Version 2.9WIP
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Mods
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- Added: Antilogic's Event Pack Mod, 45 new random events, adjusted to RoM settings (number of random events is now 308, compared to BtS 197)
- Added: Cultural Citystyles 0.95 (all modular civs must be updated because the artstyle names have been changed)
Mapscripts
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- Added: RoM_Perfectworld2, same as Perfectworld2 but can now place Marshes, Swamps and Storms and works with Giant and Gigantic map sizes. Note that generating maps at these sizes can take long time
- Added: RoM_Planet_Generator_0_68.py, same as Planet_Generator_0_68 but can now place Marshes, Swamps and Storms. Added new custom override size 96x60
Game defines
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- changed: MIN_BARBARIAN_CITY_STARTING_DISTANCE 2 -> 6, makes it bit easier to use Barbarian World game option
- Changed: MIN_CITY_RANGE 2 -> 3 (AI players should not put their cities too close to each other)
- Changed: EXPERIENCE_FROM_wITHDRAWAL 1 -> 3 (same as successful defense)
- Changed: MAX_EXPERIENCE_AFTER_UPGRADE 16->25 (means unit keeps 5 promotions instead of 4 after upgrade)
Improvements
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- Changed: Cottage no longer removes Forest or Jungle, no longer give +1 food bonus (stops AIs replacing Towns with Cottages???)
- Changed: Hamlet no longer give +1 food bonus
- Changed: Apple orchard no longer removes forest or jungle
- Changed: Olive orchard no longer removes forest or jungle
Units
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Focuses on removing unnecessary bonuses between unitcombat types. Many of these bonuses were added before the unit strentgh overhaul and now after the overhaul these extra bonuses are no longer needed because bonus like 50% vs. older unitcombat type translates to about 5% change in winning odds
- Changed: All units which gained 4 XP from offensive combat gain now 6 XP
- Changed: All units which gained 4 XP from defensive combat gain now 6 XP
- Changed: All units which gained 2 XP from offensive combat gain now 3 XP
- Changed: All units which gained 2 XP from defensive combat gain now 3 XP
- Changed: Great General gives now 30 XP
- Changed: Cuirassier bonus versus spear units 100% -> 50% (spear units had their bonuses vs. mounted reduced from 100% to 50% in previous patch)
- Changed: Cavalry bonus versus spear units 100% -> 50%, removed bonus vs. archer and melee, vs. animal bonus 65%->50% (same as cuirassier)
- Changed: Arquebusier +1 first strike (all archers have first strike too), str 12->15
- Changed: Heavy Swordsman city attack bonus 30%->10% (without promotions Arquebusier has higher chance to win if it defends city)
- Changed: Swordsman city attack bonus 20%->10%
- Changed: Heavy Pikeman upgrades to Musketman instead of Rifleman
- Changed: Musketman bonus vs. archery, mounted, melee and animal units removed, str 17->20, cost 140->180
- Changed: Rifleman str 24->26, cost 200->230,removed bonus vs. melee, archery and animal units
- Changed: Grenadier removed bonus vs. melee, archery and animal units, bonus vs. Musketman 25%
- Changed: Infantry removed bonus vs. melee, archery and animal units, city defense bonus 25% (buildings provide extra defense)
- Changed: Guerrilla removed bonus vs. melee, archery and animal units
- Changed: Modern grenadier removed bonus vs. melee, archery and animal units
- Changed: Bazooka removed bonus vs. melee, archery and animal units
- Changed: Anti-Tank removed bonus vs. melee, archery and animal units
- Changed: SAM Infantry removed bonus vs. melee, archery and animal units
- Changed: Marine removed bonus vs. melee, archery and animal units
- Changed: Modern Marine removed bonus vs. melee, archery and animal units
- Changed: Paratrooper removed bonus vs. melee, archery and animal units, city attack bonus 25%
- Changed: Modern paratrooper removed bonus vs. melee, archery and animal units, city attack bonus 10%->25%
- Changed: Modern infantry removed bonus vs. melee, archery and animal units, city defense bonus 25%
- Changed: Special forces removed bonus vs. melee, archery and animal units
- Changed: Mercenary infantry removed bonus vs. melee, archery and animal units, mounted bonus 100%->50%
- Changed: Motorcycle removed bonus vs. melee, archery and animal units
- Changed: Armored car removed bonus vs. melee, archery and animal units
- Changed: Jeep removed bonus vs. melee, archery and animal units, mounted bonus 100%->25%
- Changed: BTR80 removed bonus vs. melee, archery and animal units, requires now Manufacturing and Mechanized Warfare
- Changed: Mechanized infantry removed bonus vs. melee, mounted, archery and animal units
- Changed: Humvee removed bonus vs. melee, mounted, archery and animal units
- Changed: Hi-Tech APC removed bonus vs. melee, mounted, archery and animal units
- changed: Light Artillery vs. melee bonus 150%->100%
- Changed: Artillery vs. melee bonus 150%->100%
- Changed: Mobile artillery removed bonus vs. melee and archery, mounted bonus 100%->50%
- Changed: Rocket artillery removed bonus vs. melee and archery, mounted bonus 100%->50%
- Changed: NLOS Cannon removed bonus vs. melee, mounted, archery and animal units
- Changed: Gunship removed bonus vs. melee, archery and mounted units
- Changed: Transport helicopter removed bonus vs. melee, archery units
- Changed: AH64 Gunship removed bonus vs. melee, archery and mounted units
- Changed: Hybrid Gunship removed bonus vs. melee, archery and mounted units
- Changed: Dropship removed bonus vs. melee, archery and mounted units
- Changed: Drone removed bonus vs. melee, archery and mounted units
- changed: ACV removed bonus vs. melee, archery and mounted units
- Changed: Special Infantry removed bonus vs. melee, archery and mounted units
- changed: Tesla Infantry removed bonus vs. melee, archery and mounted units
- Changed: EMP SAM Infantry +50% bonus vs. Robots
- Changed: All tracked units removed bonus vs. melee, archery and mounted units
- Changed: All wheeled units have now -25% bonus vs. tracked units
- Changed: Iron Frigate vs. wooden ships bonus 100%->25%
- Changed: Torpedoboat vs. wooden ships bonus 100%->25%
- Changed: Heavy Cruiser str 65->60
- Changed: Battleship str 60->64
- Changed: Modern Destroyer moved to Semiconductors, str 57->62
- Changed: IL2 no longer has bonus vs. Early bombers because it belongs to same unitgroup
- Changed: Early Jets have now 50% bonus vs. Bomber
- Changed: SAM Infantry targets first Helicopter units when attacking (it's their purpose)
- Changed: Mobile SAM targets first helicopter units
- Changed: ACV SAM targets first helicopter units
- Changed: Trireme requires Ship Building and Naval Warfare
- Changed: Flamethrower requires Oil Products or Chemicals
- Changed: Biological Warfare Missile requires Chemicals
Civics
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- Changed: Feudal gives -1 food and -3 gold from Towns
- Changed: Barter no longer give food bonus from trade routes, no longer increase gold in capitol, production bonus from trade routes 35%->50%, -1 gold from Cottage, Hamlet, Village and Town (there is no money economy or the currency is hyperinflated thus taxes are smaller)
- changed: Green gives +2 gold from Windtrap (it already gives other similar bonuses for "green" improvements)
- Changed: Bourgeiois +1 unhealthy from Foundry, Factory, Industrial Park and Manufacturing Plant (working conditions of lower class are no concern of middle/upper class people)
- Changed: Caste -50% improvement growth removed (this is bugged BtS modifier when used negative values), great people rate -25% -> -50%
- Changed: Marxism +1 healthy from Foundry, Factory, Industrial Park and Manufacturing Plant (working conditions of lower class are improved)
Maps
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- Added: CarterEarth (32BtS), 32 preset civs
- Added: CarterEarth, no preset civs
Buildings
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- Changed: Barracks no longer obsoletes (however Garrison still replaces it)
- Changed: Supermarket no longer give +1 health from Potatoes
- Changed: Commercial port happiness from silk 2->1, no longer happiness from Ivory
- Changed: International port happiness from silk 2->1, no longer happiness from Ivory
- Changed: Artesian Well gives food 1->3, no longer gives bonus food from Rice
- Changed: Cannery total maximum food bonus from resources 20%->12% (if player has all the food resources)
- Changed: Aqueduct gives health 1 instead of 2
- Changed: Sewer system gives health 1 instead of 2
- Changed: Brothel +1 unhealthiness
- Changed: Garrison has new graphics
- Changed: Siege Workshop AIWeight 300
- Changed: Cannon Forge AIWeight 300
- Changed: Fisherman's Hut max food production from resources 20%->12%, AIWeight 100->200
- Changed: Butchery max food production from resources 20%->12%, AIWeight 100->200
Great Wonders
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- Changed: Adam Smith's Trading company no longer give +1 gold per specialist (only gives +1 trade routes in all cities)
Python
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- Changed: Civicscreen now adjusts itself based on screen resolution (Thanks Afforess)
- Changed: Financial advisor screen text vertical spacing
Resources
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- Changed: Fertilizers health 3->2
Promotions
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- Changed: Refuel increases operational range by 2 instead of adding 1 movement
Terrain features
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- Changed: Storm appearance 300->0 (maps start without storms but random events may still spawn them), note that some mapscripts still place storms due to how those scripts are coded
Techs
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Goal is to lengthen the usage of industrial and modern era units by disallowing rapid advances in war technologies
- Changed: Combustion requires Screw Propeller and Assembly Line
- Changed: Industrialism requires Civil Engineering and Labor Union, no longer require Assembly Line or Screw Propeller
- Changed: Armored Vehicles requires Industrialism
- Changed: Mechanized warfare requires Radio
- Changed: Semiconductors OR req. Manufacturing changed to AND req.
- Changed: Advanced Rocketry requires Electronics
- Changed: Manufacturing requires Electronics
- Changed: Globalization no longer require Manufacturing (in prereqs)
- Changed: Microprocessor no longer require Manufacturing (in prereqs)
- Changed: Robotics no longer require Manufacturing (in prereqs)
- Changed: Computer Network no longer require Manufacturing (in prereqs)
Modules
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- Changed: Vincentz' Warlords units should no longer spawn when player gets Great General, all warlord unit types require now military class buildings (Barracks, Castle, Garrison, Military Academy) before they can be built, Warlord (S) types can not be built anymore but you can get them by capturing enemy Warlord units, Zulu and Assyria have UU Warlords which require their own UB because <requireBuilding> xml tag does not accept BUILDINGCLASS, only BUILDING types
- Changed: UN units no longer appear in game if UN Mission module has been removed from modules (prevents error messages from showing during load)
Events
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- Changed: Reinforced hull event tech requirements (Trireme was moved to another tech)
- Changed: Greek fire event tech requirements (Trireme was moved to another tech)
- Changed: Sea Storm 1 weight 150->300
- Changed: Sea Storm 3 chance to sink 75%->85%
- Changed: Bermuda Triangle event may happen for more ship classes
- Changed: Experienced captain event may happen for more ship classes, one choice gives Naval Academy instead of Military Academy
- Changed: Fashion event requires Silk Farm instead of Plantation (Silk is required)
- Added: Sea Storm 5
- Fixed: few events' description was pointing to wrong text entry
Unitartstyles
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- Added: African marine
- Added: African bazooka
- Added: African Modern Infantry
- Added: African Guerrilla
- Added: African Great Artist
- Added: African Great Engineer
- Added: African Great Spy
- Added: African Great Merchant
- Added: African Great Scientist
- Added: African Great Prophet
- Added: African Great General
- Added: African Pioneer
- Added: African Colonist
- Added: African buddhist missionary
- Added: African christian missionary
- Added: African confucian missionary
- Added: African Hindu missionary
- Added: African Islamic missionary
- Added: African Jewish missionary
- Added: African Taoist missionary
- Added: African Executives (7)
- Added: Native American Ancient + Medieval Great Generals
- Added: Meso American Ancient + Medieval Great Generals (same as Native American)
- Added: South American Ancient + Medieval Great Generals (same as Native American)
- Added: Aztec Ancient + Medieval Great Generals (same as Native American)
- Added: Middle East Modern Spy (shader version only)
- Added: Arabia Modern spy (same as Middle East)
- Added: Babylon Modern spy (same as Middle East)
- Added: Asian Modern Spy (Shader version only)
- Added: China Modern Spy (same as Asian)
- Added: Japan Modern Spy (same as Asian)
- Added: Indian style (base is Middle East style)
- Added: Indian Axeman
- Added: Indian Cavalry
- Added: Indian Archer
- Added: Indian Settler, Colonist and Pioneer
- Added: Indian Scout
- Added: Indian Warrior
- Added: Indian Spearman
- Added: Indian Pikeman
- Added: Indian Longbowman
- Added: Indian Crossbowman
- Added: Indian Swordsman
- Added: Indian Maceman
- Added: Indian Chariot
- Added: Indian Horse Archer
- Added: Indian Mailed Knight
- Added: Indian Cannon
- Added: Indian Arquebusier
- Added: Indian Rifleman
- Added: Indian Grenadier
- Added: Indian Infantry
- Added: Indian Marine
- Added: Indian Bazooka
- Added: Indian modern Great Spy
- Added: Indian Anti-Tank Infantry
- Added: Indian SAM Infantry
- Added: Indian Modern Marine
- Added: Indian Paratrooper
- Added: Indian Cuirassier
- Added: Indian Knight
- Added: Indian Heavy Swordsman
- Added: Asian Cuirassier
- Added: Asian Cannon
- Added: Chinese Cannon (same as Asian)
- Added: Asian Machine Gun
- Added: Chinese Machine Gun (same as Asian)
- Fixed: African settlers no longer have european child
- Fixed: Chinese style was using same graphics for Archer and Longbowman -> Longbowman has now new graphics
Culturelevels
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- Changed: All culture levels require now 20% more culture points. Affects Cultural Victory type