v173 and v123W up

Rhye

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okay, here it is.
I hope it's at least slightly faster than the previous release.

Vanilla version differs from the other in one of the new civics.




* = for vanilla too
** = for vanilla only

v1.73 – v1.23

- Flying camera key changed to ctrl+f (because it may interfere with other applications)*
- 6th civic column! (+ its AI management)*
- Added instability caused by transition to democracy*
- Rebalanced stability modifiers*
- Limited Great Depression effect to max 12 turns and reworked its conditions*
- No more permanent alliance stability bonus*
- Optimized some stability code*
- City and civics checks for stability are done every 3 turns instead of every turn***
Fixed wrong distance calculation*
- No more memory hit for having declared war on an independent friend
- GPP modifier limited to GPP rate >2*
- Independent leader shouldn’t be elected anymore
- Added a few descriptions of the effects on stability in the civics screen (there are too many of them, I just added the effects that last more than 1 turn)*
- Updated Spanish settlers AI*
- Fixed wrong Arabian (and Turkish) city name*
- Updated city names correspondences*
- Easier Persian, Mongolian and Carthaginian goals*
- Barbarian and independent cities more likely to flip, this time for real*
- Revised some handicap levels parameters*
- Tweaked some modifiers that will reduce the number of units on the map*
- Edited city AI trying to stop the longbowmen spam (probably unsuccessfully)*
- Added Quechua transliterations*
- Fixed bug in American UP*
- Renaissance, Industrial and Modern techs cost reduced again*
- Research percent reduced again*
- Research percent smaller in Vanilla than in Warlords, because there are less civs that trade with each other**
- During a civil war, the capital is retained if it was moved too, instead of another random city
- Updated middle eastern city style
- Fixed invisible African cottages bug
- Fixed French and Babylonian UHV bug*
- Human player no longer gets free cities during another civ’s collapse*
- Aztec territory less rich*
 
Thanks! :D

- GPP modifier limited to GPP rate >2*

How does this work? It has something to do with getting less GPP than you should?
 
Thanks for letting us keep the current capital on collapse, it really helps when playing as Rome, Turks, and Mongols especially. Also, could we get a short guide on the new civics column?
 
I´m unhappy to report that the "You attacked our independent friend" issue is still present. I´m playing with the chinese, declared my first war against Seoul, and the Japanese gave me that modifier. No other war declaration was made before that. Perhaps I attacked them too soon?

yes. it should work like culture, where modifier are applied only for values >= x

I don´t quite get it... I´ll see if I can figure it out...
 
Why did you weaken aztec land? Historically it was very very rich and in my experience the aztecs are never too powerful though they do always survive. Please reverse this change.
 
Why did you weaken aztec land? Historically it was very very rich and in my experience the aztecs are never too powerful though they do always survive.

That´s the point. They ALWAYS survive. They should start dying some day...

Dumb Isabella :p
 
Unless Rhye _really_ changed something, the Spanish will never ever ever bother to invade the Aztecs.

And they never did in real life, either. Most of the "conquering" was done by native allies who supported the Spanish against their hated overlords, inspired to do their work by private military contractors operating ostensibly under the flag of Spain. That, and massive outbreaks of European diseases.

To quote from Henry Kamen's book, Empire (How Spain Became A World Power) "Not a single Spanish army was expended on conquest [of the Americas]. When Spaniards established their control, they did so through the sporadic efforts of small groups of adventurers whom the crown later attempted to bring under its control."

The best way to represent this would be hostile native spawns and outbreaks of disease after the Spanish make contact with either group for the first time. Even better would be the delivery of any captured cities to the Spanish, although that may be too deterministic. Having it end X number of turns after it starts would also be a good idea.
 
I would rather see some other method to kill the Aztecs off rather than weakening their territory, by doing that it just takes away incentive for the human player to crush the Aztecs. Barb conquistadors would be nice.
 
Would also not make sense. The Spanish provided little more than leadership in the campaigns against the Aztecs and the Incas.
 
Why did you weaken aztec land? Historically it was very very rich and in my experience the aztecs are never too powerful though they do always survive. Please reverse this change.

because they were on par with top euro civs, way much stronger than incans. Horses will appear later in their territory but wil appear anyway (so that they won't annoy America with an horse archer spam)
 
The best way to represent this would be hostile native spawns and outbreaks of disease after the Spanish make contact with either group for the first time.

That´s a great idea! I would use it for whenever they meet an extramerican power, calling it the "Culture Clash". Rebels would appear and some cities would go to this power. It would be a nice challenge for the player too!
 
I would also like to see some sort of plague outbreak in the indian nations right after european contact. Maybe give the cities some green faces to cut down production in cities =)

argh, maybe i should have read the whole thread ^^
 
Hey, I know this is the most minute of changes, but could you possibly change the name of England to Britain? I know it's not that important but it always bugs me to see England taking over the british isles.
Love the mod btw, and scarcely play civ without it, I'll have to download and try the new one =]
 
Hey, I know this is the most minute of changes, but could you possibly change the name of England to Britain? I know it's not that important but it always bugs me to see England taking over the british isles.
Love the mod btw, and scarcely play civ without it, I'll have to download and try the new one =]

i've always been undecided about this. In case I'm convinced, they would require a new flag anyway
 
Yeah, the british one looks too modern (the one with the three colors and several crosses).
 
There's an old mod called the Great Britain MOD, it should have all the arty stuff you'd need. It has a few extra static leaderheads and XML and stuff but I'm sure you can just ignore them, but it does have a flag in it. Also, renaming it to Britain would make the mod much more historically accurate, what with them getting cities in Scotland and Wales. Also, the British empire will be more accurate in the later game, being the British empire, not the English one.
 
my 2 problems are:

1 - are we sure that this won't upset anyone? Unionists like "Britain", but what about non-unionist English? Scots? Irish?

2 - In this mod I'm using just 2-coulored flags, not modern ones. Representing the Union Jack with just two colours would mean white crosses on red background, not exactly nice to see. Unless I find another symbol
 
are we sure that this won't upset anyone? Unionists like "Britain", but what about non-unionist English? Scots? Irish?

Well, the Scots and Irish should be upset right now, because the english are taking their land and calling it England ;)

About the flag, yeah, one problem is the color scheme and the other is that it "feels" too modern for a civ that appears by the 800s or something like that (don´t remember the exact date).
 
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