New Patch
Before I get into the patch notes, I'd like to explain the purpose behind most of the changes. I have been attempting to improve the historicity of the tech progress, particularly for the European civs. I want them to be slightly behind the curve around 1000, to be a bit ahead of the curve in 1550, and well ahead of the curve in 1860, without snowballing way past the tech level they should have.
I have done this in a number of ways, such as
unifying the difficulties into a single difficulty, which is comparable to Monarch difficulty, but the AI has an inflation and civic upkeep rate comparable to that of Regent (aka a higher upkeep than on Monarch). I have also added a few extra turns in the Medieval Era, as well as added a few European-specific corporations like
the Hanseatic League and the Knights Templar, to give Europe a bit of a tech and production boost in the later middle ages. These corps die out in the 16th and 17th centuries.
Other changes include
getting the Catholic Shine during the Schism (so no Great Prophet is needed), re-enabling the
Spanish Reconquista conquest event (if necessary) and giving Spain some additional commerce resources. Many modifiers have been changed as a result.
While I was doing these economic/research tests, I took the opportunity of fixing or altering a number of unrelated issues, which are also in the patch notes. I also added the ability to
build hamlets with regular workers after researching Urban Planning, and for
Labourers (enabled with Labour Unions) to be able to
build Villages. I also reduced the amount of worker-turns it takes to build cottages and such.
Slaves are also able to build some improvements at 50% efficiency. I might phase out improvements like Slave Mine and Slave Plantation, because these are "trap" improvements that cause unhappiness and one is always better off not building them; however I have not removed them yet.
- Allow slaves to build some non-slavery improvements at 50% efficiency as in RFC Classical World
- Fix +- text for civics that have specialist yield penalties.
- Reduce worker-turns needed to build cottages/hamlets/villages.
- Allow workers to build hamlets after Urban Planning tech is researched.
- Labourers can build Villages, rather than Hamlets.
- Add indy city in 650 BC to represent early Macedon, prior to Persian Wars (if Greek culture is not on that tile already).
- Reduce settler priority of New York for England.
- Increase post-Mongol period China settler map to Mongolia
- Create barbarian Qara Qorum in 1635 in case it gets razed by Manchus.
- Nerf Spanish modifiers since they have local gold and silver to help their techrate until 1550.
- Add new Silver resource in Spain, depletes in 1550.
- Change depletion date of Gold in NW Spain to 1550 rather than 400
- Give Sun Quan preference for Taoism instead of Confucianism.
- Give Wu Taoist state religion at spawn.
- Give China its expanded settler map (west and north) after 1500, if it hasn't already obtained it via a respawn.
- Spawn Moors or Fatimids regardless of special conditions if the game is in autoplay (not spawning them does more damage to the timeline than not)
- Khazar vassal name for Ottomans and Russians.
- Fix missing text key for communist Celts
- New translation names for Tyre/Sur/Damascus.
- Give France a few extra starting units.
- Shorten timespan of Germanic barbarian spawns by a few decades, since barbarian stacks take a few turns to go from their spawn location to the insides of the Roman empire.
- Extend Portuguese core 1 tile south.
- Move barbarian town in Galicia 1 tile north to compete less with Portugal.
- Nerf Iranian starting techs and modifiers.
- Consolidated the difficulty settings into one.
- Monarch, but the AI inflation and upkeep modifiers are more like Regent's
- This is required to keep the AI economy from snowballing.
- It also makes it much easier for me to test and to get accurate feedback.
- Remove some of the north of Spain from the Moorish settler map.
- Add wine near Madrid.
- Lower tech costs for many European civs, now that inflation and upkeep is higher for the AI due to the difficulty rebalancing.
- Re-enable Spanish Reconquista conquest event.
- Slightly reduce Roman preference for Politics tech.
- Purge Great People when a city falls to independents, barbarians or natives, prior to Renaissance era.
- Add Hanseatic League corporation, to give a tech boost to Medieval and Renaissance northern Europe.
- Add Knights Templar, for a similar tech boost for many western European states in the medieval era.
- Give AI Timurids more Keshiks.
- Non-Orthodox Christian states have an aversion to despotism, slavery and caste system, and a preference for Monarchy.
- Orthodox Christian states have an aversion to caste system.
- Fix Epic and Marathon game speeds which were not updated to account for Leoreth's increase in tech costs
- I thought I had updated them, but I hadn't.
- Add another 10 turns to Epic in the medieval age.
- Create Catholic Shrine in holy city on schism.
- Reduce cost of some Catholic wonders.
- Buff a number of civics.
- Monarchy gives a free specialist.
- Republic gives 2 free specialists for the top X (usually 3) cities.
- Manorialism gives a hammer to farms, but commerce penalty to hamlets, villages, towns
- Clergy gives temple production bonus
- Monasticism gives monastery production bonus
- Vassalage trade bonus with vassals buffed from 25% to 50%
- Vassalages gives production bonus to castle, stables
- Theocracy gives an extra hammer per priest (+2 instead of +1)
- Give Timurids more starting gold to be able to tank the huge economic hit of their empire.
- Edit Byzantine respawn area to cover only Constantinople, Thessalonica, and Ephesus.
- Choose Catholic holy city based on random choice of 5 highest culture of potential catholic cities, rather than based on the top scoring player.
- Leaders now vastly prefer their favourite civics.
- Add Sindh to Mongol conquest stack regions.
- Push Bulgarian respawn window from 1800 to 1848
- Add missing Java (Indonesia) dynamic names.
- Give AI America extra workers to develop their lands, and an extra settler.
- Give AI Russia double settlers like Greek UP, to compensate for not having free colonial settlers.
- Increase French spawn settler count by 1.
- Buff some European starting techs.
- Restrict Mongol rebirth area.
- Remove extended Mongol birth area (they don't need it in my mod).