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SVN Changelog

Revision 1198:

Total collapse has much more chance to happen for the human player, for example: 60% with -15 stability, 100% with -35
Chance from stability on minor nation revolts will never be negative if you are very stable
Increased city cluster for many civs, it's possible for them to have closer cities
 
Revision 1199:

Morocco starts with Literature, so they can remain in the Religious Law civic
Revised all barbs for Cordoba, no more Berber barbarians for them in Iberia
Also revised all North African barbs before the Moroccan spawn
Fixed bug where previously acquired culture wasn't kept when you conquered an indy/barb city
City secession only results in a 25% culture loss for the original civ
Revised values connected to cultural revolts/flips of independents and barbs
 
Revision 1200-1201:

Lorraine province is historic for the Franks, switches to border on the German spawn
Added some stability bonuses for AI civs which had a hard time at the beginning for various reasons (early civic changes, too many foreign cities, barb activity, etc.)
Some examples: Franks +4, Bulgaria +3, Cordoba +2, Kiev +6, Genoa +2, Aragon +4, Prussia +3, Austria +4, Ottomans +10
Minor update in the Frankish spawn area
 
Revision 1202:

New rules and various improvements in AI city settling, most civs' city-placement should be more dense overally
Minor updates in the inquisition code
 
Rev 1203:

- Some extra measures to avoid double mercenary promotion
- Base code to allow spawning independent cities to be picked from a pool

The citypools currently contain only 1 city, so it is the same situation as before. Except Palermo, so there is an example how the pools should look like. (Palermo 80%, Syracuse 20%)
 
Revision 1204:

Various fixes/updates in the Indy and Barb city spawns
Timber, Deer and Fur resources will disappear if the Woodland/Dense Forest/Palm Forest is cut down
Colour changes in some interface messages connected to resources
 
Revision 1205:

Fixed some independent city coordinates
Fixes in stability calculations connected to city razing
Fixed Viking point calculations connected to city conquest
Destroying work boats is reduced to only one Viking point for the Norwegian UHV (same as for pillaging settled fishing boats)
Increased Norwegian Viking points UHV from 80 to 100 (with the new cities in England it's still not hard at all)
Unworking stability bonus for your healthy cities changed to stability penalty for your unhealthy cities
Civ-wide health stability bonus: +k with an average k happiness in your cities
Changed happiness stability to +k with an average k happiness in your cities
Fixed 2 different mistakes in the stability calculations on civic-happiness/unhappiness from religion
Fixes in city naming on WB city placement
Minor updates in the non-CNM city names
Janissary UP: only -1 instability from foreign religion in your cities - not necessarily a historical aspect of the UP, but important for gameplay
Lowered Janissary threshold to 300 for the human player, 200 for the AI
Fixed an overlooked aspect of the Polish 'no instability from anything connected to religions' UP
Minor changes in the city stability calculations for the AI
Updated the Stability Guide with the recent changes
 
Revision 1206:

Fixed the city attack CTD - huge thanks to Alberts2, also to Nightinggale and PinkPallin for their help
Norwegian 2nd UHV: Scotland and Northumbria instead of Mercia
Franks start with the Theology tech, in the State Religion civic, and with Catholicism as their State Religion
In the 1200AD scenario the 500AD DoM texts were set for all civs spawning later than 1200AD
Added Venetian, Byzantine, Arab and English DoM texts for the 1200 AD scenario - by TheMulattoMaker and DC123456789
Nerfed various German production and support modifiers, they seem to have much more cities with the new AI city placement rules
Updated all texts connected to the minor nation revolts, most noticable in the popup.
New interface messages for various events on the minor nation revolt mechanics
Adjusted the potential bonus from stability with the strength on the revolt, so it will never be negative if you are stable enough
None of the actual chances can be negative on revolts, but they can modify the other options negatively in the background calculations
Rewrote all chance calculations for all minor nation revolt options, also the interactions between them:
- Do nothing: base chance calculated from the strength of the revolt, your stability, and your passive military presence in the city
- Military: base chance + significant bonuses for having many military units in the city and your military might
- Financial: base chance + bonuses from the amount of gold you spend on bribes, adjusted with your government form
- Both: base chance + military bonuses + financial bonuses
Effects from your actions on successfully preventing the revolt:
- Military: generates unhappiness in the city for 10 turns, the city goes into revolt for a turn
- Financial: bribing the lords away (thus preventing their independence) angers the rebel militia further, more attacking units will appear
- Both: all of the above effects
 
Hanseatic League HQ needs to be connected to a water area of at least 10 tiles.

1200 AD scenario:
Preplaced Feitoria for Portugal (instead of harbors)
Changed Exeter to Bristol
Moved Pressburg Castle from Prague to Trencsen.
 
Revision 1208:

Fixed issue where mercenary units and some barbarian units were unaffected by plagues
Fixed bug which added plague immunity with the Cargo promotion instead of the Leader promotion
Dynamic civ names refresh for the respawned civ right after the spawn is complete, not only on the beginning of the next turn
Revised civ-specific AI chances for rebirth when the actual respawn mechanics has started
Revised civ-specific AI values for all the various events connected to other civs respawning in their territory
Decreased tile overlap threshold for city settling for Germany
Improved city choosing method for city secession, based on the recent fixes in city stability calculations
Under suppress situations there is 30% chance for the AI that the full respawn does not happen, only some revolt in the corresponding cities
All vassal and master status updates happen initially on respawns, DCN refreshes for all affected civs
Increased chance for AI civs to vassalize respawned civs in their territory right on the spawn
Cut back tech progression for Germany and a couple other AI civs, Protestantism was founded before 1500 in most recent games
Decreased Ottoman unit production and maintenance bonuses, with the recent changes they are doing better than great :)
Added a couple more starting units to many later starting civs (Austria, Ottomans, Dutch included)
Various minor text updates, both ingame and in the Stability Guide
New help text for Jewish Quarter, other minor text updates in the Civilopedia
Added religion and/or state religion prerequisites to some additional wonders (mostly Islam and Catholic)
Fixed potential display issue on the Info Screen with the initial selection of the graphs screen pull-down menu
+1 additional instability for each foreign religion (after the 1st foreign one) in your cities
1 less instability from Judaism with a Jewish Quarter in the city
No city gifting in the first 5 turns after spawn (avoid exploit with city gifting before the spawn flip for additional units)
Fixed bug where you could ask the Pope to change to Paganism
 
Revision 1210:

Tech Tree updates:
Biblotheca Corviniana requires Patronage and Paper instead of Patronage and Public Works
Marco Polo's Embassy obsoletes on Trading Companies instead of Astronomy
Theodosian Walls obsolete on Gunpowder instead of Education
St. Sophia requires Civil Service instead of Guilds (and Philosophy)
Kalmar Castle moved to Military Tradition from Professional Army
University moved to Education from Philosophy
Inn moved to Clockmaking from Education
Manor House and Chateau obsoletes with Paper instead of Divine Right
Free Great Theologian for the first civ to discover Philosophy
Removed redundant tech requirement of Theology from Philosophy
Moved Magna Carta and Golden Bull to Philosophy from Divine Right
Moved St. Basil Cathedral to Divine Right from Chemistry
Removed tech requirements for South America Access, East Asia Access - not needed to take space on the tech tree, as they don't have actual resources on the map
North America Access is special as we have one on the map near Iceland, but as it's preadded and removed early enough, still no need for tech requirement
Colonial Trade Route can be established after the discovery of Astronomy instead of Astrolabe
Astrolable no longer enables Ocean trading, only Optics
Inca and Aztec Conquest moved to Chemistry from Professional Army
Indian Trading Post, Gold Coast and Cuba moved to Professional Army

Norwegian UP also enables trading through Ocean
Norwegian 1st UHV: Vinland should be completed until 1066 AD
North Atlantic Access near Iceland is removed in 1068 AD
Cut back Norwegian and Danish tech progression for the human player
The respective Trading Company projects provide North + South America Access and East Asia Access as a free bonus, so the AI have some incentive to actually build them
British Isles have new base city name map: Ireland area (Panopticon), Scotland area (TimGB), England area (Panopticon, TimGB, DC123456789)
New city name map for the Scottish civ: Scottish Gaelic -> Irish Gaelic/Manx -> Welsh/Cornish/Breton -> Scots -> English - by DC123456789
Updated city name maps for the civs France/Burgundy, England, Norway and Denmark (in Britain, Brittany, Greece, and the Levant/Egypt) - by DC123456789
Corresponding improvements will also be removed on resource removal (both on cutting forests and on historic/preset resource removals)
Normandy province remains contested after the English spawn for both Norway and Denmark
Added Sicily, Apulia, Calabria and Malta as contested provinces for Norway and Denmark, everything changes to unstable in 1194 AD
Norwegian 2nd UHV: Northumbria no longer needed, added Sicily, Calabria, Apulia as new goals, deadline is 1194 AD
Fixed a Firaxis bug with double language tags which caused issues when running the game in German
Fixed issue with era names, now vanilla BtS era names will never be displayed instead of mod-specific ones (on era splash screens for example)
Texts in the WorldBuilder and in the Settings Screen will now also use the mod-specific era names
Folwark and Noria won't add extra health from the Rice resource (same as Granary)
Added notification about the Crusaders' arrival to the human player
 
Revision 1211:

Buildings and Units can now require Civics (adapted from Sword of Islam by embryodead)
Both the Pagan Shrine and the Shrine of Uppsala require the Paganism Civic
Further minor updates in the French/Burgundian, English, Scottish, Danish and Norwegian CNM - by DC123456789
Updates in the Byzantine and in the General city name maps in Britain and France - by DC123456789
Hispaniola provides 2 Sugar and 1 Coffee resource, Brazil provides 1 Sugar, 1 Timber and 1 Gems resource
Double production speed with Slaves for Hispaniola, but no production bonus from South America Access
West and East India Trading Companies also need Atlantic Access - ATM there is no point in building them without AA anyway
Lowered price of West and East India Companies, production speed is no longer doubled with Atlantic Access, smaller bonuses from from the other 3 Access resources
East Africa provides East Asia Access, Philippines requires the East India Company, Panama requires West India Company
Brazil and New England no longer requires the West India Company, Cape Town no longer requires the East India Company

Pinch promotion moved to Military Tactics from Flintlock
Ivory Coast moved to Arabic Medicine from Civil Engineering
Cuba moved to Constitution from Professional Army
Virginia moved to Nationalism from Constitution
East Africa moved to Polygonal Fort from Arabic Medicine
Far Eastern Treaty Port moved to Military Tactics from Nationalism
Indian Trading Post moved to Polygonal Fort from Professional Army
Malaya moved to Combined Arms from Arabic Medicine
Cape Town moved to Professional Army from Economics
Aztec Conquest and Inca Conquest moved to Flintlock from Chemistry
Quebec moved to Liberalism from Nationalism
Jamaica moved to Liberalism from Public Works
Panama moved to Arabic Medicine from Public Works
Louisiana moved to Biology from Economics
Philippines moved to Civil Engineering from Naval Architecture
 
Revision 1212:

The number of your cities where Kazimierz spreads Judaism depends on the size of your empire
Kazimierz only adds free Jewish Quarter to cities where Judaism is already present (including the ones where it just spread)
Jewish Quarter bonus increased to +25% gold income
Kazimierz moved to Civil Service from Banking
Added a couple quotes as hints for the loading screen
 
Revision 1213:

Indy city updates:
Marseilles, 500AD: Marseilles (50%, "Massilia"), Aix-en-Provence (50%, "Aquae Sextiae")
Toulouse, 500AD: Toulouse (30%, "Tolosa"), Toulouse alternative position (30%, "Tolosa"), Narbonne (40%, "Narbo")
Caen, 500AD: Caen (100%, "Caen"), starts with Catholicism, population size 2
Nantes, 500AD: Nantes (50%, "Naoned"), Vannes (30%, "Gwened"), Rennes (20%, "Roazhon")
Calais, 800AD: Calais (50%, "Calais"), Dunkerque (50%, "Dunkerque")

Normandy province also needed for the French 1st UHV
Minor updates in the French and Generic city name maps
Increased independent Lyon's starting population size to 2
Revised the changelog from the very beginning of the mod's life
Prepared the changelog for the upcoming release
 
Revision 1214:

Moved spawn of Sicilian indy city to 500 AD from 508 AD, 60% chance for Palermo, 40% for Syracuse
Updated the generic city name map in North Italy, couple fixes on the French CNM
Tuscany, 500AD: Firenze (40%, "Florentia"), Pisa (20%, "Pisae"), Ancona (20%, "Ankon"), Rimini (20%, "Ariminum")
South Italy, 500AD: Napoli (40%, "Neapolis"), Benevento (40%, "Beneventum"), Taranto (20%, "Tarentum")
Navarre, 700AD: Pamplona (60%, "Pamplona"), Pamplona alternative position (20%, "Pamplona"), Saint Sebastian (20%, "San Sebastián")
Picts in Scotland, 600AD: Scone (50%, "Scaig"), Inverness (50%, "Inbhir Nis"), small barbarian city
Both the city in Tuscany and Milan starts with an additional Archer unit
Removed the respawn of Florence in 800AD, removed the spawn of indy Edinburgh in 860AD
Scone or Inverness will be removed a couple turns before the Scottish spawn - would restrict city placement way too much otherwise
 
Revision 1215:

Added Earldom (English), Mormaerdom (Scottish) and Banate (Hungarian) to vassal DCN names
Small updates in the DCN for Byzantium, Hungary, France, Burgundy, Bulgaria, Morocco, Cordoba, Tunesia (respawn of Cordoba)
New Dynamic Civ Names for Spain, Aragon, Sicily (respawn of Aragon), Portugal
Moved the Novgorodian 1st UHV a couple turns later, new deadline is 1284AD
Revised spawn zone for Muscovy near the Novgorodian core area
Removed San Sebastian and Rimini spawn options from the previous commit
Spawn date for Pictish cities moved to 552AD
Fixed bug which prevented showing DCNames in some cases with the MasterOf condition
 
Revision 1216:

Wales, 900AD: Cardiff (50%, "Caerdydd"), Caernarfon (50%, "Aberffraw"), barbarian, population size 2, moved stone 1NW
Transylvania, 880 AD: Gyulafehérvár (80%, "Belograd"), Kolozsvár (20%, "Napoca")
Ireland, 700AD: Downpatrick (100%, "Rath Celtair"), barbarian, population size 1
Ireland, 700AD: Rathcroghan/Sligo (100%, "Cruiachain"), barbarian, population size 1
Ireland, 700AD: Cashel/Cork (100%, "Caisel"), barbarian, population size 1
Ireland, 700AD: Hill of Tara/Dublin (100%, "Teamhair"), barbarian, population size 1
Added respawn of Dublin ("Dubh Linn") in 988AD, on the traditional Irish foundation date
Added a couple agressive melee barb units in Ireland, should be hard to invade
Adjusted barb spawns in the British Isles and the Viking naval spawns
Moved Aztec and Inca Conquest to Chemistry
Moved Ivory Coast to Flintlock
Moved Cape Town to Arabic Medicine
Moved Pinch back to Flintlock
 
Revision 1217:

Fixed Muscovy start in 1200AD scenario, now all civs should work without any issues
Fixed Muscovian starting religion (starts with Orthodoxy as State Religion) in the 1200AD scenario
Austria and Sweden starts with Catholicism as State Religion in the 1200AD scenario
Fixed Swedish initial contact with Denmark on the very beginning of the 1200AD scenario
Fixed turn counter on scenario start for the 1200AD scenario, should show correctly for all civs
Fixed strange visibility area for the Ottomans
 
Revision 1218:

Added new function which only counts resources inside cultural borders
Both the Novgorod Fur UHV and the Moscow Atlantic Access UHV use this new function
Reduced number of defender units in Caen, AI France should be able to conquer it more often
 
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