General changes:
- Spawn of Arabia moved back one turn, to 632AD
- Interface message when a resource appears/disappears within your cultural borders
- Interface message when wonders are destroyed/captured by you, by a known civilization, or from a known civilization
- Interface message for the preset religion spreads (same way as it is when religions spread "normally")
- Judaism got an additional random spread mechanics, with bigger chance for spreading in central european cities
- Dead civs won't show up on the scoreboard anymore
- Autoraze changes: if the city has 1 population, 60% chance to autoraze if culture is less than 10, 30% chance to autoraze if culture is at least 10 but less than 50
- All naval units can cross cultural borders during peace, except work boats
- Diagonal water tiles are passable for all naval units. The most important straits are represented this way on the map
- Removed 3Miro's AI regions, seriously hurt AI civs on the border of 2 regions, also every AI civ's units with somewhat automated functions (barbs, workers, missionaries, GPs, etc.)
- Ottomans spawn in Gallipoli (Dardanelles), so they have a connection between Europe/Anatolia. No second spawn stack needed, and Adrianople/Edirne doesn't flip to them
- Edirne becomes the Ottoman Capital if they conquer it before Constantinople, Constantinople becomes the Ottoman Capital whenever they conquer it (without stability hit)
Map and province changes:
- Huge changes in the SE region: Egypt, Levant and Anatolia totally revised
- Damascus is finally in it's correct place, obviously the Arabian spawn moved here
- The new map resulted in moving Jerusalem (1SW) and Constantinople (1S) too, along with almost all the preplaced Byzantine cities
- Changes in the preplaced Byzantine cities: Ancyra instead of Nicaea (too close to Constantinople), Edessa instead of Aleppo (too close to Antioch)
- New indy city Ras instead of Belgrad, spawns in 768 with the Serbian Principality (Rascia). Rhodes spawns as indy in 600 AD (Nomos Rhodion Nautikos)
- Egyptian city sites revised as well - realistic place for Alexandria, Cairo and Damietta, with better terrain and resource placement
- Balancing early food production near Constantinople, Alexandria and the Cordoban starting area - to be possible to make Cordoba the largest city for their 1st UHV
- Now that culture is passable on the sea, Orkney is back on the map
- Added the Dardanelles strait to the map, so the Ottoman spawn doesn't have to be separated into an Anatolian and European part
- Added the Oresund strait to the map - connecting Denmark and Norway will seriously strengthen the Norse AI
- New indy cities: Seville (spawns in 500AD as Hispalis, flips to Cordoba),
- Added salt lakes (mesosaline and hypersaline) to the mod: Dead Sea near Jerusalem, Lake Tuz in Anatolia - same yield as coast
- Red Sea (the visible parts in RFCE) and Sea of Marmara are now coastal ocean tiles, instead of being fresh water lakes due to their small size
XML and text updates:
- Cities built outside the corresponding CityNameMap will get a civ specific name (no Persian names for Bulgaria for example)
- Portuguese translations by Spirictum
- Spelling mistake fix: Austria is called Ostmark instead of Östmark when vassal of Germany
- RFCE specific help texts for the handicap levels
- Translations for the Scottish and Magyar/Hungarian unit sounds
Art and sound updates:
- Added theme files for the mod
- New HUD button for the corporation/company screen
- Austria has german unit sounds instead of the HRE ones
- Lithuania has polish unit sounds instead of russian (until we manage to get proper lithuanian sounds)
- New Scottish voice set by Annomander
- Irish Brigade got Celtic sounds, Highlander and Highlander Infantry got Scottish sounds
Balance:
- Moved spawn area of Germanic Barbarians west, now some of them will actually attack France instead of wandering in Germany
- Minor tweaks to the French and Cordoban barb spawns, further separating it for the human and the AI player
- Slightly lowered the base duration of the occupation resistance
- Removed free wins against barbarians - this means some of the early barbs might have to be rebalanced
- Increased the maximum XP you can get from barbarians (not from a single battle, the total XP) - was 10, now there is no cap
- Lowered preset diplomacy modifiers, overkill to have 10+ relations there
- Now that free wins are removed, early barbs for Byzantium are somewhat reduced for the human player
- Plague of Constantinople will hit Byzantium earlier than before (late 6th century), thus it won't hit on the very same turns as the Arab spawn
- The French got some additional starting units (1 archer and 2 axemen)
- Burdigala and Tolosa (Bordeaux and Toulouse) start with less archers
- All naval units got one extra move (3: Work Boat, 5: Galley, Cog, War Galley, Gun Galley, Galleas, 7: Holk, Carrack, Caravel, 9: Galleon, 11: Frigate, Privateer, Corsair)
- Unit balance changes: Knights of St. John (+15% city attack, free march and medic_1 promotion), Paladin (no first strike, -15% vs heavy cavalry, +15% vs light cavalry),
Berber Cavalry and Ghazi (no city attack penalty), Boyar (no first strike, but has defensive bonuses), Musketeer (-1 first strike, +10% city attack, -5% city defence),
Templar Kinght (+1 first strike), Janissary (-2 first strike, +50% vs heavy cavalry, free march and cover promotion), Black Guard (can twarth spies, +25% city attack),
Corsair (+20% withdrawal chance), Highlander (free guerilla_1 promotion), Welsh Longbow (+25% vs archer), Huscarl (+5% withdrawal chance, free combat_1 promotion),
Condottiero (free tactics promotion), Varangian Guard (+25% city attack, -25% city defence, free amphibious promotion), Almogavar (free march and amphibious promotion),
Tagmata (free drill_1 promotion), Don Cossack (+10% withdrawal chance, +20% vs gunpowder, -10% vs heavy cavalry, -25% vs light cavalry, free combat_1 promotion),
Doppelsoldner (+25% city attack, +1 combat strength), Irish Brigade (+10% withdrawal chance), Stradiot (changed to be a light cavalry unit type, -1 combat strength),
Naffatun (+1 combat strength, -25% city defence), Nubian Longbow (-1 first strike chance, free drill_1 and drill_2 promotion), Zanji (+1 move, ignores terrain cost)
- Building balance changes: Moscow Kremlin (+1 happiness), Spanish Citadel (+10% trade route yield, -2XP for siege units), Cordoban Noira (+1 health, -1 production),
Ottoman Hammam (available with Arabic Knowledge), Norse Trading Post (+1 merchant slot), Venetian Arsenal (available with Optics, -25% naval unit build rate),
Austrian Opera House (+1 great artist point), Burgundian Winery (-3 culture, +10% culture, +5% commerce, +1 merchant slot), German Rathaus (-10% city maintenace cost),
Lithuanian Voivodija (-1 XP for land units), French Chateau (obsolete with Public Works), Jewish Quarter (-10% commerce, -50 production cost),
La Mezquita (-100 production cost, +1 free specialist, -1 gold from state religion buildings), Magellan's Voyage (-1 trade routes from coastal cities, +2 xp for naval units),
St. Basil's Cathedral (available with Chemistry, -10% GP modifier, -1 free specialist, +1 spy slot, +2 espionage points from state religion buildings), St. Sophia (-1 priest slot),
Cluny Abbey (+1 free priest), Palais des Papes (+2 happiness), San Marco Basilica (+1 trade route, -30% trade route yield), St. Peter's Basilica (no unhappiness in the city)
Bugfixes:
- A couple fixes how the mercenary screen is called from the main screen mercenary manager button
- Fixed sound issues for Venice and Genoa
- Fixed bug where Judaism didn't spread to a second city in Poland
- Fixed stability calculating issue when some of the stability giving wonders were razed
- Fixed viewing issues with the GlobeView layers - now everything shows up without any problems
- Revised the hidden attitude modcomp, now every part of it should work (show up) correctly
- Fixed issue where AI built large number of settlers but didn't use them, also improvements in the settler move code
- Fixed critical bug, which caused most early autorun CTDs! - thanks to edead
- Fixed issue where all islands had the same area ID (which caused serious problems for the AI when to use naval/land movement)