it in and out of the city doesn't do anything. I sent in a missionary, and added my religion, on the theory that my religion was required, but that made no difference.

UPDATE: I went into worldbuilder and removed two of the religions, thinking maybe the Inquisitor was confused by there being multiple religions to remove, but that had no effect.

Do I need a holy office in the city, or a particular civic, to make this work? I'm currently on Organized Religion.

UPDATE: I tried switching to Theocracy, and Intolerant, that had no effect either.


It seems to me that a mine field should have a certain starting size (number of mines, or possible explosions. When a mine goes off, though, it might kill a number of mines via fratricide. A mine could be enhanced with promotions, in strength (amount of damage it does to a ship) and quantity (more mines per field). Mine sweepers should be able to make an assessment as to how extensive the field is.

A ship might set off more than one mine in a field when it enters, taking multiple attacks. Each attack would reduce the count of the number of remaining mines.
 
INQUISITOR PROBLEM:
Okay, I tried switching civics to Theocracy, and religion to intolerant, but I still cannot figure out how the inquisitor is supposed to work.

It doesn't do anything, there is no button to click.

Moving the unit in and out of the city does nothing.

I went to the religious advisor hoping there'd be something there, but nope.

I tried the Ctrl-A menu in the city, hoping an entry to remove the religion would show up. Nope.

I tried clicking, and right-clicking, on the religion icons in the city screen (that would be tough when the religion icon doesn't show at all, like Shinto). Nothing.

I've tried everything I can think of, my conclusion is the unit is broken. I searched the thread, and could find little on inquisitors. Some very old stuff on page one, nothing specific, just an indication that it was a very old mod. Maybe it worked at one time, but it doesn't seem to be working now.

MINE SWEEPER PROBLEMS:
Land sweepers are alerting on naval mines. I presume naval sweepers will alert on land mines, but none of the AI civs seem to be using them at all. I look in worldbuilder, and no land mines show up in their lands.

I had a naval sweeper next to an AI civ, and they got a culture pop. The borders expanded over my mine sweeper, but it didn't boot my ship out of their territory, probably because it was invisible. However, I couldn't move the ship in any direction except directly out of their territory. If a ship was trapped in such a way that it became surrounded, it wouldn't be able to move at all, you'd have to either declare war, or just destroy it.

WORKERS:
Why can't workers plant forests? They can lower mountains, raise and lower hills, change tundra to grassland, but they can't plant a forest.


Which reminds me, I haven't seen any "global warming" activity yet. Does GW still exist in your mod? K-Mod had a nice info screen, an option to the economic advisor, showing you the impact of your civ on GW. I disagree with the model he (and civ4 in general) use, but the screen was informative.
 
ISSUES:

M48 Patton tank graphic is too large. With them sitting on the city, I cannot click the city to enter the city screen.

I have the same problems with the modern tank army graphic, and the UH1 helicopter. I have to move the units away to get into the city, or go to city advisor, and click on the city from there, to get to the city screen.


It might be nice if seafaring trait gave double production speed on work boats. It doesn't matter once a city gets large enough to produce a work boat in a single turn, but until then it would give the trait more ooomph.
 
Better yet, there should be no chance for a successful prospect on a plot that has a hidden resource. The code will detect the hidden resource and just fail to discover anything new. That way it keeps you guessing.

Yeah, but it would be nice if, when workers look raound and see these strange crystals sticking out of the ground, if they would say "It might be a good idea to not cover this stuff up with cow manure. It might have some use the bright guys in the city can figure out, with some study. Let's ask 'em."
 
The historian said he has successfully managed city population of over 200. Any city over size 100, you probably need to select the caste system civic, which provides you with "unlimited" specialists.

Two farmers provide 6 food. That's enough for them, and one more person. An entertainer keeps all 3 happy. But that's 3 unhealth. That leaves nothing remaining for scientists, artists, spies, merchants. Of course, you cannot have unlimited engineers. Of course, if you build enough fish farms, you can use sushi for food, instead of farmers.

1 fish = .25 food from Sid's Sushi. BUT: that's in each city. If you have 200 cities, that's 50 TOTAL food, from one resource, on top of what the local city gets. 200 fish is 50 food in each city. If you have 200 cities, and cities average 5 fish, that's 1000 X .25 = 250 food in each city. Now, 1 entertainer keeps 3 people happy. One doctor keeps two healthy, I think? If it were 3, then a doctor and entertainer could team up to provide for the costs of 1 other specialist, with the food coming from sushi.

While the specialists also give other benefits with various wonders (like a little gold), and 3 beakers each with Representation, mostly it gives espionage. My specialists produce 10 espionage each. I generate like 80,000 a turn, with the slider at 0, and I don't have the future techs yet. All the AI civs gave up a long time ago.
 
I have some more future techs for you to add:

Limitless Leisure I-V Gives Great Entertainers, builds World Stage I-V, +5 happy/level in all cities, in addition to the standard bonuses.

Apocalyptic Militarism I-V Give Great Generals, builds Patriotic Fervor I-V, each stage when you build a military unit, it builds one more for you, so with Patriotic Fervor 5, you get 6 units. Let the wars begin!

Needs something similar for Great Artists, for completeness. Hmmm, I think Great Prophets are missing from the tech tree, too.

Spiritual Unity I-V. Hmmm, gives unfavorable with other civs? Everybody's god is different.
 
I suggest a "prospect" action for workers. They can go to a hill or mountain, and prospect for a resource. This gives an additional small chance of discovering something.

I have finally completed work on the prospect mission for workers. Workers can execute the prospect mission and if successful, a random "mining" resource will appear on the plot. The mission will randomly select a mining resource from those which your tech research has revealed. Example: Can't get Uranium until you have fission. If the prospect mission fails, you get absolutely nothing, but a notification of failure. There are 5 worker prospect promotions which increase the chances of a successful prospecting mission and discovering a mining resource. This is a really cool addition to the super workers mod in OGI and I want to thank you for suggesting it. Look for the worker prospect mission mod when OGI 3.06 is released.
 
Sounds like you need to increase the AI handicap boost setting and increase one or two levels. Perhaps Prince or Monarch?

I'm playing on Monarch. I meant they gave up on espionage, they couldn't keep up. They still fight each other, and tremble at the sight of me. They all hate me, though. I never gave any of them open borders or embassies, and I use pirates to kill all their caravels, so they cannot map me. I'm playing conquest win only, 4 dead and 8 to go. It won't be long now, except turns take soooooo long (over 2 hours each, now). Partly, I'm still figuring things out. Partly, I'm experimenting with things that look like they aren't working (mine sweepers, religious inquisitors). Partly, I'm trying to figure out the best combo of traits, civics, and terraforming strategies. partly, I have to move all those da^^ work boats. Partly, I'm building an air force, and all the promotions take time, because the best one, missiles, is at the end, so I have to scroll down to it each time. It would be a REAL HELP if it was next to Ace. partly, I'm straightening up after the last war and wave of conquered cities.

The problem is the AI isn't planting resources on their water tiles. Because of this, I'm toasting them on tech, money, and espionage, from planting pearls all over the place.

All the money allowed me to expand without worrying about my economy. Once I realized this, I built everywhere, and I took over half the map without a fight.

Does Agriculture trait provide extra food on water tiles? If so, I think this should be moved to Seafaring trait.

Also, Agriculture trait should give double production speed on greenhouse, instead of expansive trait.

Trait Scientific: it is giving double production speed on Academy. This is meaningless, because Academy is the special building of Great Scientists, they are free already.

I've noticed that when a new Mystery is available, it doesn't show up as available to build in all cities. Any idea why this is?

Something to think about: It would be interesting if different religions had different effects.

On your earlier comment about using caste system: I'd have to give up Guilds, and all the production. I'm not convinced it would be worth it. Sure, I could grow cities bigger, but they wouldn't be very productive cities. I guess with happiness under control I could go back to Representation, so I'd do well on research. There are wonders and things that give gold to all specialists. Hmm, does caste system allow unlimited priests? I'll have to check. I need to go conquer Angkor Wat, wherever it is.

EDIT: Found Angkor Wat, gonna go conquer it.

CONFIRMED: mines vanish when a civ is destroyed. I think this should be changed, they should become barbarian, and stay around forever, until cleared (or exploded).

In RL mine clearing, there are several techniques, depending on the type of mine (acoustic, magnetic, or contact).

Acoustic: sweepers tow sound generators to simulate ships, to set them off.
Magnetic: ships tow cables through which an electric charge is sent, generating a magnetic pulse and detonating them.

Contact (which works for all moored mines, really): a cable between two ships is towed, cutting the mooring cables, so the mines float to the surface. There they are detonated by gunfire.

Some magnetic and acoustic mines have counters, they don't go off on the first ship. It could take 100. So clearing them is harder, as they won't go off the first (or 2nd, 3rd, etc) time the sweeper tries to set them off. They'll let a random (or pre-set) number of ships go by, first. Still, severing their cables works.

Some mines don't use cables, they rest on the bottom, and shoot a torpedo when a ship goes by. MUCH harder to deal with.
 
The problem is the AI isn't planting resources on their water tiles. Because of this, I'm toasting them on tech, money, and espionage, from planting pearls all over the place.

Hmmm. We might have to make the AI more aggressive at planting water based resources.

Does Agriculture trait provide extra food on water tiles? If so, I think this should be moved to Seafaring trait.

I believe the extra food the Agriculture trait provides is only on land plots.

Also, Agriculture trait should give double production speed on greenhouse, instead of expansive trait.

If we move the greenhouse double production speed to the Agriculture trait, then what do we provide as a replacement for the expansive trait?

Trait Scientific: it is giving double production speed on Academy. This is meaningless, because Academy is the special building of Great Scientists, they are free already.

Done. You will see the fix in 3.06.

I've noticed that when a new Mystery is available, it doesn't show up as available to build in all cities. Any idea why this is?.

By code, you can only build one Mystery building, in a city. This was to prevent building all of the Mystery buildings in only one powerful city.

Something to think about: It would be interesting if different religions had different effects.

Early on we chose to make all religions in OGI have the same capabilities across the board.

On your earlier comment about using caste system: I'd have to give up Guilds, and all the production. I'm not convinced it would be worth it. Sure, I could grow cities bigger, but they wouldn't be very productive cities. I guess with happiness under control I could go back to Representation, so I'd do well on research. There are wonders and things that give gold to all specialists.

Ah yes. Choices, choices and even more choices.

Hmm, does caste system allow unlimited priests?

No.

CONFIRMED: mines vanish when a civ is destroyed. I think this should be changed, they should become barbarian, and stay around forever, until cleared (or exploded).

Easily solved. All you have to do is select the game option "Require Complete Kills" when you start a new game.
 
I believe the extra food the Agriculture trait provides is only on land plots.

I'll check this when I start a new game.


If we move the greenhouse double production speed to the Agriculture trait, then what do we provide as a replacement for the expansive trait?

I'll look for a candidate.

EDIT: Hmm, how about +1 road movement? Not an extra movement point, as that would affect the number of attacks units get which have the blitz promotion. I guess I mean reduced movement costs.


By code, you can only build one Mystery building, in a city. This was to prevent building all of the Mystery buildings in only one powerful city.

Well, mysteries don't make a city powerful. So, taking time to build them all in one city would slow the city down from building other stuff, making it actually weaker. Since the mysteries don't provide any local benefit, the only reason to build them in one place is defensive, and that's not necessarily a bad thing.


Early on we chose to make all religions in OGI have the same capabilities across the board.

Well, that is the Civ4 default. Religions have different philosophical characteristics, though, which could make game play more interesting.

Easily solved. All you have to do is select the game option "Require Complete Kills" when you start a new game.

But that would affect other things. The civ would not show up as dead. You couldn't win a conquest victory without killing all the mines. My feeling is that the mines should stick around as a navigation hazard, but they should have no political effects, since they are only objects.

It sounds like the worker mod will be quite interesting. It seems to me that work boats could halt city growth the way that producing workers does. Or, the worker thing could be revisited, and allow the city to grow while producing workers.

The no city growth thing is a holdover from orig civ games, where workers and settlers cost population points to build, and could be added back into cities anywhere, to get the population back. Hence the hold on city growth idea. Otherwise, cities could produce workers, and pump up their own population artificially. Or, the city could grow, AND produce workers, which could be added to another city, making it grow faster. Take away the add-back-in-for-pop mechanism, and there is no real reason to halt city growth while producing workers, any more than producing military units, which consume a lot of people too.


AIRCRAFT PROMOTIONS:
Promotions appear in a small window at the bottom of the screen, which has space for 2 rows of buttons (it is scrollable).

Row 1: Delete, Zzzzz, Intercept, Skip Turn, Recon, Air Strike, Rebase, Bomb Defenses, Bomb buildings, bomb factories, Bomb port, Bomb construction.

Row 2: Bomb hangar, Fighter engagement, and then promotions: Combat, pinch, ambush, armor piercing, ace, novice, air strike, radar, fuel tanks, range

Row 3: promote: intercept, missiles, chaff; Explore

When you are building a lot of planes, that will be used for air defense (common, when protecting cities) you want a lot of the interception stuff. Now, when I scroll to row 3 and pick a promotion, the scroll bar pops back up to row 1. So, I have to scroll down again to pick the next promotion. This gets to be majorly tedious.

I'm not clear on why there are Ace and novice promotions that do the same thing. Are novice promotions available earlier in the tech tree? It seems to me that it should be the same promotion, and the higher ranks are made available higher in the tech tree. Also, ambush is +25 vs armor, and armor piercing is +25 vs armor. They stack, but so do multiple ranks of AP.

If we can trim down the number of different promotions, then we could get all the buttons in the first two rows, and no scrolling would be necessary. I'm not sure what the explore button does for aircraft, either, since they operate out of a base, and you can use recon to survey a wide area.

Anyway, it is driving me nuts promoting fresh builds, because I have to scroll to row 3, pick missiles, scroll to row 3, pick missiles, scroll to row 3, pick intercept, then pick ace a couple times, for my air defense F22 Raptors. Multiply that by 25-30 planes built per turn, and it gets pretty tedious.


NEW IDEA:
Sure would be nice if we could relocate great people attached to cities. Why can't they get on a plane, anyway? Okay, maybe if a city is about to be conquered, they might get left behind, but really, aren't they usually the first to leave, go somewhere more hospitable?
 
Here is a progress update to the work being performed on OGI version 3.06 (Yet to be released).

1. Added new building called "Highway"
2. Added new graphics for National Wonder "Interstate Highway"
3. Changed National Wonder "Interstate Highway" to provide a free "Highway" in every city.
4. Fixed Air Marshal's Supremacy by eliminating the XML city water requirement.
5. Fixed XML error on Cheyenne Mountain National wonder to allow movie to play.
6. Removed Obsolete tech for University of Sankore Wonder.
7. Reduced extra cost for Apothecary and Medics to only +1.
8. Extra cost for all combined units is now +3.
9. Eliminated extra cost for all air units except F22, F35 and B2 Stealth Bomber.
10. Eliminated extra cost for all tank units except Modern Armor.
11. Added new national wonder Railroad administration, which provides a free "Railyard" in every city.
12. Added new tech called "National Logistics"
13. Moved buildings Highway and Public Transportation to tech National Logistics.
14. Moved National Wonder Interstate Highway to tech National Logistics.
15. Moved Railroad Movement increase to tech National Logistics.
16. Moved unit Machine Gun to tech Early Flight.
17. Added SDK mod Super Workers, by stolenrays.
18. Fixed wonder movie for National Security Agency (NSA)
19. Fixed wonder movie for Sewage Plant.
20. Fixed wonder movie for the Franchise Headquarters.
21. Fixed wonder movie for Interstate Highway.
22. Fixed wonder movie for Parts Depot.
23. Moved Building Parts plant to tech National Logistics.
24. Added promotions to Ground defense units - had none before.
25. Adjusted several other promotions for different combat units.
26. Added Deep Mine to Tech Steam Power, which doubles the output of a standard mine.
27. Fixed XML typo for "Open Borders"
28. Battering RAM no longer has opportunity fire capability.
29. Rewrote python function to include a RAM assault on city defenses.
30. Siege engine assault function is much more efficient and faster.
31. RAM can remove city walls or a castle (Successful assault).
32. RAM chance of success is 50% less than the siege tower assault.
33. RAM Upgrades to Siege Tower.
34. Added SDK function to check for adjacent plot city (faster performance).
35. Added new animal unit: The Hyena
36. Removed state church civic prerequisite for all Cathedrals.
37. Changed SDK to prevent Holy Office building from being constructed with civics pacifism and free religion.
38. Emancipation civic now provides +10 commerce in addition to food (hammers removed).
39. Added Shrimp and Kelp to the prerequisite list for Sid's Sushi Co. (Removed Clams).
40. Fixed hidden nationality for torpedo boats.
41. Added Prospect mission for workers, which gives small chance for discovering a mining resource (SDK, XML and Python). Really :cool:
42. Added worker promotions Prospector 1 - 5, with each increasing the chance for discovering a mining resource. Really :cool:
43. Fixed art size of the M48 Patton Tank.
44. Removed double production speed for academy (Not Needed).
45. Added concept information on combined forces mod.
46. Added concept information on the abandon city buildings mod.
47. Added concept information on mine warfare.
48. Added concept information on the mystery wonders.
49. Added concept information on religious inquisitions.
50. Workboats no longer get consumed.
51. Workboats will take several turns to complete an improvement on water plots.
52. Workboats can plant certain resources on ocean tiles with astronomy.
53. Removed collateral damage capability from the Arbalest unit.
54. Fixed SDK Combat type error for Archery Barrage function.
55. Fixed SDK opportunity fire function hit chance, accuracy, and significantly reduced damage against combined units.
56. Changed opportunity fire function. Unit will now have a chance to miss.

Version 3.06 is going to be a big release.
 
There are a few things I'd like to be able to see on the main map, that currently don't show up. I'd like to know which cities have power and which ones don't. And, I'd like to know which ones have airports and which ones don't. I'd like little icons, like the religion icons, and the percentage defense of a city. Harbors and dry docks would also be handy, when I'm sailing a ship around looking for somewhere to get an upgrade.


Oh, I think you should only be able to build a dry dock if you already have a harbor.

On the worker prospect thing, it should be easier to prospect a hill or mountain if there is already a mine there. It wouldn't necessarily improve the chance of finding something, but it could make the search take less time (fewer turns).
 
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