AbsintheRed
Deity
Revision 1219:
Revised the setup for DCNames when the Civ is a master of 1 or 2 other civilizations
Fixed bug in the DCNames code which made it impossible for the master condition to trigger
Updated text for some interface messages connected to the Reformation
Fixed bug which enabled some specific AI wars to be declared even when there was an active peace
Fixed messed up order of colony names on the Colony Screen tab under the Info Screen
Increased AI willingness to choose indy targets inside it's war map, decreased chance for choosing indies outside the war map
Norway and Denmark start with Catholicism as a State Religion and with a couple additional Catholic cities in the 1200AD scenario
Uppsala is preplaced in the 1200AD scenario (will be reduced to town a couple turns later), Shrine of Uppsala is preplaced there so it can't be built later
Seljuk Turcoman Horse Archer units no longer get defensive bonuses from tile features
Tuned down the number of Seljuks spawning against human controlled Byzantium
Core cities cannot be chosen for city secession because of health issues
All cities have less chance for secession because of religion unhappiness, while all cities have bigger chance for secession if they are unhappy (happy faces < unhappy faces)
Culture in cities is now also taken into account when choosing the city for secession (not the amount, but your cultural percentage, so the nationality of the population there)
So cities with low own culture has more chance to be chosen if there is a secession - my intention with this is to add more chance for your recently acquired cities
Bonuses on small islands without a city are also connected to the trade network if both their improvement and a road are built on the plot
Increased civic stability boost from Religious Law + Theocracy
Added small initial stability bonus for Arabia, Hungary and Novgorod if controlled by the AI
Settling in core province means +1 stability, in historic/potential 0, in contested -1, in foreign -2
Various tweaks in the stability calculations for preplaced/preset stuff in the scenarios
Potential provinces now properly update on the start of all new games (important for the 1200AD scenario), so stability from them is also updated correctly
Revised collapse rules from bad stability for the human player, now it has a lower chance to happen generally (still very dangerous, but reaches 100% chance much slower)
Reduced overall impact of unhappiness from religious civics on city instability
Reduced foreign culture instability if you run the Subjugation Civic (-1 with less than 20%, 0 otherwise)
Fixed the annoying bug with mercenary notifications (both appearing merc and leaving merc messages) when there wasn't any changes in your mercenary pool
Fixed bug with ever increasing cost for mercenary price and upkeep whenever you clicked on them (for civs with modified values, probably caused by the new StoredData handling)
Fixed bug where you could hire naval mercenaries in non-coastal cities - they will still appear on the mercenary screen though
Mercenaries requiring more culture in the province or a different state religion will also show up on the merc screen, but you can't hire them
Added information texts for the mercenary screen about the reason(s) why you cannot hire specific mercs: money, culture, coastal city, religion
Fixed bug where mercenaries could appear in cities without enough culture (if there were multiple cities in the province)
Specific interface message for the human player when there is a new mercenary in the list, but can't be hired because needs different State Religion
New interface message for the human player if a merc available for him/her was hired by another player
Improvements near a plagued city have a chance whether to reduce their level, or to reset the progress towards the next level: Towns 100%, Villages 75%, Hamlets 50%, Cottages 25%
Plague chance to kill population in the city (calculated every turn) is heavily adjusted with the current population size
Even though city health is also important, there is a much bigger chance for losing citizens with a bigger population
So while losing some population is still common in all cities, very unlikely to shrink in each turn unless it was a huge city originally
Thus cities will no longer decrease to size 1-2 in most cases, not even for small civs with less health resources
On the other hand, when plague spreads to a new city, one population will be killed by default
The first plague (Plague of Justinian) is less deadly for Byzantium, both for your cities and your units - not historic at all, but better for gameplay
The first plague won't spread to Italy and France, so neither the Franks nor the Pope will suffer from it
Moved the potential start date of the first plague a couple turns earlier
While plagues can still kill units after a couple turns, they won't kill healthy units instantly when spreading to a new city
Other than the initial hit, plague will also deal slightly less damage to your units generally - much less unit deaths from plague than before
Damage difference for units in the city and for units adjacent to a city isn't as significant as before, so attacking armies won't have a huge advantage anymore
Fixed bug which caused almost all plagues to be as deadly as the Black Death (which is supposed to be more deadly than the others)
Base plague duration now heavily takes number of cities into account (instead of a constant 6 for everyone), so it won't be significantly more deadly for smaller civs
Overall health in your empire is still a significant modifier for plague duration, but values are adjusted to be more coherent with the new base duration range
Revised interface messages for plague spread (both to civs and cities), added new message when the plague kills units or a huge percentage of the general population
Fixed bug where the plague spread to the same city multiple times in some rare cases
Indies and barbs are no longer more vulnerable for plague spread than normal civs
Naval units will no longer be killed by plagues (they can get some damage, but significantly less) unless they were heavily damaged already
Damage from the plague will be somewhat more random for all units, especially when there are more units on the same tile
The plague spread mechanics is based on trade routes and city distance, but much more random than before
Plague can spread to more of your cities in a given turn (max is based on the size of the empire), bigger chance for it if there are many cities close to already infected ones
Revised the setup for DCNames when the Civ is a master of 1 or 2 other civilizations
Fixed bug in the DCNames code which made it impossible for the master condition to trigger
Updated text for some interface messages connected to the Reformation
Fixed bug which enabled some specific AI wars to be declared even when there was an active peace
Fixed messed up order of colony names on the Colony Screen tab under the Info Screen
Increased AI willingness to choose indy targets inside it's war map, decreased chance for choosing indies outside the war map
Norway and Denmark start with Catholicism as a State Religion and with a couple additional Catholic cities in the 1200AD scenario
Uppsala is preplaced in the 1200AD scenario (will be reduced to town a couple turns later), Shrine of Uppsala is preplaced there so it can't be built later
Seljuk Turcoman Horse Archer units no longer get defensive bonuses from tile features
Tuned down the number of Seljuks spawning against human controlled Byzantium
Core cities cannot be chosen for city secession because of health issues
All cities have less chance for secession because of religion unhappiness, while all cities have bigger chance for secession if they are unhappy (happy faces < unhappy faces)
Culture in cities is now also taken into account when choosing the city for secession (not the amount, but your cultural percentage, so the nationality of the population there)
So cities with low own culture has more chance to be chosen if there is a secession - my intention with this is to add more chance for your recently acquired cities
Bonuses on small islands without a city are also connected to the trade network if both their improvement and a road are built on the plot
Increased civic stability boost from Religious Law + Theocracy
Added small initial stability bonus for Arabia, Hungary and Novgorod if controlled by the AI
Settling in core province means +1 stability, in historic/potential 0, in contested -1, in foreign -2
Various tweaks in the stability calculations for preplaced/preset stuff in the scenarios
Potential provinces now properly update on the start of all new games (important for the 1200AD scenario), so stability from them is also updated correctly
Revised collapse rules from bad stability for the human player, now it has a lower chance to happen generally (still very dangerous, but reaches 100% chance much slower)
Reduced overall impact of unhappiness from religious civics on city instability
Reduced foreign culture instability if you run the Subjugation Civic (-1 with less than 20%, 0 otherwise)
Fixed the annoying bug with mercenary notifications (both appearing merc and leaving merc messages) when there wasn't any changes in your mercenary pool
Fixed bug with ever increasing cost for mercenary price and upkeep whenever you clicked on them (for civs with modified values, probably caused by the new StoredData handling)
Fixed bug where you could hire naval mercenaries in non-coastal cities - they will still appear on the mercenary screen though
Mercenaries requiring more culture in the province or a different state religion will also show up on the merc screen, but you can't hire them
Added information texts for the mercenary screen about the reason(s) why you cannot hire specific mercs: money, culture, coastal city, religion
Fixed bug where mercenaries could appear in cities without enough culture (if there were multiple cities in the province)
Specific interface message for the human player when there is a new mercenary in the list, but can't be hired because needs different State Religion
New interface message for the human player if a merc available for him/her was hired by another player
Improvements near a plagued city have a chance whether to reduce their level, or to reset the progress towards the next level: Towns 100%, Villages 75%, Hamlets 50%, Cottages 25%
Plague chance to kill population in the city (calculated every turn) is heavily adjusted with the current population size
Even though city health is also important, there is a much bigger chance for losing citizens with a bigger population
So while losing some population is still common in all cities, very unlikely to shrink in each turn unless it was a huge city originally
Thus cities will no longer decrease to size 1-2 in most cases, not even for small civs with less health resources
On the other hand, when plague spreads to a new city, one population will be killed by default
The first plague (Plague of Justinian) is less deadly for Byzantium, both for your cities and your units - not historic at all, but better for gameplay
The first plague won't spread to Italy and France, so neither the Franks nor the Pope will suffer from it
Moved the potential start date of the first plague a couple turns earlier
While plagues can still kill units after a couple turns, they won't kill healthy units instantly when spreading to a new city
Other than the initial hit, plague will also deal slightly less damage to your units generally - much less unit deaths from plague than before
Damage difference for units in the city and for units adjacent to a city isn't as significant as before, so attacking armies won't have a huge advantage anymore
Fixed bug which caused almost all plagues to be as deadly as the Black Death (which is supposed to be more deadly than the others)
Base plague duration now heavily takes number of cities into account (instead of a constant 6 for everyone), so it won't be significantly more deadly for smaller civs
Overall health in your empire is still a significant modifier for plague duration, but values are adjusted to be more coherent with the new base duration range
Revised interface messages for plague spread (both to civs and cities), added new message when the plague kills units or a huge percentage of the general population
Fixed bug where the plague spread to the same city multiple times in some rare cases
Indies and barbs are no longer more vulnerable for plague spread than normal civs
Naval units will no longer be killed by plagues (they can get some damage, but significantly less) unless they were heavily damaged already
Damage from the plague will be somewhat more random for all units, especially when there are more units on the same tile
The plague spread mechanics is based on trade routes and city distance, but much more random than before
Plague can spread to more of your cities in a given turn (max is based on the size of the empire), bigger chance for it if there are many cities close to already infected ones