SVN Changelog

Revision 1260:

- Updated Civilopedia entry for Bohdan Khelmnytsky and Marfa Posadnitsa, minor formatting updates for some other leaders
- Revised Civilopedia size for all naval improvements, windmill, fort
- Base production bonus from Prime Timber reduced to +1
- Mines get +1 production with Steam Engines, Quarries get +1 production with Replacable Parts
- Fixed another minor oversight in the recent python updates, connected to AI civ births in the human player's territory
 
Revision 1261:

- Adjusted Venetian and Hungarian settler maps around Zagreb, Dalmatia and in the Balkans
- Adjusted settler and war maps around Halics and Perekop for all neighboring civs, Kievan settler map strengthened a little in the south
- Adjusted Norwegian and Swedish settler maps, Eidswoll won't be founded in all games 2NE from the Norwegian capitol
- Minor city name map updates for Novgorod, Kiev, Hungary, Muscovy and the Ottomans
- Adjusted settler and war maps in Norway and Ireland for all affected civs (by the main map changes there)
- Novgorod will settle it's cities with a little less overlap in the BFCs
- Increased tech modifiers for Muscovy, Cordoban production modifiers slightly decreased once again
- Stradiot mercenary also available in the southern Italian provinces
- Condottiero strength reduced to 13, Boyar now doesn't get any defensive bonuses but immune to first strikes
- Added melee units for the starting army of Muscovy, the AI also starts with an additional settler and a couple more units
- England starts with an additional settler, missionary and war galley, the AI starts with a couple further defensive units
- Sweden now has some Knights and Arbalests in it's starting army
- Moved spawn area for the Bani Hassan barbarians a little south of the Sous region
- Fixed minor bug connected to the Companies' Crusade-related value calculations
- Fixed mistake in the desired resource calculations for company spread values
- Revised a couple help texts and hints (shown when loading the game)
- Revised changelog for the upcoming release
 
Revision 1262:

- Revised AI trade resource values, increased it for some strategic resources
- Fixed another instance of the -1 turn autoplay bug
- Fixed recently introduced bug of fresh lakes not being a source of fresh water
- Revised English and Aragonese naval units' spawn position, should be a little more safe now
- Some Mongol spawn areas are more directly placed against Hungary and Poland, also they are more deadly for them
- Fixed spawn bug with unintended enemy units flipping to you in some cases, appearing in your starting stack
 
Revision 1263:

- No civ can reach immunity for the Black Death, will spread even if all your cities are very healthy
- On AI war declarations on the 2nd completed UHV, changed good diplo relations to be a soft cap instead of a hard one
- Added mercenary notifications if there are mercs available in the new city's province, for founded cities too
- Added a free defender unit if there were no units in the city after a flip/revolt
- Fixed city number calculation bug and a minor logic issue in the base resurrection mechanics
- Fixed "fake" AI resurrections where the game tried to bring back the new civ even if everyone managed to suppress the rebellion
- Message for the human player if he/she successfully suppressed some cities on a resurrection
- Fixed a couple issues with unnecessary war and peace declaration messages upon civ resurrection
 
Revision 1271:

- Separated the amount of additional units on war declaration during civ birth, more for the AI, less for the human player
- Added all loading screen hints as a new category in the Civilopedia
- Morocco and Novgorod will settle their cities within a little more distance to existing cities
- Removed forced (vanilla RFC) soundtrack as the first song on game start
- Renamed Corporations into Companies in all remaining places
- Removed/updated outdated information about Corporations in the stability guide
- Various text fixes and updates in the Civilopedia
- Fixed bug where your own vassals could potentially declare war on you on 2nd completed UHV
- Other civs' vassals can't declare war on you on 2nd completed UHV (want to keep looking for the master civs)
- Tweaked values for the Scottish Auld Alliance UHV: good diplo relations and resource trade add more points, sharing a religion is even more important
- Added Liguria to the 2nd German UHV (The Holy Roman Empire)
- Ifriqiya is foreign, Thrakesion, Armeniakon and Paphlagonia are contested provinces for Genoa
- AI Poland starts with more and better defensive units
- Revised starting units for Spain - a couple additional units for the AI, less offensive units for the human player
- Human Cordoba starts with a couple horse archers instead of some of it's defensive units, so they can raid further north rather than sit and wait for Spain
- Turkopole mercenaries can be hired by Orthodox nations too, increased their number in the region
- Varangian Guards and Tagmatas disappear earlier than before, revised their frequency, can't be hired with Islam state religion
- Reduced Mamluk Cavalry bonus to +20% against Light Cavalry and +10% against Heavy Cavalry units
- Increased starting stability for Venice, slightly decreased it for AI Ottomans
- The Ottomans get extra stability on the conquest of Constantinople - "You managed to secure the very core of the once wonderful empire, now your people believe you are clearly destined to dominate the world! Stability is on the rise in your realm!"
 
Revision 1272:

- Ivory resource and it's art now correctly represents both Walrus and Elephant
- New gamefont icon for Honey, Barley, Apple, Copper, Wine, Tea, Tobacco, Marble, Ivory, Slaves, Fish, Iron, Coal
- New Civilopedia and map icon for Copper, Tea, Tobacco, Ivory, Rice, Fish, Iron, Coal, Slaves
- Updated event text of the Ottoman conquest of Constantinople
 
Revision 1273:

- Removed different religion-specific Reliquary buildings, added a non-buildable generic one: +1 happiness, +2 commerce, +2 culture, +1 stability
- All participants of a successful Crusade get one or more movable relic units, which can be settled in cities to Reliquary building
- Reliquary buildings have some chance to be destroyed on ownership change (they have 66% conquest probability)
- Tweaked other bonuses for Crusades as well, made them more significant for simple participants
- Sending a unit on a Crusade increases faith points right away, additional boost to your faith if Jerusalem is conquered
- All participants get experience points when the Crusade is over (for each sent unit), no matter if the Crusade was successful or not
- When Jerusalem changes ownership between major players, some new relics might be found (fairly low chance)
- Temple Mount (preplaced in Jerusalem) no longer adds a Relic resource, got back gold bonus from religion instead
- Knightly Order companies no longer give relic in any form
- Renamed/updated a couple names and texts related to various advisor screens (e.g. Corporation Advisor -> Company Advisor)
- Removed all remnants of the Relic, Uranium, Oil, Football/Sports Event, Aluminium, and separate Elephant resources (gamefont, xml, etc.)
- New resources: Citrus, Dates, Camels, Cocoa, Hemp, Opium
- New/improved gameplay icon for Iron, Salt, Wheat, Spices, new gamefont icon for Iron, Spices
 
Revision 1274:

- Updated the 1200AD scenario for the relic/reliquary changes
- Relics might only appear if a major player acquires Jerusalem
 
Revision 1275:

- Fixed a couple bugs with the protestantism and reliquary systems used together
- Adjusted Protestantism spread rate on Reformation when a civ is converting to the new religion
- Naffatun units now cause collateral damage on attack, as originally intended
- Lipka Tatars will cause less collateral damage, free Mobility promotion
- Boyars have a free Ambush promotion instead of Shock
- New icons for the Catholic, Orthodox and Protestant Belfries
- Fixed mistake in the Portuguese dynamic civ names
- Reduced Portuguese UP to 30% bonus production speed for colonies (from 40%)
- Fixed syncronization issue in the Muscovian UP, slightly increased it's maintenance reduction effect
- Plague can spread to some of your close cities right away on conquering an infected city
- Fixed mistake with the French and Papal immunity on the first plague
- Fixed bug with plague spread, getting rid of your infected cities (raze, gift) won't grant immunity from the given plague
- Fixed bug where plague could spread to the same city twice
- Fixed bug where some of your Chivalric Knights did not leave for the Crusade, but appeared as a Crusader unit
- Changed the color of some messages related to the Rise and Fall mechanics from green to red
 
Last edited:
Revision 1276, Part 1:
(warning, huge wall of text, can't post in a single reply)

- New wonder: Jasna Gora - +8 culture, +20% defence (cannot be broken by bombardment), +2 culture from temple in all cities, free March promotion for units, +2 GPP (Great Artist)
- New wonder: Samogitian Alkas - +6 culture (some of it stays without Paganism too), +1 culture for each city if you don't have a state religion, +2 science, +1 GPP (Great Scholar)
- New wonder: Gediminas Tower - +4 culture, +30% defence, restores some of the city defences on combat victory in the city, +2 GPP (Great Engineer)
- New wonder: Grand Arsenal - +2 culture, +4 xp and +100% production speed for naval units, +3 heavily promoted Gun Galley / Galleass units appear in the city, +2 GPP (Great Engineer)
- New wonder: Galata Tower - +4 culture, +1 trade route, increases chance for company spread in all your cities, +2 GPP (Great Merchant)
- New wonder: The Doumo - +10 culture, 1 fewer temple required to build Cathedrals, +2 GPP (Great Theologian)
- New wonder: Great Mosque of Kairouan - +8 culture, +1 free priest, +1 free scholar, +50% science, +2 GPP (Great Scholar)
- New wonder: Al-Azhar University - +8 culture, -20% cost for religious technologies, +2 GPP (Great Scholar)
- New wonder: Koutoubia Mosque - +6 culture, +4 stability with the Religious Law civic, +2 GPP (Great Theologian)
- New wonder: Thomaskirche (J.S. Bach's Cathedral) - +10 culture, +1 happiness in all cities, +2 culture for each specialist in all cities, +2 GPP (Great Artist)
- New wonder: Louvre - +10 culture, +1 commerce from artists in all cities, culture boost in all cities when a GP is born, +2 GPP (Great Artist)
- New wonder: Great Lighthouse - +4 culture, preplaced in Alexandria, removed a couple centuries later, +100% trade route yield, +1 GPP (Great Merchant)
- New wonder: Borgund Stave Church - +6 culture, -40% build cost for religious buildings in all cities, +2 GPP (Great Theologian)
- New wonder: Boyana Church - +8 culture, double faith from Great Theologians, +2 GPP (Great Theologian)
- New wonder: Torre del Oro - +4 culture, chance for a small (2-3 turns) Golden Age on colony completion, +2 GPP (Great Merchant)
- New wonder: Mont Saint-Michel - +8 culture, faith from Walls and Castles, heals units +10%, +50% defence, +2 GPP (Great Engineer)
- New wonder: Saint Catherine's Monastery - +6 culture, spreads Orthodoxy, provides 2 relics, +2 GPP (Great Theologian)
- New wonder: Blue Mosque - +8 culture, reduces war weariness in all cities, -20% build cost for buildings present in the capital city, +2 GPP (Great Engineer)
- New wonder: Selimiye Mosque - +8 culture, city acts as a government center, +100% xp for new units during golden ages, +1 commerce from engineers in all cities, +2 GPP (Great Engineer)
- New wonder: Kizil Kule - +2 culture, +2 commerce from harbor in all cities, +25% defence in all coastal cities, +2 GPP (Great Spy)
- New wonder: Uraniborg - +4 culture, +200% science from great people discoveries, +1 free scholar, +2 GPP (Great Scholar)
- New wonder: Peterhof Palace - +10 culture, chance for a free specialist of the same type when a GP is born, +2 GPP (Great Artist)

- Redesigned wonder: Shrine of Uppsala - +6 culture (some of it stays without Paganism too), +1 happiness, +3 stability with Paganism, +1 GPP (Great Artist)
- Redesigned wonder: San Marco Basilica - +8 culture, +2 trade routes, +100% foreign trade route yield, +2 GPP (Great Merchant)
- Redesigned wonder: Golden Bull - +6 culture, -30% civic maintenance, +2 GPP (Great Spy)
- Redesigned wonder: Imperial Diet - +4 culture, short Golden Age for acquiring a vassal, +2 GPP (Great Spy)
- Redesigned wonder: Palazzo San Giorgio - +8 culture, can build gold more efficiently in all cities, +2 GPP (Great Merchant)
- Redesigned wonder: Notre Dame - +10 culture, reduced to +1 happiness in all cities, +20% culture in all state religion cities, +2 GPP (Great Artist)
- Redesigned wonder: Kalmar Castle - +4 culture, +1 free spy, improves diplomatic relations with all historic neighbours, +2 GPP (Great Spy)
- Redesigned wonder: Sistine Chapel - +10 culture, +1 culture from state religion buildings, +1 free artist in cities with world wonders, +2 GPP (Great Artist)
- Redesigned wonder: Tomb of al-Walid - +6 culture, +100% war weariness for enemies, +50% great general generation rate, +2 GPP (Great Artist)
- Redesigned wonder: Stephansdom - +8 culture, removed war weariness reduction, builds hamlets instead of cottages, +2 GPP (Great Theologian)
- Redesigned wonder: Brandenburg Gate - +4 culture, -33% hurry production cost, +2 xp from settled great generals in all cities, +2 GPP (Great Spy)
- Redesigned wonder: Palais des Papes - +10 culture, +2 happiness, removed extra defence, extra faith from all state religion buildings, +2 GPP (Great Theologian)
- Redesigned wonder: Magellan's Voyage - +2 culture, +1 trade route for all coastal cities, +2 movement points for all naval units, +2 GPP (Great Merchant)
- Redesigned wonder: Bibliotheca Corviniana - +8 culture, grants 2 random technologies from techs already known by other civs, +25% science, +2 GPP (Great Scholar)
- Redesigned wonder: St. Basil Cathedral - +8 culture, +1 espionage from state religion buildings, -30% unit upkeep cost, +2 GPP (Great Spy)
- Redesigned wonder: Copernicus Observatory - +2 culture, only adds free specialists for towns worked by the city, +25% science, +2 GPP (Great Scholar)
- Redesigned wonder: Westminster Abbey - +8 culture, +1 happiness per city in divine monarchy, additional stability based on your civs faith, +2 GPP (Great Theologian)
- Redesigned wonder: Magna Carta - +6 culture, +2 culture from courthouse in all cities, no stability penalty for unstable civic combinations, +2 GPP (Great Spy)

- Versailles generates Great Spy (was Merchant), Topkapi Palace generates Great Spy (was Merchant), Theodosian Walls generates Great Engineer (was Theologian)
- Pressburg Castle bonus increased to 100% great general emergence inside cultural borders
- Kalmar Castle production bonus from stone halved, added bonus from marble
- L'Encyclopedie adds all techs known by at least 3 civs instead of 2
- Imperial Diet requires 12 cities, acts as a government center (like Summer Palace and Palais des Papes)
- Removed "unlocking all civics in a category" abilities from all wonders
- Kizil Kule and Torre del Oro are not coastal by default (building art reasons), they both require a Harbor instead
- Westminster Abbey, Stephansdom and San Marco Basilica require Catholicism as a state religion
- La Mezquita and Tomb of al-Walid require Islam as a state religion
- Alhambra and Gardens of Al-Andalus do not need Islam directly, but Arabic Knowledge is still a prereq
- Revised base culture bonuses for all wonders, added additional specialist places for many of them
- Added a couple new resource bonuses for wonders, modified many previous ones
- Revised tech prereqs and production costs for all wonders
- Updated wonder preferences (both old and new) for all civs
- Adjusted size of buildings and wonders in both the Civilopedia and ingame
- New art and icon for Hagia Sophia: now represents the Byzantine period (without minarets)
- New icon for St. Peter's Basilica, generic Monastery, generic Temple, generic Belfry, Mercenaries
- New button for Kalmar Castle, Pressburg Castle, Royal Dungeon, Leonardo's Workshop
- New building art for Islamic Madrassa, House of Wisdom

- Novgorod 1st UHV: needs Vologda, Rostov and Osterland provinces too
- Novgorod 3rd UHV: The Republic of Russia: Control the province of Moscow or have Muscovy as a vassal in 1478 AD (annexation of Novgorod)
- Hungary 1st UHV: Instead of biggest state in 1490 AD, control Austria, Carinthia, Moravia, Silesia, Bohemia, Dalmatia, Bosnia, Banat, Wallachia and Moldova
- Hungary 2nd UHV: previous 1st and 2nd UHV switched, deadline moved to a later date, to 1541 (conquest of Buda)
- Lithuania 1st UHV: The Last Pagan State: increased to 2500 culture
- Lithuania 2nd UHV: The Grand Duchy: Control the most territory in Europe in 1430 AD (death of Vytautas)
- Lithuania 3rd UHV: Collapse or Vassalize Muscovy, Novgorod and Prussia by 1795 AD (final partition of PLC)
- Polish 2nd UHV: changed date from 1600 AD to 1569 AD (Union of Lublin)
- Morocco 1st UHV: moved deadline later, to 1248 AD (fall of Seville)
- Burgundy 1st UHV: culture goal increased to 12000
- Moscow 2nd UHV: land percentage goal increased to 25%
- Ottoman 1st UHV: previous 1st and 2nd UHV merged, with the later deadline
- Ottoman 2nd UHV: Ottoman Superiority: Construct the Topkapi Palace, the Blue Mosque, the Selimiye Mosque and the Tomb of Al-Walid by 1616 AD (completion of the Blue Mosque)
- Ottoman 3rd UHV: Buda and Krakow also needed, along with Wien
- Byzantium 1st UHV: Justinian's Ambitions: have at least 6 cities in Italy + Dalmatia, Tripolitania, Ifriqiya in 632 AD
- Byzantium 3rd UHV: The Second Rome: previous 1st UHV condition added here
- Genoa 1st UHV: moved to an earlier date, to 1400 AD, added Thrakesion (Smyrna and Chios) and Cyprus
- Genoa 2nd UHV: previous 2nd and 3rd UHV switched, moved deadline earlier, to 1566 AD (loss of Chios)
- Genoa 3rd UHV: ensure that Bank of St. George is only spread to your cities in 1625 AD (end of Genoese banking golden age)
- Arabia 1st UHV: moved to an earlier date, to 850 AD, added Cyrenaica, Tripolitania, Ifriqiya, Sicily and Crete
- Arabia 2nd UHV: control Egypt and the Levant with being the most advanced civ in 1291 AD (more researched techs than any other civ)
- Aragon 2nd UHV: new aspect: have at least 30 trade ships (ships with at least one cargo space)
- Fixed issue where mainscreen UHV counters displayed the same static value after the deadline, they are removed upon UHV completion
- Some mainscreen UHV counters now shown and calculated even after the UHV is completed, until the UHV date (e.g. the ones ideal for UHV challenges)
- UHV update: Norway & Burgundy UHVs do not show score for unknown (or unborn) civs
- Fixed bug with the Prussian mainscreen UHV counter
- Updated the timeline of the mod, synchronized all UHV dates

- Byzantium UP: new aspect: can use the Imperialism civic without the given tech
- Polish UP: new aspect: religions are more easy to spread
- Ottoman UP: gain additional Janissary units when conquering cities with foreign religions in them
- English UP: cottages, hamlets, villages, towns get +1 hammers, workshops get +1 commerce
- Genoese UP: new aspect: increased spread chance for companies
- Scottish UP: new aspect: forts give +2 extra commerce
- Scottish UP: only cities with at least 20% own culture count - both places
- Scottish UP: interface message for the human player when an UP-triggered unit appears
- Aragonese UP: tile yields will be displayed right away, not on the next turn
- Aragonese UP bugfix: yields correctly reset for old capitals (both on conquest, and on flip, secession and capital move too)
- Aragonese UP bugfix: yields will be correctly set for the new capital (won't get a huge negative modifier)
- Scottish UP bugfix: will trigger for all players, but only on city conquest
- Burgundy, Hungary and Lithuania UP: new, proper/unique happiness modifier (and improved happiness tooltip) for civs with the Happy UPs
- Burgundy, Spain and Lithuania UP: free yields from the UPs are now properly shown in the city tooltips
- Fixed bug where the free yields from UPs were not eligible for modifiers at all
- Fixed bug where some of the UP-related free yields where not applied/calculated correctly on the main screen overall counters
- Revised UP texts, various fixes and wording improvements
 
Revision 1276, Part 2:
(warning, huge wall of text, can't post in a single reply)

- Added new, proper mercenary screen button (in the style of vanilla subscreen buttons), revised positioning
- Fixed shortcut for the mercenary manager subscreen
- Revised order of main screen subscreens, improved layout+positioning
- Revised existing mainscreen shortcuts, added a couple new ones
- Increased tech effect/bonus slots to 8 on the tech tree
- Fixed bonuses panel under the Buildings/Wonders section of the Civilopedia, now properly shows all elements with a scrollable interface
- Fixed effects panel under the Civics section of the Civilopedia, now properly shows all elements with a scrollable interface
- Added missing interface widgets for the colony and mercenary expenses in the Financial Advisor
- Improvements on the civics and city maintenance widgets in the Financial Advisor
- Fixed civic requirement info for buildings
- Fixed religion display for some special building attributes/abilities
- Better clarification for required religion/state religion/religion in the city dependencies
- Fixed a couple minor civilopedia text mistakes (e.g. muscovy != muscowy, double spaces in a couple places, etc.)
- Removed fallout from the mod (not even displayed anymore)
- No civ destroyed message during autoplay, even if it was a vanilla-style destroy message (e.g. last city conquered)
- Added mercenary notifications when a city flips to you, now it should really cover everything
- Added coordinate reference for many messages, also unique reference icons for some of them
- Revised timing (and delay) for many interface messages - mostly mercenary-related
- Added interface messages for various Relic-related events
- Corrected yield and commerce values on the ingame building help texts, when modified by wonders or other buildings
- Corrected ingame building help texts connected to the various defense enhancing wonder/building effects
- Fixed messed up widget logic within the victory screen (e.g. UHV victories remained visible even when the settings tab was active)
- Adjusted victory screen panels, so one more line fits in all three UHV help texts
- Wording updates and fixes in the victory screen help texts
- Minor updates on the subscreens and layout of the religion screen
- Small text and position fixes in the religion screen info texts
- Improvements on various mainscreen wonder help texts
- Fixed issue with the Victory help texts not always showing the correct status of the civs in the ConquerOrVassalize UHVs
- Pagan culture from buildings (both for the given city bonus and the all cities bonus) is now properly shown in the city tooltips
- Improved order of the mercenary cost calculations, now there is no delay in the subtraction (shown in the beginning of the next turn)

- Fixed bug with player respawns, it did not trigger in all intended situations
- Fixed bug where respawns in the human player's cities were mistakenly avoided in some cases
- Fixed bug (crash) connected to Relic spawns in/on unknown cities - reported by Swarbs
- Fixed issue where a civ's alive status was not updated right away on collapses and respawns in some cases (only on the beginning of the next turn)
- Fixed bug in the AIWars function connected to maintaining the status of civs
- Fixed bug where commerce modifiers from resources were not properly updated
- Fixed bug where the Escorial and Stephansdom stability effects could potentially remain active after the city was razed
- Fixed bug where in some cases only 2 independent factions were handled instead of all 4 of them
- Fixed bug where Kazimierz didn't give any faith points, even if Judaism was your state religion
- Fixed annoying bug with duplicated names in the xml variable initialization, which resulted in some mysterious bugs/issues before
- Fixed bug with inflation not being applied to all aspects of the total costs
- Fixed bug (python error) connected to mercenary notifications
- Fixed bug with mercenary maintenance being subtracted twice under some circumstances
- Fixed bug where the pagan culture (both for the given city bonus and the all cities bonus) were not eligible for modifiers at all
- Fixed bug where the pagan culture (both for the given city bonus and the all cities bonus) were not applied correctly on the main screen overall counters
- Fixed calculation bug with the resource-based commerce modifiers
- Fixed a bug in vanilla civilopedia texts related to building effect for all cities
- Fixed bug in the autoplay function
- Fixed bug with revealed plot/city tiles not correctly checked for the given team
- Fixed bug related to colony costs: it was shown correctly on all ingame screens, but not applied correctly in the background calculations
- Fixed overall cost calculation bug on the mercenary screen
- Fixed a couple bugs related to wonder availability in cities: being present vs. being active
- Fixed bug where vassals could lead Crusades against their master
- Fixed bug where civs could potentially redeclare war against civs they already have war with (both in Crusades and in Rise-and-Fall situations)
- Fixed multiple bugs where civs would have a forced war declaration where they couldn't normally declare war (both Crusades and Rise-and-Fall situations)
- Fixed bug with civ selection for deviated Crusades (in some cases it resulted in no Crusade instead of a deviated one)
- Fixed bug on resurrection where civs declared war on the new civ based on decisions/setup of earlier resurrections

- New UB for Venice: Naval Base (Manor House) - only in coastal cities, +2 stability, free Amphibious Promotion for new units, requires Harbor, Lateen Sails, obsoletes with Astronomy
- Decreased AI stability bonus for Venice
- Drydock +xp bonus for naval units reduced to 2
- Byzantine conqueror army arrives near south Italy in ~520AD, led by Belisarius
- Human-played Byzantium starts somewhat more stable
- Rebalanced independent starting cities spawn attributes in Southern Italy and North Africa
- Revised Byzantine starting armies (e.g. removed War Galleys), added road for the Iron near Constantinople
- Revised Byzantine starting buildings - no more initial Castle in Constantinople, fewer initial Lighthouses but more Markets in the empire
- Byzantium, Arabia, Cordoba, Venice, Spain, Scotland, Genoa starts with religious art
- Hungary starts without monasticism and religious art, Norway without monasticism
- Added Stone in Sweden (Kalmar Castle) and Amber near Uppsala (Shrine of Uppsala)
- Revised resource distribution in the area of Poland, added Stone between Poland and Kiev
- Made southern Sicily (Syracuse), the Marrakesh area and central Tunisia more fertile
- Better starting situation for Novgorod and Leon, the capital area is somewhat more productive and fertile
- Silk resource appears in Thrace around 550AD, disappears if Constantinople is conquered
- Added invader event directly against Constantinople, representing the Viking's (Rus) invasion of 868
- Minor updates in the German/Austrian/Prussian and French/Burgundian city name maps
- Added Kairouan as an indy city, spawns in 670AD, reduced to a town in 1057AD, starts with Islam
- Added Tlemcen as an alternative indy city spawn for Algiers in 500AD, 40% chance, starts with Catholicism
- Added Brennabor as an indy city, spawns in 850AD, 2 alternative positions with 50-50% chance (on conquest becomes either Brandenburg or Berlin)
- Added Visby as an indy city, spawns in 900AD
- Removed Mus and Sarai Batu spawns (no need to represent the Seljuk/Timurid and Mongol invasions with barb cities outside the map)
- Increased Timurid threat against human Ottomans
- Adjusted and revised deadlines for all companies
- Hanseatic League company bonus nerfed: +1 commerce and 0,34 culture per resource
- Kontor (Hanseatic League UB) additional bonus: +10% food with Fish, +10% food with Salt
- Hanseatic League (with it's automatic 'building') also adds +2 experience for ships
- Nerfed bonuses for Calatrava and Dragon Orders
- Increased Kasbah defenses to be on par with Walls
- Removed additional unhealthiness from Konets
- Burgundy starts with 2 population in their cities, revised balance modifiers (some nerfed, some buffed)
- Increased unit and building production modifiers for Scotland, Norway, Poland and Novgorod
- Various Russian and Hungarian balance modifiers nerfed

- Now all directly religion-related wonders give faith points upon completion (even if they do not need a state religion ingame)
- Faith point bonus from wonders reduced to 4 from 6
- Reduced base faith point bonus from Great Theologians
- Reduced overall colony cost, while still semi-exponential, won't hurt as much with more colonies as previously
- Original build processes reduced to 33% efficiency (and some of them moved to a different tech), added 2 improvements to all types (with 50% and 67% efficiency):
Build Wealth line: Alchemy - Banking - Economics
Build Research line: Education - Chemistry - Scientific Method
Build Culture line: Literature - Patronage - Renaissance Art
- Added full espionage line to the build processes:
Build Espionage: Code of Laws - Divine Right - Nationalism
- Respawned civs start as slightly more stable
- Getting a Relic is not given, there is a chance between 60-90%
- Decreased chance for successful persecution if there are religious buildings of the given religion in the city
- Added base extra unit cost for military units, 0.5 gold per turn (which is additional to the base 1 gold per turn for all units)
- Decreased number of free units (based on population in your civ), in both categories (all units and military units)
- Decreased base religion spread chance/rate for all religions (missionary spread)
- It is now significantly (and increasingly) harder to spread a religion if there are already established religions in the city
- Made it much harder to spread religions to foreign cities compared to own cities
- Increased company negative spread modifiers for being in multiple cities of the same civ (so they can spread out more)
- Reduced culture bomb action of Great Artists to +2000
- Improved AIs' starting settlers on ships chances to settle ASAP
- Unified culture production rule on conquest for all wonders
- Decreased civs general willingness to target far-away independent cities
- Vassal civs are set to never target indy and barb cities outside their war maps
- Rearranged and reviewed flow (through start dates) of civ-specific modifiers
- Religious buildings and religious wonders in the city have smaller impact on persecution chances
- Population in the city also modifies religious persecution chances

- Feudal Monarchy: increased number of free units, also adds free military units
- Divine Monarchy: extra happiness in the largest cities instead of happiness per military unit
- Merchant Republic: can't be taken by AI civs if less than 50% of their cities are coastal
- Merchant Republic: increased to +50% gold in capital, removed +25% gold in other cities
- Merchant Republic: +50% yield from trade routes, +1 trade routes in coastal cities instead of all cities
- Merchant Republic: +1/2 upkeep cost for military units, reduced to +50% war weariness
- Feudal Law: military units are produced with food instead of the +20% production bonus (trade off between production and growth)
- Feudal Law: increases maintenance cost from distance to palace instead of decreasing it, +50% Great General emergence rate
- Religious Law: doubles the reduction rate of persecution points (thus shortens the duration of religious instability), removed +2 culture from specialists
- Common Law: instead of +100% culture, +100% great people rate
- Tribalism: -50% great people growth rate
- Free Peasantry: reduced to +50% work speed for workers
- Apprenticeship: removed unlimited artist, scholar, merchant
- Free Labor: reduced to +1 free specialist, +10% hammers in all cities
- Decentralization: +50% for both city-related maintenance costs
- Manorialism: +25% for both city-related maintenance costs (still pretty decentralized)
- Trade Economy: unlimited merchant moved here from Apprenticeship, +10% gold in all cities, unstable with Serfdom
- Guilds: reduced to +1 beakers per specialist, companies have more chance to spread, +2 gold for guild hall
- Mercantilism: +50% yield from trade routes, unstable with Merchant Republic
- Improvements and fixes in the civic help texts
- Revised upkeeps in all civic categories
 
Revision 1277:

- Fixed bug connected to diverted Crusades (reported by DC123456789)
- Samogitian Alkas science bonus changed to +2 beakers from Pagan Shrine in all cities
- Borgund Stave Church prereq tech changed to Plate Armor and Monument Building, timber bonus decreased
- Added a couple civilopedia links to wonder effects, other minor civilopedia improvements
 
Revision 1278:

- St Catherine Monastery: can only be built in cities with a desert in BFC
- Huge improvements on the Novgorodian, Kievan and Russian city name maps - by caphyre
- Improved method for resource calculation inside borders (Novgorod and Muscovy UHV), now only improved resources count
- Fixed small issue with the new Stephansdom effect
- Fixed inconsistency connected to Lumbermill availability on Timber resources
- Fixed bug with UI display on the map for cottages, hamlets and villages (worked turns needed till the improvement upgrade) when they are outside cultural borders
 
Revision 1279:

- New button for Great Lighthouse, Dome of the Rock, Topkapi Palace, St. Catherine Monastery, Samogitian Alkas
- Fixed button for Blue Mosque - sometimes had a strange fluctuation because of mipmaps
- New civilopedia text and button for Venetian Naval Base
- New button for generic Belfry and Catholic Belfry (based on the Vicenza Belltower)
- Fixed Genoan banking UHV: now all bank types count
- Improved initial Byzantine situation: increased starting gold, bigger starting population in a couple cities
- Improved initial Byzantine situation: starts with Manorialism, some extra faith points, and a couple additional workers
- Fixed multiple bugs connected to the spawning conditions of the Varangian conquerors event
- St. Catherine Monastery also adds +10% science in all cities
- Decreased penalties of the initial Tribalism and Decentralization civics:
-- GP birth rate penalty for Tribalism is the same as for Serfdom
-- City maintenance penalty for Decentralization is the same as for Manorialism
- Improved Arabian starting armies, added back Horse Archers
- Added Cyprus to the 1st Arab UHV
- Fixed critical bug with Crusades: some of them didn't actually happen/arrive at all, if there were no initial contact between the leader and the target
- Increased strength of Crusader armies against human defenders
 
Revision 1280:

- Slightly increased overall chance for religious persecution success
- Maximized the persecution chance reduction from religious buildings (of the target religion)
- Added dynamic civ names for Germany, Austria and Prussia
- Fixes/changes in the English, French, Dutch and Aragonese dynamic civ names
- Revised unit size for all units, now they are correctly shown on all interfaces (city screen + main screen, Civilopedia, mercenary screen)
- Increased "build" time for removing both woodlands and dense forests
- Improved tech rate modifiers for Muscovy/Russia for both the human player and the AI
- Reduced tech rate modifiers for AI Venice, Spain, Portugal, Austria
- Strongly nerfed human Austria, both tech and production modifiers
- Added a couple more starting units for AI England
- Now all extra tiles are correctly taken into account in all collapse types
- Added specific message for the human player on all collapse situations (not only on stability-type collapse)
- Units on transports have lower chance to leave for Crusades
- Additional units (indy, barb) can't flip for human players on the initial turn of the spawn
- Adjustments in the AI logic, when AI civs can take / are willing to take the Merchant Republic civic
- Papal states can no longer become a Merchant Republic

- Similar resource-related bonuses for buildings are now displayed grouped - civilopedia, city view, etc.
- Removed forest preserve and tribal village from the mod/Civilopedia
- Various updates and improvements in the hints section
- Updated/improved Civilopedia text for St. Peter's Basilica, Magna Carta, Rice, Cocoa, Coffee, Sulfur, Barley
- New Civilopedia entry for Ivory, Coal, Apples
- Added Civilopedia entry for terrains: wetland, moorland, semidesert, freshwater and salt lakes, permanent snow
- Updated Civilopedia links for Krak des Chevaliers, Mont Saint-Michel, added culture icon for Notre Dame

- Fixed error with the show unit button on the mercenary screen, now correctly shows the position of the merc when clicked
- Fixed bug connected to persecutions being done with automatic religion selection for the human player (so only one possible religion to persecute)
- Fixed bug with military instructors in the Civilopedia
- Fixed bug with unspecified collapses - reported by Titoudeff
- Fixed a couple instances of the -1 turn on spawn bug
- Fixed minor bug in flip city mechanics on collapses

- Kazimierz: additional bonus, +25% gold
- Round Church: new bonus instead of science - +1 free priest
- Cluny Abbey: new bonus instead of free priest - +1 scientist, +1 priest slot
- Al-Azhar: increased to 50% science
- Leaning Tower, Kazimierz, Samogitian Alkas, Shrine of Uppsala: increased to 2 gpp/turn
- Westminster: fixed stability bonus, so it isn't only available with Divine Monarchy
- Great Lighthouse: added +1 trade route
- Jasna Gora: as culture bonus is available for each temple type, reduced to +1 culture
- Boyana Church: additional bonus, +10% culture in all cities
- Kizil Kule now requires Arabic Knowledge
- Added specialist slots for La Lanterna, Golden Bull, Magna Carta
- Versailles: no free spy, but 2 spy slots
- Belem Tower: removed free merchant
- Amsterdam Beurs: resource happiness and health bonuses removed, +10% commerce for all exotic resources
- Update Warehouse resources: added some traditional European resources
 
Revision 1281:

- Stability giving buildings and walls are higher priority for the AI
- Fixed mistake in AI wonder priority calculations, they were applied to the wrong building in some cases
- When accepting the reformation, all catholic missionaries are disbanded (to help the AI)
- Fixed mistake with negative modifiers for cottage/hamlet/village growth, now everything is accounted and shown properly
- Fixed mistake with AI danger calculations, won't disband units in some unwanted situations
- Improved AI building selection logic for buildings with plotyieldmodifiers (sea, coastal, river)
- Fixed BtS bug where units might "forget" their assigned mission AI type (causing various issues in the AI) - from K-mod
- Fixed mistake in the Byzantine UP, which made the collapse possible in some situations where it should have been prevented - reported by PiR
- Fixed bug with the Byzantine UP, regarding cities: it was possible that a city in your core area was counted as unstable
- Cities for the Byzantine UP are now checked based on the province status, not the outdated rectangular core area
- Fixed mistake with the secession mechanics when it was called with a forced RevoltCity call
- Fixed bug in some aspects of the city selection mechanics for secession: cities in core areas got the same penalties as other cities (which increased their chance for selection)
- Increased the number of potential secessions in a given turn (still only one per civ though), but decreased the (stability based) chances for it to actually happen
- If there are non-core cities among the potential cities for secession, they are always tried to be selected before core cities
- Non-core cities' chance for being selected for city secession is heavily modified by the civ's own culture in the city
- Revised all UPs coded in the dll, improving efficiency and usability (e.g. for Cordoba and Muscovy)
- Cordoba starts with the Trade Economy civic, Norway and Denmark start with Militarism, Prussia starts with Religious Law
- Removed civ-specific modifiers for Venice and Cordoba on the economy stability calculations
- Fixed effect of El Escorial - now truly negates all instability from economic stability
- Various improvements on the economy stability calculations, removed some inconsistent aspects
- Revised city maintenance modifiers (both distance and number of cities) and unit cost modifiers for all civs
- Revised inflation modifiers for all civs, with significantly increasing it for most of them (trying to decrease excess gold in the late-game)
- Fixed python error connected to a respawned Burgundian civ's 1st UHV - reported by JHLee
- Fixed minor mistake with the Kievan and Lithuanian UHV counters on UHV checks
- Fixed bug where the Lithuanian 1st UHV could become both lost and won on the same turn, if you switched out of Paganism right before you reached the culture threshold
- Fixed bug where some of the "complete by specific date"-type UHVs were possible to trigger even after the deadline
- Fixed an enum bug related to promotions in the xmlconstants
- Revised length of occupation revolts on city conquest, reduced its dependency on the size of the city
- Decreased resistance length of cities on cultural revolts (prior to cultural flips)
- Bulgarian UP will now also work for cities conquered during cultural revolts
- Ottoman UP: overflow is stored for the next unit on Janissary generation; it's possible to generate more Janissaries in a turn (in extreme situations)
- Revised rural population numbers, land area also counts, city population modifies it in a more intuitive way
- Papal States is not included within the demographics (on the info screen), they are not a rival in the strict sense

- Fixed unit scrollbar on the mercenary screen
- Fixed unit level and experience data on the mercenary screen
- Additional information is shown for the selected mercenary, with links to the Civilopedia
- Promotion order for mercenaries is now always displayed in the default order
- Various adjustments in the mercenary screen layout
- Removed "generic mercenary" postfix from the name of all non-unique mercenary
- Fixed mistake where some specific promotions did not show up for mercenaries, and were not calculated into the merc upkeep price
- Reduced impact of promotions on mercenary upkeep cost, on the other hand increased the base of the mercenary upkeep (thus the overall upkeep cost is increased)
- Upkeep increase from promotions now also depends on the base upkeep of the mercenary unit
- Hire cost of mercenaries is now less linear, while the initial promotions modify it less drastically
- Fixed bug where the free promotions (granted by default, based on unit type) were not added for the mercenaries
- Revised default chance and cost modifiers for the initial mercenary promotions
- Mercenaries and units lead by a general decrease revolt chance in their city
- Great Generals cannot join mercenary units

- Revised the categories on the Civilopedia concepts page, some categories reorganized/renamed/removed, many small fixes
- Updates and improvements in the Civilopedia stability and mercenaries concept pages
- Improved the stability guide, added stability-related wonder effects to it, updated it with the changes in civics and the recently changed stability-related stuff
- Added help text to mercenaries, improved description of Bombard and Great Bombard
- Improvements on the Marco Polo, Gediminas Tower and Hanseatic League texts, minor fixes in a couple other wonders
- Minor updates in unit names and unit categories, updated a couple more hints
- Improved and more accurate UP texts for Byzantium, Cordoba, Lithuania, Muscovy and the Ottomans, minor UP text updates for a couple other civs
- "Wonder captured"-type messages were added for Shrines too
- Minor improvements on the Ottoman and Norwegian UHV counters
- Updated check text for the 3rd Cordoban UHV and the 1st Spanish UHV with information about empty provinces
- Fixed mistake in the Civilopedia where civic requirements for buildings were present twice
- Fixed various links in the Civics section of the Civilopedia, removed some unused ones in the Buildings section
- Updated the changelog of the mod

- Revised unit size for civ-specific variations (artstyles), also for great people units, civilian units, many further adjustments for generic units
- Added Middle-Eastern Cannon and Norse Longswordsman as civ-specific unit art
- New button for Cargo Capacity, Shock, Naval Units
- Improvements on the Feint, Medic3 and Woodsman3 promotion buttons
- Improved the unit category button for Polearm Units, Heavy Infantry and Light Cavalry
- New icon for Crimean Tatar Rider, Bombard and Great Bombard
- New button for Bibliotheca Corviniana, Golden Bull, Shrine of Uppsala
- Improvements on the Jasna Gora and Boyana Church buttons

- Reduced Naval Base stability bonus to 1, added +2 commerce
- Increased health bonus of Cordoban Noria to +2, reduced production bonus to +1
- Levee, Dike, Wharf buildings' river-bonus affect only flat riverside tiles (no hills, no tiles which only have corner connection to rivers)
- Dike's sea bonus affect only coast tiles which have a direct side connection to the land (instead of all sea tiles)
- Dike is enabled both on river and on coastal tiles (one of these prerequisites is enough)
- Revised production cost for Levee, Dike, Wharf, updated their bonus description
- Fixed mistake with Reliquary building adding unintended state religion happiness bonus
- Removed free specialists (engineer, merchant) and unhealthiness from Guild Hall and Konets
- Guild Hall only enabled with the Guilds civic, +2 hammers, adds 10% production and gold in the city, reduced production cost
- Konets available with all civics, additional production and gold compared to Guild Hall, reduced production cost
- Nerfed Belfry/Minaret bonus to +10% culture in the city, reduced production cost
- Tannery adds +5% production with sheep too, reduced production cost
- Blacksmith: removed coal bonus, increased iron and copper bonus
- Coffee House: removed Sugar, reduced war weariness modifier to +20%
- Weaver: reduced to +5% gold bonus per resource, swapped a couple resources
- Jeweler: removed Ivory, requires Blacksmith instead of Weaver
- Luxury Store: +20% gold, removed Dye and Silk (already covered in Weaver), added Amber and Marble
- Reduced production cost for Luxury Store and Warehouse, increased it for Jeweler
- Reduced culture-based happiness bonus of Hippodrome, +2 xp for Light Cavalry and Heavy Cavalry
- Reduced Courthouse, Veche Hall and Vaivadija bonus to -40% maintenance cost
- Increased bonuses for both Rathaus and Royal Exchange, making them more powerful compared to their regular counterparts
- Added option for buildings to add specific commerce types for a given specialist type
- Royal Academy: +1 science from artists, generates artist, no free scholar, can turn 2 citizen to artist
- Increased Royal Dungeon's war weariness reduction to 75%

- Thomaskirche bonus reduced to +1 culture per specialist
- Leonardo's Workshop: removed hammer bonus and free artist, added +20% science and +20% culture, free engineer
- Great Mosque of Kairouan: removed free priest, can turn 1 citizen to priest and scientist
- Koutoubia Mosque: +1 free priest
- Sistine Chapel: +2 additional state religion happiness, culture bonus per city removed
- Boyana Church: Sistine culture bonues added here, instead of the +10% culture per city bonus
- The Duomo: all cathedrals get additional happiness
- Notre Dame: +1 happiness in all cities removed, +2 happiness in city added
- St. Basil: unit maintenance reduction bonus reduced to 20%
- Golden Bull: civic cost reduction reduced to 20+, added +25% espionage
- Cluny Abbey: +4 espionage
- Amsterdam Beurs bonus reduced to +50% gold
- San Marco Basilica bonus reduced to +1 trade route
- Marco Polo's Embassy: +1 culture from merchants instead of commerce, +1 trade route
- Louvre: +1 gold from artists
- Selimiye Mosque: +1 culture from engineers instead of +1 commerce
- St. Sophia: +1 commerce from priests instead of +1 hammers
- Al-Azhar University: +1 science from priests
 
Revision 1282:

- Norwegian 1st UHV: Flipped and traded cities no longer give Viking Points, only conquered ones
- Norwegian 1st UHV: Fixed issue where you got an extra Viking Point on conquering size 1 cities
- Spanish 3rd UHV: Barbarians count as Pagans, Independent cities are included separately, with land and population divided between the religions present in the city.
- Cordoban 1st and Byzantine 3rd UHV: Added information about the best competitor cities (name and size/culture)
- Bulgarian 3rd and Portuguese 2nd UHV: Now flipped away cities always count as lost, also cities which are traded away, unless the trade happens while you are at peace
- Fixed bug with the Spanish 3rd UHV, the religion with the biggest land and population was not selected well in some rare situations
- Fixed bug with the biggest city UHVs, where it was not a problem if one of your own cities were bigger than your capital (Cordoban and Byzantine UHVs)
- Fixed minor mistake with the best culture city UHV, where it was enough if you had the highest culture in a tie (Byzantine UHV)
- Introduced specific UHV help texts on the victory screen, for clarification/specification, with distinct color
- Converted parts of the UHV descriptions of Venice, Aragon, Norway, Scotland, Prussia into UHV help texts
- Added new UHV specifications as UHV help texts for Spain, Genoa, Novgorod, Moscow, Bulgaria, Portugal
- Changed dark red color texts on the Victory Screen to a little lighter red, to have better visibility
- Ottoman UP does not add free Janissary units when conquering cities with foreign religions in them, but increases Janissary Points
- Ottoman UP also adds Janissary Points when acquiring cities through trade or flip (although much less points than for conquest)
- Removed the "The xyz Civilization has been destroyed!!!" messages, which were redundant right after the collapse message
- Added message for the human player, when a known civ loses its last city by conquest
- Minor improvements in the UHV descriptions for a couple civs (Bulgaria, Spain, Poland, Sweden, Norway, Scotland, Moscow)
- Various text improvements in the UHV helpers/counters on the victory screen (Hungary, Muscovy, Sweden, Spain, Venice, Germany, Bulgaria)
- Improved layout for UHV helpers/counters with % in them (on the Victory Screen), also for competition-type UHV counters
- New UP text for the Ottomans, minor improvements in the Danish one
 
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