SVN Update Log

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Update:
- you can refuse city assignments in after war congresses if you are not among the losers of the war
- you cannot claim to settle a tile during congresses where no city can be built (such as jungle tiles)
- helped Canada to claim cities in Labrador and Newfoundland
- fixed conversion probabilities during the Reformation
 
New update:
- early gifts to AIs do not give disproportionate relationship boosts anymore
- changed the way the AI receives slaves so they make more use of them instead of just stockpiling them
- slave plantations cannot be built on forested tiles anymore
 
New update:
- synched resource spawns and 1700 AD scenario
- all of South America including Recife is now considered Latin America
- non-participants in a post-war congress can vote when their own city is claimed if they are among the most powerful civilizations
- AI civs regard claims on non-participants as less valid in a post-war congress
 
New update: fixed a CTD occurring during secession/collapses.
 
New update: Fixed a bug in the Congresses code.
 
New update:
- War Elephants now require Monarchy and Horseback Riding
- Persia starts with Horse Archers and a War Elephant
- reduced requirement for first Persian UHV goal to 7% to account for the new culture rules
- instead of complete collapse, losing too many cities instead causes a collapse to core and reduces stability to collapsing, unless the civilization is already collapsing
 
New update:
- fixed a display bug for UHV goals that require cities and you have not founded a city yet
- adjusted resource diplo AI to value strategic resources more and reduce the impact of differing empire sizes
 
New update: Fixed a bug that caused incomplete collapses.
 
New update:
- plague icon is displayed in the scoreboard again
- fixed a CTD at the beginning of the game
 
New update:
- tech spread penalty only applies to human players now
- China receives a straightforward buff to undiscovered techs again
- corrected some map inconsistencies
- no communist dynamic names under Theocracy, Vassalage and Absolutism anymore
- vassals disregard empire size in resource trades now
 
New update:
- tech leader penalties / backwards tech bonuses apply to all civs again, but not in the ancient and classical eras and to a lesser degree in the medieval and renaissance eras
- incorporated Steb's city name suggestions in Canada and the Americas
- updated some hints
- fixed the timescale dropdown button in the statistics screen
- immigrants will not come to cities that do not produce excess food
 
New update:
- updated history
- AI now disregards other side's gain in resource trades again
- changed unit graphics definitions so all individual unit graphics from VD can be displayed
- Mongol core continues to include Mongolia proper after expanding
 
Update: WARNING: This revision breaks savegame compatibility.

Japan changes:
* Samurai now starts with Leadership instead of Drill promotions
* New UB: Zaibatsu (Factory): halved cost, +1 commerce on water tiles, +1 free engineer
* New UP: Modernization: After all Medieval techs have been discovered, techs that three civs are willing to trade cost -50% research
* Reduced base tech speed
* Starts with Calendar in the 3000 BC and 600 AD scenarios
* New first UHV goal: Have an average city culture of 6000 by 1600 AD without ever losing a city
* New third UHV goal: Be the first civilization to discover five Modern techs

Civics changes:
* Dynasticism: limit for happiness from military units increased to 6
* City States: moved tech requirement to Alphabet
* Theocracy: reduced state religion happiness to +1
* Autocracy: removed drafts per turn to 2, removed espionage modifier
* Republic: reduced upkeep to medium
* Vassalage: reduced happiness from Castle to +1, added +2 commerce from Forts
* Representation: now gives +2 happiness for largest cities, +1 happiness from Courthouse, double statesman slots
* Egalitarianism: now gives double scientist, artist, merchant slots, +1 production from Towns, unhappiness for everyone without Egalitarianism
* Slavery: removed extra commerce for Plantations and Slave Plantations
* Industrialism: reduced upkeep to low, added +1 production from Watermill
* Public Welfare: replaced extra specialist slots with -50% corporation unhappiness
* Mercantilism: now gives no extra trade yield for foreign trade routes, +50% yield from trade through capital, +1 commerce from Plantations, double production for Customs House
* Central Planning: added -1 commerce from Town
* Environmentalism: added +2 commerce from Watermill
* Scholasticism: increased great people birth modifier to +40%
* Militia: removed all effects
* Mercenaries: added double production for Walls
* Warrior Code: removed and replaced with Multilateralism
* Levy Armies: increased number of free units, added double production for Castles
* Standing Army: removed land production modifier, added double production for Barracks and Stables, added +1 production from Forts
* Naval Dominance: renamed to Naval Supremacy, added +1 production for Fishing Boats, removed double production for Harbors, Customs House
* Multilateralism: new civic (low upkeep, requires Radio) with +100% war weariness, +1 upkeep per military unit, +1 free specialist, +25% trade yield with Defensive Pact

Further changes:
* Dharanis cannot cross Capes before Optics
* Removed free techs based on game era for respawned civilizations
* Reduced production to gold conversion after failed wonder construction to 50%
* Production to commerce conversion processes do not benefit from production modifiers
* New Himeji Castle effect: +1 culture per level of every fully fortified unit in the city, defense modifiers count as culture modifiers in all cities
* Fixed Himeji Castle wonder movie
* During AI trades, human players always have at least as much gold per turn available as they would with 50% gold rate
* added the Guadalquivir river in Iberia
* Fixed a bug that gave Arabia a higher tech score in the 600 AD scenario
* Fixed a bug where espionage missions erroneously were regarded as very cheap, which lead to them giving no spy experience
* Fixed a bug that disabled fractional trade routes (two decimal points for trade route commerce)
* Fixed a bug where small empires received a tech penalty instead of a tech bonus as intended (civ modifiers adjusted to this where necessary)
* Fixed unit art for units with different art for its members
* Added historical areas in Polynesia for France, England, Germany and America
 
Note: from here on out, update notifications will refer to the Git repository. Details here. The SVN repository will remain in the state of revision 1000.

(I will log the last remaining updates before release in this thread and from then on create a new thread as the Git update log.)
 
New update:
- fixed Indochina for the Japanese UHV
- fixed display of Himeji Castle effect
- Open Borders count for relation stability again
- No relation stability if number of contacts is low
 
New updates:

Fixed the GP name of Taro Okamoto

China/Mongolia balance
* slightly reduced tech speed during the medieval and Renaissance eras
* slightly reduced Chinese tech speed during the medieval era
* restored the stability modifier to Mongolia previously provided by Warrior Code
* increased barbarian pressure against China before Mongolia spawns

Cities secede at end of turn [as opposed to immediately]
WARNING: this commit breaks savegame compatibility
* this update avoids a crash where secession interferes with other aspects of the game proceeding
 
New updates:

Fixed revealed area on start for India

Fixed AI corporation resources weights
* fixed a bug that caused calculation errors
* fixed how corporation resources are weighed
 
New updates:

Fixed a crash

Scientific Method now also requires Education
 
New update:

Fixed text for second Islamic goal on Epic
 
New updates:
* added mod icon
* forts cannot be built next to cities or other forts
* AI disregards fort yields for improvement value
* updated documentation
 
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