PlayWithMe

I tried your mod today (Dec 8 download), but I think the Browse mod in Civ interface had an outdated version - your city maintenance fixes/expensive settlers were in, but combat was the same as vanilla... How do I get the newest version?

So I was gonna say warmongering is overpowered - since settler is worth 2 horseman (ish) I'd always build the 2 horseman first and take the cities from the AI, then backfill - but the combat fixes described might take care of that...

I like the higher tile yield, makes tile improvements a lot nicer, and defending your territory from marauding barbs is very important.

One gripe I have with your mod is the increased randomness in the starting location: since I cannot build too many settlers early on - I better have the strategic resources around.

I first tried with Rome on Prince, and once I reached Iron, there were only 2iron deposits... and all pretty far away... Building 2 settlers before I can even start on an army was a huge blow.

I then tried with Askia, and had 2horses 2 tiles away from capital - needless to say that was a lot easier, since I hit England and took their 4 horses and it was basically game from there (played on Emperor).

I don't know if it is possible to balance strategic resources, to where one has a decent chance of having 6iron with second city. Or perhaps you start in a luxury heavy, but strategic starved area in the beginning (kind of like Mesopotamia), and that alters your gameplay. It just seems that luxuries are balanced, and strategic are not at the moment.

Perhaps reveal iron with mining? In vanilla I have like 10 cities by the time I reach Iron working - so I am reasonably likely to strike iron with at least 1 city...

Maintenance - it feels like I have way more gold in your version... So I don't see maintenance horribly restrictive, except building 'filler cities' in the middle of the desert, which should be bad anyways.

Doing the math, assuming average city has 3 special tiles (luxuries/food) which isn't hard with half way good placement, you get +2 food +2hammers or +3 gold from each, and with 2gold=1hammer=1food for simplicity, you get extra 10 gold yield per city or so. Meaning that before the 10th city your marginal gain from each city is higher then vanilla, and before 20th city your average gain is higher...
So maintenance feels a tad underpowered... but expensive settlers make up for it imo.

I assume you still haven't gotten around to it, but social policies/civ traits would need re balancing. India is a bit too powerful now, as having 4+ city size is pretty easy... Unlocking liberty is now the strongest policy in the tree, while meritocracy and representation are a lot weaker... I am sure other changes would apply.

Overall - pretty fun and a nice change from vanilla - good job!
 
Hey alpaca,

I think with the boosted unit strength, it tends to make 1UPT more frustrating, especially when later in the game trying to find a tile that does not have some manner of unit in it. I have been hoping to find a way in the XML to make it so that buying upgrades resets promotions, but no luck so far. If that could be done, you lose the worry about super-units and it gives players yet another interesting dynamic choice: do I move this unit into the next age at a cost of 40% shock or attempt to eke out relevance a bit longer? This would be especially great if it did not reset xp, making receiving new promotions take much longer.

Another experiment I am playing with is adding some better base level combat modifiers for nearby units not unlike discipline or a great general. One of the great issues of 1UPT is that a large army becomes nigh impossible to rotate front lines effectively, leaving the middle troops waiting for their buddies in front to die so they can do something. Perhaps giving something like a 5% boost to combat strength to all units in 2 tile range would better allow quantity to even the fields with quality. I figure this could be implemented via a base promotion that gives great general aura and an equal self debuff (to prevent self stacking).
 
Thanks for your explanations! I did kill the field army before going for the city, the problem was mainly to survive the suicide sorties long enough to bring the city down. I guess I might want to start this one over and try to sneak a settler to the other side of Kyoto to grab some iron, then, since I can't support enough units to take down an enemy capital with only one city, anyway.

By the way, when attacking the city, it did help me that the AI had the city shoot at the catapult only (thus dealing ~2 damage at STR16 instead of the 4-5 it would have dealt to the elephants). Given how many HP a city has, it might be a better strategy to have it kill the support troops first, and target siege with sorties.

Oh you went for the super-early rush? Yeah I doubt that will work in this mod unless you get lucky, and I think that's a good thing. I will increase the amount of strategic resources a bit in the next version so each source yields at least 2, anyhow, which makes settling a city for sword support a very good move.

Unfortunately there's nothing that can be done about city targeting at this point. Catapults defend with a 12 against cities, by the way (they get +50% vs ranged attacks on top of their base 8) while Elephants defend with a weak 6. Cats do a lot more damage to cities than the elephants, though - so in this case I would actually say the city did the sensible thing to minimize the damage it suffers.
 
I tried your mod today (Dec 8 download), but I think the Browse mod in Civ interface had an outdated version - your city maintenance fixes/expensive settlers were in, but combat was the same as vanilla... How do I get the newest version?

So I was gonna say warmongering is overpowered - since settler is worth 2 horseman (ish) I'd always build the 2 horseman first and take the cities from the AI, then backfill - but the combat fixes described might take care of that...

I like the higher tile yield, makes tile improvements a lot nicer, and defending your territory from marauding barbs is very important.

One gripe I have with your mod is the increased randomness in the starting location: since I cannot build too many settlers early on - I better have the strategic resources around.

I first tried with Rome on Prince, and once I reached Iron, there were only 2iron deposits... and all pretty far away... Building 2 settlers before I can even start on an army was a huge blow.

I then tried with Askia, and had 2horses 2 tiles away from capital - needless to say that was a lot easier, since I hit England and took their 4 horses and it was basically game from there (played on Emperor).

I don't know if it is possible to balance strategic resources, to where one has a decent chance of having 6iron with second city. Or perhaps you start in a luxury heavy, but strategic starved area in the beginning (kind of like Mesopotamia), and that alters your gameplay. It just seems that luxuries are balanced, and strategic are not at the moment.

Perhaps reveal iron with mining? In vanilla I have like 10 cities by the time I reach Iron working - so I am reasonably likely to strike iron with at least 1 city...

Maintenance - it feels like I have way more gold in your version... So I don't see maintenance horribly restrictive, except building 'filler cities' in the middle of the desert, which should be bad anyways.

Doing the math, assuming average city has 3 special tiles (luxuries/food) which isn't hard with half way good placement, you get +2 food +2hammers or +3 gold from each, and with 2gold=1hammer=1food for simplicity, you get extra 10 gold yield per city or so. Meaning that before the 10th city your marginal gain from each city is higher then vanilla, and before 20th city your average gain is higher...
So maintenance feels a tad underpowered... but expensive settlers make up for it imo.

I assume you still haven't gotten around to it, but social policies/civ traits would need re balancing. India is a bit too powerful now, as having 4+ city size is pretty easy... Unlocking liberty is now the strongest policy in the tree, while meritocracy and representation are a lot weaker... I am sure other changes would apply.

Overall - pretty fun and a nice change from vanilla - good job!

Well, there's a beta version attached to the opening post of this thread. I didn't release it via the mod browser yet because I'm still in the testing phase for it, but I will probably make a proper release for it today or tomorrow as most things I would tackle soon are going to take some more time. Strategic resources are actually a lot more scarce in the dev version so having only 2 legions or so is ok. They are quite strong. This was the same in vanilla, by the way.

And no, I haven't gotten around to most SPs and traits yet. Liberty will be balanced in the next vanilla patch to only affect the capital, which should make it ok in my opinion. I'll probably play around with SPs at some point but changes to game content take a long time compared to rule changes, so I decided to focus on the latter first, and tackle content design something more when I found a decent ruleset

Hey alpaca,

I think with the boosted unit strength, it tends to make 1UPT more frustrating, especially when later in the game trying to find a tile that does not have some manner of unit in it. I have been hoping to find a way in the XML to make it so that buying upgrades resets promotions, but no luck so far. If that could be done, you lose the worry about super-units and it gives players yet another interesting dynamic choice: do I move this unit into the next age at a cost of 40% shock or attempt to eke out relevance a bit longer? This would be especially great if it did not reset xp, making receiving new promotions take much longer.

Another experiment I am playing with is adding some better base level combat modifiers for nearby units not unlike discipline or a great general. One of the great issues of 1UPT is that a large army becomes nigh impossible to rotate front lines effectively, leaving the middle troops waiting for their buddies in front to die so they can do something. Perhaps giving something like a 5% boost to combat strength to all units in 2 tile range would better allow quantity to even the fields with quality. I figure this could be implemented via a base promotion that gives great general aura and an equal self debuff (to prevent self stacking).

Resetting promotions could be done in Lua, not in XML. I think the idea is very good. Maybe lose half your XP and reset promotions on upgrade, and make it somewhat expensive. This would allow people who like to roleplay their units to have some fun, be better for the AI and, as you say, introduce some interesting decisions. I will put this on my mental list of things to try but before I do that I can't really help you with the script because I'm not sure what it would have to look like.

Thalassicus' Balance - Combat has a script that switches melee and ranged promotions on upgrade, which probably works similar so if you aren't afraid of lua you could give it a go in the meantime

I'm not sure about the adjacent units buff, would have to look at the code. I will think about whether I like the idea, anyways. Not that I see anything wrong with it on a first cursory glance, but it would once again be something that the AI doesn't do well at all.
 
Well, the remove all promos was easy enough. Managed it all through SQL, with a HEAVY thanks to thal.

Here is the mod

I am sure it would be a piece of cake just to copy paste the sql into your mod and build to test it. It works just fine on its own. The only promotions I kept were UU ones, Embark, and any unit specific/policy/trait/building deal, as you'd expect.
 
XP for now is still at pre-upgrade levels. It'll take me a while to figure out both how to change it, and then to make it condition dependent on upgrade
 
what about just resetting experience to 60 (lvl 3) like they did in iV but you keep all your additional promos and need to get all that additional experience to level up again? I really liked that dynamic, I would often keep a rifle/mace/whatever as his original self until I could get that next upgrade out of him.
 
The issue is trying to avoid having the capacity to really stock up on promotions. The AI is terrible at properly using the system, and with 1UPT, and player with a few super-units can pretty much steamroll a force 10 times it size. Plus, realistically, a warrior that was a veteran of ancient era combat should not be a de facto veteran of a combat style of another era.
 
Wait, if there's a bug with saving in v2, shouldn't you upload v3 to browser even if there's some balance issues? Experimental is betetr than broken :P
 
Wait, if there's a bug with saving in v2, shouldn't you upload v3 to browser even if there's some balance issues? Experimental is betetr than broken :P

Yes, I didn't figure out the save issue until yesterday or the day before. I am currently preparing a release.

Also, experimental is often the same as broken.
 
Also, the only change I need to make is in citymaintenance.lua right?
 
Also, the only change I need to make is in citymaintenance.lua right?

No, there's a number of things you need now. CityMaintenance requires HandicapInfos, Worlds and GameSpeeds, and you also have to include TopPanel and EconomicGeneralInfo to display maintenance properly.

The XMLs are for the difficulty and map size dependence. Without them playing huge maps is a problem ;)
 
Have you ever thought about limiting army size by limiting the number of units that can be built? Say, 2 units for each city you own, an extra unit if a city has a barracks, and 2 or 3 extras come with the palace?

As for upgrades, I'm not a fan of taking them out but I see your reasons. Why not leave them in, but make it so upgrading removes any promotions the unit has?
 
There is a value called "unit supply" in the game, but I'm not sure how to manipulate it. It's based on population and # of cities. Probably ideal would be to set the # of cities part to 0, and increase the decrease the by population to maybe .3. Then add a flat bonus of 4. That's if it's needed, if you limit strategic resources there's really no need for that. I just hate how strat resources usually end up being totally wildly different every game no matter what you try to do.
 
Have you ever thought about limiting army size by limiting the number of units that can be built? Say, 2 units for each city you own, an extra unit if a city has a barracks, and 2 or 3 extras come with the palace?

As for upgrades, I'm not a fan of taking them out but I see your reasons. Why not leave them in, but make it so upgrading removes any promotions the unit has?

To be honest, I don't see what this would accomplish. There is already the quite painful unit supply that never kicks in, though. This could certainly be tightened a bit but what would the aim of such a change be? I haven't found that my armies were unduly large, usually smaller than one unit per city.

Something like you are proposing for updates has been pitched by Sneaks a bit earlier, and I'm certainly considering it. I have to make a release now because of a bug, though, so it won't happen in version 3. In fact, I think it's a very good solution and probably better than taking out upgrades.

My main concern with upgrades is that you keep your elite units throughout the game, though, so such a system would have to reduce the XP of your unit, too. At the moment I'm thinking halving them would probably work if you do it every upgrade.

I would also increase upgrade costs strongly so you can't do such insane things with Longswords and Rifles anymore
 
Ok, v3 is online in the first post and available via the mod browser. I had to remove the changelog from it because of the 30k character limit... this is really annoying. I'll probably have to start a new thread with some reserved posts so I can ramble more.:mad:

Code:
v3:
Bugfixes:
- fixed bug with dye plantations yielding too little gold
- fixed bug that made buying plots extremely expensive
Diplomacy:
- increased the value the diplomacy AI puts on gold
Economy:
- formula for culture spread and food bucket now again have contributions that grow faster than linear
- culture: 15 + (3n)^1.3
- growth: 25 + 4n + n^1.6
- unhappiness per occupied pop increased to 1.5 (so police state doesn't make annexed cities better than built ones)
- happiness golden ages are back to where they were in v1, I didn't really like the "oh, another golden age" feeling that shorter GA produced
- city maintenance code is now difficulty, game pace and map-size dependent (game pace doesn't change anything, but an XML is available)
- Economics now adds +1 gold to trade posts
- Dynamite +1 production to mines
- SPs now start at 45 culture
- maritime CS capital food bonus reduced (now +2 for capital, +1 for all if allied)
- +1 food, +1 gold for Fish when improved (instead of +0, +2). Now yield 5 food 3 gold with Lighthouse (awesome things, fish)
- banana yield +2 food when unimproved, +4 food +1 gold when improved
- added a 30 turn cooldown period for the We Love The King Day to prevent getting the boost all the time
- scientists back to 3GPP
UI:
- added city maintenance to economy overview
- added unit (extra) maintenance to unit tooltip
Combat:
- unit HP now 20
- city HP now 30
- city healing 3
- unit healing at 1 hp / turn
- removed flatland defense penalty (except for Marsh and Fallout)
- hills defense bonus up to +50%
- river attack penalty -50%
- flanking bonus 25%
- ranged attacker of power x now does as much damage as melee attacker of power x
- city melee damage more powerful
- city now only gets 20% of its HP on capture (was 50%)
- lost population on city capture now only 20% (was 50%)
- melee combat now always yields 4 xp
- ranged combat now always yields 2 xp
- all non-goody hut upgrades removed
- barb spawn rate reduced
- barb camps now yield 50 gold
- palace now adds 5 defense (was 2)
- base city defense boosted to 10
- removed fortification bonus
- city strength now doesn't scale with population
- city strength is less steeply progressing with technology
Promotions:
- all healing promotions removed except for survivalism and the Khan bonus
Unit changes:
- decreased unit costs through the board, but more so for expensive units
- re-visited unit strengths so that they aren't obsolete in the next era but only the one after that if they have some XP
- ranged attack strength is now a bit lower but ranged units are more powerful
- lots of rebalancing
- siege units get +100% against cities if cat or treb, +50% for cannon, artillery and rocket artillery
- siege units have -50% against land units
- siege units get +50% defense against ranged attacks
- janissaries now only heal 4 hp when killing a unit
- khan heals 1hp now
- unit maintenance reworked; each unit now has a fixed maintenance value dependent on the unit type
- siege units don't require strategic resources
- egyptian war chariot can now move after attacking
- roman ballista can attack without setting up
- knights now require iron as well as horses
- melee knight type units, horsemen units and cavalry units now -30% against cities (Songhai just don't get a bonus anymore)
- tanks -30% against cities
Technologies:
- all techs more expensive (depending on era)
- iron revealed with Bronze Working
- now includes smellymummy's excellent Tech Overflow mod
Map:
- changed strategic resource abundance and varieties; they now get 2-4 per source except for oil at 2-5 and uranium at 2-6 (with equal probabilities)
- coast tiles should now be easier to get with culture spread
Policies:
- Professional Army now provides +15 xp for melee, archer and gunpowder units
 
Changelog
v5:
Spoiler :
Bugfix release. Fixes a CTD when you capture a settler and moves the second academy science bonus to its correct position in the tech tree

v4:
Spoiler :

Yields:
- Ivory is now at 4G1H when improved
Roads and Railroads:
- removed the +50% railroad connection production bonus
- roads and railroads now provide +1 gold yield for the tile they are built on
- railroads now provide +1 hammer for each mine, gold mine, quarry, pasture, lumbermill, fort, manufactory or citadel they connect
Great People:
- Great Scientists now provide a number of beakers that depends on the number of techs you have researched instead of a free tech (500 + n^2)
- Great Merchants provide 500 gold + 250 gold per era
- Great Engineer provides 300 + 100 production per era
Improvements:
- all GP improvements hook up resources now but don't provide any specific benefits
- manufactory has 5 hammers + 1 at Machinery + 2 at Replaceable Parts + 2 at Robotics
- customs house has 10 gold + 5 at Currency + 5 at Banking + 5 at Globalisation
- academy has 8 science + 4 at Education + 4 at Scientific Theory + 4 at Computers
- landmark has 12 culture, + 5 gold at Archaeology, +10 gold at Mass Media
- citadels now do 5 damage per turn to adjacent units, +5 gold, +1 production, +3 science at Military Science
Combat:
- Bombardment damage to non-combat units (embarked units count as non-combat) increased to 8
Other:
- workers are now uncapturable
- Wats only offer 1 scientist slot
- Libraries offer 1 scientist slot
- each city now makes happiness golden ages 5% more expensive instead of 1%
- National College flat beakers removed (palace already has extra beakers)

v3:
Spoiler :
Bugfixes:
- fixed bug with dye plantations yielding too little gold
- fixed bug that made buying plots extremely expensive
Diplomacy:
- increased the value the diplomacy AI puts on gold
Economy:
- formula for culture spread and food bucket now again have contributions that grow faster than linear
- culture: 15 + (3n)^1.3
- growth: 25 + 4n + n^1.6
- unhappiness per occupied pop increased to 1.5 (so police state doesn't make annexed cities better than built ones)
- happiness golden ages are back to where they were in v1, I didn't really like the "oh, another golden age" feeling that shorter GA produced
- city maintenance code is now difficulty, game pace and map-size dependent (game pace doesn't change anything, but an XML is available)
- Economics now adds +1 gold to trade posts
- Dynamite +1 production to mines
- SPs now start at 45 culture
- maritime CS capital food bonus reduced (now +2 for capital, +1 for all if allied)
- +1 food, +1 gold for Fish when improved (instead of +0, +2). Now yield 5 food 3 gold with Lighthouse (awesome things, fish)
- banana yield +2 food when unimproved, +4 food +1 gold when improved
- added a 30 turn cooldown period for the We Love The King Day to prevent getting the boost all the time
- scientists back to 3GPP
UI:
- added city maintenance to economy overview
- added unit (extra) maintenance to unit tooltip
Combat:
- unit HP now 20
- city HP now 30
- city healing 3
- unit healing at 1 hp / turn
- removed flatland defense penalty (except for Marsh and Fallout)
- hills defense bonus up to +50%
- river attack penalty -50%
- flanking bonus 25%
- ranged attacker of power x now does as much damage as melee attacker of power x
- city melee damage more powerful
- city now only gets 20% of its HP on capture (was 50%)
- lost population on city capture now only 20% (was 50%)
- melee combat now always yields 4 xp
- ranged combat now always yields 2 xp
- all non-goody hut upgrades removed
- barb spawn rate reduced
- barb camps now yield 50 gold
- palace now adds 5 defense (was 2)
- base city defense boosted to 10
- removed fortification bonus
- city strength now doesn't scale with population
- city strength is less steeply progressing with technology
Promotions:
- all healing promotions removed except for survivalism and the Khan bonus
Unit changes:
- decreased unit costs through the board, but more so for expensive units
- re-visited unit strengths so that they aren't obsolete in the next era but only the one after that if they have some XP
- ranged attack strength is now a bit lower but ranged units are more powerful
- lots of rebalancing
- siege units get +100% against cities if cat or treb, +50% for cannon, artillery and rocket artillery
- siege units have -50% against land units
- siege units get +50% defense against ranged attacks
- janissaries now only heal 4 hp when killing a unit
- khan heals 1hp now
- unit maintenance reworked; each unit now has a fixed maintenance value dependent on the unit type
- siege units don't require strategic resources
- egyptian war chariot can now move after attacking
- roman ballista can attack without setting up
- knights now require iron as well as horses
- melee knight type units, horsemen units and cavalry units now -30% against cities (Songhai just don't get a bonus anymore)
- tanks -30% against cities
Technologies:
- all techs more expensive (depending on era)
- iron revealed with Bronze Working
- now includes smellymummy's excellent Tech Overflow mod
Map:
- changed strategic resource abundance and varieties; they now get 2-4 per source except for oil at 2-5 and uranium at 2-6 (with equal probabilities)
- coast tiles should now be easier to get with culture spread
Policies:
- Professional Army now provides +15 xp for melee, archer and gunpowder units

v2
Spoiler :
v2:
- Changed min city yield to 2F1H
- reduced capital maritime bonus to +2 if allied
- fixed maritime CS not providing a bonus to all cities post renaissance
- fixed bug with dyes and incense not having a plantation
- lowered additional food cost for each citizen to 5
- removed culture spread visible divisor
- removed capital contribution to trade routes again
- WLTKD now 10 turns instead of 20
- testing a new happiness golden age balance; now only 5 turns but happiness requirement cut to half, too



The How (about the making of the mod)

Spoiler :
Design principles

The design and development of PWM follows a simple guideline: What's fun for me, is probably fun for you:

PWM is geared to improve my own gameplay experience as much as possible. To achieve this, I am trying to add, modify and remove a lot of things that I have found to be annoying, too frustrating, tedious or stupid. I don't claim that you will like all of the changes I make, but I hope you will find the overall package enjoyable nonetheless.

One of my aims is to explain the changes I make, and why I make them, as well as possible. This allows you to get a glimpse into understanding the mod better, because few changes are arbitrary or based solely on feeling.

I am always happy for constructive feedback but it's unlikely I will add a hundred small optional components: The mod is meant to be played as a package. If you want to change some things, you're welcome to do so, and I may even occasionally help you do so, but don't expect me to do your work for you ;)


Development process

When developing a mod, there are two important things: Playtesting, and playtesting. It is, therefore, a natural decision to start developing the early game first. I will try to make the early game as good as it needs to be in order to captivate me, and then move on to the next stage. For this argument, assume the early game to consist of the ancient and classical eras.

But even within a small part of the game's timeline there are many things to change, and this requires further prioritisation. I don't have any strict logic to apply to this and will generally work on things that occur to me, with mo particular order. Knowing my mind, this will tend to focus on the economic gameplay, but adjustments to combat and units will be made before long - after all, they are inseparably linked to the empire building part of the game.


Organisation

I am working alone on this mod. In the past, I have found I'm not a terribly good team-worker when modding, and this is a mistake I don't want to repeat again. I accept contributions, of course, and will make use of other peoples' mods, but I'm not planning to transform the mod into a team effort.

Organising myself isn't one of my fortés, and I usually work in a discontinuous fashion: Short bursts of activity followed by long periods of small adjustments or even nothing at all. Modding is a hobby for me, and it's supposed to be fun.
 
Daily Build

At this spot you will always find the latest test build I released and its temporary changelog (not guaranteed to contain everything, I sometimes just add changes for testing). Please note that these builds are usually unbalanced and sometimes things don't work properly. Use at your own discretion and risk.

To install these, put them into your My Documents\Sid Meier's Civilization 5\MODS folder, navigate to the mod browser and hit Install Mods, then enable as usual.

Changelog:
Code:
Bugfixes:
- barbarian archers are now as weak as civilized ones
- siege units now properly get the +100% against cities again
- yield change for improvements displayed incorrectly when a route is present
- fixed a display bug where city maintenance was still counted towards building maintenance in the top panel
- AI wouldn't build the culture-yielding new improvements, which were returned to the original version now
Combat:
- upgrades are back but have a cooldown period (5 turns up to medieval, 4 renaissance, 3 industrial, 2 modern and future) and cost 30 + 5/hammer
- upgraded units lose half their xp and all combat promotions
- unit maintenance increased
- unit supply is now a lot tighter; each unit you are above your supply level reduces your production by 10%, globally
- fortification is back at 5% per turn (maximum of 5 turns)
- defense bonuses from forests, rivers and hills down to 25%
- some small balance changes
Diplomacy:
- Research Agreements now scale more strongly with era and are more expensive in general
UI:
- expanded the plot mouse-over info to display unit details and improvement details
- fixed worker tooltip displaying incorrect number of turns remaining to build (vanilla bug)
- fixed growth bar not displaying progress (vanilla bug)
- map tooltip delay slider in the options panel now displays decimals and is capped at 0.05s instead of 0 for performance reasons, max is 1.1s to allow you a more fine-grained setting (this change will be overriden if you open the options panel and set the slider outside PWM)
- city view now has the citizen management panel open by default
- info corner automatically displays tech being researched
- display yield for worked tiles on the world map (and working city in the tooltip)
- WIP code added for figuring out most building effects from XML rather than adding them manually to the tooltip (less likely to cause errors)
Policies:
- Monarchy provides +1 gold/pop, -25% unit upgrade cost
- Meritocracy back to +1 happiness per route
- Collective Rule now makes cities start at +220% free food (enough to get to size 3)
- Republic yields +1 science, +1 production per city
- Representation +2 culture per city
- Landed Elite yields +1 science from farms
- Citizenship now +34% worker speed
Buildings & Wonders:
- FP back to +1 happiness per city (-34% unhappiness from # of cities)
- Angkor Wat down to 34% culture spread incrase, 4 culture for the building (from 1)
- Colossus now provides +15 xp for sea units built in the city and +2 gold for sea plots in the city
- Harbor provides +1 food for sea tiles
- Lighthouse provides +1 gold for sea tiles instead of +1 food
- Krepost yields +50% culture instead of a plot spread bonus (the plot spread bonus is applied to all cities)
- large number of building maintenance and other balance changes
- changed how stable and forge work: they now consume resources instead of requiring them but provide much larger bonuses
Yields:
- RR now add +1 extra gold to farms, TPs, plantations, oil wells (also get +1 production now, making them extra nice to hook up), landmark and citadel (keeps its +1 production); +1 science for academy and +2 gold for customs house
- sugar food yield moved from base to plantation
- culture yields now for the resource, not for the improvement
- fishing boats fishing fish now yield +1F +2G
- iron mine is now +2H instead of +1
- vanilla railroad bonus is back at 20% to promote railroad connections between distant cities
Other:
- increased unhappiness from # of cities to 3
- new purchasing costs: Buildings cost 4 gold per production, units 8
- purchasing now 4g/p for buildings, 8g/p for units. Wonders can be bought but cost 8g/p. Courthouse at 900 gold/150 p
- puppets are now forced upon a building that reduces their science and gold contributions by -50% and they add no culture to your empire
- AI should be a little less likely to build catapults
 

Attachments

Aaaaugh can't seem to get city maintenance working... So far I've added...

PWM_XMLTableUpdate.sql
PWM_Worlds.xml
PWM_GameSpeeds.xml
PWM_WorldViewTexts.xml
EconomicGeneralInfo.lua
EconomicGeneralInfo.xml
The one with handicaps

And for toppanel/citymaintenance, I just copied everything over.

If I just can't get this to work, is there an easy way to just revert to what I had and get the saving to work? I can always add the worldsizes/difficulties etc one by one, I just don't want to have to redo my entire mod if I can't get this to work.
 
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