Sevopedia
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- Changed: unit infos now show if unit Ignores Building Defense when attacking (BtS doesn't show this info)
- Changed: unit infos now tell how many units collateral or flanking damage will hit (maximum)
- Changed: unit infos now tell if unit can be drafted
- Added: Module - Holy Wars pedia to RoM Concepts
Python
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- changed: Main interface now show if unit Ignores Building Defense when attacking (BtS doesn't show this info)
- Changed: Main interface now tells how many units collateral or flanking damage will hit (maximum)
- Changed: Main interface now tells if unit can be drafted
- Changed: GameUtils.py small tweaks to optimize code
- Changed: SettlerEventManager.py sends now ModNetMessages when Pioneer or Colonist is used to build city (fixes OOS error for these units?!?)
- Changed: BarbarianCiv.py disabled all UnitAI changes (SDK handles them all now for AI units), should prevent 'waiting for player' -problems
- Changed: Revolution.py disabled all UnitAI changes (SDK handles them all now for AI units), should prevent 'waiting for player' -problems
- Fixed: CvEventManager registers Pioneer and Colonist ModNetMessages correctly
- Fixed: RevUtils.py getGameSpeedMod function did not use 1.0 value correctly with Epic speed, also changed the function to use RoM turn amount for Epic speed
- Fixed: GameUtils.py AI players no longer should be able to build more than 3 Inquisitors
- Fixed: Revolution.py distance to capital calculation modified to RoM's routes' movement rates (the effect was negative value while it should have been positive modifier)
- Fixed: RevCivicsUtils.py bug that caused list of civics to be initialized every turn causing overflow eventually
Great Wonders
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- Added: National Shield
- Added: Himeji Samurai castle
- Changed: Pyramids gives free Irrigation Canals instead of Granary (Egypt had irrigation canals in use at the time when Pyramids were built). Note that this benefits only cities with rivers and that this way you get early access to Irrigation Canals
Modules
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- Changed: MLF Module Loading Controls modified, by default now loads Modules_RoM defines (in Rise of Mankind.ini file Modular loading must be 0 for WoC module loading system). Modules must be in subfolders defined by MLF Module Loading control file (if subfolder doesn't exist but is defined in MLF, subfolder can be manually created and modules placed inside it)
- Changed: St John's Chapter House national wonder limit decreased from 3 to 1 (so cities do not get filled with these)
- Changed: Templar Chapter House national wonder limit decreased from 3 to 1 (so cities do not get filled with these)
- Changed: Teutonic Major Chapter House is now National Wonder instead of regular building
- Changed: Krak des Chevaliers no longer require St John's Chapter Houses (on Gigantic map sizes player could not meet the building amount requirement)
- Changed: Al-Aqsa Mosque no longer require St John's Chapter Houses (on Gigantic map sizes player could not meet the building amount requirement)
- Changed: Montfort Castle no longer require St John's Chapter Houses (on Gigantic map sizes player could not meet the building amount requirement)
- Added: Custom Artstyles MLF control files
- Added: Custom Buildings MLF control files
- Added: Custom Units MLF control files
- Added: Holy Wars MLF control files
- Added: NoBuildingGraphics MLF control files
- Added: Leaderpack 1 which adds 22 new leaders for various civs
- Added: Custom Civilizations MLF control files (for extra civ pack)
- Updated: UN APC schema files
- Updated: UN Diplomat schema files
- Updated: UN Motorized Infantry schema files
- Updated: UN Fighting Vehicle schema files
- Updated: UN Transport Airplane schema files
- Updated: UN Transport Helicopter schema files
- Updated: UN Peacekeepr schema files
- Updated: UN Mission schema files
- Updated: NoBuildingGraphics module tweaked so that cities should look better (no huge empty areas), included new v2.7 building art defines, schema file updated
- Updated: Realistic Diplomacy now fully in WoC format, added files for Leaderpack 1 leaders, depencytypes added to those files so that if specific custom leader is removed from mod, the realistic diplomacy isn't loaded for that leader anymore since he doesn't exist. This prevents errors when loading and running the mod
- Updated: Static leaders schema file
- Updated: Holy Wars building and unit schema files
Gametext
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- Fixed: Drain Peat Pog text entry from Canal Systems tech
- Fixed: xml define UTF-8 changed to ISO-8859-1 in several xml text files
- Added: Oil Refinery help about River Requirement
- Added: Hydro Plant help about River requirement
- Added: River Port help about River requirement
- Added: Three Gorges Dam help about River requirement
- Added: Levee help about River requirement
- Changed: many civics strategy to match new effects
Promotions
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- Changed: Air Defense promotions give bonuses vs. Helicopter units
- Fixed: Flower war gives bonus also in Battlefield Forest and Battlefield Jungle (requires Battle effects on)
- Fixed: Gentleman -25% bonus also in Battlefield Forest and Battlefield Jungle (requires Battle effects on)
- Fixed: Woodsman I-III gain bonuses in Battlefield Forest and Battlefield Jungle (requires Battle effects on)
Units
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- Fixed: Light Swordman units require Copper OR Iron
- Fixed: Swordsman units require only Iron, no longer Copper
- Changed: Galley can enter Ocean again (note that this is highly dangerous on early eras due to storms that sink ships)
- Changed: War Galley can enter Ocean again (note that this is highly dangerous on early eras due to storms that sink ships)
- Changed: Trireme can enter Ocean again (note that this is highly dangerous on early eras due to storms that sink ships)
- Changed: Siege Quinquereme can enter Ocean again (note that this is highly dangerous on early eras due to storms that sink ships), moves 1->2
- Changed: Arquebusier all extra unitcombat bonuses removed (use promotions instead), bonus production speed with Lead
- Changed: Pikeman units no longer defend 1st against Mounted
- Changed: Inquisitor team instance count set to 3 (each player is team), value used in python checks.
- Changed: Crusader tech req. Fundamentalism (just prevents one exploit
, str 20->15
- Changed: Musketman bonus production speed with Lead (bullets)
- Changed: Automatons str 44->70, cost 180->350 (better than any gunpowder unit and also cheaper)
- Changed: Cyborg str 65->95
- Changed: Guarddog helps thwart enemy spies
- Changed: all worker units belong now to Worker unitcombat group
- Changed: all missile units belong now to Missile unitcombat group
- Changed: all settler units belong now to Settler unitcombat group
- Changed: all nuke units belong now to Doom unitcombat group
Unit Artstyles
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- Updated: American schema file - removed unnecessary defines from American_Civ4CivilizationInfos.xml, now in WoC format
- Updated: Arabia schema file - removed unnecessary defines from Arabia_Civ4CivilizationInfos.xml, now in WoC format
- Updated: Aztec schema file - removed unnecessary defines from Aztec_Civ4CivilizationInfos.xml, now in WoC format
- Updated: Babylon schema file - removed unnecessary defines from Babylon_Civ4CivilizationInfos.xml, now in WoC format
- Updated: Barbarian schema file - removed unnecessary defines from Barbarian_Civ4CivilizationInfos.xml, now in WoC format
- Updated: Byzantium schema file - removed unnecessary defines from Byzantium_Civ4CivilizationInfos.xml, now in WoC format
- Updated: Carthage schema file - removed unnecessary defines from Carthage_Civ4CivilizationInfos.xml, now in WoC format
- Updated: China schema file - removed unnecessary defines from China_Civ4CivilizationInfos.xml, now in WoC format
- Updated: Dutch schema file - removed unnecessary defines from Dutch_Civ4CivilizationInfos.xml, now in WoC format
- Updated: Rome schema file - removed unnecessary defines from Rome_Civ4CivilizationInfos.xml, now in WoC format
- Updated: Viking schema file - removed unnecessary defines from Viking_Civ4CivilizationInfos.xml, now in WoC format
Routes
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- Changed: Cart Path button
- Changed: Road button
- Changed: Paved Road button, shortcut changed to shift+R
- Changed: Highway button
- changed: Electric railroad now gives 12 moves instead of 10 making it slightly better than regular Railroad (because AI builds these anyway, there needs to be some sort of benefit), cost reduced from 20 to 12, shortcut changed to shift+R
- Changed: Jumplane shortcut changed to shift+R
Terrain
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- Changed: Flood Plains can appear now on Plains next to river (was before only on Desert plots next to rivers)
- Changed: Ocean movement cost 3->2 (random events take care of sinking)
- Changed: Coast movement cost 2->1
- Changed: Storm damage increased 10%->20% (must be over natural healing rate of units?)
- Changed: Fallout damage increased 10%->20% (must be over natural healing rate of units?), yield changes from -3 to -5 (due to higher yields in RoM), has chance to spread now (wind spreads it)
Events
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- Changed: Sea Storm event can sink now Galleys, Wargalleys, Triremes, Siege Quinqueremes, places Storm on the plot, has higher chance to occur
- Added: Sea Storm 2 event makes Storms appear on seas so that maps don't run out of storms
- Added: Sea Storm 3 event sinkS ancient/classical era ships on ocean plots (getting across ocean should be dangerous as in Civ 3)
- Added: Sea Storm 4 event bit less dangerous event for ancient/classical era ships on ocean plots but does sink them
Audio
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- Changed: New religions' audio volume adjusted
Gamedefines
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- Changed: Siege Towers have been disabled due to late game eras' unit changes (siege tower was shown with some modern units)
- Changed: Max civic options (categories) increased from 8 to 14 so that modmod makers can make more new categories
- Changed: Max tech AND/OR requirements increased from 5 to 6
Resources
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- Changed: Tea enabled with Calendar
INI Files
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- Fixed: DistanceToCapitalModifier typo in Revolution.ini, didn't affect anything since mod used value 1.0 anyway if it didn't locate this modifier
- Changed: Revolution.ini Minimum population needed for a barb city to settle 2 -> 4, Minimum number of contacts (with any and full civs) to settle 2 -> 0, MilitaryStrength 0.5 -> 0.33 (barbs get 1/3 amount of units from RevDCM default). Barbarians settle now later and fewer new civs is formed
Buildings
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- Updated: Building schema file
- Changed: Cement Mill no longer give hammer bonus, build limit 5->1, provides x Cement resources, where x depends on different factors
- Changed: Chemical Plant no longer give hammer bonus, build limit 5->1, provides x Synthetic Rubber resources, where x depends on different factors
- Changed: Filling Factory build limit 5->1, provides x Ammo resources, where x depends on different factors
- Changed: Rubber Factory no longer give hammer bonus, build limit 5->1, provides x Vulcanized rubber resources, where x depends on different factors
- Changed: Steel Mill is again regular building (part of Forge upgrade path)
- Changed: Jewish cathedral +15% production speed with Lead
- Changed: Christian cathedral +15% production speed with Lead
- Changed: Hindu Mandir +15% production speed with Ivory
- Changed: Buddhist Stupa +15% production speed with Gold
- Changed: Confucian Academy +15% production speed with Stone
- Changed: Taoist Pagoda +15% production speed with Lead
- Changed: Hellenic Pantheon +15% production speed with Marble
- Changed: Zoroastrian Pantheon +15% production speed with Marble
- Changed: Temple of Mut +15% production speed with Marble
- Changed: Temple of Tlaloc +15% production speed with Gold
- Changed: Islam cathedral +15% production speed with Stone
- Changed: Port moved to City Planning tech, requires also Seafaring
- Changed: Commercial Port moved to Compass
- Changed: Alhambra graphics scaled down
Fonts
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- Fixed: Gamefont and Gamefont_75.tga should display icons correctly next to city name (thanks Vincentz!)
Improvements
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- Added: Modern Mine
- Changed: Gheotermal factory button
- Changed: Aquatic Forcefield button
- Changed: Aquatic Anti-Air Defense button
- Changed: Mine no longer gain bonuses from Nano Mining, Mag Lev or Jumplane (these bonuses do apply for Modern Mine)
- Changed: Shaft Mine no longer gain bonuses from Nano Mining, Mag Lev or Jumplane (these bonuses do apply for Modern Mine)
Civics
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- Changed: civics that give bonuses to Shaft Mine give now same bonuses for Modern Mine
- Fixed: Democracy no longer say that it is required to build Agora, instead this info is now shown correctly with Republic civic
Maps
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- Fixed: Colonization scenario map has now new 2.7 resources
- Fixed: Eurasia map (200x80) has now new 2.7 resources
- Fixed: Eurasia medium map (114x51) has now new 2.7 resources
- Fixed: Giant Earth Map (GEM) has now new 2.7 resources. Marsh and Peat Bogs added
- Fixed: Huge European map has now new 2.7 resources
- Fixed: Australia and New Zealand map has now new 2.7 resources
- Fixed: Demographica, huge Mediterranean map has now new 2.7 resources
- Fixed: Earth with 28 preset civs has now new 2.7 resources
- Fixed: Earth with 12 preset civs has now new 2.7 resources
- Fixed: Mars has now new 2.7 resources
- Fixed: Mars colonization has now new 2.7 resources
- Fixed: Antarctica has now new 2.7 resources
- Changed: Orion randomizes resources always
- Changed: Sirius randomizes resources always
Techs
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- Changed: AITradeModifier 10->0 for many techs (usually non-military techs)
- Changed: AITradeModifier 0->10 for some military techs
Unitcombats
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- Added: Worker units group
- Added: Settler units group
- Added: Missile units group
- Added: Doomsday units group
Traits
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- changed: Scientific science bonus per city 15% -> 10%