v1.981 – v1.481 – v1.181

Rhye

's and Fall creator
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Joined
May 23, 2001
Messages
10,080
Location
Japan / Italy / Germany
This patch contains everything you requested in these last months (except a couple of things of the last few days).

No MP version available yet.
Remember to download the updated WBS files

Cheers!


CHANGES
- Military Science and Chemistry swapped (Grenadiers are now useful as they were in pre-BTS, and the Industrial age is pushed slightly later, as Military Science won’t be skipped anymore)
- Modified Byzantine starting techs in 600AD: no Divine Right and Guilds (so they won’t reach musketmen too early) but they have Calendar. However, they will still build Cataphracts
- Alexandria no longer Christian in the 600AD start, while Athens is again; these tweaks, together with the lock of spreading of Christianity within the Byzantine empire will ensure an Islamic Turkey
- Great Wall already set in Xi’an in the 600AD start (so that it’s more accurate, and it won’t be always built by Spain)
- A working boat at start will make Ethiopian UHV easier
- Added oil in Romania, as Germany seemed to never get oil (because of no colonies), and that place was the main source of oil during the Nazi era°°
- If you have too many vassals AI will refuse to capitulate°
- Tweaked timeline to match late game research progress more closely: now the ‘900 lasts longer, and the game ends in 2020°°
- As a consequence, Russian and American UHV are easier°°
ADJUSTMENTS
- Number of defensive pacts limited by vassals°
- AI more likely to sign a defensive pact with a civ that’s allied with another one already allied (in order to complete missing links in coalitions), and during the late game°°
- AI less likely to declare war during a congress if human has many defensive pacts°°
- Vassals of the human player never declare war on revolting civs°
- Tuned Malinese and Carthaginian resurrection odds°°
- Respawning civs less likely to end up as vassal of the previous occupier°
- During a respawn, AI doesn’t declare war if the new civ has already been vassalised, and won’t vassalise it if it has been declared war already (will prevent unwanted world wars)°
- “You declared war on us!” and “You declared war on our friend!” memory cleans faster in industrial and modern age°°
- On the other hand, close borders now spark tensions more easily (having to deal with tiny European civs, less plots are required to set a -1 modifier). Otherwise, defensive pacts between neighbours would be too common°°
- SDI intercept rate lowered to 50°°
- Turkish capital automatically moved to Istanbul by the AI°
- Islamic civs less likely to adopt Christianity°°
- Adjusted Mongolian religion modifiers°°
- Byzantium less likely to be razed
- Updated Turkish AIWars map (more leaning towards Europe)°
- Tuned some techs cost, civ research modifiers and the generic rate, for having a 3000BC start on the same level as 600AD, and generally a slower research pace°°
- Adjusted AI technology preferences°°
- Adjusted AI estimation of strength of rivals: now they are once more less scared of minor civs and barbarians°°
- Capitals less likely to flip°°
- Once again, a big update of city names and settlers maps°°
- Removed big steps for number of cities based stability penalty, now calculated with a quadratic formula°°
- Slightly bigger stability penalty for controlling a city in another civ’s core area°°
- Tuned stability modifiers for China and India°°
- Added version number, in Civilopedia under “Welcome to Rhye’s and Fall of Civilization”°°
- Adjusted terrain graphics: less saturation for sea, plains and grass; tundra less snowy°°
- Tweaked globe view°°
- Silk under Qufu moved 1 tile right in the 600AD start
FIXES
- Corrected the mouth of the Danube°°
- Fixed python exception on the fall of Byzantium
- Fixed Indian UHV°
- The exploit of killing a new civ with a gift of a city is now impossible°°
- Expanded Russian and German spawn areas, so that the exploit of founding a city in western Russia to avoid the flip doesn’t work anymore°°
- Fixed Viking spawn area*
- Fixed python exception and re-added RFC concepts in civilopedia**
- Fixed congress enable/disable triggers*
- AIwars reenabled°°
- Updated civilopedia text of golden ages
- Fixed remaining chance of civs spawning with double units, and at the same time, the spawn mechanism was simplified (no more delay)°°
- Turkish spawning units should no longer be moved on the Caspius°
- Updated Greek starting units*
- Fixed broken plot culture management on civ spawn, which should ensure a total or partial cultural conversion of the surrounding plots (but never as much as the Turkish UP), and instead it was cutting the old civ’s culture without converting anything°°
- Fixed savegames not loading after civ switch
- Fixed a heap of Italian weird translations°°
- Colosseums renamed Amphitheatres in events text
- Vassal of a vassal bug should no longer happen°
- Fixed python exception on Great Depression message°°
- Fixed civil war not happening despite the message
- Fixed “Unindexable object” bug on city flip°°
 
CHANGES
- Military Science and Chemistry swapped (Grenadiers are now useful as they were in pre-BTS, and the Industrial age is pushed slightly later, as Military Science won’t be skipped anymore)
- Added oil in Romania, as Germany seemed to never get oil (because of no colonies), and that place was the main source of oil during the Nazi era°°
- “You declared war on us!” and “You declared war on our friend!” memory cleans faster in industrial and modern age°°
- On the other hand, close borders now spark tensions more easily (having to deal with tiny European civs, less plots are required to set a -1 modifier). Otherwise, defensive pacts between neighbours would be too common°°
- Turkish capital automatically moved to Istanbul by the AI°
- Islamic civs less likely to adopt Christianity°°
- Adjusted Mongolian religion modifiers°°
- Byzantium less likely to be razed
- Adjusted terrain graphics: less saturation for sea, plains and grass; tundra less snowy°°
- Tweaked globe view°°

Nice! I like it ;D :goodjob:
 
Leaving for a physics lab in a few, so no time to play a new game yet, but taking a quick look at the tech tree, I like the Chem/MilSci change. I was a little uncertain of the idea when you mentioned it a few weeks ago, but looking at it now, I see that it also lengthens the age of sail, which is really nice.

My only concern is that now Biology, a tech typically neglected by the AI, is pushed back even further, so they might take a really long time to research Medicine. Thoughts on this, anyone?
 
My only concern is that now Biology, a tech typically neglected by the AI, is pushed back even further, so they might take a really long time to research Medicine. Thoughts on this, anyone?

My thoughts were actually in the opposite direction--now you have to get MS and Chem to get biology which means no more good trades with biology (as a backwards civ) because by the time you get there the more advanced civs would have gotten biology ...sigh...
 
Can you name it as such? I would be honored. Can't wait to see if I can still squat...:p
 
Easier:
China 600 AD (free Great Wall!)
Russia (Longer 900's AD)
England
France
Vikings
Spain
Germany (in fact all European civs except Portugal)
Netherlands (a little less advantage than other European civs)
America
Ethiopia (free boat finally, but civil war now not bug-free!)
Arabia (more time!!)
Khmer (more time to grow, but maybe more chance for plague?)

Neutral:
Japan
Maya
Babylon
Egypt

Harder:
Persia (no civ kill on spawn)
Mongolia (more likely that China will have gunpowder,more time for other civs)
Turkey (fewer vassals by force, more time for other civs)
Aztec (behind in science, no early Biology,more time for other civs)
Inca (behind in science,more time for other civs)
Mali (later spawn so less chance of AI not researching Divine Right)
All early civs that need to last till after 600 AD (slower research rate)--Rome, Greece, Carthage, India
Portugal (more time for earlier civs)
 
There is still that quest issue, I suppose
 
I mean quicker turn times, although it is hard for me to tell as I am on Vista, so the longer my computer is on the longer the turns take.
Like if I start a game with the same civ after my comp has been on for a few hours it takes longer than if I turn it off and on again first.
 
Hmm... which version does this one patch? Could I just patch it on top of the version that originally came with BTS? I downloaded the earlier patch just two days ago, but that one crashed while starting. I have to update BTS for it to work, right? :)
 
Yes, the latest RFC patch always works with the latest patch of Civ only.
 
The Ethiopian work boat spawns in the lake and it's useless
 
The Indian guide needs to be updated. The slower research rate means that it is no longer possible to found Judaism in time. :mad: I've tried founding Delhi 1 west of start, even using Takshashila as the capital--no luck.
 
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