log:
- Mining jungle is allowed with Biology again
- Tundra offers 0 food
- Added Rusadir, Cartagena, Bordeax and Lyon (barbarian cities to help Rome)
- Seoul moved 1 tile north
- Added a tear of oil in Alberta
- Improved Caribben area
- Changed position of some resources in England, France and Spain to achieve a better city placement
- Weakened China and Greece, helped India (through modifiers)
- Keshiks now have +50% versus melee units
- Updated Roman, Spanish, German and English city names map
- Added a few French city names (and updated settlers map accordingly)
- Fixed some city renaming not happening
- Arabian and Russian flip area slightly larger
- BASE_UNIT_UPGRADE_COST set to 10, UNIT_UPGRADE_COST_PER_PRODUCTION set to 2
- AI Civs immune to any type of collapse in their early life (first 25 turns)
- Fixed ruins bug – banished forever! Now human player will always start in a free region and convert surrounding cities later. If there were anything in the starting plot, it’ll be erased. The same for the AI until the human player is born. After that, no changes for the AI (can be born in foreign borders as usual)
- Fixed American ships on land bug
- Fixed bug of capitals flipping if the human player is the owner
- Added rebel civs system! AI Civs can now resurrect after the discovery of Constitution or Liberalism, in large empires, when there are 4 or more dead civs. Both AI and human player, as the owner, are sent out with their troops of the cities, and can decide to repress or make peace.
- [AI tweak] Workers now won’t build roads in empty tiles
As you can see, the resurrection system is similar to what Silverknight proposed.
I will post the build when tests are all OK and when I finished writing the readme, which will be included.
BTW, (for Silverknight): don't email me to my MSN address, I don't use it. I found out that readme attached by chance, but I usually don't even open it.
- Mining jungle is allowed with Biology again
- Tundra offers 0 food
- Added Rusadir, Cartagena, Bordeax and Lyon (barbarian cities to help Rome)
- Seoul moved 1 tile north
- Added a tear of oil in Alberta
- Improved Caribben area
- Changed position of some resources in England, France and Spain to achieve a better city placement
- Weakened China and Greece, helped India (through modifiers)
- Keshiks now have +50% versus melee units
- Updated Roman, Spanish, German and English city names map
- Added a few French city names (and updated settlers map accordingly)
- Fixed some city renaming not happening
- Arabian and Russian flip area slightly larger
- BASE_UNIT_UPGRADE_COST set to 10, UNIT_UPGRADE_COST_PER_PRODUCTION set to 2
- AI Civs immune to any type of collapse in their early life (first 25 turns)
- Fixed ruins bug – banished forever! Now human player will always start in a free region and convert surrounding cities later. If there were anything in the starting plot, it’ll be erased. The same for the AI until the human player is born. After that, no changes for the AI (can be born in foreign borders as usual)
- Fixed American ships on land bug
- Fixed bug of capitals flipping if the human player is the owner
- Added rebel civs system! AI Civs can now resurrect after the discovery of Constitution or Liberalism, in large empires, when there are 4 or more dead civs. Both AI and human player, as the owner, are sent out with their troops of the cities, and can decide to repress or make peace.
- [AI tweak] Workers now won’t build roads in empty tiles
As you can see, the resurrection system is similar to what Silverknight proposed.
I will post the build when tests are all OK and when I finished writing the readme, which will be included.
BTW, (for Silverknight): don't email me to my MSN address, I don't use it. I found out that readme attached by chance, but I usually don't even open it.