v39 Changelog

Thunderbrd

C2C War Dog
Joined
Jan 2, 2010
Messages
29,801
Location
Las Vegas
All modders should post their own changes in a reply in this post but I'll get us started. This was my contribution during the v38-v39 cycle:
  • Fixes a huge array of issues with unit AI behaviors, poor and incorrectly functioning selection routines, places where unit AI types were changing to inappropriate new AI types, and bad criteria evaluations. This was initially about fixing a problem where the AI was spamming ruffian units, and there were a lot of buggy reasons for this, not just one or two. In the process, it may well correct a LOT of problems we've been seeing with the AI. Cannot promise ALL problems are resolved, but I suspect the AI should behave a lot better from here in a lot of ways.
  • Fixes bCivilizationTraits (they weren't working on Developing Leaders, thus the Ancient Ways wonders weren't working properly on that option.)
  • Fixes the missing stonethrower at gamestart.
  • Minor alert fix.
  • Decreases AI sensitivity to not being at target property amounts in the first layer of consideration. In layman's terms, it should diminish how badly they want storytellers right out the gate.
  • AI Players don't start with Neanderthal Warriors for city defenders now.
  • Fixes a major longstanding bug where AI cities were getting stuck on building research.
  • Possible AI fix to hunting with border patrol automation.
  • Corrects units being trained with very bad AI assignments
  • Adjusts the Tech cost calculation (it did not do much to change the end results of the calculation in tests I ran so no scaling values needed adjusted from how we have it already.)
  • Fixes the Upscaled Building and Unit Costs option
  • Some MINOR restructuring of the brokerage system to ensure proper functioning
  • CvGameCoreDLL.pdb not committed due to a problem with the SVN saying it's too large.
  • Possible fix for a strange behavior in the SPY assassinate mission.
  • Calculation adjustments in production and tech cost calculations to get era modifiers to behave more as they are supposed to.
  • Important corrections in promotion value evaluation stream. Fixes more than the noticed bug - nearly all AI units were taking the currently value-less Bounty Hunter promo.
  • Adjusts the way StrengthChange is valued in hopes that Might promos will become an almost mandatory promotion for the AI when possible.
  • Some further adjustments to UNITAI_PILLAGE functioning to keep them from being problematic.
  • Adds the Production handicap to CreateProject cost calculation. May be a temporary solution.
  • Fixes unit mis-costing due to them not having a tech prerequisite and thus no era type.
  • Corrects the calculation for maximum XP from barbs or animals under the More XP to Level option.
  • Cost Correction on the Field Hospital building
  • Adjustments to unit AI procedures based on discussion with alberts2.
  • Some changes to the Anarchy calculation mechanism per discussion with Toffer90.
  • Another fix effort for the training cost of missionaries.
  • Fixes a mistake in Tidal Pools definition
  • Adjustments to handicaps
  • Some GameInfoSchema updates
  • Adjustments to Era Infos
  • Some Global Define adjustments
  • Removes nearly all reasons for the AI to whip population
  • Contract broker calls for a specific AI type can only be answered by a unit with that specific AI type now
  • Added UNITAI_SEE_INVISIBLE_SEA to list of naval AI types
  • Change to spawn prerequisite capabilities to make it possible to only specify an obsoletion tech, in which case the spawn is immediately valid and stays so until that point.
  • Removed unnecessary bTraitOnly tag from promotioninfos and unit schemas
  • It was made unnecessary due to some restructuring and bugfixing to 'free' promotion assignments and removal. Made obvious by a bug in Ancient Ways processing - the units weren't losing their Ancient Way promos when the 'way' was obsoleted. This also likely fixes some other bugs that were reported regarding free promotions being lost when they shouldn't be.
  • Updates default start date to 200k BC in the code (was still 50k BC)
  • Adds tag iAIResearchPercent to handicap infos (is part of the handicap info adjustments above that the player modifiers to research and production are generally moved over to apply to the AI, though the rates were adjusted based on conversations with Toffer.)
  • Adds some scaling to 'void CvPlayer::initFreeState()' so that we can set some starting gold amount and have it scale appropriately.
  • Makes the production needed and research needed calculations capable of far greater granular response to modifiers applied. This helps a lot with rounding problems on faster/easier settings.
  • Corrects a problem in the Anarchy time calculation that was making all civic changes cost no anarchy.
  • A fix to Greater Gold interactions for when a transaction includes as much or more gold than 2 million. Still shouldn't happen in most cases but if it does, it's safer now. Should be anyhow.
  • A correction to the greater gold transaction calculation
  • Softer Beeline Stings - was impacting the AI too hard
  • More scaling factor adjustments
  • Another correction in Anarchy calculations
  • Fixes the ability of a unit that cannot attack to move onto plots with enemy units that cannot attack
  • Fixes the costs of settler units (you need to recalculate to get this to work, which is also a new feature, that a recalculation can correct settler unit costs.)
  • Adds scaling to a diplomacy feature.
  • Should solve the majority of overflows in tech cost calculations. More needs to be done to support the later game.
  • Mostly corrects the situation with non-stack attack stacks being put to sleep and deselected after making an attack. However, now you don't lose focus on them even if they have all moved. I MAY be able to solve that but I wanted to lock this down with a commit first.
  • Removes the ability for stealth type units, naval and air units, to take force march statuses.
  • Reduced production costs on all settings by 10%
  • Correction on Settler cost calculations.
  • Numerous streamlines, fixes and corrections in movement/attack rules, mostly surrounding bug fixes in ambushes, including correcting what happens when you AREN'T using Without Warning. This should now allow your stack to not divide and leave behind all combat units when traveling through a plot with a hidden enemy unit. Additionally, the timing of ambushes now allows for you to use defenseless units as bait and potentially kill the attacker before he gets the chance to capture. Includes major corrections to both with and without both kinds of stack attack options. I THINK I've tested all possible combinations and circumstances but that's probably not realistic so keep an eye out for more funny stuff.
  • Unfortunately, I found that when not on stack attack, fixing the loss of selection on the group that just attacked is impossible to do without screwing up other things, like some stack attack behaviors, so I advise if you're not using stack attack, to split up your units and hand select what you want to attack with.
  • However, I did find and fix some reasons that the unit that would attack may not be the unit that shows it would attack in the combat help hover when you have multiple units selected.
  • HOPEFULLY a correction to keep LE and Healthcare units from losing era prerequisite based promotions. However, the logic isn't quite adding up and although I have a test game that doesn't show the loss, it may be too early an era. May still be a problem at large.
  • Cleans up (removes) an unnecessary parameter I added to processContracts.
  • Makes the AI less willing to destroy their workers.
  • Stops barbarian and NPC workers from trying to route connect their cities. Should help to keep them from feeling like a unified player in the game, working in some unintended harmony with one another.
  • A couple minor fixes in worker behaviors.
  • Some corrections to anarchy calculations
  • More Corrections to movement and attack rules.
  • Corrects promotion loss situation when the promotion is defined as free from a trait you don't have. Now losing a trait will only remove the promotions it specifically added for free to the unit(s) you have. While this can cause the need to retrain promos reliant on that promotion, at least it's not an automatic loss for no reason now.
  • A limited fix to the overflow problem on technology cost calculations. It doesn't work past a point, which is only the last era or two on the hardest/longest settings. When it stops working, it should just cap out, though displays might be a bit funny, showing only one turn to research, because the display is independently calculated. I'm leaving that display issue to tell us where the limit is. If we have to do more than this to correct the problem, it's going to get pretty complicated and go into realms like python where I'm not sue the unsigned long long data type can even apply. So hopefully we are able to work with this as-is for the foreseeable future. A capping of research costs at the point it maxes out may not make the last few eras on the longest game setting seem all that bad anyhow.
  • Corrects an issue with withdrawing units during an ambush by multiple units.
  • Fixes the bug with no interface on units that just attacked and still have movement left.
  • cost correction to Taipei 101
  • prereq corrections to a couple of Pepper buildings @pepper2000 - take note please.
  • Resolves an interesting crash bug.
  • Pillaging no longer gains gold if done in neutral territory. We might need to figure out some tool tip edits. Not sure yet.
  • Adjusts Property AI weights
  • Debugged an early game reluctance to train property control units
  • An AI setting adjustment to the Lunar Rover
  • An optimization in unit selections
  • Corrections in cost settings if -1 is the xml established cost of a building or Unit
  • Bugfix recovers the AI's ability to train city attack forces
  • Bugfix to city adjacent plot culture
  • A fix to the production and tech cost calculations to account for the limitations of an unsigned variable being in use there to textend the maximum value range during the calculation.
  • Should be a major repair to the AI's ability to function with units.
  • NPCs no longer need to protect their workers for their workers to function because broker calls don't operate for them and that was paralyzing their workers.
  • Numerous corrections to methods used for brokerage calls to get them to work properly. This fixes hunting and numerous other activities for the AI, including correcting some build queue slips to processes.
  • Property values and Investigation values on buildings now register as giving a building some measure of worth - this corrects the AI's consistent failures to construct LE and Disease Controlling buildings and those buildings that unlock the units that can help in these regards. They would build them but not for the right reasons and not at the right times in terms of priority. (This is also another big reason we were having late game crime collapses.)
  • Recon units now special defend against animal attacks like hunters do - this way recon units can actually defend hunters in the manner in which they were intended, which will help the survival rates of AI hunters by a long ways, increasing the efficiency of the AI quite a bit.
  • Corrects overflows in production cost calculations.
  • Removes a point of Disguise visibility from the Law Enforcement unitcombat and adds it throughout each Law Enforcement unit instead. This fixes a buggy reason why Watchers are not being selected as Disguise based See Invisible AI units to be staffed in AI cities and large stacks.
  • Adds, for the same reason, a point of Camo visibility to all canine units. This does adjust the visibility power of canines to be a bit stronger overall in balance.
  • Adjusts the build priority of see invisible units and adds a filter check that should speed up turn times to a potentially noticeable degree.
  • Keeps the Ai from hanging on to infiltrator AIs in their own cities ever.
  • Nobles generate no particular type of GP with their neutral GP pts.
  • Reduced production costs by 10% (testing still shows this could be beneficial across all settings)
  • Corrects the AI's continued slipping into gold or research process mode before useful buildings are fully constructed
  • Fix to the brokerage call system - units with the capacity to have a particular AI type were answering work calls for units of that AI type even if they weren't actually of that type. Now they MUST BE that AI type set to answer such a call.
  • Minor bug fix in the filter for a unit with Defensive capabilities general call.
  • Police Precinct now properly replaces the Police Station.
  • Buildings that require a police station now have an OR prereq of the police precinct.
  • corrects a bug in razing.
  • Some initial work on helping the AI to not overreact to property control needs - a little more still needs to be done here but a few measures have been installed to keep from really big problems with this on very fast gamespeeds - it limits how many times in one round that a city can call for a property control unit.
  • Ensures that if a property control building is ordered, a property control unit won't interrupt it being built so that if it unlocks better property control units, we wait until such units can be trained. This isn't a perfect solution because if a city is answering to a brokerage call, this won't function, but that should be a rare issue since usually such an advanced city will have already constructed a better access building on the very merit that it provides said access to improved units. Thus this is more a measure put in place for the earlier game AI.
  • Ensures that when a property control building is called for, that a building that helps to control the right KIND of property is being selected, rather than any old building that manipulates any property in any direction (which is what it was previously doing, sometimes leading to the detrimental choice to construct buildings that would actually worsen the situation.
  • Makes the AI both more predictive and less overreactive where training property control units are concerned.
  • Adds the ability to build stone tool workshops to work mules.
  • Corrects an uninitialized value in City AI
  • Dampens the notifications on the catacombs effect to only apply where likely applicable
  • Corrects some very inefficient, and possibly bugged, coding that controls the No Nukes option. (We know it's bugged but we don't know yet if this fixes the bug. I'm looking for feedback.)
  • Bugfix correcting where the More XP to Level option wasn't allowing units to gain XP from combat.
  • Disables a flawed mission command in the AI to raze a plot. For no reason I can find after a deep analysis of every line of code, somehow in this one discovered case a unit is losing it's selection group definition during the raze action somewhere. Might be a case of a corrupted save but removing the raze command at this specific juncture does correct the issue so it's a very strange bug. Also rewrote a few things about the razing code in an attempt to correct the bug under a couple of theories which didn't work but did satisfactorily streamline things.
  • Corrects an erroneous movement rule that was keeping double move promotions in particular features (hills/forest) and more from being able to make a unit with mv of 1 capable of moving more than that one space in a round.
  • Fixes a crash by removing a name of a great person that is missing a corresponding graphic.
  • Adds a bGlobal tag to techs.
  • Changes the (Divine Prophets/NOT Choose Religions) requirement of having the technology be required to be researched to found a religion with a prophet over to a requirement that ANY player has researched that religion. Otherwise the bGlobal tag applied to religious techs would have caused problems for DP.
  • An adjustment for Toffer so he can toggle debug mode with python without restriction.
  • Adds display text to the bGlobal tech tag
  • Adds bGlobal and bNational tags to Improvements
  • Makes individual players on a team completely accountable to only themselves where Great People and Great Military People earning is concerned.
  • Includes a few changes that were intended to be included in the last commit.
  • Makes education promotions non-dependent on the era the unit is accessed in as a prerequisite.
  • Makes NPC players not bother to tally unit upkeep costs.
  • Adds the first stage of a complex tag set for Builds, PlaceBonusTypes. I have sent a PM to the interested parties on how this should function. Perhaps the information in that PM should be amended to the modders documentation once the system is proven to function properly. Text documentation from these tags pending further development but they should work as programmed now.
  • Adds text notifications when units place bonuses
  • Adds TechPrereq nested tag to PlacesBonusTypes tag
  • Adds requirement that the bonus itself is valid for placement when a unit places a bonus.
  • Makes the Dangerous Wildlife option function on a set of DLL adjustments. Should work as designed now.
  • Aligned the game options with the dll enums and cy list of options there as well.
  • Reports the Unit that founds a city to Python.
  • Added a global, UPSCALED_RESEARCH_COST_MODIFIER, in GlobalDefines.xml, that allows us to set the % modifier for tech costs under the Upscaled Research Costs option. I set it to 0 for now so that the rest of the XML establishing that option could be removed before adding this modifier so that current games using the option won't get screwed up by an update. Set to 40% (or whatever you want) as soon as you're done with that end Raxxo.
  • Added a new set of unit/unitcombat/promotion tags for the sake of animal AI considerations. bGatherHerd and iGatherHerdChange. It's pretty simple in concept and something I may use for behavioral changes later but for now it just means that the animal unit is willing to merge with others like it if it can. At the moment it's only set to the Herding unitcombat. It may eventually be used for some diseases to remove the will, applied to specific animals that don't have the herding unitcombat if they are still the type, and used to also guide them to seek out each other and follow other units of the same type. It's unnecessary for the player to be made aware of this feature so there's no text associated with these tags.
  • The above was necessary because I have, for the sake of helping with the Barbarians hoarding units and thus slowing down the game later problem, enabled barbs to want to merge if they can. Other NPCs will as well UNLESS they are animals without the above noted indicator.
  • Double move promotions/ability now applies equally to any plot the unit is passing through that has the hill/feature/terrain that is indicated in their double move ability.
  • Added functions to track the date that a tech was first researched in the game and applied it, for Divine Prophets games, to a rule that enables the discoverer of a religious tech to be the only one capable of using a prophet to found that religion for the first few rounds after discovering it. Depending on whether you are playing with simultaneous turns in mp or on single player, you may only effectively have one actual turn to use the prophet you get for discovering the religious tech before it's open territory for any prophet to get that tech.
  • A few other minor efficiency adjustments that won't make any significant difference, just slightly improved code in a few spots is all.
  • A fix to some worker AI problems.
  • Spot fix to keep Stone Spearmen from being able to upgrade to AtlAtls.
  • Changed rules a bit on Size Matters Uncut so that it will ignore the barrier normally established on units for merging and splitting (this is for YOU StrategyOnly because of the next change...) Workers are still barred from merging and splitting in either case to avoid some potential crashes.
  • Canines and Felines are, as intended, no longer allowed to merge or split on normal Size Matters games.
  • Added a new boolean tag, bPolicy, to CivicInfos and CivicOptionInfos. I also ensured that they can never give any anarchy time or added benefit to reducing anarchy time when they are included in an AI driven batch of Civic adjustments. Otherwise, they work as Civics in all other ways (and yeah, this is wise because the way civics are programmed at the root is hella confusing the way they use map structures to refer to all civics within a category and... more... I don't know it's very confusing - beyond my ability to work with deeply.) The rest of this project is not completely in Toffer's hands as it's all about UI interface filtering and new screen establishment. Policies here we come. These tags should be sufficiently reported to python at this point, though it is the only tag reported to python for the CivicOptionInfos so hopefully that's not deeply problematic to work with.
  • Reduced spawning frequency and strength of Large Saltwater Crocodiles and reduced the strength of Whalesharks by a lot - they aren't dangerous animals, even to ships, though they would be a little challenging to hunt.
  • Bugfix for birds withdrawing in Naval conflicts - there WAS a problem with that which was keeping them from being able to ever withdraw on the water.
  • Fixes a bug where Ruffians were able to attack and be attacked by barbarians - and in the process may have fixed a number of other things of a similar nature though little else had been reported along those kinds of lines.
  • Eliminated a bug I introduced in the last fix that made it so you couldn't attack visible criminals.
  • Makes Goodie Huts a bit brighter and hopefully more visible to color blind folks while not appearing unnatural - I hope.
  • Adds some text to promotions that require units that are normally capable of invisibility.
  • Adjustment in the code that makes 1 Tile City option capable of working alongside games without it so that neither will mess with the other with ownership of surrounding tiles.
  • Fixes problem with criminals dying whenever they do an infiltration
  • Fixes error in the culture fix in a recent commit
  • Commits Morlark's python fixes to events
  • A text display adjustment to feature help requested by Toffer90
  • Corrects the merging/splitting rule rewrite for SM Uncut
  • A few minor balance updates to improvements
  • Minor promo access adjustments
  • A debug to SM.
  • Another adjustment to SM Uncut that makes it possible to only specify canines and felines as ignoring the normal prohibition against splitting and merging.
  • Adds the new bGlobal tag for techs to all religious techs. Should now only allow one civ to finish researching these technologies and then take them out of the selection list for all others thereafter.
  • A soft adjustment to construction costs by era.
  • Adds a new set of unit/unitcombat/promotion tags as detailed in my thread on setting up a new tag. This tag is for Religious Combat Modifiers and should apply soon to a set of trait delivered promotions. It's a combat modifier that only applies if the unit is fighting a unit with a different religion to its own. There are also some new functions to give the unit a declared religion - I might want to give the unit a new display line for that as well soon.
  • Creates a sanity check to curb one discovered source of major end turn delay that can happen for AIs at war.
  • A fix to a unit caught in an infinite loop due to a problem with the move cost charging mechanism on the raze mission.
  • Hopefully fixes an issue with promotions from traits remaining after the trait was removed from the player.
  • Corrects an error in the last effort - hopefully it works as intended this time.
  • A fix to trait based promos. There was a bug that made it so that when they were being assigned, they weren't being assigned AS a trait based promo correctly, so now the recalc I tried to enable as a fix to units which had been incorrectly assigned trait promos will fail to be corrected because those promos weren't denoted as assigned due to traits properly. Moving forward from here, the mechanism to denote that on an assigned promo will now work to track that properly.
  • A tech cost balance adjustment to make tech costs a bit more expensive by era, cumulatively.
  • Softens the scaling on spawns according to Toffer's advice. Should help.
  • Removes some error causing and non-beneficial caching in Hide and Seek.
  • Another 10% cumulative tech cost increase bv era since the last one failed to present noticeable results. Let me know if it's too far but it still ends up being fairly subtle.
  • Another adjustment to the tech cost rates through the ages. Still far too cheap and getting worse as the game goes.
  • This may fix some crashes that are taking place - I think I found a very unnecessary memory leak and even unnecessary use of an expensive caching variable. Hopefully this will improve mem usage, particularly on large maps with numerous players. I was worried about a little slowdown but time tests show none on a very involved game.
  • Felines and Canines can no longer merge or split
  • Fixes repeatable crash scenario reported by Joseph - this spot has been a bugbear for a while but I think I finally figured out a great way to address the problems that can crop up in it.
  • A couple of optimization efforts that can hopefully have an impact on turn times.
  • Solves a frequent hang bug folks may be experiencing. A recent change had caused it but this also found a few other problems it exposed in AI decision making.
  • Removes an invalidating restriction that a promotion with a move discount change cannot be assigned to a unit that ignores terrain cost. This was creating some unintended invalidations and the only reason for the internal rule was to avoid complaints that the move discount change has absolutely no effect on units that ignore terrain costs.
  • Major fix to a longstanding crash bug that has been very difficult to pin down until now. The bad gamestates some units would get that would be solved by running the debug dll no longer haunts us... well at least one cause for it doesn't. Finally figured out how to find the problem and resolve it.
  • Improves the Final value display on specialist yields but I suspect there is still some inaccuracies here to address.
  • Another effort to help clear out some unnecessary memory usage. Still looking for a mem leak after doing some research into the issue of how to try to seek them out. I strongly suspect we have a doozy somewhere. Doesn't look like it's in plots, but some code cleanup here won't hurt anyhow.
  • The entirety of the new Complex Traits option set, along with numerous code debugs to the tags and displays in use across all Traits of all options. More information on the option and the traits in the set on a separate thread.
  • Fixes numerous errors from an incorrect sweeping replacement of values in XML files during the process of creating the new traits set.
  • Solves the crashes created by a circular reference in a promotion prereq that wasn't even necessary to have.
  • Corrects some other issues caught by the xml validator by Raxxo (thanks for noting those - some were more serious than I'd thought but they had gone ignored in the DLL because of the way it was programmed could still load even if the xml was wrong.)
  • Fixes the crash SO and others have been experiencing on Complex Traits.
  • Fixes the OTHER crashes that have been common with the new DLL introduced with Complex Traits, whether on that option or not.
  • Fixes crash bug reported by @Justin Cray and probably fixes a startup crash bug reported by @SteelSterling, assuming that he may have been using Pure Traits, where the crash was located (I don't use that option myself which is why I wouldn't have found it) and if he was NOT using No Positive Traits on Game Start, it would've been a reason to see a crash on a game generation.
  • Improved and debugged some of the cultural decay mechanism so that territory once owned but no longer having any cause to be claimed will quickly erode and eventually the plot will stop being owned at all or by the player with the greatest active influence if the culture of the owner is eliminated.
  • Tech research modifiers from traits were counting as Win For Losing or Tech Diffusion in the top left main display - corrected so that it now counts directly into the primary amount given and TD/WFL bonuses are ONLY from TD/WFL bonuses if they exist.
  • Removed the barrier to cities going into cultural revolt if Rev is on.
  • Made Bounty Hunter II & III capable of being selected - take note that promos with no tech prereq are never able to be assigned or taken by a unit for any reason.
  • Quick debug on an unintended consequence in the previous commit.
  • Fixed the inability for Barbarian and Neanderthal cities to earn culture. Apparently it had been turned off due to a slight turn time slowdown.
  • Full audit of the experience point unit help display when hovering over unit icons in the city bar. They will be 100% accurate now but will not display all building sources individually, just those that you haven't built will show to explain where you could get more if you constructed that building first. Some other big accuracy improvements.
  • Audited the Ctrl help page on the combat help hover where some confusing display details were showing up where accuracy and dodge were being shown, among some other items there.
  • A major fix to Hide and Seek visibility factor processing on plots
  • Corrects an infinite hang on opening a city screen that SO was trying to report a while back and Yudishtira reported with a save that took me right to the problem.
  • Fixes a crash bug reported by @Dreifuls a few days ago.
  • Fixes an issue reported on Discord with the population % modifier needed to grow being mis-allocated on pure traits.
  • Debug to Golden Age on Birth of Great Person tag on Complex Traits
  • Fixes a bug pointed out in Complex Traits.
  • A balance tweak to the Preeminent trait line on Complex Traits
  • Great Military Points will no longer be earned by bombard missions of all sorts
  • Adjusted the base food required for city growth formulas to slow down growth
  • Also added more food consumed per population for each population past the first so that infinite population growth is nearly impossible and food will matter again. Each population past the first causes each population point to consume .2 more food. This will also help with property control and balance. Some playtesting and feedback will be necessary to make sure this is hitting the right balance. Population points have always meant more people per pop point the higher the population grows, so this is really a very rational adjustment.
  • Fixes cultural decay taking place on tiles within your workable city radius and stops that from being an ongoing problem. We were having cultural ownership vanishing on plots it shouldn't have been.
  • Civic upkeep on individual civics will calculate out to a minimum of 1 gold unless the civic has a good designated reason to have 0 gold upkeep, such as on No Upkeep civics and for players that don't have to pay any upkeep on civics in that category, or during anarchy.
  • Worked through a problem that was greatly hindering AI city expansion due to settler escorts not being able to join the settler in the manner they were usually expected to be able to. This should speed up AI expansion efforts tremendously.
  • SHOULD be a major correction to some AI issues on SM where the strengths of units were not tallying correctly when requested for particular jobs. Hard to explain but this means that settlers may not be perfectly satisfied with simply one escort now, as intended.
  • Another formula adjustment to growth rate.
  • Fixes a divide by 0 crash made possible in the AI by the last update.
  • Corrects another divide by zero error and more fundamentally the flawed formula leading up to it.
  • Fixes a problem with techs getting ground down to 0 AI value due to higher costs later in the game and gives all possible researched techs a minimum value so there must be a selection to research if the AI has any valid techs it can research.
  • Corrects a bug pointed out by Alberts2 that I introduced a few years ago.
  • Changes the mathematical formula for earning traits under Developing Leaders so that it makes it more possible to gain traits in the later end of the game.
  • Adds Greater Culture (millions of culture) so that we won't ever hit overflows on national culture levels. According to the massive complexity involved in this where it came to determining thresholds for leader level gains, once you get to needing culture in the millions, it will only measure your requirements for culture gain in increments of millions.
  • A display correction in the math breakdown to earn the next level at higher leader levels.
  • Fixes a divide by zero crash bug potential introduced in a recent tech valuation fix.
  • A correction in the code to help the AI spread cities much faster. Thanks to jman once again.
  • Quick crash bug fix.
  • Corrections in the accumulation of national culture levels.
  • Again doubled the food required to grow to slow down growth rates.
  • Fixes to the line display bugs we had in Great People Help and Food Help displays.
  • Corrects the inversed terrain movement bonus on the Nomadic Promotion(s).
  • Corrects 2 hang bugs, one in transport calculations in the AI and one in a bad spot regarding leader level calculations.
  • Fixes a severe bug in Trait based GP adjustments.
  • Corrects a bug in GP rate (thought I'd done this already but I forgot to actually adjust the code after figuring out what needed to be changed. Ugh.)
  • Another major fix to a whole separate bad calculation spot in high level leader level up threshold determinations.
  • More fixes to the Overflow point of national culture and the threshold calculations to level up leaders.
  • Fixes a calculation bug and replaces unsigned Long Long variables with int variables where they are no longer needed due to a new means to hedge against national culture overloads.
  • Fixes a crash bug that would take place when the Complex Philosophical trait is selected. Related to No Unit type for GP assignment not being fully safe for traits. Checked the whole stream of code on this now and it should now be good. When ALL GP pts earned are not of a unit type and you've reached the threshold for GP birth, you will continue to attempt to birth a GP every round until you finally get a colored GP point earned. Even one will make the birthing take place finally. This should be a fairly rare scenario.
  • A patch for a bad gamestate from a previous bug.
  • Fixes a reported crash - what is odd is that it appears to be something that would've been a problem before this point. I was able to easily keep it from happening, but the code found a spot where it didn't like the BUILDINGCLASS_NATIVE not having a default building and I'm baffled as to how this wasn't a problem long before now. It was checking if there was a limit on that buildingclass, surely something it's done many times before. Has anything changed in regards to that BUILDINGCLASS setup recently? I couldn't find any sign of recent changes.
  • Corrects Coastal AI Influence bool in Traits.
  • Another AI correction to traits for LS612's traits.
  • Adjusts the merchant mission rewards down significantly
  • Culture added to a city that is above the city cap will still get added to the national amount
  • Adds sorcdk's adjustments to the food waste mechanism
  • A fix for an exploit in merging in SM as discussed by Anq on the forum - testing shows his fix works wonders
  • Makes transport units have a Unit Cargo Volume, including all the cargo volumes of the units they transport.
  • Makes it impossible for units to transport units of the same unit type.
  • This is on a new compiler which caught a few bugs in the process.
  • Art assets packed into FPKs
  • Hopefully final DLLs for the pending release.(part1)
  • Art assets packed into FPKs
  • Hopefully final DLLs for the pending release.(part2)
  • A file management update
  • Art update Step I (another step to come to complete the correction)
  • DLL code fix from billw on Discord
  • Adds back the art files that had been attempted to be packed into FPKs but cannot be without re-writing the XML references to new file paths.
  • FPK update
  • A couple of systematic corrections shown to be needed in the code. Could speed up turns a bit.
  • Corrects the movement rules regarding feature movement costs
  • Adjustments to some naval features and to some unitcombats in light of the above corrections
  • Corrects the movement cost system where double moves are concerned - Feature double moves (as well as hills) actually now supercede terrain ones when the plot has the feature that the unit has double move through and they actually reduce the cost by 3/4 rather than just half to account for the additive nature of the underlying terrain cost being compiled into the total. If the feature doesn't apply to a double move ability on the unit, a terrain double move may yet still apply but if it does, it only does so at the 1/2 cost rather than 1/4 that it seems to indicate. I know this seems funny on first glance, but it makes everything work as design intended it.
  • Adjusts movement costs on reefs and coral a bit
  • Fixes a calculation error that was keeping cities from actually getting the extra (or penalty) points from traits towards a Great Person every round
I'll probably come back and edit through to make sure only what needs to show is showing here but this is the full list raw at the moment.
 
So here is my raw short changelist for whole V38-V39 cycle.
To get this list:
1. Rightclick in caveman2cosmos folder.
2. Press "show log", on bottom of log press show all to display all commits.
3. Then sort by author.
4. Then select (press shift) your commits from 9913 to 10703 - this was whole V38 cycle (within this range).
5. Rightclick on those, Copy to Clipboard -> Messages.

Cultures_CIV4UnitClassInfos.xml - Changed all national limits of cultural trade units to 3.
Cultures_CIV4BuildingInfos.xml - Fixed cost of Neandarthal world wonder.
Regular_CIV4BuildingInfos.xml - Fixed cost of baloon festival - was costed to obsolete not unlock tech.
CIV4TechInfos.xml - Fixed comment on beginning of file, removed redudnancies in prehistoric era and did minor cleanup.
CIV4BonusInfos.xml - Commented out unused Deep Space terrain for bonus spawning.
CIV4FeatureInfos.xml - Removed Ice as valid terrain for Tarpit spawning and commented out Deep Space terrain for feature spawning.
CIV4TerrainInfos.xml - Added comment for Void terrain, that cdan be used as cath all map categories terrain and commented out deep space terrain.
Bonus_CIV4GameText.xml - Added pedia desription for Grape map resource.
Terrain_CIV4GameText.xml - Commented out unused Deep Space entries and changed Void description, so it can be used as all-in-one map categories terrain.
----
Fixed description mistakes as miscapitalized letter, missing word or broken pedia reference resulting in TXT_KEY.. errors in pedia.
Removed latitude limits from space buildings.

NotSoGood Module - Fixed text in Guakva/Kava placing worker actions (was X bonus not Place x bonus).
Pepper Module - Fixed pedia text in Asteroid Surface terrain and Neutron Star colony improvement.
Regular/National/Great Wonders - Removed latitude limits from space related buildings.
Bonus/Feature/Terrain (ttext) infos - Removed commented out Deep Space terrain.
Captives - Fixed capitalization in "Gather Wood" worker action.
Civ4 Game Text - Fixed capitalization of "Free Commerce"
Global game text - Fixed capitalization of worker actions text and capitalization in "Food Wasted"
----
TechInfos.xml - Removed redundancies in tech requirements, connected floating techs and corrected some arrows.
GlobalText - Added Forced entries for terraforming.
PropertiesText - Corrected spacing in properties changing value under tech (Was +1 withTeh now is +1 with Tech)
----
GameText - Moved Slave terraform actions to Captives Build text file.
Fixed capitalization mistake in Captives.
----
Electronics Manufacturing District now produces Personal Electronics.
----
Buildings and civixs xml - Removed Unhappiness/Unhealthiness removers in favor of per pop health/happiness.
Buddhist WW got global tag of +2 health to match with shaman/druid "Alliance" normal buildings, which got their unhealth remover removed, and give +2 health to city.
----
Further adjustements to buildings - buffed Disneyland, religious and futuristic buildings effect on health/happiness.


----
Minor fix to Disneyland: Disneyland Effect shouldn't be in same city as Disneyland WW.
----
TechInfos - corrected small mistake in Gastronomy
Tech GameText - Refreshed three future techs descriptions.
----
Added ability to start Golden Age and be used to start it for Great Statesman.
Moved Golden Age tag to proper place for Great General/Admiral.
----
Mormon New -Fixed Mormon religion, still needs updated buttons and art for promotions and work on events.
Removed all mentions of unused spacecraft and seedship settlers, but art definitions are here.
Removed obsoleting in Cold Fusion - now those things don't obsolete at all.
----
Fixed icon issue of Civic (Martial Law) effect building.
----
Cultures - Reactivated Liangzhu culture with Celebration tech prereq and cost of 50.
Civics - Moved Grid to Mass Surveillance (Namnotech), Mind Control to Cybernetics (Nanotech) and E-Education to Virtual Society (Information).
Tech - Fixed stranded Mechanized Warfare tech - Logistics had redudnant AND prereq, and two OR prereqs).
TechText - Updated few descriptions related to Atomic Scale Engineering tech.
----
Updated TPEHEP's space map to never wersion.
----
Removed remaining redundnacies and cleaned all arrow crossings, where it was possible in tech tree.
----
Moved Off Planet Dumping - Garbage civic to Levitation.
----
Updated size overriders - fixed mistakes and limited height selection to 200, as this is height limit of game engine.
----
Improvements - Now no resource is left with dead end upgrade line. Corrected few mistakes.
Captives - Fixed Forced Solar Panels icon.
----
Faaustmouse - Removed defunct save in module and added notes, that it was removed, as savegame compability was broken multiple times.
Bonus/Tech game text - Changed levitation tech and levitation generators description to fit Nanotech theme - that is engineering, economic and social chanllenges without outright breaking most fundamental laws of physics.
----
Removed obsoleting of automobiles resource and automobile factory building - building chains needed something requiring automobiles in distant future too.
----
Fixed Suburb improvement map graphics.
----
Corrected 4 entries of ...!IMPROVEMENT_TOWN,IMPROVEMENT_SUBURB</Attribute> to ...!IMPROVEMENT_TOWN,!IMPROVEMENT_SUBURB</Attribute>

----
Pepper module: Added few resources to Manufacturing District, Synthetic Meat Bioreactor and Food Manufacturing District. Changed Modern Mill obsoletion to Oxen Mill obsoletion.
Buildings: Changed workshops obsoleteing at Industrialism to obsoleteing at Pepper's Megafactory.
Manufactured Bonuses: Commented out all obsoletions.
----
Removed remnant of old system, that was replaced with map categories long time ago (can't be trained in city with Lunar_Base).
----
Great Wonders - Added hint to Sphinx and Pyramids, that you get Valley of the Kings if you build them in same city.
Buildings Text - Added hint for those wonders.
Tech Game text - removed [Citation Needed] text.
Unit Infost - Man of War and Ship of Line descriptions were switched with each other.
----
Regular/National Buildings - Fixed Noblegarden - it meant to be National Wonder.
Gametext - removed [citation needed] text.
----
Forgot file, that sets Noblegarden to National Wonder is it meant to be.
----
GameText - Removed all [#] entries, where # was number of source in wikipedia.
----
GameOptions - Added warnings for Raging Barbarians/Barbarian World/No Revolution option hovers, that they might harm AI. Changed Rite of Passage to Right of Passage.
Added my own spacemap (ItSmallWorld). It is more for quick game and simulation, as it doesn't have AIs.
----
PlotLSystem - fixed bug causing command centers to be invisible.
Civics - Cleaned up civic game text file.


----
Removed all [tab] occurances in beginning of game text.
----
GameText - Cleaned even more tabs on beginnig of text and fixed typos/conversion errors.
----
Fixed long standing bug with Missing: MoreCiv4lerts_WarTrade by disabling checkbox.
----
Art Defiines - Removed graphical errors from Advanced Mine Technology Center, Toko Tower ad Plague Hospital.
Game Text - Added ICON_BULLET to map category prereq, and GOM item prereq to be just like terrain and normal building requirements.

----
Fixed Islamic Mosque graphical bug.
----
Fixed typo - was MPASCUAL_OROZCO instead of PASCUAL_OROZCO.
----
AI education targets never got updated after era split - updated this one.
Added triggers for Galactic/Cosmic/Transcendent eras.
----
Fixed typo in game option hover description.
Added spacing between improvement upgrades text.
----
Removed tech redudnancies in units and buildings.
Fixed several small issues.

----
Fixed Burning Man tech prereq (Tourism is needed by counterculture)
----
Ancient Ways of the Fist/Feather/Shadows are supposed to have Sedentary Lifestyle as primary tech prereq despite being required by secondary tech.
----
Buildings - Reverted guilds and corporations - they are allowed to have Guild/Corporation as main tech and other tech as secondary.
Civics - Swapped Banknote and Paper Money unlock techs - Now Banknote is direct upgrade of Paper Money
----
Swapped TXT/Button entry for Banknote and Paper Money.
----
Fixed Antonio hero tech incosistency.
----
Resource reclaimation buildings now reduce pollution slightly.
----
TechInfos - Sorted all techs by X and Y grid and fixed few minor mistakes in comments.
Added comments to techs, that have different internal and ingame name (around 110 entries).
GameText - Fixed few typos and moved one tech from global to tech gametext.
----
Replicator plant is now correctly replaced by atomic and quantum assemblers
----
Fixed building prereq obsoletion issue with Food Supply Train unit.
----
L (Load) and F (Sleep/Wake) no longer conflict with worker build actions (were moved to U and O respectively)
----
Boosted assembler line buildings - they are representing culmination of matter manipulation techs.
Removed OR prereqs from Omega assembler.

----
Buildings - Streamlined several upgrade chains for manufactured resources
Bonus gametext - changed description of plasma generator, as it was bit esoteric.
----
Removed 6 tech redunancies.
Recosted Dystopia Pathongens tech and its Earthly buildings, as I moved it one Xgrid forward to clean redundancy - non redunant prereqs were in same column and one was in beginning of era.
----
Renamed space maps for visibility in scenario selection.
----
Updated TPEHEP's space map
----
Removed &#[NUMBER]; entries and replaced them with proper characters.
----
Halved iNumBuildingNeeded for Species Recovery Center Great Wonder
----
Freight doesn't need Shopping District anymore.
----
Fixed captitalization issue (Bauxite ore -> Bauxite Ore)
----
Fixed several typos in Gameoptions text.
Added strategy text for welfare civic (Private) - State sponsored charity.
----
Removed remaining comments denoting ingame name of tech.
Updated save breaking notes with 110 techs, that have mismatching ingame and internal name.
----
Added Kations space map - it has Standard+ sized Earth map and 12 space zones (Map itself is Gigantic sized).
----
Reduced animal spawn rate to 80. Should help AI with early expansion in Prehistoric era on lower handicaps.
----
Reverted animal spawn rate to 100.

----
Removed obsolete (animal terrain safe) promotion from subdued mammoth and zebra.
----
Fixed incosistency in animal workers.

----
Fixed minor issues with Wool, Jewelry and Fireams resources and their producers.

----
Increased Great Farmer's speed 5x - This unit should take up to 10 turns to place bonus on Normal speed.
----
Reduced Great Farmer speed to 500 - Time to place new bonus without any speed modifiers is 4 turns on Blitz.
----
Overhauled calendar - Calendar eras should cover with actual eras when researching at constant speed of ~9 techs per 10 turns (Blitz)
----
Increased build cost by 50% and tech cost by 57.5%
Ancient era should be now reached relatively on time.
----
Changed latitude limits to -90 - 90 in map for rescaling modmod.
----
Equator in Kation's space map now actually covers Earth's equator.
----
Adjusted calendar in Prehistoric era (Era length is unchanged) - added checkpoint at 10 000 BC, 80% into Prehistoric era.
----
Fixed two misuses of Vicinity Bonus tag - that happened only in two places.
----
Updated Kation's space map, now it has proper longitudes.
Changed Lizard hunter silk requirement to raw vicinity.
Removed duplicate glass in Beadmaker hut.
----
Updated Kation's space map - Greenland is now closer to Iceland.
----
Updated and fixed maps.
StrategyOnly maps had both bottom and top latitudes of 0. Changed them to -90 and 90 respectively.
One map had nonexisting unit type.
Few maps had starting date of -50 000 instead of -200 000
Removed Maxturns instances.
Fixed Team Infos in some maps.
----
Force-Obsoleted Brute (First unit in game along with Rock Thrower) at Flintlock tech - Similar units are force-obsoleted at this tech.
----
Removed random question marks in game text files - probably result of format change.
Few corrections to text.
----
Upscaled research cost now actually increases research cost by 40% to match with upscaled construction costs game option, that increases cost of buildings, units and bunch of other stuff by 40%
With upscaled research cost option calendar should be harder to overshoot by experienced players, especially if they use it with upscaled construction costs option.
This option alone will result in relaxed game both for players and AI.


----
[TECHNICAL] Added Upscaled Research Option to option list.
----
[TECHNICAL] Moved game option to bottom of file. Should fix weird bugs.
----
Revised several manufactured resources and their producers/consumers.
----
Small correction to Radio Factory resource requirements.
----
Added Ultrafast Game Speed, it lasts 500 turns, and it should be used only for testing - On this GS units take eternity to go anywhere, as movement speed doesn't scale, and you will get ~2 techs per turn.
----
Reduced maintaince cost of burial platforms - costs too much in maintaince comparing to similiar buildings.
----
Reduced maintaince of graveyard.
Disabled multithreading - It is essentially obsolete, no noticeable change of turn times.

----
Recosting, tech redundancy fixes and tech tree cleanup.

----
Missed one tangled tech
----
Updated calendar - We have 941 techs now.
----
Revised bonus requirements of Dairy Barn and Weaver's Hut - Cloth and Milk are now obtainable much sooner.

----
Removed 3 tech redundancies.
----
Buildable Animal Stories now have proper cost - same as Library, which is needed to build them.
Weaver's Hut now is moved back to Weaving.
----
Revised tech tree in early moderm era (first three columns after Modern Lifestyle).
Recosted 3 techs and buildings/units in them as result of revision.
Doubled cost of animal stories, as they are National Wonders.
----
Removed faulty unit upgrade - one of heroes upgraded to itself.
----
Untangled arrows in late Industrial era tech tree - moved two techs one column up.
Barbed Wire had to be moved one column back. Tech and its building was recosted.
----
Fixed recosting errors of buildings unlocked by Enginering tech.
Standard cost for Engineering tech column is 300, Castle requiring buildings cost 150, as their cost meant to be halved.
----
Revised buildings unlocked before their resource requirements.
Some resources are now unlocked earlier.
Corrected minor issues in game text and TradeGoods.
Fixed few more recosting errors
----
Updated KATION'S Space Map - Now each civ has craters nearby for crater related buildings.
----
Fixed all recosting errors.
Fixed few errors in space content.
All buildings are now unlocked after their prereqs - that is changed tech, resource and building requirements.
All natural resources are now Revealed (useable for Vicinity buildings) before or on same tech, as they are Enabled (usable anywhere and tradeable)
Moved few National Wonders to proper place (Regular -> National Buildings XML).
Some misc text fixes.

----
Lunar Observatory now can use crater of any size.
----
Kation's space map update:
Craters on map are now of correct type on Earth part.
Moon got some Lunar craters for Lunar Observatory buildings.
Each civ now has two ancient relics - those are used for world wonder and normal building.
----
Added Shellfish as alternative of Raw Fish for Dried Fish Maker.
----
Changed names of animal NPC civilizations.
----
Civic screen now has yellow strategy text.
----
Reverted unneeded change to source code [SVN 10169]
----
Moved few techs: tech X needing tech Y now aren't in same columns.
2 pairs in Prehistoric era and 1 pair in Medieval era were left alone - solving those would mean total revolution.
Recosted buildings and made sure building/resource requirements for buildings weren't suddenly unlocked later than buildings themselves.
----
Changed tech tree color scheme to rainbow.
----
Minor changes to previous commit
----
Revised early Ancient era tech tree - Sailing is now in Early ancient instead of late Prehistoric era.
Recosted techs and buildings.
No building is unlocked earlier than its building/resource prereq.
----
General text cleanup.
----
Continued cleanup of gametext files.
----
Continued text cleanup.
----
Fixed cost of Neanderthal Ancient Workboat
Changed "Rite" to "Right" OR "Ritual" in game text depending on context (ritual as of custom or right as in Right of Passage for units)
----
Reverted Rite -> Ritual chganges.
Removed remaining [NUMBER] entries - they got copypasted from wikipedia.
----
Game text: Replaced lack of any entry with TBD placeholder (or simple entry like single !/./Strategy text), and done few fixes.
Added missing text to vanilla tag (BUILDING_ANARCHY_TIMER_MOD).

Building infos: Buffed weakest production buildings.
Later eras see higher minimum values for increment or percentage increment of production from buildings.
Made sure, that replacements don't lower production.
Reduced power of assembers - cumulative boost of production in mid and late game is big enough.

Properly recosted taxonommy myths - they are effectively National Wonders.
Fixed too early obsoletion of cat/dog breeders.
Three space buildings unlocked in Information era now need Advanced Astro-Environment (opening tech for space colonization) making then Nanotech buildings.
Antigrav factory produces levitation generators too - this factory replaces levitation generator factory.
----
Added production yield to candle/tannin factory - they replaced buildings, that had production yield.
Increased a bit yield of their megafactory replacement - production shouldn't be lower in replacing buildings.
----
Increased contrast between Modern/Informatiom era techs and tech selection in tech tree - selected techs now have darker grey-blueish color.
----
Moved Unlicensed Cloning to Mainstream Cloning from Cloning.
Moved Aircraft Hijacking to Aviation (1930's/1940's) from Flight.
----
Removed multiple Walls and High Walls entries to fix graphical glith with Walls and High Walls buildings.
Walls weren't properly displaying for certian artstyles.


----
ForceObsoleted Neanderthal Brute at Flintstock.
----
Capitalized civic names after hyphen.
----
Cultural sea workers (Neanderthal and Gone Dau) now have same build actions as normal workboats before Modern Workboats.
They also can now build beacon/lighthouse on Great Reef Barrier natural wonder feature.
Changed names of workboats to unify their naming scheme and to fit them better in eras - instead of Ancient/Classical now they are Prehistoric/Ancient.
Added warning to BUG option "Hide Obsolete Workers Actions", that it might hide some improvement and route build actions despite them not being obsolete - this is ancient DLL bug.
Tunnels are always impacted by this bug, they are unlocked at end of Industrial era and are buildable by Modern Workboats and Constructor Ships.
----
Fixed incosistent usage of bRequiresActiveCivics tag (disploays text, that building requires civics)
Added same civic requirements to buildings, that were requiring building needing civics.
Fixed buildings, that were unlocked before earliest civic requirement was unlocked.
Added few alternative civics to buildings, that had only one civic requirement.
----
One locust type unit wasn't properly commented out from spawn infos.
----
Added new game option: Dangerous Wildlife.
With it any kind of animal can spawn within borders even on improved plot.
That is dangerous predators may spawn in middle of empire.

Animals info dictate if animals can spawn within borders (unimproved terrain only/improved plots/cities depending on value).
All animals can now spawn on improved tiles (few of them can spawn in cities) - <iAnimalIgnoresBorders>2</iAnimalIgnoresBorders>.

Spawn info dictates if animals can spawn on neutral terrain only.
They all are set to spawn within borders too - <bNeutralOnly>0</bNeutralOnly>.

More testing is needed to see if it actually works.
----
Strong nerf of global unhappines (crimes) to prevent collapsing of large empires in Modern and later eras.
----
Oxidization factory now doesn't require lithium - it gets small productivity boost with it mow.
Lithoum is too hard to obtain (needs Salt and Lead) - at the end of supply chain you need it for Police Mech.
----
Updated Notes txt tech list, where techs have different ingame and defined (TXT_KEY) names. There is now 110 such techs.
Changed Hunter-gathering to Hunter-Gathering civic name.
Researched techs now are grey-yellow.
----
Disabled Dangerous Wildlife option due to massive memory leak.
Option is now hidden, and any existing games using this game option will fall back to default definitions.
----
Added flat +production to Tannery and by extension to its replacement chain.
----
Changed 10 buildings, that were using improper tag for empire wide building prereq (Must own X buildings).
Myth/Wonder prereqs (anywhere in empire) are set to not scale with map size.
----
Spies should be useful after reducing <iEspionageDefense> modifiers for pre-Transhuman buildings.
Regular/special buildings got their iEspionageDefense reduced 5x and national/world wonders got their effect reduced 2x, if they had values over certain threshold.
----
Researched tech color is now same as Future Tech.
----
Removed unnecessary files in Faustmouse Modules
Streamlined help tooltips and terrain requirements of space settlers.
Space units, that can be built on Earth now require Rocket Fuel if they didn't before, and now display help tooltip indicating, that they are space units and are useless on maps without space part.
Fixed small text error in tamed animal text.
----
Improved few improvements response on techs:
Manufacturing Complex now gains instead of losing +1 production/commerce with Rapid Prototyping.
Windmill/Watermill no longer gets lowered food yield on Electricity - they upgrade to Modern Windmill/Hydroelectric Dam anyway.
----
Three prehistoric buildings - Highwayman's Hideout, Bandit's Hideout and Omega Child Crew now can work without required civics (still needs them to be built).
----
Fixed Ordnances (very old bug) - now they properly reduce air/water pollution per turn not just once.
Property reducing part was split into effect building, that ordnance gives for free to every city, just like certain achievements with their property reducing effect.
Judges can build ordinances, they are accessible at Motorized Transportation, Ecology, Recycling and New Urbanism (Industrial-Information eras).
They should ease pollution problem in those eras.

Full list:
National Smoking Prohibition (-10 Air Pollution, Urban Culture - Information):
Automobile Emission Reduction Act (-50 Air Pollution, Ecology - Modern):
Carpool (-25 Air Pollution, Motorized Transportation - Industrial)
Clean Air Act (-100 Air Pollution, Ecology - Modern)
Clean Water Act (-100 Water Pollution, Ecology - Modern)
Commuter Shuttle Service (-25 Air Pollution, Motorized Transportation - Industrial)
Smoking Prohibition (-5 Air Pollution, Urban Culture - Information)
Tire Recycling Program (-25 Air Pollution, Recycling - Modern)
----
Minor fix to ordinance effect building
----
Minor text format fix in last commit.
----
Fixed Fishing tech text formatting in non-english languages.
Somehow &#[NUMBER]; string was left here.
----
Increased tech cost modifiers for Ancient and later eras - now they are in +10 steps, while construction costs are in +5 steps.

----
Removed ForceObsoletion tech from Guide.
Upgrade to Guide (Explorer at Road Building) is much later than ForceObsolete tech (Writing), later explorers doesn't have forceobsolete tag.
----
Fixed combination of Upscaled Production and Research cost options (Research costs weren't upscaled in option combination).
Now it properly selects gamespeed definitions, where both research and various construction costs are upscaled.

----
Dangerous Wildlife option is now visible.
----
Updated tooltips of Animals Keep Out and Dangerous Wildlife option - latter option now will disable former option.
----
Fixed few tech cost and resource mistakes.
----
Human Mod National Wonders now start with "HM" in their name for convenience (there are 29 of such buildings).
Sorted Human Mods in increasing Xgrid order and did minor revision.
----
Nightmare handicap no longer receives -1 happiness to cover edge case of unhappiness from traits.
----
Removed the article "The" from remaining wonders.
----
Minor fixes to last commit:
Unit costs are rounded to nearest 5.
Moved Polymerization tech one column to right and recosted it and its buildings.
Sorted techs in tech file.
----
Fixed map category errors with Solar System buildings (they had Earth map category by mistake).
----
Removed tech redundancies in Industrial and Modern era.
----
Forgot to commit file (removed tech redundancy).
----
Updated "Upscaled Research Cost" option XML side.
GameSpeedInfos is now 2x smaller, and there is global where you can adjust options research cost modifier: UPSCALED_RESEARCH_COST_MODIFIER

----
One national smelter had missed rename.
----
Following classes of buildings (Earthly ones) were covered with blanket AIweight of 1 - AI is now forced to consider building them, if before they had no value.
If they had any value for AI, then not much changed here.
All buildings, that are required for other buildings.
All Industrial and later resource producers (not counting culture/trade resources and world wonders).
All National Wonders, that give free building or are required for something or provide bonus (not counting Not in near city buildings).
This means AI should be better especially in later eras.

Hunting Instructions and NASA got treated with AI weight - in my tests former building was being built eagerly by AI and latter wasn't hence forced value increment of building prereqs and resource producers.

Removed AIWeight from places, where it had no effect - only Community Discussion was good place for it.
Galactic Cantina is used in futuristic national wonders chain - it is now immune to alcohol prohibition.

Increased air and water pollution entries to 3000 as temporary measure - AI tended to have around 2000 pollution in Modern/Industrial era on my Ultrafast Nightmare tests.
Air/water pollution entries are increased by 50%.
----
Fixed several old bugs:
Modern Embalmer no longer is replaced by Funerary Services - former is unlocked much later than latter.
Sail Maker now obsoletes at Coast Guard - same tech as shipwright.

Added workaround for AI unwillingness to build Judges (they are used to place ordinances):
Property reducing ordinances are now National Wonders (with AIWeight of 1), that can be both build like normal building and placed by Judge as it was originally.
Cost of ordnances is close to Judge unit cost (unit costs are lower with Size Matters), and several times lower than cost of buildings unlocked in Industrial - Information era.
Smoking Prohibition no longer replaces buildings as it is public smoking prohibition.
Fire/Crime reducing ordinances were buffed 5 times, so their effect would be felt somewhat (-25/-50 crime per turn, -25/-50 flammability).
Pollution ordinances while fixed earlier, now can be used by AI to offset pollution from factories.

----
National Breeder/Smelter cleanup:
Tamed Animals (Camel/Elephant/Horse) now require Animal Trainer building (it requires old animal prereq or national breeder or animal herd) instead of farm/myth making them more useful - they can use camel/horse/elephant resource, that is outside of vicinity.
National Breeders now got AIweight of 1 to make sure, that AI will consider them - they are OR prereqs for Animal Trainer.

Renamed Vicinity autobuildings - now they are named Vicinity Autobuilding - Resource.
They now require only unimproved resource in vicinity making them autobuild (much) earlier.
They are meant to stop Smelter/Breeder from being built in that city.

National Smelters and National Breeders are renamed to "National Smelter - X" and "Central Breeder - X", where X is resource, that they need.
Fixed typos in their descriptions.
----
Added back Ship/Road Building (First columns of Classical era) tech requirement to National Smelters - this was intentional design (cost is unchanged).
This means just like with National Animal Breeders (Wheel for Horses and Specialization for camels/Elephants) you have wait over half of era or simply build city within such resource vicinity to be able to utilize it as soon as it is available.

----
World size overhaul:
Smallest world sizes are now much bigger and Gigantic size is now smaller as defined in C2C_World map script.
Map area changes (default amount of players):
Duel 960 -> 2400 (2)
Tiny 1664 -> 4704 (4)
Small 2560 -> 7776 (6)
Standard 4368 -> 9600 (8)
Large 6656 -> 11616 (10)
Huge 10240 -> 13824 (12)
Giant 16000 -> 16224 (14)
Gigantic 24000 -> 18816 (16)

Now on all sizes total area divided by default amount of players is constant - map area roughly increases linearly like amount of default players from smallest to biggest size.

All map scripts (size definitions) and scenarios (size tags) were readjusted where needed.
Tilted Axis and Donut are square map scripts with similar area to other map scripts.

Three mapscripts:
Full of Resources, Smartmap and Three Planets don't conform new standard yet.

SVN 10447 adjusted sizes:
Duel - 960 -> 1536
Tiny - 1664 -> 3456
Small - 2560 -> 4704
Standard - 4368 -> 6144
Large - 6656 -> 7776
Huge - 10240 -> 9600
Giant - 16000 -> 11616
Gigantic - 24000 -> 13824

----
Fixed remaining encoding errors.
----
Changed naming convention of Animal Trainers and Animal Farms to Animal Trainer - Animal name and Farm - Animal name (Herd/Tamed Animal naming convention).
Added Donkey and Horse bonus requirement to few animal breeding related units and buildings.
----
Marathon (8000 turns) is now default GS for mod.
----
Fur Farm is now Farm - Fur, its Renaissance source of Beavers.
Added Beavers, Henna and Mammoth to late Information era wonder - Species Recovery Center.
Now it gives all possible animal and plant map resources.
----
Changed Emancipation Proclamation (Industrial era building, needs Emancipation) to National Wonder and added AIweight - every civ now can kill Slavery/Human Sacrifice/Cannibalism worldviews.
Emancipation Proclamation now doesn't require any civics.

This is placeholder waiting for policies.
AIs that activated Slavery couldn't build Factory and produce resources, that needed Factory along their chain.
----
Added Women's Suffrage as prereq to Modern Era and removed two tech redundancies created by this.
Now AI WILL research Emancipation (required by Women's Suffrage) before Modern era.
This tech unlocks Slavery/Human Sacrifice/Cannibalism worldview shutting national wonder.
----
Emancipation is now required by Assembly Line.
Removed two tech redundancies created by this change.
----
Untangled tech tree in Modern era - done by Kation.
Fixed recosting and requirement errors in buildings.
Fixed tech redundancies and stranded techs in Industrial - Information eras.
Revised manufactured resource unlock tech and their producer requirements.
Actually adjusted crime/fire reducing effect in ordnances (somehow those changes didn't make it) and adjusted two effect autobuildings from crime-fighting buildings to match up with ordnances.
Changed name of one world wonder as name was too country specific (National Night of Hockey instead of Hockey Night in Canada).
----
Untangled techs in Nanotech era and fixed smaller issues in earlier eras - done by Kation
Fixed tech requirement redundancies and recosted affected techs.
Adjusted Armored Cavalry and Chivalry requirements - former now requires Armor Crafting and latter one now requires Crucible Steel.
----
Fixed Lancer and Dragoon units - they had switched up techs and upgrades - Lancer was meant to upgrade to Dragoon not vicewersa.
----
Sorted techs in file (no actual changes in game).
----
Fixed tiny error in EraInfo - iGrowthPercent was neutralized not iConstructPercent in Medieval era. Latter is meant to be 100 in all eras.
Fixed iGrowthPercent decreasing pattern (-10 per era and leveling off by Industrial era at 100) in Classical era - Was 110 instead of 130.
----
Global project cost modifier is now 100.
Projects now are 8x base cost (cost of regular building in given tech column).
Great/Group/National wonders are 6x/4x/2x base cost for comparison.
----
Fixed &#[NUMBER] entries copied from vanilla text in last commit.
----
Removed Sponge requirement from Cybernetic Factory (part of large chain) - Sponge is hard to obtain resource, as you need coral reef in vicinity.
Fixed erroneous paths to wonder movies. Palace of Beaulieu movie was broken and had to be removed.
----
All plants/animals now are revealed by Gathering/Scavenging (Trap Fishing in case of water animals) tech.
Moved reveal tech of Iron and Platinum to Metal Casting - last metal processing tech before Bronze Working.
----
Fixed small numeric error in last era.
----
Removed unhealth from cocoa (coca and other drugs doesn't have unhealth from resource directly).
----
Long Game Speed had erroneous value of iTraitGainPercent - should be 800 not 1200 (4x base scale in all GS).
This meant Long games with developing traits got trait choice less frequently than they should do.
----
Map resource drugs - coca, kava, hemp, peyote and opium now give -1 unhealthiness just like tobacco.
Uranium doesn't give unhappiness anymore.
----
Added global unhappiness of 1 to National wonder - Toxic Waste Dump (needed for nuclear power plants), as unhappiness from uranium was removed.
Removed spurious question marks in texts.
----
Changed wording for vicinity tag: Now it includes manufactured resources (produced by buildings).
Map resource can be "manufactured" resource too - there are buildings providing map resources. Those are useful to get Vicinity buildings.
Restored vicinity requirement for straw gatherer and bamboo worm gatherer.

Made pests more interesting
They now require locally manufactured resources (X or Y in vicinity in case of multiple entries), if they required resource anywhere before.
They reduce yields by % - their "damage" now scales with city productivity, if they did flat yield reduction before.
They now obsolete at Environmental Economics - middle Nanotech era tech, it is after disease obsoleting Smart Drugs tech.
----
Added AIWeight of 1 to buildings in replacement chain, so AI is more likely to upgrade their buildings.
Straw Gatherer now requires Taiga/Grassland/Lush/Plains/Scrub instead of grass or grain resources manufactured locally.
Changed building names a bit - Now animals and plants are in singular form to refer species, factories now have exact name of resource in its name.
----
Updated calendar, as techs were added and shifted a little, and era boundaries had their chronology revised.

Prehistoric: 200 000 BC - 12 000 BC (188 000 years), 50 000 BC is middle of Prehistoric era (150 000/38 000 years - first/last part)
Ancient: 12 000 BC - 1200 BC (10 800 years)
Classical: 1200 BC - 450 AD (1650 years)
Medieval: 450 AD - 1400 AD (950 years)
Renaissance: 1400 AD - 1750 AD (350 years)
Industrial: 1750 AD - 1900 AD (150 years)
Modern: 1900 AD - 1990 AD (90 years)
Information: 1990 AD - 2050 AD (60 years)
Nanotech: 2050 AD - 2150 AD (100 years)
Transhuman: 2150 AD - 2300 AD (150 years)
Galactic: 2300 AD - 3000 AD (700 years)
Cosmic: 3000 AD - 4000 AD (1000 years)
Transcendent: 4000 AD - 6000 AD (2000 years)
----
Changed herd animal buildings to singular form referring species.
----
Traits have now 5x smaller effect on iReligiousAnarchyTimeModifier, now comparable with civic anarchy time modifier.
----
Modern era is now Atomic era in game - define name is unchanged.
----
Changed Modern Lifestyle to Atomic Lifestyle tech to reflect era name change.
Added tag rename for next savebreaking notes (for when we are going to change define names to match with ingame/displayed name)
----
Extended era range for Militia unit, that you get by building Farm, when Conscription civic is enabled.
Medieval Militia if you are in Classical era and Modern Militia when you are in Information era.
New graphics would be needed to make Classical/Information era militia.
----
Forgot to add comma
----
Militia (Medieval) now is Militia (Pre-Gunpowder) and has strength of 5.
Militia (Modern) now requires Guerrilla Warfare - tech in same column as Plastics.

Militia are units, that can't be built and are spawned trough python - You need Conscription military civic (beginning of Classical era), and you get Militia unit when you build improvement Farm.
----
Water resources don't spawn in Oceans/Trench anymore, as those are hard to impossible to reach by cities in vicinity.
They now spawn in Sea and Deep Sea instead.

Sea fauna - Clam, Crab, Fish, Lobster, Murex, Pearls, Shrimp, Whale.
Sea minerals - Manganese, Geothermal Sea Vent, Methane Ice, Natural Gas, Oil (last two exist on land too - "amphibious" resources)
----
Reverted changes to BonusInfos from last Toffer's commit - too many things seemed to be changed randomly.
----
Clam, Crab and Pearls don't spawn in Deep Sea.
----
Adjusted water resources - they were newer meant to spawn further than 3 tiles from land.
Clam, Crab, Pearls - Coast, Sea; Clam doesn't spawn in Polar variant.
Fish, Lobster, Murex, Shrimp - Coast, Sea, Deep Sea, Ocean; Murex doesn't spawn in Polar variant.
Whale - Deep Sea, Ocean, Trench

Manganese, Natural Gas, Oil - Sea, Deep Sea, Ocean (Natural gas and Oil spawn on land too)
Geothermal Sea Vent, Methane - Deep Sea, Ocean
----
Increased frequency of Methane and Geothermal Sea Vent resources.
Murex no longer spawns in Ocean and Deep Sea, Manganese/Sea Vent/Methane can now spawn in trench and sea too.

----
Updated my old space map description.
Added my space map with slightly bigger Earth - its Pangea world generated with C2C_World mapscript. Contains single AI.
Thanks to their Duel sized Earth they should have shortest turn times of all (space) maps.
----
Removed redundant tech boosts for improvements - They are now merged directly into improvement yield boost.
Fixed issue with quarry (Industrious trait was not giving bonus to Early Quarry when it should have (+2 production)).
Early Quarry, Mine, Shaft Mine and Modern Mine now give 1 production more.
Quarry and Core Mine now give 2 production more.

----
Added AI weight of 1 to all Smiths and Smelters to make AI build them sooner - metals are too important.

Reduced <iAIResearchPercent> to step of 3 (step was 5 per handicap):
Prince/Monarch/Emperor/Immortal/Deity/Nightmare now has this tag of 97, 94, 91, 88, 85, 79, that is techs now will be cheaper by 3/6/9/12/15/21% for AI
Before change they were 5/10/15/20/25/35% cheaper for AI.
----
Mathematics Department no longer replaces Mathematics Academy
----
Nerfed Geology Lab - now it only improves its research contribution by +1 per mineral resource up to +54 research from all such resources. Removed quantonium as booster resource - its late Transcendent space resource.

Made sure, that yields (except for gold) aren't decreased by buildings, that are upgrades.
----
Fixed two wonders, that give free building obsoleting before those free buildings obsolete.
Wonder, that unlocked all religious civics (including ones from far future) no longer does it so, it now has higher culture yield.
----
Spiritual now reduces anarchy from switching religions by 75%.
Reverted my changes to modular traits, since option activating those is disabled.
Traits now give property per X pop instead of being activated by certain city size. Properties from traits now have reduced effect on cities (now need larger population for same effect).
Fixed property inconsistency in two traits between developing and non-developing versions.
----
General streamlining of upgrades - now all improvements will increase their main yield on upgrade.
Tree Farm is now Atomic era improvement with tech boost in Information era. Has upgrade in Nanotech era (Hybrid Forest)
Entire Wood Gatherer improvement line can now be built in Jungle.
Removed spurious upgrades and boosts.
Fixed TXT key in one of improvements pedia entry.
Thatch cutter doesn't upgrade anymore, now it gains production in early game and then loses production in favor of commerce in Industrial/Atomic era.
----
Removed unnecessary tag, it doesn't fix ordnances yet.
----
Removed all <iExtraPlayerInstances>-1</iExtraPlayerInstances>, now all property reducing ordinances instead of some are buildable.
Probably this made some wonders buildable too.
Now only Palace has <iExtraPlayerInstances> tag used (with value of 1).
----
Removed test building (unused since forever).
----
Added tech requirements to DH vicinity autobuilds - now they will be autobuilt when resource gets actually revealed.
----
Animals don't interfere with ships going to city anymore.
----
Added help tooltip to Emancipation Proclamation national wonder, that it disables worldviews including Slavery (Slavery disables buildings like Factory).
Space workers now are as fast as space settlers - excluding ones limited to Moon/Mars/Venus.
Space explorers move at half speed of space workers and space settlers.
----
Emancipation Proclamation is now Ordinance like building with critical urgency (AI weight of 1000 - build this OR ELSE).
----
Great Detective/Statesman can remove Cannibalism and Slavery too - that is ALL great people can remove those two worldviews.
----
Pepper module MUST be loaded after custom world views, so Emancipation Proclamation can actually turn off worldviews.
Emancipation Proclamation now directly replaces every single worldview building.
----
Reduced instability from Sectarian Violence (250 instead of 1000) and Timeline Tampering (500 instead of 900).
Now first one allows to brace for impact while still being dangerous.
Timeline Tampering crime is Cosmic era crime, this means it isn't much of concern for most of players.
----
Rat catcher no longer obsoletes as Rats pest doesn't obsolete.
----
Help text now is clearly visible.
Removed unnecessary help text.
Moved some texts to correct places.
----
Added Wildlife Conservation prereq to Civil Engineering and removed two redundancies created by this change.
----
"HELP:" denoting help text entry now is in yellow.
----
Removed river requirement from Potter's Hut.
----
Size rescaling:
Duel - 1536 (Smaller than Duel now)
Tiny - 3456 (Somewhere between Duel and Tiny)
Small - 4704 (Current Tiny)
Standard - 6144 (Between Tiny and Small)
Large - 7776 (Current Small)
Huge - 9600 (Current Standard)
Giant - 11616 (Current Large)
Gigantic - 13824 (Current Huge)
Maps are now smaller.
Scenarios have updated size tag.
----
Added new crime - Lying.
Its unlocked by Deception tech at +1 crime level.
Boosted Alpha Male/Female a bit - now they reduce crime/disease by 3 per turn.

----
Maps had wrong bonus: Ivory instead of Elephants.
----
Another fix to resources in scenarios: It should be Fine clay not Common clay, as Common clay is manufactured resource.
----
Renamed HIV to Syphilis.
----
Barbarian trait (used by Neanderthals and Barbarians) now is positive trait.
It now gives flat +1 culture and espionage instead of +1% culture and +10% espionage.
----
Barbarian culture now gives +3 food, so they now can always grow to next size.
----
Fixed recost errors (those got reverted).
Some misc fixes to buildings and text.
----
Fixed cost of Town Watchmen.
All units (when not playing with Size Matters) are now cheaper by ~5% and this means upgrading units is bit cheaper now for everyone.
----
Added safeguard for cultural sea workers (no impact on gameplay).
----
Removed nonexistant tag from geology lab.
----
Fixed two more oopsies.
----
Fixed small error in building.
----
Fixed space improvements.
----
Removed erroneous character from schema.
Removed unused <PythonName> tag.
----
Merged ExtraHoverText entries with Help text, as former had formatting errors and wasn't used much anyway.
----
Text cleanup in space content.
----
Fixed some errors and mistakes introduced in last commit.
----
Fixed few text mistakes.
----
Removed redundant help text entry again, as HIMEJI_CASTLE_HELP is in Buildings_CIV4GameText.
----
Fixed typo in trait strategy text tag.
----
Fixed typos in traits.
----
Increased steepness of AI research discount by +1 (step is now 4 instead of 3):
On Prince/Monarch/Emperor/Immortal/Deity/Nightmare AI now have techs cheaper by 4/8/12/16/20/28%.
----
Cleared TXT_KEY errors in buildings.
TBD entries are placeholders.
----
Cleared rest of TXT_KEY errors in buildings and units.
Added pedia entry to Animal Story and Stories buildings.
Entries, that were leading to vanilla animal concepts were changed to display C2C animal concept page.
----
Fixed TXT_KEY errors in couple of events.
----
Set few events to be activate-able in every game (all of them already had high chances to do so).
All other events either could be triggered in every game or were completely disabled or were activated by python/other events.
----
Added remaining eras to trigger texts, that were depending on era.
Slightly increased chance of event activation.
----
Goody huts no longer give Medieval and later era techs.
----
Removed early (redundant) obsoletions from events, now they usually obsolete half to full era later.
Removed unnecessary era tied trigger texts.
----
Removed redundancies of tech requirements in events:
Removed early AND requirements, as those will be researched by time you get all AND prereqs.
Removed late OR requirements, as you will get early OR requirement by time you get to late OR prereqs.
----
Vastly increased Cooking event chance due to extremely short tech window (Fire pit building needed for event is tech away from Cooking obsoleteing event).
Removed obsoletions, that happened before tech requirement for events was researched.

----
Toned down Cooking event chance and effect.
----
Reduced event frequency a bit for first three eras.
----
Removed [LINK=literal] entry from last German translation update.
----
Reduced event frequency:
Prehistoric and Ancient era now have event chance of 7% per turn (events were set to that rate before my adjustments).
Classical/Medieval - 8%, Renaissance/Industrial - 9%, Atomic and later - 10%.
----
Simplified property manipulators in traits. This doesn't have any effect in game except for more readable form.
----
Minimum City Border [8 tiles directly surrounding city always belong to its owner] now disables One Tile Start [Newly founded city doesn't claim any tiles before reaching Poor culture level]
Existing games that had both options enabled will have "One Tile Start" disabled.
----
Inverted last commit: "Minimum City Border" is now overridden by "City starts with 1 tile" option, if both are selected.
----
Atomic bomber now is unlocked at Fission tech. As any nuclear weaponry it should require Manhattan Project to be built.
Integrated Lean Tos building into Prehistoric housing upgrade system: Homeless -> Animal Burrows -> Tree Hollows -> Lean-Tos -> Grass Huts OR Caves.
Grass huts and caves requires certain features in vicinity. Caves obsolete at some point, and Grass Huts is later replaced with Bark Huts.
Removed MinLatidue 0 entries, as this is default if not present and did minor empty space cleanup.

----
Improved replacing buildings - now they have better yields (mostly gold/culture and sometimes food)/health/happiness/property boost as those buildings are improvement of earlier buildings.
----
Reverted changes, that reverted latest German translator edits.
----
Moved remaining tech texts to Tech GameText.
----
Cleanup of base folder:
Removed not working shortcuts, and renamed two shortcuts - one for steam version and other for non-steam version of game.
Deleted file, that was accidentally committed here.
Added shortcut to cache in appdata/local. Cache should be cleared just in case if: you played VERY old version of mod, played another mod or played vanilla game.
----
Added space - apparently on Windows 7 one letter in path is eaten.
----
Reverted Launch C2C bat to what was originally - this works as long as its located here: <whatever drive and folder(s)>\<Civ4 game folder>\Beyond the Sword\Mods\Caveman2Cosmos

----
Reenabled highest culture level - Monumental.
On Blitz/Eternity you need 800 000/16 000 000 culture to reach this level. Upper city limit for culture is around 21 000 000.
That is you will always reach this culture level before hitting cap.
----
Reverted last commit as No Espionage option doubles culture requirements for each level causing overflow with Monumental culture level value for slowest speeds.
----
Reduced +% gold from buildings:
All resources now have +1% to gold multiplier at max.
Building and tech +% gold commerce was halved:
If X added +10% gold by itself and +10% gold with some tech, then X now adds +5% by itself and +5% gold with that tech.

----
Nerfed culture output of Funerary Service - now it is around potential culture output of replaced buildings.
----
Moved Funerary Services to Modern Sanitation.
WW requiring this building now requires Mausoleum as alternative requirement - buildings and units shouldn't be unlocked before their requirements (Other buildings, civics, resources).
----
Moved trash civic category to bottom end.
----
Halved gold modifier on building from civics.
That is if building got +10% gold with Civic X, then now it gets +5% gold with that civic (most of such civics were religion related).
----
Reverted changes in SVN 10550 (civic infos) - civic influences on buildings in regards of gold modifier is back to previous levels.
----
Color of leaders in scoreboard now exactly matches primary color of civilizations.
----
Removed <UnitCombatDefenderType>UNITCOMBAT_ANIMAL</UnitCombatDefenderType> from Hunter combat class units.
----
Eradicted <UnitCombatDefenderType>UNITCOMBAT_ANIMAL</UnitCombatDefenderType> tag from remaining units.
----
Fixed error in removal of <UnitCombatDefenderType> entry.
----
Barbarians and Neanderthals will build less units, but are more aggressive with attacking.
Animals now also will attack more.
----
Animals now are bit more unpredictable: Their combat aggressiveness is now randomized (+-10% deviation from calculated value).
----
Slavery no longer forbids building of Factory and Steel Smith due to critical involvement in building/resource chains.
Now slavery makes those buildings expensive to run (-100 gold per factory and -20 gold per steel smith).
----
Halved research modifiers from buildings and minimized research modifiers from resources.
May fix or delay research overflows in cities in very late game.
----
Enabled RAM saving option.
This option slows memory usage rampup during gameplay.

----
Forgot to add papyrus to Species Recovery Center - this Information era WW provides ALL earthly animal and plant map resources.
----
Removed absurd amount of cities requirement from fur farm and extended its latitude build limit.
----
Removed nonexistant sound defines - they were on asteroid type features.
----
Fixed use of BuildingClassProductionModifier tag - now actually buildings are slower to build (Slavery WV <this one requiring palace> -> Building X), not slavery pseudobuilding.
----
Put back PythonName tag as without it some python actions in space units weren't working.
----
Reduced all building culture modifiers by 75% - it was well most overinflated thing that city generates.
Commerce modifiers from bonuses for culture are set to 1% too.

Now you won't get Phenomenal culture or 10 traits so quickly, religious cultural hoarding strategy is nerfed strongly.

Culture modifiers from civics (building gains +x% commerce modifier if certain civics are active) and specialists (specialist gains +x% if certain buildings or civics are present) are left unchanged just like gold/research modifiers from those sources.

----
Fixed that one natural wonder movie building - it had advanced start cost (that one for Advanced Start game option) instead of normal cost tag - it caused this building to be buildable.
----
Corrected cost of animal story buildings.
Buildable animal story and stories now require Writing and Literature respectively, just like buildable Animal Myths require Taxonomy.
----
General revision of building/unit requirements

Fixed mistakes in map categories of units and buildings.
Fixed mistakes in wonder movies and space units.
Relocated Lunar Bases (Information tech) to be after Commercial Spaceport - Absolutely no building/unit should be unlocked before their requirements, their requirements can be unlocked in same column rewarding smart beelining.

Unit level requirement (<iLevelPrereq>) tag is now limited only to Military Academy Group Wonders.
Size of sea requirement (<iMinAreaSize>) is now present in coastal buildings only, and now its always 10 if it was already present.
Amount of cities requirement (<iCitiesPrereq>) was limited to buildings that are wonders unlocked before Medieval era.
Removed stray population requirements (<iPrereqPopulation>) in space buildings - those were in Faustmouse module only.

All nonreligious except continental culture wonders should be buildable all way to Galactic era as long as you keep up with buildings.
Removed replacements in clockpunk and accordingly adjusted formerly replacing buildings.
Marina now has improvement in vicinity requirement just like their building requirement.
Carrion can be built if there is any land animal in vicinity (no need for improvement) - there was a gap between reliable way of obtaining carcass and availability of carcass using buildings - animals reside permanently here, so you can try gravedigging here.
----
Fixed HELP TXT KEY errors in subdued animals.
----
Added help text for Counter Espionage buildup.
----
Added "HQ" to names of vanilla corporation headquarters to unify naming convention.
Added pedia entry for Milehigh corporation.
----
Fixed space mission help tooltip.
----
Fixed remaining problems with building requirements.
Adjusted space mission rewards (one was missing and other was locked out until later point in tech tree).
Added missing text and movie to wonders.
----
Fixed python icon issue with late game wonder.
----
Relocated space mission reward building to proper mission reward unit.
----
Removed unnecessary document file, that was added and last changed in distant past (RoM: A New Dawn changelog).
----
Adjusted globals - now players on Emperor handicap can except AI to build city or two before it researches Sedentary Lifestyle on time (tech leader is supposed to be in Ancient era at 12 000 BC).
AI can now be more reckless with gold due to fact, that it is now generally better and now builds more buildings including gold producing ones.
Research/construction cost globals were reduced by 5% to make Emperor AI (tech leader) research Sedentary Lifestyle on time.
----
Set back safe gold global to 40 - there might be possible issues with this on bigger maps and or higher handicaps.
----
Fixed missing city names.
----
Added missing city names - those are for backward compatibility names for older ongoing games.
----
Dragon, Unicorn and Phoenix myths no longer need animal myth just like Mermaid one.
This was their original effective requirement design - animal myth requirements of those myths were disabled.
----
Fixed pillage gold gain increments in scavenging camp improvement upgrade line.
----
Removed upgrade information in improvement pedia text, as it was very outdated and only two improvements had it at all.
----
Added missing hover text for one of BUG options.
----
Added Hyperloop and Gravity Train route bonus to improvements, that already got bonus from earlier routes.
Farm got bonus from Maglev route and few others got bonus from Jumplane route.
Maglev is Information era route, Hyperloop and Gravity Train routes are futuristic ones added by Pepper and Jumplane is most advanced Earthly route.
----
Somehow Vertical Farm was missed in route inconsistency fix.
----
Fixed several mismatched tech requirements of build actions and its related improvement.
Removed improvement upgrade, that goes backwards.
----
Reactivated all inactive cultures (-1 cost of their wonder).
Fixed two cultures (one was without tech requirement and other was without its wonder).
----
Fixed nested rawvicinity tags.
Apparently it simply ignored such resources.
----
Fixed displayed icon of Djenne wonder displayed by python.
----
All units are now buildable as soon as you research their tech requirements if you have other requirements met - now no unit is unlocked before their requirements.
Only exception are units at Copper Working - either get Copper Wares (now revealed at Copper Working) from other civs, or go instantly for Metal Casting.
Added replacement buildings to units whose requirements could be replaced before getting never version of unit.
That is build all buildings and you will make sure you have latest units.

Added tech prereq and Animal Trainer as OR prereq for Breeding Pair - Horse/Donkey
Animal Trainer replaces Donkey/Horse breeder - it was one example of replacement cutting off units.

Neanderthal units (and its wonder) now unlock at Nomadic Lifestyle and obsolete at Copper Working making possible for player to use Neanderthal Worker.
Neanderthal Brute and Guide now have upgrades.
Neanderthal Wardog was commented out due to being way past Copper Working - Neanderthal Trained Dogs upgrade to regular Wardogs now.

Added bonus requirements to 30 cultures that I added before.
Moved tech requirement (and changed bonus requirement if new tech requirement was before bonuses tech reveal) of cultures to tech requirement of earliest cultural units of its culture.
All cultures bonus requirement is now raw vicinity type - no need to improve resources to get cultures.
This means in ongoing games some cultures will shutdown and others will be suddenly available to build.

Adjusted resource requirements of units, if given resource wasn't available to them yet.
Few unit got their tech requirement changed.
Three manufactured resources are now available earlier.
----
Removed MinAreaSize (checks for size of seas) from land units.
Reduced it to 10 for units with MinAreaSize >10 to match coastal building requirements.
----
Mapinguari Compound is now automatically replaced on Gunpowder, Mapinguari Pikeman is forceobsoleted on same tech.
Hacker needs Diskettes as alternative to flash memory.
----
Fixed path errors in two cultural unit graphics.
----
Tupac Katari hero was defined twice instead of overwritten by module. This will cause nonfatal unit error (same as with Neanderthal War dog earlier - those instances are simply removed from ongoing game).
Fixed path issue with Naval Mine Sweeper.
Fixed TXT key error with one of buildings.
----
Moving module art to core part I
----
Moving module art to core part II
----
Fixed TXT KEY entries in religious buildings
----
Moving art to core part III - custom civilizations/leaderheads
----
Removed empty folder in assets, that was placed accidentally back in 2013.
----
Restored ability to nuke in Atomic Bomb and Biological Warfare Missile units.
----
Removed duplicate LSystem schema (is already in Buildings folder).
----
Added missing artfiles for four units - not all artfiles were added to C2C1.FPK
education_book.xcf isn't used for anything - its just template file (unneeded by mod), that wasn't removed when Animal_Template in My_Mods (unloaded) was created.
Removed now unnecessary files from art folder.
----
Corrected minor mistakes in credits list.
----
One guy was listed twice in credits list.
----
Updated Kation's space map in SVN.
----
Fixed typo in unit class - now cloud destroyer unit is buildable.
----
Adjusted movement cost of Trail and Path routes as route movement cost scaling was changed.
----
Trails now don't change movement cost at all - as it was before SVN 10687
----
Removed redundant art files.
For example: art/example/art.file in FPK1 was sometimes overwriting art/example/art.file in FPK2, when file in FPK2 was fix, adjustment, or exact copy of said file in FPK1.
Removed unneeded copy of texture folder, and unnecessary txt and jpg files.
Merged Terrain (Terrain+Terrain1) and Unit (Units1+Units2) FPKs to reduce chance of accidental rewriting of files, so same file has less chance to end up in different FPKs.
Terrain stuff is now in Terrain FPK and Structure stuff is now in Structures FPK (both of these were in C2C1).
----
Units, that had restricted movement into Deep Sea (can enter here after Seafaring) now can't enter Tropical and Polar Deep Sea until Seafaring too.
Similarly there was missing Polar/Tropical variant of trench for some units in movement rules.
Three units could enter Ocean/Trench on Optics tech, changed that to Astronomy.
----
Deleted two very outdated document files and unneeded schema file.
----
Wooden Palisades now can be placed at distance of two or more tiles from each other just like Forts (Wooden Palisades upgrade to Forts).
Command Center (upgrade of Command Bunker) can be placed on all terrains just like Command Bunker (upgrade of Fort).
----
Restored Palisade ability to be built close to each other.
Commented out upgrade from Radio Tower to Listening Node as latter one is space improvement.

Tip: Disable "Hide Obsolete Worker Actions" in BUG options to build palisades after unlocking forts - this option hides earlier version of improvements and routes.
----

So I did general cleanup here and there, fixed a lot of inconsistencies in techs, buildings, units and improvements, and did some maintenance to texts.
Some of my changes were to fix what others did.
I'm not sure what can be removed from this list.
 
Last edited:
Developed new Game Speed system---that was then removed for a more "elegant system".
Balanced Calendar for addition of New Eras added---That was also removed for the new "elegant system".
Worked on Eras and Handicap Modifiers. But that was also redone for the new system.
Above irrelevant.
Revised and continued work on Disease, Crime, Pollutions, and Pests--- only to have much changed by leadership after they corrected their coding mistakes.
Developed 1 City Tile Start Option
Saved 1 City Tile Start Option from overt system changes that tried to gut it. A Thanks to Harrier and KaTiON for stepping in and supporting the reverting of these destructive changes that helped save the Option.
After having most everything I've done in the Mod removed during this cycle took a short break to regain my composure. Also irrelevant.
Started rebalancing of Civics, a current ongoing project.
Fix or revert occasional buildings to previous working levels from sweeping base :gold::culture::health::hammers::science:changes.

Per raxo's help:
More sorting of CIV4TechInfos. Down to x column 62 beginning of Tndustrial Era
----
Fix oversight error to Matriarchy and Patriarch Civics
----
Reduce or Remove Inflation from Currency Civics; Metal, Coinage, and Bank Note. Also reduced Num City and Dist Palace maint Modifiers
----
Adjust Inflation for Blitz.
Adjust AIWeight for all properties But education. Bring AIWeights to scale with Education
----
Reset AI defenders for Deity and NM Deity back to original 8.
----
Adjust NM Deity AI units for game start.
----
Fixes 2 errors I forgot to correct in Economy Civics involving Inflation when I was making corrections to this set of civics.
----
1st set of changes to Civics in These Main Categories: Gov't, Rule, and Society. Mostly with the 1st 3-5 Civics per Category. Several individual Civics in other sets mostly minor adjustments to Maint Costs.
----
2nd set of Civic changes
----
More Civic changes set 2A Custom Religions Module
----
Currency Civic tweaks to 1st 2 Civics in this category, No Currency and Metals.
----
Parse error corrected
----
Moved False Accusation Crime to Deception Tech Preh Era. Set entry level to +1.
Common Cold entry Level set to +1 down from +25
----
Civic adjustments to Society Category
----
Next set of Civic adjustments.
----
Pests Revisited and Updated, more to come
----
Update fix of pests
----
Revert Air and Water Pollution Entry levels, adjust AIWeights, adjust Decay rates
----
Revert AIWeight changes to Property Systems, Moved Crime False Accusation back to Oratory tech and raised entry level back to original level.
----
More Tweaks to Gov't, Rule, Power, and Society Civics up to Information Era.
----
Adjusting the Entry Civics in all categories to reduce starting Gold and Research.
----
Adjusting Early Language Civics
----
Civic tweak to Separated Civic - Power
----
Fix Street Fighter from coming in at Tech Aesthetics in Classical Era and adjust several other Criminal Spawn points, in particular Crime Gun Rampage with Gunfighter.
----
Cultural re-adjustments to early game Religions, Regular buildings, plus Barb and Neanderthal Barb Production
----
Adjustment to Trade Civic
----
Removed 2 GEM maps for lack of maintenance.
----
Updated Credits List in BUG
----
Revert Grammaticus Maint costs to Pre SVN 10031 level
 
Last edited:
Developed new Game Speed system---that was then removed for a more "elegant system".
Balanced Calendar for addition of New Eras added---That was also removed for the new "elegant system".
Worked on Eras and Handicap Modifiers. But that was also redone for the new system.
Revised and continued work on Disease, Crime, Pollutions, and Pests--- only to have much changed by leadership after they corrected their coding mistakes.
Developed 1 City Tile Start Option
Saved 1 City Tile Start Option from overt system changes that tried to gut it. A Thanks to Harrier and KaTiON for stepping in and supporting the reverting of these destructive changes that helped save the Option.
After having most everything I've done in the Mod removed during this cycle took a short break to regain my composure.
Started rebalancing of Civics, a current ongoing project.
Fix or revert occasional buildings to previous working levels from overly zealous sweeping base :gold::culture::health::hammers::science:changes.
Spoiler :

More sorting of CIV4TechInfos. Down to x column 62 beginning of Tndustrial Era
----
Fix oversight error to Matriarchy and Patriarch Civics
----
Reduce or Remove Inflation from Currency Civics; Metal, Coinage, and Bank Note. Also reduced Num City and Dist Palace maint Modifiers
----
Adjust Inflation for Blitz.
Adjust AIWeight for all properties But education. Bring AIWeights to scale with Education
----
Reset AI defenders for Deity and NM Deity back to original 8.
----
Adjust NM Deity AI units for game start.
----
Fixes 2 errors I forgot to correct in Economy Civics involving Inflation when I was making corrections to this set of civics.
----
1st set of changes to Civics in These Main Categories: Gov't, Rule, and Society. Mostly with the 1st 3-5 Civics per Category. Several individual Civics in other sets mostly minor adjustments to Maint Costs.
----
2nd set of Civic changes
----
More Civic changes set 2A Custom Religions Module
----
Currency Civic tweaks to 1st 2 Civics in this category, No Currency and Metals.
----
Parse error corrected
----
Moved False Accusation Crime to Deception Tech Preh Era. Set entry level to +1.
Common Cold entry Level set to +1 down from +25
----
Civic adjustments to Society Category
----
Next set of Civic adjustments.
----
Pests Revisited and Updated, more to come
----
Update fix of pests
----
Revert Air and Water Pollution Entry levels, adjust AIWeights, adjust Decay rates
----
Revert AIWeight changes to Property Systems, Moved Crime False Accusation back to Oratory tech and raised entry level back to original level.
----
More Tweaks to Gov't, Rule, Power, and Society Civics up to Information Era.
----
Adjusting the Entry Civics in all categories to reduce starting Gold and Research.
----
Adjusting Early Language Civics
----
Civic tweak to Separated Civic - Power
----
Fix Street Fighter from coming in at Tech Aesthetics in Classical Era and adjust several other Criminal Spawn points, in particular Crime Gun Rampage with Gunfighter.
----
Cultural re-adjustments to early game Religions, Regular buildings, plus Barb and Neanderthal Barb Production
----
Adjustment to Trade Civic
----
Removed 2 GEM maps for lack of maintenance.
----
Updated Credits List in BUG
----
Revert Grammaticus Maint costs to Pre SVN 10031 level
----

You can add this list to your post - those were your changes for V38-V39 cycle (revisions between 9913 and 10703).
I clicked "show log", then sorted by author and selected revisions from this cycle.
I copied messages from these.
 
  • Like
Reactions: Anq
@raxo2222 thanks for that guide! I can later go through all logs and compile them under different topics like Gameplay, Balance, Bugfixing, New Feature, etc.

The main changes I remember were to reorder the industial and modern (now atomic) tech trees, added a lore for civics and to fixed the pedia link issue for stuff that shared the same name.

Spoiler Full list :

Revised the strategy section of prehistoric era buildings inside Buildings_CIV4GameText.xml to include more information and to correct missing tags and mistypes.
----
Added missing localization string for TXT_KEY_BUILDING_ANTELOPE_MYTH_EFFECT
----
Corrected all uppercase "Myth Effect - ANTELOPE" to "Myth Effect - Antelope"
----
Added localization to 'TXT_KEY_BUILDING_WEASEL_MYTH_EFFECT'.
Removed double spaces in the localization of 'Flocks of Peacock Effect' and 'Flocks of Turkey Effect'.
Corrected the localization of 'Effect Myth (T) - Deer' to 'Myth Effect - Deer' in order to follow the naming pattern that is in place.
Removed the (T) from the localization of 'Myth Effect (T) - Marsupial'.
----
Reverted changes to 'Effect Myth (T) - Deer' and 'Myth Effect (T) - Marsupial'.
----
Added game option "Upscaled Research Time" for experienced players that manage to get ahead in technology of the AI on a consistent basis.
----
Changed tech quote for Genetic Biochemistry and Chaos Theory.
----
Added missing tech quotes.
----
Started revising the pedia sections of technologies starting in the Prehistoric era, this includes adding sources to quotations, including strategy sections and updating history sections as well as sourcing them. So far 21 technologies have been worked on, from Adhesives to Ceremonial Burial.
----
Corrected an issue with the event that makes a ship stuck on a reef as there was a lack of an integer that was checking whenever a unit was actually on said reef. This caused ships that aren't even near to get the event.
----
Continuing the revision of technologies pedia sections. A few more were done, from Chiefdom to Oral Tradition.
----
Foreign Advisor now correctly orders the abbreviations for displayed civics.
----
Each civic now has a different flavor text that defines lore-wise what it is supposed to mean and a revamped history section that is accessible through the pedia.
Ten civics now have different tech prerequisites as a way to make some newer but rather empty technologies that better reflect each civic more useful.
The powerful Megafarm building is now unlocked later with the industrial era technology "Agricultural Engineering" as this type of large-scale ventures were only possible after the industrial revolution with the advent of pesticides.
----
Corrected values for Regular_CIV4BuildingInfos.xml.
----
Corrected a typo (removed extra M) from Paper Money's lore.
----
The education civic Xenosemiotic now requires Species Amalgamation and the immigration civic Interstellar now requires Xeno Diplomacy.
Corrected the grammar of Free Church and a few history sections.
----
Fixing an error with airport icons
----
Compiled dsma_bell's localization changes.
----
Toggling Speech on/off (in Settings>Sound) now applies to all quote narrations.
----
Updating pedia sections. Changed quotes and narrations of a few technologies.
----
Poultry domestication's quote is now properly formatted. Other minor text fixes.
----
Forgotted to commit changes to CIV4TechInfos.xml
----
Removed the article 'The' from a few wonders that still had it.
----
Untangled early industrial era technologies a bit.
----
Untangled late industrial era technologies a bit.
Eiffel Tower now requires Civil Engineering as well.
Subway Station is now unlocked with Mass Transit (was Civil Engineering).
----
Modern Lifestyle now has only one OR prereq. This means that Radio, Compulsory Education and Mass Transit are now mandatory to research Modern Lifestyle.
----
Moved Caravel from Optics to Compass as ocean crossing wasn't something that was possible during the High Middle Ages. Carrack Merchant is now an early Renaissance unit.
A few more units and building were also moved to Compass or Astrolabe.
----
Added icon for Hypersonic Flight (Nanotech Era) as it was reusing the one from Supersonic Flight (Modern Era).
----
Finished revising the pedia sections of prehistoric technologies. Removed redundant tags that allow a civ to work water tiles.
----
Updated the "Brother in Help" event. Replaced some deprecated bonuses with useful ones that unlock many more units. Added missing localisations.
----
The alert that informs about civic changes now includes the civic's category. The same applies to the tooltip inside the diplomacy screen when hovering civics for the other party to adopt.
----
Fixed an issue where links would lead to the wrong place if there were more than two instances with the same name. This was mostly apparent inside the civilopedia where for example a link to Bark (Bonus) would lead to Bark (Promotion), or Lighthouse (Building) would lead to Lighthouse (Improvement).
----
Forgot to consider buildings that give more than one resource in the previous commit.
----
A (presumably) last round of fixing minor stuff from the previous commit, in this case Great Persons and Unit Classes names are now rendered properly
----
Ordered a few building by their type similarly to how it is currently done for animal stories. A few examples include Guilds, Farms, and Factories. All animal camps now require the existence of the Hunter's Camp building.
----
Score calculation is no longer hardcoded and now uses python instead. Dealt with the [link=LITERAL]'s that were left in .cpp files.
----
Fixed an issue caused by SVN 10397 that broke improvement names (and techs that enhance them) from bring shown in Civilopedia.
----
Montreal Biodome has been moved from the Rainessance era tech Zoology to the Atomic era tech Ecology.
----
Corrected Broken Arrow's picture.
----
Added icons to vicinity bonuses.
----
Brought back the old Adhesives quote after some complaints. Consolidated and alphabetized CIV4TechInfos.xml for easier consultation (does not affect gameplay in anyway whatsoever).
----
Changed the name of a few civics to what they were before.
----
Corrected a bug in the Large Solar System scenario that was causing the total amount of turns to be 2000 independent of game speed.
----
 
Hey guys, also take a moment to review the first post in the v39 player's guide and let me know if you had any major overarching projects that were completed that need to be mentioned as something new to the game.
 
Spoiler Raw changelog data from SVN tool based on my own commit comments :
Removed a couple of untranslated translation entries from Promotions_CIV4GameText.xml
----
Modified some German translation to not use bracket parenthesis containing a word that was not a codeword for something else.
PPIO really breaks down when this is the case due to the dll glitching out when python asks for the text too early in the game launch process. The dll is probably not at that point yet ready to deal with any text that contains non-codeword brackets is my guess.
----
The top-civ wealth ranking will now work for civs that have more than 999 999 gold.
Optimized the top-civ screens ranking code a bit.
----
Fixed NPC teams appearing in top civ ranking pop ups.
----
Fixed logical error in the great farmer segment of the canBuild python function.
----
Fixed Great Farmer.
----
Changed unsupported letters used in four "Native American" city names to similar supported letters.
----
Fix to holy mountain quest.
----
More city named moved to C2C files from warlord files.
Fixed one city name that used an unsupported char (ś) that showed up as '?'.
----
Added in several size variations for the C2C.ico. 16x16 - 24x24 - 32x32 - 48x48 - 128x128
-- Before it only contained 128x128 which made it look bad in certain icon sizes, now it looks good regardless of what icon size you use.
----
Brought back the original C2C icon that has been there from the start, it recently got lost in translation. ^^
Added a new simple C2C.ico, which is simply the lettering 'C2C'.
Reinstated the original name of the icon made by Hydro way back (cavemanvsastronaut.ico)
Deleted the large Icon C2C 256x256.ico. that I made some time ago.
----
Moved more city names from CIV4GameText_Warlords.xml to the C2C file CIV4GameTextInfos_Cities.xml.
Overhauled celtic city names.
----
A typo fix.
----
Made the steam specific shortcut, a bat file instead so it's more consistent with the non-steam launcher.
Renamed the launchers to "Launch C2C Steam.bat" and "Launch C2C.bat", so the function of the bat files are obvious.
Removed NOTICE.txt, one of the 128x128 sized C2C icons, and the link to windows 7 cache folder.

Some minor changes in two text xmls, fixed a bad help text for subdued hawk.
----
Readded two city names that were removed. Fixes missing names for legacy games.
Added a couple of new city names to Greece.
----
Some more, but smaller, adjustments to the Tech_CIV4GameText.xml.
----
Further alphabetization of the CIV4TechInfos.xml.
Fixed the description tag key for three techs.
TXT_KEY_ASTEROIDPROBE -> TXT_KEY_TECH_ASTEROIDPROBE
TXT_KEY_INSECTROBOTICS -> TXT_KEY_TECH_INSECTROBOTICS
TXT_KEY_AUTOMATEDSERVICES -> TXT_KEY_TECH_AUTOMATEDSERVICES
----
Found a letters that display fine in the city billboard but fails to display at all in other places like the event log or domestic advisor: " š Š "
----
Fixed two city names that used a character the game don't support, one for sumer and one for Carthage.
-- New unsupported letters discovered: "ḥ Ĝ" -- Letters the game don't support: "ţ ā ū ī ṣ ḍ Ṭ ḥ Ĝ"
----
Fixed some problems with arab city names.
-- Some characters that does not work are "ţ ā ū ī ṣ ḍ Ṭ" (displayed as ?), replaced them with their relative from the regular alphabet.
----
Fixed a small error in World mapscript, Deep sea Tropical placement was mixed up with deep sea polar placement.
----
Moved the rest of the BtS city names into CIV4GameTextInfos_Cities.xml.
Started moving Warlords city names into CIV4GameTextInfos_Cities.xml.
--Made some changes to Carthagian city names.
--Made some changes to Zulu city names.
----
Further work on getting all the city names into the C2C xml file.
-Changed city lists for many nations.
--Major changes seen in Arabia, Mali, Viking, Inca, Iroquois and Native North American civs.
--Lots of city names added, changed to more historical names, and reordered based on founding/conquest dates.
----
Moved more city names from BtS file to C2C file.
--- This time I tackled Portugal and Byzantine city names.
- I moved city names between Greek, Roman, and Byzantium civs and added new ones to all of them.
--- Byzantine had a lot of city names that were more appropriate for ancient Greece and Roman empires.
- Changed Portugal's colonial city names to proper Portuguese cities.
--- This removed a little overlap with the Brazilian civ.
----
Moved more city names from BtS file to C2C file.
- Renamed, added new and switched cities between civs: for Sumeria, Babylon, Assyria and one case for Ottoman.
--- There was quite a few cases of these civs having the same city names, no civ should have the same city name as another civ if it can be helped.
----
Worked some more on migrating city names from BtS to C2C fileset.
-Renamed some Mayan cities from modern archaeological site names to the ancient names that archaeologists/historians believe the Mayans used.

Optimized some code in the World mapscript.
----
Worked some more on city names, no worries, I did nothing that could mess up city names in ongoing saves.
- Added 4-5 new city names.

Reverted the recent change in world mapscript that allowed bonuses to be placed in ocean more than 3 tiles from land.
Made some changes to bonus placement requirements.
----
Small adjustment to the unit upgrade cost code that decide the cost when replicators bonus is available.
-- No need to check if the player has the tech that unlocks the bonus to then check if the player has the bonus.
-- Should be enough to just check if the player has the bonus right away.
----
Migrated my improved python code for player score calculation from PPIO.
-- It is inactive until the dll code un-comment the call to python on this and remove the dll calculation code.
-- Kation indicated that it was faster than the current dll code.
-- I hope he will give me more conclusive test results soon. ^^
Made some small optimization here and there in python.
Migrated the RoM code in RoMGameUtils.py to CvGameUtils.py. THe code dealt with:
-- Gold amount recieved from pillaging impr. and capturing cities.
-- Gold cost of upgrading units when the replicators manufacture is available to a civ. (The cost is halved when that bonus is available)
-- -- The last one was deactivated in the BUG mod python files, I activated it again, not sure if it was meant to be deactivated.
-- -- The way it was deactivated looked unintentional.
----
Obsolete versions of the Espionage city process are now hidden like it is with the other processes.
Changed the conversion rate for processes. Was 25-50-75, now 30-40-50.

Reduced the amount of extra population points better settler units give to new cities.
-- Settler no longer give extra pop points,
-- Colonist was nerfed from 2 to 1 extra pop point.
-- Pioneer was nerfed from 4 to 2 extra pop points.
-- Air settler was nerfed from 7 to 4 extra pop points.
Extra food stored when getting bonus pop points was reduced significantly.
Added Help text to the settler types that add extra pop points informing about it.
Reduced the movement points for Colonist and pioneer from 3 and 4 points down to just 2 points for both.

Made it so that the neanderthal civ gets a neanderthal gatherer when inventing gathering.
----
Upgraded one more of the bamboo feature models to "Bamboo Mk. II".
--- Seven done, six more to go.

Added in lesser and meager espionage processes. Changed all the process button textures while at it.
Tweaked the convertion rate for processes a bit, basically a small nerf.

Tweaked World mapscript some.
--- Increased the impact of the river setting.
--- Tweaked bonus placement code slightly.

Tweaked the appearance values for bonuses in CIV4BonusInfos.xml

Added in some legacy city name text xml entries to improve a backward compatibility issue.
----
Fixed several bugs in the python code for events that destroy buildings; e.g. Hurrican, fire, tsunami, looters.
----
All vanilla city names except for those in BtS are now in C2C.
Gave the Jivaro better city names.
----
Removed the free cultural levels awarded to cities founded by better settler units than tribe.
-Reduced the free stored food a city starts with, if starting whith more than 1 pop, down from 33% to 25% food stored.
-Made it so that when "1 city tile founding" option is active the food bar for cities founded with more than 1 pop is filled up 50%.
----
Moved a lot of vanilla text xml for city names into C2C.
-Still a lot of city names to move into C2C, They were not alphabetized in vanilla while we want that in C2C, so it takes time. ^^

----
Fixed a python error in Aging Animals that occured when not having Time victory enabled.
----
Turned on the "Aging Animals" python module, it's been lying dormant there a long time.
It awards random units from the animal NPC teams the combat promotions step by step each X turn (scaled by gamespeed).
----
The date displayed in the upper right corner will, after the year 2200 AD, never display month and day.
- This is regardless of how the callendar is configured in the gamespeed xml.
- Summary of my last two commits: Month and day will only be displayed from 1800 AD up to the year 2200 AD.
----
The date displayed in the upper right corner will, before the year 1800 AD, never display month and day.
- This is regardless of how the callendar is configured in the gamespeed xml.
----
Fixed a text error, and made a small tweak to the lost at sea event.
----
More settler types now give ekstra population to new cities.
When the city get extra population it will also recieve 33% of the food bar filled so it won't shrink on the first turn.
Cultural level is also initially higher for cities that start with more population.
-With the 1 culture tile city founding option a starting population of 2 or higher will increase the cultural level of the city once.
-Without the option cities will get the next cultural level when starting out with 3 or higher population.
-Cities that start with 7 population or more will get two free cultural levels.
----
Upgraded one more of the bamboo feature models to "Bamboo Mk. II".
--- Eight done, seven more to go.

----
Tweaked the python code for completing the wonder "Empire State Building".
----
Fixed an issue with customDomestic advisor in relation to saving and loading user settings.
C2C will now create the UserSettings folder if it is missing. Same goes for the CustDomAdvisor folder within the UserSettings folder.
----
A fix from rev. 9901 got deleted by accident in rev. 10044.
I'm undeleting the fix in this rev.
----
SmartMap - Added BONUS_SULPHUR to the resourcesImportantEarly list, this will increase the amounts of it placed on the map.
----
Fixed a string syntax error from my last commit.
----
Changed how building columns are displayed in the domestic advisor.
-Building icon instead of name in header.
-Its value is now an indication about it being buildable, already built, under construction, obsolete or unavailable in the city.
-Fixed a divide by zero issue in the advisors tab of the domestic advisor.
----
Added the missing last argument to all instances of getBuildingHelp function calls in python.
Removed a duplicate bonus requirement from a building.
----
Removed two duplicate tech entries.
Cleaned up some text xml and made a few text corrections along the way.
A small event adjustment I made some months ago but forgot to commit.
---- Attempt to fix the "lost at sea" event.

----
Increased global tech cost and the palace commerce output.
----
Fixed a mistake I made in last commit, sat the wrong value for one of the tags in Nightmare Deity xml.
Increased difficulty steps a bit more.
----
Increased the difference between all the handicap levels.

Cleaned up some XML, enabled the graphic of eight-ten building models that had been disabled by their size being set to zero.
----
Upgraded one more of the bamboo feature models to "Bamboo Mk. II".
--- Seven done, Eight more to go.

Readded the previous Bamboo model that I added in svn rev. 9819, it somehow got lost from the SVN during FPK packing.

Added notes about three texture files in the FPK that can be deleted due to being unused by the game.

Tweaked the World mapscript a bit, world sizes are now adjusted to fit the minimap size utilized in the PPIO modmod.
----
Tweaked the World mapscript quite a bit.
-Fixed a bug when creating a map for the second time from the main menu (regenerate was okay) with the World mapscript. Map constants did not reset properly and became more and more wrong for each time one generated a map from the main menu in one game session.
-Dialed in some values integral to elevation and landform mapping, should make results more satisfying on all map options.
-Made the world mapscript clean up most of its cached memory usage when done, some cache must stay due to the regenerate map feature.
-Clean up and polish.

----
Fixed an out of range error in World mapscripts that could happen on maps with so little ocean that only 1 or less plots are valid for the trench terrain.
----
Fixed a bug in Terra mapscript when using the balanced resources map setup option.
Did some spring cleaning in the Terra and World mapscript, only inconsequential syntax changes.

----
Rewrote the river placement code in World mapscript, That's the second time I rewrite the river placement code, hopefully for the last time.
It should now provide longer and more complex rivers than it previously did.
Added more river amount options at game set up.
----
Made some changes to animal behaviour.
Gorilla is now able to attack again.
Made "Reckless Animals" change many animals from defensive only to attack capable animals, it will make gameplay remind you of the olden day when all animals were able to attack in C2C. Some animals cannot attack even with "Reckless Animals" though.
Made it so that many more animals can spawn on tiles with improvements and cities when playing without "Animals Stay Out"; these are also the same animals that will still be unable to attack with "Reckless Animals" gameoption.
Made the Orangutang stronger when playing with size matters, a Wanderer should not easily beat an orangutang.
----
Made education property a bit easier on Noble and readded the 1 education point from palace to the AI's benefit.
Nerfed grammaticus a bit, might have been a shot above target.
----
Boosted education bonus from the grammaticus building.
----
Realigned City Maintenance modifiers to greatly help the AI cope with the 2 cities they get on Deity/NM difficulties.
----
Some small xml tweaks here and there.
-Removed the -20 crime from palace, early game crime is pretty much a non-issue even after this change.
-Locust swarms can no longer go to a lake plot.
----
Some minor tweaks to river placement in the World mapscript.
----
Fixed a non critical python error that prevented a particular message from being shown in the panel under the tech bar.
----
Tweaked River placement code in World mapscript, also fixed a bug that made it so that 150% rivers meant 50% Rivers and vice versa.
----
Reimplemented the free techs AI and human player get for difficulties other than Noble.
- No other way to allow players to start with wanderer and gatherer units per difficulty setting.

Made Agressive/Ruthless AI gameoptions hidden options that are OFF by default.
Tweaked Map Bonus placement of Almonds, Dates, Coconut, Pistachio, Pomegranate, and Timber, maps were placing way too many of them, and some of them were placed in unrealistic places/terrains.
Small tweaks on the World mapscript. All sttarting units will start on the same plot when using this mapscript now.
Added a text warning to the Start As Minor Civ gameoption tooltip.
Tweaked the Enhanced March status promotionline.

----
In the Best Hunter event:
You won't be able to select hunting strike promotion to your hunters unless you are on the correct gameoption that enables that promotion.
----
Removed Woddsman and guerilla promotion requirement from the Hunter promotions; it hampered the AI's ability to get the hunter promotions and why should forest and hill accustomedness be any more important for a hunter than e.g. wetland accustomedness.
Tweaked subdue chances from promos a bit, @DH: if you want me to revert some of this I will do it without questions.
----
Wrote a little python that force AI hunter units to choose the Hunter I-IV promotions if they are available for the unit at level up.
Did the same for AI recon boats and the Sea-Hunter promotionline.
----
Fixed a mistake I made in last commit that made all improvements act as cities. whops.
----
Reduced Barb city spawn
Reimplemented the "AI gets two starting settlers on deity difficulty" feature.
----
Nerfed gold outcome from Marauder, beakers from industry epionage and the other promo that gives espionage points on combat victory.
I also added a handicap comparison between winner and looser to nerf them further based on the difficulty factor.
----
Removed the free techs to AI on higher difficulty, doesn't seem to be nessesarry with this initial boost anymore.
--- Tech diffusion doesn't work well with the free techs on gamestart either, when the AI has 10 techs and the player has 2 then the player is effectively 80% behind in tech and gets an abnormal amount of tech diffusion the moment it makes contact with the AI players.
--- Tech diffusion code should be rewritten some at one point.
----
Gave emperor a -1, immortal a -2, and deity a -3 to the per era moodifier.
Nightmare used to be -4 and I buffed it to -5.
It means that unit upkeep, hammer cost for stuff, war weariness, and inflation gets that amount of percent easier for the AI for each era the pløayer advance.
----
Reduced inflation amount per gamespeed.
----
Organized xml a bit with comments.
Upped the max maintenance amount per difficulty.
----
Increased civic upkeep cost from difficulties.
----
Reduced number of free units per population in your nation, was way too high, so high that advanced games had 0 unit maintenance expenses.
----
Tweaked education propery modifier from difficulty level.
Deity is now back to the same value as it always used to be, Nightmare is a bit easier than it used to be and all other difficulties are a bit harder than they used to be.
----
Adressed unhappiness issue in the very beginning of the game on deity and nightmare difficulty.
Tweaked calendar so that the year 10 000 BC should coincide better with when players reach sedentary lifestyle tech.
Reduced animal spawn by roughly 10%; it was just too much on all of the 4 fastest gamespeeds.
Tweaked initial maintenance cost so that you don't have to lose 1 gold per turn on nightmare difficulty in the very beginning of the game.
Tweaked how often barb cities spawn based on difficulty. Less difference between the diffs, and less frequent on the harder difficulty than what it was.
----
A small change to the unorganized labour civic.
----
Made all hunter type cultural units have the national limit of 5 like the ordinary hunter units have.
----
Made some changes to the diffculty settings.
Added some starting gold based on difficulty.
Removed the second settler for AI on Deity as a test to see how they fare, Nightmare still has two settlers for AI.
Tweaked the initial civics a bit to fit better with the difficulty new settings.
Increased distance from palace maintenance a bit, this may be quite bad for mature games, but should play nicely with new games.

----
Tweaked the sea worker unit line a bit.
----
Minor capitalization text fix for unit build action names.
----
Small tweak to the calendar.
----
Changed the unit upkeep cost modifier scheme for unitCombatTypes. Nothing radical.
Intention was to avoid the modifier from totalling less than negative 100% for any unit.
Incapable combat quality now only reduce upkeep cost by 25% and solo group volume reduce unit upkeep by 75%
Added a new unitCombatType that is used for all subdued animals when not playing with size matters that reduce unit upkeep with 100%
Removed the 20% reduction in unit upkeep from the Subdued Animal unitCombatType.
Increased upkleep for group sizes above battalion and for combat quality above Standard. (Nothing radical, I would personally set the group volume cost modifier much much higher than what I currently sat them to.)
----
Fixed TXT_ERROR in Sea Turtles event sign.
----
Added building links to the TXT_KEY_BUILDING_FREE_IN_AREA and TXT_KEY_BUILDING_FREE_IN_TRADE_REGION xml entries.

----
Fixed a python error in the victory screen.
----
Boosted culture for neanderthaol and barbarian NPC cities.
----
Reduced animal spawn rate when playing with the "Peace Among NPC" game-option.
Reduced the maximum amount of animals allowed, in a 49 plot area around the spawn plot, before spawn of that animal is disabled.

Neanderthal scout can only upgrade to neanderthal tracker since there is no neanderthal Guide in the game. This caused neanderthal scouts to be untrainable (units force obsoletes when all upgrades are available) as the neanderthal tracker has the same prereqs as the scout. Therefore I removed the "upgrade to Tracker" possibility from neanderthal scouts. I felt it then made sense to make the regular human scout unable to upgrade to a tracker as well.
----
Fixed an error in the world mapscript reported by our commander in chief - SO.
----
Cleaned up global defines some more.
----
Tweaked some spawn info stuff. Changed sea animals to start spawning when a player invents Raft_Building, regardless of the date that happens in.
----
Made Wrub of the neanderthal civ have access to neanderthal units.
Gave the Neanderthal NPC team free culture boost in all their cities.
-- This update will de-assimilate any foreign native cultures that you may have assimilated into your nation in existing games.

Cleaned up the global defines some, some defines were defined in two and three different XML's which is confusing for any modder.
-- Removed a couple of completly unused global defines, (I checked the exe, vanilla assets, and C2C assets)

Tweaked balance a bit more, got it a bit more on target. Keep in mind that handicaps other than Noble currently skew that target quite a bit; that will be changed in TB's next commit where difficulty will only adjust hammer/beaker costs for the AI, not for the human player.
Added in two new gamespeeds: Blitz before Normal, and Long between Normal and Epic.
Remade the callendar for the new gamespeed baseline, its currently a bit rough and I will refine it more as time allows.

Fixed a small bug I introduced in the MovieMod.py, non-wonders with a movie triggered its movie every time you built them (e.g. Walls).

----
Removed two non-existing tags that I somehow though existed.
Made "Automate Promote" and "Automate Upgrade" buttons hidden by default in BUG settings.
Made tech diffusion kick in when a player is 10% techs behind the tech leader instead of the previous 25% techs behind.
----
Reduced maintenance in capital through the palace building.
Will be looking into anarchy time on civic change for some time now.
----
Tweaked the game option text.
Upscaled Production Time now informs the player that it doesn't work if you play Deity difficulty in Nightmare mode.

----
Reduced global civic-change base anarchy-time from 1 to zero.
----
I set the numbers wrong in nightmare difficulty in my last commit.
----
Adjusted gamespeed modifiers to a follow a completly different philosophy. Calendar was not adjusted so it will most likely be inaccurate for the time being.
The idea is that gamespeed should be standardized and not modified much away from that standard; if something seems unbalanced it is better to consider modifing building outputs or other game aspects to balance things better.

Reduced some difficulties impact on hammer and beaker costs. (Easier than noble, deity, and nightmare was not in proportion to the other difficulties)

Reduced Palace commerce output from 10 to 6.
Made trade far more lucrative on smaller maps than larger maps. (may be overkill, and must be reduced some later)

The "Too much gold" issue will probably be strenghtened by this commit. It is something that must be focused on improving in later commits, building outputs will be the first place to reevaluate some things in this regard.
----
Fixed text bugs reported by Snofru1.
The Field Hospital building had somehow gotten its prereq and obsolete techs swapped. Reported by Tajo.
----
Fixed strange values for iCreatePercent in Industrial and Nanotech Era, all other eras had it at 100%.
----
Fixed a mis-named variable in PlatyPingWonders.py
----
Removed some more python usage of the PyHelper.
Removed some unused functions from the CvUtil python script.
Fixed the deactivated and broken "AgingAnimals" python script; but I did not activate it, so it won't be used by the game atm. This is DH's domain.
Optimized some python code along the way.
----
Further tweaking of research cost and rate, to accomodate a much lower map size effect on tech cost
Added a 5% step in tech cost per map size away from standard size, this is needed until we implement more features to allow rearch speed to not depend on number of cities.
Added a 10% step to amount of food needed for cities to grow per map size away from standard size. This one affect rearch/building and training equally, so it's ok to use for map size.
Reduced tech diffusion strength. It was riddiculously high, which works against the difficulty of higher difficulties too much imo.
Increased the global tech cost modifier with 50%.

----
Removed PyHelper usage in many python files. The PyHelper only complicates code that can be oh so simple without it.
Optimized a lot of python code
Fixed an odd bug in diplomacy screen, where if you click on the "Cease Bothering Us!" option, the option was not correctly switched out with "Let's talk again!" and vise versa.
One had to click one of them twice before the other appeared. No longer the case though.

Map size no longer affect technology cost, set the modifier to 100% for all sizes.
----
Removed some more buildingclass stuff.
When customizing Domestic and Revolution screen you can no longer have columns for specific buildingclasses, but that's okay because it's the equivalent to have a column for a specific building, which is still possible.
----
In the effort of making BuildingClasses redundant, I replaced the python code usage of the function:
getBuildingClassCount(iBuildingClassCount)
with the function:
CyPlayer.countNumBuildings(iBuildingType)

I also optimized some python code along the way.
The settings tab in the victory screen displayed empty parenthesis (), when playing without any traits, under all leader names in the list. Not any more.
----
 
@Thunderbrd here's the compiled list of changes throughout all the v38 dev cycle. They are divided into categories and ordered by importance. Changes that are only "under-the-hood" and don't affect the player are not included.

New features:
  • An entirety new trait system. To use it select the Complex Traits option upon game start. Highly advised to also activate Pure Traits and Developing Leaders. More information on the option and the traits in the set, go here.
  • 12 New techs. For details, go here.
  • New buildings: Automated Switchboard, Organic Farm, Pesticide Manufacturer, Agricultural Extension, Periodic Table, Morse Code, Game Theory Research Center, Social Credit System, Deep Sea Data Server, Arctic Data Server, Tabulation Firm, Bell Labs, Deep Space Plasteel Factory, Deep Space Assembler, Titan Arcology, Titan Biofactory, Computronium Titan, Venus Arcology, Venus Sky Arcology, Neptune Wind Turbine, Neptune Chandelier City, Neptune Orbital Ring and Neptune Volatile Mine.
  • New bonuses: Punch Cards, Superintelligent Computers, Deep Space Lifeforms, Deep Space Nanobots, Nanomorphic Habitats, Advanced Replicators, Plasteel. With the exception of Punch Cards and Plasteel, the main purposes of these for now is for simplifying the deep space building tree.
  • Added several Work Crew units: Space, Cybernetic, Transhuman, Posthuman, Cosmic, Shapeshifting, Hyperintelligent. They are build on Earth and help hurry along production in space cities if you need it.
  • New space exploration units: Quantum Probe and Interdimensional Probe. Added Quantum Seedship, which settles Distant Cosmos. Alcubierre Seedship is no longer capable of going into the Distant Cosmos.
  • New space missions and rewards: Solar System Life, Oort Cloud, Interstellar Life, Exoplanet, Ancient Civilization, Galactic Core, Distant Cosmos, Hyperspace, Multiverse.
  • Mission to Galactic Core is now built by the Galactic Core mission reward rather than through normal production. Added three new map improvements: Interstellar/Intergalactic/Research Base.
  • Added three swarm units: Bacteria, Life, Energy.
  • Adds the new bGlobal tag for techs to all religious techs. This allow one civ researching these technologies and then take them out of the selection list for all others thereafter.
  • Two new manufactured bonuses: Vibranium and Chaos Wands.
  • The National Smelters have been replaced with Far Smelters. You can only build a Far Smelter for a metal if you don't currently have that bonus in range of one of your cities.
  • Add in Marano Glassmakers to make glass crystalware.
  • Added game option "Upscaled Research Time" that increases research costs by 40% for experienced players that manage to consistently get way ahead in the calendar. It's also great for those that would like to have more time to build stuff before new techs make buildings obsolete.
  • Added new game option: Dangerous Wildlife where any kind of animal can spawn within borders even on improved plot, even dangerous predators.
  • Added in three new gamespeeds: Blitz before Normal, and Long between Normal and Epic. Ultrafast (500 turns) is playable but quite unbalanced as it was made for testing new changes.
  • New Build Up for spies: Build Up Counter Espionage.
  • Added in lesser and meager espionage processes.
  • Added more myths.
  • Added new crime - Lying. Its unlocked by Deception tech at +1 crime level.
Gamebalance:
  • Adjusted gamespeed modifiers to a follow a completely different philosophy: Prehistoric (200 000 BCE - 12 000 BCE), Ancient (12 000 BCE - 1200 BCE), Classical (1200 BCE - 450 CE), Medieval (450 CE - 1400 CE) Renaissance (400 CE - 1750 CE), Industrial (1750 CE - 1900 CE), Modern (1900 CE - 1990 CE), Information (1990 CE - 2050 CE), Nanotech (2050 CE - 2150 CE), Transhuman (2150 CE - 2300 CE), Galactic (2300 CE - 3000 CE), Cosmic (3000 CE - 4000 CE), Transcendent (4000 CE - 6000 CE).
  • Remade the calendar for the new gamespeed baseline. Calendar eras should now cover with actual eras when researching at constant speed of ~9 techs per 10 turns (Blitz).
  • Updates default start date to 200 000 BCE (was 50 000 BCE).
  • Adjusted calendar in Prehistoric era (Era length is unchanged). Added checkpoint at 10 000 BC, 80% into Prehistoric era. Now entry into Ancient era should be much gentler.
  • Entire tech tree costs were revised and now follow a standard formula according to their column. Most units and building were also recosted.
  • Reordered the industrial and modern eras tech trees, as well as its buildings and units around, to be more balanced and make more historical sense.
  • Calculation adjustments in production and tech cost calculations to get era modifiers to behave more as they are supposed to.
  • Adjusted the base food required for city growth formulas to slow down growth. Added more food consumed per population for each population past the first so that infinite population growth is nearly impossible and food will matter again. Each population past the first causes each population point to consume 0.4 more food.
  • Various balance corrections to civics.
  • Twelve civics now have different tech prerequisites as a way to make some newer but rather empty technologies that better reflect each civic more useful. They are: Eco-friendly (was Paradise), Subsistence, Propaganda, Mind Control, Centralized (was Centralized Labor), Instant (was Instant Education), Corporate Owned (was Corporate Agriculture), Starfaring (was Omni Imperialism), Secured Borders, Skilled Workers, Xenosemiotic and Species Amalgamation (was Xenodiplomacy).
  • Changed the unit upkeep cost modifier scheme for unitCombatTypes. Incapable combat quality now only reduce upkeep cost by 25% and solo group volume reduce unit upkeep by 75%.
  • Strong nerf of global unhappiness (crimes) to prevent collapsing of large empires in Modern and later eras.
  • Increased air and water pollution entries to 3000 as the AI tended to have around 2000 pollution in Modern/Industrial era.
  • Increased upkeep for group sizes above battalion and for combat quality above Standard.
  • Pillaging no longer gives gold if done in neutral territory.
  • Increased build cost by 50% and tech cost by 57.5%
  • All buildings are now unlocked after their prereqs, that is changed tech, resource and building requirements.
  • National Wonders cost is 2x the normal cost, Group Wonder cost is 4x, Great Wonder cost is 6x and Project cost is 8x.
  • All natural resources are now Revealed (usable for Vicinity buildings) before or on same tech, as they are enabled (usable anywhere and tradeable).
  • More advanced settler types now give extra population to new cities.
  • Better settlers now give more pops upon city founding. When the city gets/loses a population it will also receive 12.5% (25% if the 1 city tile option is on) of the food bar filled so it won't shrink on the first turn.
  • Re-implemented the free techs AI and human player get for difficulties other than Noble.
  • Removed absolute Unhappiness/Unhealthiness removers in favor of per pop health/happiness for buildings and civics.
  • Fix errors in Matriarch and Patriarch Civics.
  • Tweaked education property modifier from difficulty level. All normal difficulties are a bit harder than they used to be. Nightmare is a bit easier than it used to be.
  • Reduced animal spawn as it was too much on all of the 4 fastest gamespeeds.
  • Added some starting gold based on difficulty.
  • The powerful Megafarm building is now unlocked later with the industrial era technology "Agricultural Engineering".
  • Reduced number of free units per population in your nation as it was so high that advanced games had 0 unit maintenance expenses.
  • Increased civic upkeep cost from difficulties.
  • Reduced or removed inflation from the following civics: Metal, Coinage, and Bank Note. Also reduced Num. City and Dist. Palace maintenance modifiers for same Civics.
  • Reduced maintenance in capital through the palace building.
  • Reduced Palace commerce output from 10 to 6.
  • Buffed weakest production buildings. Later eras will see higher minimum values for increment or percentage increment of production from buildings.
  • Trade is now more lucrative on smaller maps.
  • Sea critters start getting visible when Fishing is researched.
  • Added a 5% step in tech cost per map size away from standard size.
  • Increased the global tech cost modifier with 50%.
  • Reduced tech diffusion strength.
  • Tech diffusion now kicks in when a player is 10% techs behind the tech leader instead of the previous 25% techs behind.
  • All hunter type cultural units now have the national limit of 5 like the ordinary hunter units.
  • Reduced some difficulties' impact on hammer and beaker costs.
  • Added in pollution control to the worker Tradition Aesthetic.
  • Changed the unhappiness by city limits feature. This is an option when starting a game.
  • Removed the free techs to AI on higher difficulty.
  • Sailing is now in early ancient technology instead of late prehistoric.
  • Moved Unlicensed Cloning (crime) from Cloning to Mainstream Cloning.
  • Moved Aircraft Hijacking (crime) from Flight to to Aviation.
  • Nobles now generate no particular type of GP with their neutral GP points.
  • Buffed Disneyland, religious and futuristic buildings effect on health/happiness.
  • Reduced animal spawn rate when playing with the "Peace Among NPC" game-option.
  • Slavery no longer forbids building of Factory and Steel Smith due to critical involvement in building/resource chains. Now slavery makes those buildings expensive to run (-100 gold per factory and -20 gold per steel smith).
  • Tamed Animals (Camel/Elephant/Horse) now require Animal Trainer building (it requires old animal prereq or national breeder or animal herd) instead of farm/myth making them more useful - they can use camel/horse/elephant resource, that is outside of vicinity.
  • Reduced the maximum amount of animals allowed for most animal spawns, in a 49 plot area around the spawn plot, before spawn of that animal is disabled.
  • The Field Hospital building prereqs and obsolete techs were swapped.
  • Boosted Alpha Male/Female a bit - now they reduce crime/disease by 3 per turn.
  • Add bonus for Mammoth Graveyard and improvement for Tidal Pools. Neither available in game yet.
  • Softer Beeline Stings as it was impacting the AI too hard.
  • Wrub of the Neanderthal civ now has access to neanderthal units.
  • The Neanderthal NPC team now has a free culture boost in all their cities.
  • Boosted culture output for Barbarian and Neanderthal NPC cities.
  • Reduced Barb city spawn.
  • Changes the mathematical formula for earning traits under Developing Leaders so that it makes it more possible to gain traits in the later end of the game.
  • Adjusted water resources so that they never spawn more than 3 tiles away from a coast.
  • Removed the "upgrade to (normal) Tracker" possibility from Neanderthal scouts.
  • Addressed unhappiness issue in the very beginning of the game on deity and nightmare difficulty.
  • Moved Caravel from Optics to Compass as ocean crossing wasn't something that was possible during the High Middle Ages (sorry Leif Erikson).
  • Carrack Merchant is now an early Renaissance unit. A few more units and building were also moved to Compass or Astrolabe.
  • Nerfed gold outcome from Marauders.
  • Boosted education bonus from the Grammaticus building.
  • Reduced event frequency: Prehistoric and Ancient era now have event chance of 7% per turn (events were set to that rate before my adjustments). Classical/Medieval - 8%, Renaissance/Industrial - 9%, Atomic and later - 10%.
  • Electronics Manufacturing District now produces Personal Electronics.
  • Adds the ability for Work Mules to build Stone Tool workshops on Mountains.
  • No resource is now left with dead end upgrade line.
  • Increased Great Farmer's speed 5x - This unit should take up to 10 turns to place bonus on Normal speed.
  • Added few resources to Manufacturing District, Synthetic Meat Bioreactor and Food Manufacturing District. Changed Modern Mill obsoletion to Oxen Mill obsoletion.
  • Removed tech redundancies in units and buildings.
  • Resource reclamation buildings now reduce pollution slightly.
  • Streamlined several upgrade chains for manufactured resources.
  • Remove National Smelter replacement (moved into unloaded folder).
  • Halved iNumBuildingNeeded for Species Recovery Center Great Wonder.
  • All plants/animals now are revealed by Gathering/Scavenging (Trap Fishing in case of water animals) tech.
  • Freight doesn't need Shopping District anymore.
  • Changed Emancipation Proclamation (Industrial era building, needs Emancipation) to National Wonder and added AIweight - every civ now can kill Slavery/Human Sacrifice/Cannibalism worldviews. Emancipation Proclamation now doesn't require any civics. AIs that activated Slavery couldn't build Factory and produce resources, that needed Factory along their chain.
  • Reduced maintenance cost of burial platforms - costs too much in maintenance comparing to similar buildings.
  • Reduced maintenance of graveyard.
  • Revised bonus requirements of Dairy Barn and Weaver's Hut - Cloth and Milk are now obtainable much sooner.
  • Nerfed Geology Lab - now it only improves its research contribution by +1 per mineral resource up to +54 research from all such resources. Removed quantonium as booster resource - its late Transcendent space resource.
  • Buildable Animal Stories now have proper cost - same as Library, which is needed to build them.
  • Weaver's Hut now is moved back to Weaving.
  • Reduced +% gold from buildings: All resources now have +1% to gold multiplier at max. Building and tech +% gold commerce was halved: If X added +10% gold by itself and +10% gold with some tech, then X now adds +5% by itself and +5% gold with that tech.
  • All animal camps now require the existence of the Hunter's Camp building.
  • Lunar Observatory now can use crater of any size.
  • ForceObsoleted Neanderthal Brute at Flintlock. All other Neanderthal units are ForceObsoleted at some techs.
  • Oxidization factory now doesn't require lithium, it now gets small productivity boost with it mow.
  • Added flat production to Tannery and by extension to its replacement chain.
  • Manufacturing Complex now gains instead of losing +1 production/commerce with Rapid Prototyping.
  • Windmill/Watermill no longer gets lowered food yield on Electricity as they upgrade to energy producing Modern Windmill/Hydroelectric Dam later on.
  • Adjusts the merchant mission rewards down significantly.
  • Makes individual players on a team completely accountable to only themselves where Great People and Great Military People earning is concerned.
  • Three prehistoric buildings: Highwayman's Hideout, Bandit's Hideout and Omega Child Crew now can work without required civics
  • Increased tech cost modifiers for Ancient and later eras - now they are in +10 steps, while construction costs are in +5 steps. Should slow down Emperor+ players as they keep outrunning calendar.
  • Police precinct no longer requires biopolymers.
  • Increased frequency of Methane and Geothermal Sea Vent resources.
  • Tweaked the convertion rate for processes a bit, basically a small nerf.
  • Great Military Points will no longer be earned by bombard missions of all sorts.
  • Modern Embalmer no longer is replaced by Funerary Services - former is unlocked much later than latter.
  • Moved reveal tech of Iron and Platinum to Metal Casting - last metal processing tech before Bronze Working.
  • Sail Maker now obsoletes at Coast Guard - same tech as shipwright.
  • Murex no longer spawns in Ocean and Deep Sea, Manganese/Sea Vent/Methane can now spawn in trench and sea too.
  • Reduced spawning frequency and strength of Large Saltwater Crocodiles and reduced the strength of Whalesharks by a lot - they aren't dangerous animals, even to ships, though they would be a little challenging to hunt.
  • Updated the "Brother in Help" event. Replaced some deprecated bonuses with useful ones that unlock many more units. Added missing localizations.
  • Great Detective/Statesman can remove Cannibalism and Slavery too - that is ALL great people can remove those two worldviews.
  • The old Interstellar Ringworld is now Interstellar Banks Orbital and requires Megastrong Alloys instead of Orbital Engineering. It is still a regular building (e.g. not a wonder).
  • Removed Sponge requirement from Cybernetic Factory (part of large chain) - Sponge is a hard to obtain resource as you need coral reef in vicinity.
  • Removed unhealthiness from cocoa. Coca, kava, hemp, peyote and opium now give -1 unhealthiness just like tobacco.
  • Uranium doesn't give unhappiness anymore. Added global unhappiness of 1 to the National wonder Toxic Waste Dump (needed for nuclear power plants).
  • Changed the conversion rate for processes. Was 25-50-75, now 30-40-50.
  • Reduced the movement points for Colonist and pioneer from 3 and 4 points down to just 2 points for both.
  • Made it so that the neanderthal civ gets a neanderthal gatherer when inventing gathering.
  • Straw Gatherer now requires Taiga/Grassland/Lush/Plains/Scrub instead of grass or grain resources manufactured locally.
  • Traits have now 5x smaller effect on iReligiousAnarchyTimeModifier, now comparable with civic anarchy time modifier.
  • Extended era range for Militia unit, that you get by building Farm, when Conscription civic is enabled. Medieval Militia if you are in Classical era and Modern Militia when you are in Information era.
  • Water resources don't spawn in Oceans/Trench anymore, as those are hard to impossible to reach by cities in vicinity. They now spawn in Sea and Deep Sea instead.
  • Montreal Biodome has been moved from the Renaissance era tech Zoology to the Atomic era tech Ecology.
  • Early Quarry, Mine, Shaft Mine and Modern Mine now give 1 production more. Quarry and Core Mine now give 2 production more.
  • Mathematics Department no longer replaces Mathematics Academy.
  • General streamlining of upgrades - now all improvements will increase their main yield on upgrade. Tree Farm is now Atomic era improvement with tech boost in Information era. Has upgrade in Nanotech era (Hybrid Forest). Entire Wood Gatherer improvement line can now be built in Jungle. Thatch cutter doesn't upgrade anymore, now it gains production in early game and then loses production in favor of commerce in Industrial/Atomic era.
  • Removed Martial Arts promotion from Sea Domain Units.
  • Space workers now are as fast as space settlers - excluding ones limited to Moon/Mars/Venus. Space explorers move at half speed of space workers and space settlers.
  • Rat catcher no longer obsoletes as Rats pest doesn't obsolete. Rat catcher now requires this pest to be built.
  • Reduced the movement of the far future swarm units.
  • Venus Surface City now requires Plasteel.
  • Increased Cooking event chance due to extremely short tech window (Fire pit building needed for event is tech away from Cooking obsoleteing event).
  • Atomic bomber now is unlocked at Fission tech. As any nuclear weaponry it should require Manhattan Project to be built.
  • Integrated Lean Tos building into Prehistoric housing upgrade system: Homeless -> Animal Burrows -> Tree Hollows -> Lean-Tos -> Grass Huts OR Caves. Grass huts and caves requires certain features in vicinity. Caves obsolete at some point, and Grass Huts is later replaced with Bark Huts.
  • Removed the Banks Orbital wonder.
  • Fusion Candle moved to Orbital Engineering. Interstellar Conscious Star moved to Noogenesis. Earlier buildings no longer depend on it. Saturn Ring Ice Mine no longer requires Deep Space Orbital Base.
  • Magsail Worker can now build Mercury improvements.
  • Moved Funerary Services to Modern Sanitation.
  • Animals now are bit more unpredictable: Their combat aggressiveness is now randomized (+-10% deviation from calculated value).
  • Taipei 101 now requires Postmodernism instead of Electricity,
  • Halved research modifiers from buildings and minimized research modifiers from resources.
  • Removed absurd amount of cities requirement from fur farm and extended its latitude build limit, it required 20 cities.
  • Fix Street Gang from coming in at Tech Aesthetics (Classical Era) for Crime Graffiti. Now comes in at Crime Gang Warfare. Also placed Gunfighter to spawn at Crime Gun Rampage. Adjust some Crime Property levels That did not follow scaling. Or were just too high.
  • Reduced all building culture modifiers by 75% - it was well most over-inflated thing that city generates. Commerce modifiers from bonuses for culture are set to 1% too.
  • Relocated space mission reward building to proper mission reward unit.
  • Adjusted globals - now players on Emperor handicap can except AI to build city or two before it researches Sedentary Lifestyle on time (tech leader is supposed to be in Ancient era at 12 000 BCE).
  • AI can now be more reckless with gold due to the fact that it is now generally better and now builds more buildings including gold producing ones. Research/construction cost globals were reduced by 5% to make Emperor AI (tech leader) research Sedentary Lifestyle on time.
  • Set back safe gold global to 40 - there might be possible issues with this on bigger maps and or higher handicaps.
  • Dragon, Unicorn and Phoenix myths no longer need animal myth just like Mermaid one.
  • This was their original effective requirement design - animal myth requirements of those myths were disabled.
  • Fixed pillage gold gain increments in scavenging camp improvement upgrade line.
  • Added Hyperloop and Gravity Train route bonus to improvements, that already got bonus from earlier routes.
  • Mapinguari Compound is now automatically replaced on Gunpowder, Mapinguari Pikeman is forceobsoleted on same tech.
  • Hacker now needs Diskettes as alternative to flash memory.
AI:
  • Fixed a huge array of issues with unit AI behaviors, poor and incorrectly functioning selection routines, places where unit AI types were changing to inappropriate new AI types, and bad criteria evaluations.
  • Fixed a major longstanding bug where AI cities were getting stuck on building research.
  • NPCs no longer need to protect their workers for their workers to function because broker calls don't operate for them and that was paralyzing their workers.
  • Numerous corrections to methods used for brokerage calls to get them to work properly. This fixes hunting and numerous other activities for the AI, including correcting some build queue slips to processes.
  • Adjusts the build priority of see invisible units and adds a filter check that should speed up turn times to a potentially noticeable degree.
  • Worked through a problem that was greatly hindering AI city expansion due to settler escorts not being able to join the settler in the manner they were usually expected to be able to. This should speed up AI expansion efforts tremendously.
  • Fix to the brokerage call system. Units with the capacity to have a particular AI type were answering work calls for units of that AI type even if they weren't actually of that type. Now they must be that AI type set to answer such a call.
  • Game now check's if the Unit has a beneficial or non-beneficial Property Value for the Property specified in the Criteria.
  • Added AI weights to thousands of buildings. These make the AI more/less likely to construct a given builing. They were purposely fine-tuned to make the AI build important buildings and to better follow complicated upgrade chains.
  • Some initial work on helping the AI to not overreact to property control needs. A little more still needs to be done here but a few measures have been installed to keep from really big problems with this on very fast gamespeeds. It limits how many times in one round that a city can call for a property control unit.
  • Ensures that if a property control building is ordered, a property control unit won't interrupt it being built so that if it unlocks better property control units, we wait until such units can be trained.
  • Ensures that when a property control building is called for, that a building that helps to control the right kind of property is being selected, rather than any old building that manipulates any property in any direction.
  • Disabled a flawed mission command in the AI to raze a plot.
  • Removed nearly all reasons for the AI to whip population.
  • Created a sanity check to curb one discovered source of major end turn delay that can happen for AIs at war.
  • Fix to AI hunting with border patrol automation.
  • Fix to a major worker AI problem. Workers were asking for an escort and getting stuck waiting for one that never came.
  • Adjusted Property AI weights.
  • Fixed some AI issues with damage from Features or Terrains.
  • Major correction to some AI issues on SM where the strengths of units were not tallying correctly when requested for particular jobs. This means that settlers may not be perfectly satisfied with simply one escort now, as intended.
  • Property values and Investigation values on buildings now register as giving a building some measure of worth. This corrects the AI's consistent failures to construct LE and Disease Controlling buildings and those buildings that unlock the units that can help in these regards.
  • Made the AI less willing to destroy their workers.
  • Subdued Animals now also try to join a Hunter Escort if they move unescorted.
  • A fix to a unit caught in an infinite loop due to a problem with the move cost charging mechanism on the raze mission.
  • Some minor restructuring of the brokerage system to ensure proper functioning
  • Decreased AI sensitivity to not being at target property amounts in the first layer of consideration. This should diminish how badly they want storytellers right out the gate.
  • Corrects units being trained with very bad AI assignments.
  • Corrected the AI's continued slipping into gold or research process mode before useful buildings are fully constructed.
  • Corrects 2 hang bugs, one in transport calculations in the AI and one in a bad spot regarding leader level calculations.
  • Realigned City Maintenance modifiers to greatly help the AI cope with the 2 cities they get on Deity/NM difficulties.
  • Stopped barbarian and NPC workers from trying to route connect their cities. Should help to keep them from feeling like a unified player in the game, working in some unintended harmony with one another.
  • Adjusts the way StrengthChange is valued in hopes that Might promos will become an almost mandatory promotion for the AI when possible.
  • Recon units now special defend against animal attacks like hunters do. This way recon units can actually defend hunters in the manner in which they were intended.
  • Keeps the AI from hanging on to infiltrator AIs in their own cities ever.
  • Corrects an uninitialized value in City AI.
  • Fixed a problem with techs getting ground down to 0 AI value due to higher costs later in the game and gives all possible researched techs a minimum value so there must be a selection to research if the AI has any valid techs it can research.
  • Changed names of animal NPC civilizations. Fauna Creatures were Passive Animals, Fauna Beasts were Neutral Animals and Fauna Predators were Aggressive Animals.
  • Makes NPC players not bother to tally unit upkeep costs.
  • Barbarians and Neanderthals will build less units, but are more aggressive with attacking. Animals will also attack more.
  • Many minor optimizations.
Interface:
  • The date displayed in the upper right corner will never display month and day before the year 1800 CE Regardless of how the calendar is configured in terms of gamespeed. Month and day will only be displayed in the upper right corner between 1800 CE and 2200 CE.
  • Modern era is now Atomic era in game - define name is unchanged.
  • Change display order of Civics.
  • Each civic now has a different flavor text that defines lore-wise what it is supposed to mean and a revamped history section that is accessible through the pedia.
  • Revised the pedia sections of technologies in the Prehistoric era, this includes adding sources to quotations, adding strategy sections and updating history sections as well as sourcing them.
  • Changed tech tree color scheme to follow a rainbow pattern.
  • The alert that informs about civic changes now includes the civic's category. The same applies to the tooltip inside the diplomacy screen when hovering civics for the other party to adopt.
  • Movement and Route Movement cost's are now displayed in the Plot Hover.
  • Reworked the Routes Pedia.
  • Marathon (8000 turns) is now default GS for mod.
  • Changed how building columns are displayed in the domestic advisor. Building icon instead of name in header. Fixed a divide by zero issue in the advisors tab of the domestic advisor.
  • Hills and peaks are now visible in the pedia like the other terrains.
  • Upgraded one more of the bamboo feature models.
  • Enabled the graphic of around 10 building models that had been disabled by their size scale being at zero.
  • Fixed Suburb improvement map graphics.
  • Fixed some buttons.
  • Update to Tech Chooser screen.
  • Civics lore text is now in yellow.
  • Help text now is clearly visible. "HELP:" denoting help text entry now is in yellow.
  • Added warnings for Raging Barbarians/Barbarian World/No Revolution option hovers, that they might harm AI.
  • Added spacing between improvement upgrades text. Instead of "upgrades to X (Or Y)(Or Z)" you will see "upgrades to X (Or Y) (Or Z)".
  • Removed graphical errors from Advanced Mine Technology Center, Toko Tower ad Plague Hospital.
  • Fixed Islamic Mosque graphical bug.
  • Animated camel resource.
  • Foreign Advisor now correctly orders the abbreviations for displayed civics.
  • Removed multiple Walls and High Walls entries to fix graphical glith with Walls and High Walls buildings as walls weren't being properly displaying for certain artstyles.
  • Changed names of workboats to unify their naming scheme and to fit them better in eras - instead of Ancient/Classical now they are Prehistoric/Ancient.
  • Added warning to BUG option "Hide Obsolete Workers Actions", that it might hide some improvement and route build actions despite them not being obsolete - this is ancient DLL bug. Tunnels are always impacted by this bug, they are unlocked at end of Industrial era and are buildable by Modern Workboats and Constructor Ships.
  • The settings tab in the victory screen no longer displays empty parenthesis under all leader names in the list when playing without any traits.
  • Improves the Final value display on specialist yields but I suspect there are still some inaccuracies here to address.
  • Human Mod National Wonders now start with "HM" in their name for convenience (there are 29 of such buildings). Sorted Human Mods in increasing Xgrid order and did minor revision.
  • Ordered a few building by their type similarly to how it is currently done for animal stories. A few examples include Guilds, Farms, and Factories.
  • Full audit of the experience point unit help display when hovering over unit icons in the city bar. They will be 100% accurate now but will not display all building sources individually, just those that you haven't built will show to explain where you could get more if you constructed that building first. Some other big accuracy improvements.
  • Audited the Ctrl help page on the combat help hover where some confusing display details were showing up where accuracy and dodge were being shown, among some other items there.
  • Nightmare handicap no longer receives -1 happiness to cover edge case of unhappiness from traits.
  • Removed the article 'The' from a few wonders that still had it.
  • Changed naming convention of Animal Trainers and Animal Farms to Animal Trainer - Animal name and Farm - Animal name (Herd/Tamed Animal naming convention).
  • Added more city names to a variety of civilizations.
  • Tribal village (goody hut) was reskined to be more colorblind friendly.
  • Changed wording for vicinity tag: Now it includes manufactured resources (produced by buildings).
  • Changed herd animal buildings to singular form referring species.
  • Added icons to vicinity bonuses.
  • Renamed HIV to Syphilis.
  • Renamed Interstellar Ringworld City -> Interstellar Banks Orbital City.
  • Color of leaders in scoreboard now exactly matches primary color of civilizations.
  • A few tech renames: Wave Motion Gun -> Extreme Energy Weapons, VASIMR Propulsion -> Fusion Spacecraft, Exomining -> Planet Cracking, Astroindustrialism -> Forge Worlds, Exotic Star Colonization -> Exotic Stars.
  • Added "HQ" to names of vanilla corporation headquarters to unify naming convention.
  • Added pedia entry for Milehigh corporation.
  • Fixed NPC teams appearing in top civ ranking pop ups.
  • The top-civ wealth ranking will now work for civs that have mmore than 999 999 gold. A player with 999 999 :gold: will not rank higher than a player with 9 999 998.
Script:
  • Disabled multithreading as it caused OOS issues in multi-player games and there were no noticeable change in turn times.
  • Enabled RAM saving option.
  • Added the Production handicap to CreateProject cost calculation.
  • Added in major uses of Natron.
  • Reactivated all inactive cultures (-1 cost of their wonder).
  • Added a bGlobal tag to techs. Added display text to the bGlobal tech tag. Added bGlobal and bNational tags to Improvements
  • Changed the (Divine Prophets/NOT Choose Religions) requirement of having the technology be required to be researched to found a religion with a prophet over to a requirement that ANY player has researched that religion. Otherwise the bGlobal tag applied to religious techs would have caused problems for DP.
  • Made it so that the game will create the UserSettings folder if it is missing, did the same for the custDomAdv folder within it. Removed the now redundant UserSettings folder.
  • Fixed errors in CvPlayer which disabled the removal of dead SelectionGroups from NPC's.
  • Updated the Vertical Solar System scenario that includes space content.
  • Added the Large Solar System scenario that includes space content.
  • Added the It's a Small World scenario that includes space content.
  • Optimized unit selections.
  • Makes transport units have a Unit Cargo Volume, including all the cargo volumes of the units they transport.
  • Makes it impossible for units to transport units of the same unit type.
  • Score calculation is no longer hardcoded and uses Python instead.
  • Added a new boolean tag, bPolicy, to CivicInfos and CivicOptionInfos. Ensured that they can never give any anarchy time or added benefit to reducing anarchy time when they are included in an AI driven batch of Civic adjustments. Otherwise, they work as Civics in all other ways.
  • Updated German localizations.
  • Removed the Multi-Threaded Spawning system.
  • Optimized a lot of python code.
  • Added SAVE_FORMAT_VERSION in CvDefines.h to make a new dll incompatible with older saves. This can be used to break save compatibility in case this is needed.
  • All GameText xml files now follows UTF8 encoding.
  • Removed random question marks in game text files probably result of format change.
  • Cleaned all GameText xml files and fixed encoding errors.
  • Adjustments to Era Infos
  • Tweaked how often barb cities spawn based on difficulty. Less difference between the difficulties, and less frequent on the harder difficulty than what it was.
  • Made Agressive/Ruthless AI gameoptions hidden options that are off by default.
  • Tweaked Map Bonus placement of Almonds, Dates, Coconut, Pistachio, Pomegranate, and Timber, maps as they were placing way too many of them and some of them were placed in unrealistic places/terrains.
  • Small tweaks on the World mapscript. All starting units will start on the same plot when using this mapscript now.
  • Tweaked River placement code in World mapscript, there are more rivers now.
  • Fixed an out of range error in World mapscripts that could happen on maps with so little ocean that only 1 or less plots are valid for the trench terrain.
  • Updated map size overriders. Limited height selection is now 200 as this is height limit of game engine.
  • Added hint to Sphinx and Pyramids, that you get Valley of the Kings if you build them in same city.
  • Removed all [tab] occurrences in beginning of game text.
  • Small adjustment to the unit upgrade cost code that decide the cost when replicators bonus is available.
  • Pedia now accepts more unicodes.
  • Minor change to the concept of Vicinity.
  • Removed &#[NUMBER]; entries and replaced them with proper characters.
  • Fixed inconsistent usage of bRequiresActiveCivics tag (displays text, that building requires civics).
  • Spies should be more useful after reducing <iEspionageDefense> modifiers for pre-Transhuman buildings.
  • Added a new set of unit/unitcombat/promotion tags for the sake of animal AI considerations. bGatherHerd and iGatherHerdChange.
  • SmartMap - Added BONUS_SULPHUR to the resourcesImportantEarly list, this will increase the amounts of it placed on the map.
  • Changed the quotes (including narration) for Binding, Bone Working, Ground Stone, Prehistoric Music, Druidic Traditions, and Simple Wood Working.
  • Reports the Unit that founds a city to Python.
  • Added a global, UPSCALED_RESEARCH_COST_MODIFIER, in GlobalDefines.xml, that allows us to set the % modifier for tech costs under the Upscaled Research Costs option.
  • Removed redundant tech boosts for improvements - They are now merged directly into improvement yield boost.
  • Added safeguard for cultural sea workers.
  • Changed rules a bit on Size Matters Uncut so that it will ignore the barrier normally established on units for merging and splitting. Workers are still barred from merging and splitting in either case to avoid some potential crashes. Canines and Felines are not allowed to merge or split on normal nor in uncut Size Matters games.
  • Turned on the "Aging Animals" python module, it's been lying dormant there a long time. Awards random units from the animal NPC teams the combat promotions step by step each X turn (scaled by gamespeed).
  • Removed redundant tags that allow a civ to work water tiles.
  • Long Game Speed had erroneous value of iTraitGainPercent - should be 800 not 1200 (4x base scale in all GS). This meant Long games with developing traits got trait choice less frequently than they should do.
  • Set few events to be activate-able in every game (all of them already had high chances to do so).
  • One Tile Start (Newly founded city doesn't claim any tiles before reaching Poor culture level) now disables Minimum City Border (8 tiles directly surrounding city always belong to its owner). Existing games that had both options enabled will have "One Tile Start" disabled.
  • Removed MinLatidue 0 entries, as this is default if not present and did minor empty space cleanup.
  • Removed <UnitCombatDefenderType>UNITCOMBAT_ANIMAL</UnitCombatDefenderType> from Hunter combat class units.
  • Removed MinAreaSize (checks for size of seas) from land units. Reduced it to 10 for units with MinAreaSize >10 to match coastal building requirements.
Bugfixes:
  • Corrected a problem in the Anarchy time calculation that was making all civic changes cost no anarchy.
  • Fixed bCivilizationTraits as they weren't working on the Developing Leaders options which meant the Ancient Ways wonders weren't working properly with that option.
  • Fixed a longstanding issue where links would lead to the wrong place if there were more than two instances with the same name. This was mostly apparent inside the pedia where for example a link to Bark (Bonus) would lead to Bark (Promotion), or Lighthouse (Building) would lead to Lighthouse (Improvement).
  • Mines and quarries can no longer be built outside cultural borders.
  • Fixed a cause for game crash that takes place on any generated maps that don't have oceans.
  • A few memory leak fixes.
  • Fixed and restructured the Might Promotion line for Size Matters.
  • A fix to Greater Gold interactions for when a transaction includes as much or more gold than 2 million.
  • Correction on Settler cost calculations.
  • Fixed unit mis-costing due to them not having a tech prerequisite and thus no era type.
  • Corrects the calculation for maximum XP from barbs or animals under the More XP to Level option.
  • Fixed missing Stone Thrower at gamestart.
  • Removes a point of Disguise visibility from the Law Enforcement unitcombat and adds it throughout each Law Enforcement unit instead. This fixes a buggy reason why Watchers are not being selected as Disguise based See Invisible AI units to be staffed in AI cities and large stacks.
  • Fixed a few bugs and issues with the future era material. Education, Crime, and Tourism auto-buildings should now be confined to Earth.
  • Fixed Ordinances, now they properly reduce air/water pollution per turn not just once. Judges can build ordinances, they are accessible at Motorized Transportation, Ecology, Recycling and New Urbanism (Industrial-Information eras).
  • More fixes towards overflows in tech cost calculations.
  • Fixed the ability of a unit that cannot attack to move onto plots with enemy units that cannot attack.
  • Numerous streamlines, fixes and corrections in movement/attack rules, mostly surrounding bug fixes in ambushes, including correcting what happens when you aren't using Without Warning.
  • AI Players don't start with Neanderthal Warriors for city defenders now.
  • Corrects a crash bug in razing.
  • Removes an invalidating restriction that a promotion with a move discount change cannot be assigned to a unit that ignores terrain cost. This was creating some unintended invalidations and the only reason for the internal rule was to avoid complaints that the move discount change has absolutely no effect on units that ignore terrain costs.
  • Corrects an erroneous movement rule that was keeping double move promotions in particular features (hills/forest) and more from being able to make a unit with movement of 1 capable of moving more than that one space in a round.
  • Corrections in the accumulation of national culture levels.
  • Maps now spawn Elephants and not Ivory.
  • Removes the ability for stealth type units, naval and air units, to take force march statuses.
  • Fixed the Upscaled Building and Unit Costs options.
  • Increased PEAK_EXTRA_MOVEMENT to 3 because it was only set to 1, the same as it is for hills.
  • Added extra movement from crossing a river controlled by RIVER_EXTRA_MOVEMENT. Set RIVER_EXTRA_MOVEMENT to 3.
  • Fixed an bug in diplomacy screen where if you clicked on the "Cease Bothering Us!" option the option was not correctly switched out with "Let's talk again!" and vice versa.
  • Added ability to start Golden Age with a Great Statesman.
  • Corrects an issue with withdrawing units during an ambush by multiple units.
  • Fixed the bug with no interface on units that just attacked and still have movement left.
  • Possible fix for a strange behavior in spy assassinate missions.
  • Recovered the AI's ability to train city attack forces.
  • Fixed the training cost of missionaries.
  • All penguins are now equal.
  • A fix to trait based promos.
  • Solves the crashes created by a circular reference in a promotion prereq that wasn't even necessary to have.
  • Corrects some very inefficient, and possibly bugged, coding that controls the No Nukes option.
  • Fixed a CTD in the path generator caused by the movement cost calculation.
  • Corrects some other issues caught by the xml validator.
  • Fixed where the More XP to Level option wasn't allowing units to gain XP from combat.
  • Corrections to animal behavior.
  • Dampens the notifications on the catacombs effect to only apply where likely applicable.
  • Have Scarecrow building require the Crow pest in the city
  • Police Precinct now properly replaces the Police Station.
  • Buildings that require a police station now have an OR prereq of the police precinct.
  • Fixes a crash by removing a name of a great person that is missing a corresponding graphic.
  • Fixed building prereq obsoletion issue with Food Supply Train unit.
  • Removes some error causing and non-beneficial caching in Hide and Seek.
  • L (Load) and F (Sleep/Wake) no longer conflict with worker build actions (were moved to U and O respectively)
  • Fixed inconsistency in animal workers. All animals workers now can do things, that their base, dog workers, can do.
  • Improved and debugged some of the cultural decay mechanism so that territory once owned but no longer having any cause to be claimed will quickly erode and eventually the plot will stop being owned at all or by the player with the greatest active influence if the culture of the owner is eliminated. This was a big problem with forts. Destroy them with your Ruffians and eventually the ownership of the tiles the forts helped to claim will be lost if they don't continue to have reason to own them.
  • Corrected an issue with the event that makes a ship stuck on a reef as there was a lack of an integer (bUnitsOnPlot) that was checking whenever an unit was actually on said reef. This caused ships that weren't even close to get the event.
  • Restored ability to nuke in Atomic Bomb and Biological Warfare Missile units.
  • Removed faulty unit upgrade as one of heroes upgraded to itself.
  • Cultural sea workers (Neanderthal and Gone Dau) now have same build actions as normal workboats before Modern Workboats.
  • Allow Entertainers to build Gerenuk buildings.
  • Spot fix to keep Stone Spearmen from being able to upgrade to AtlAtls.
  • Fixed an issue with customDomestic advisor in relation to saving and loading user settings.
  • Makes education promotions non-dependent on the era the unit is accessed in as a prerequisite.
  • Tech research modifiers from traits were counting as Win For Losing or Tech Diffusion in the top left main display - corrected so that it now counts directly into the primary amount given and TD/WFL bonuses are only from TD/WFL bonuses if they exist.
  • Toggling Speech on/off (in Settings>Sound) now applies to all quote narrations.
  • Bugfix for birds withdrawing in Naval conflicts - there was a problem with that which was keeping them from being able to ever withdraw on the water.
  • Removed the barrier to cities going into cultural revolt if Rev is on.
  • Fixed a bug where Ruffians were able to attack and be attacked by barbarians.
  • Fixes problem with criminals dying whenever they do an infiltration.
  • Fixed erroneous paths to wonder movies. Palace of Beaulieu movie was broken and had to be removed.
  • Hadrian Wall wonder movie doesn't play once a regular wall is built for the first time.
  • Blitz added to Sea Hunter 4 promotion
  • Animals don't interfere with ships going to city anymore.
  • Made Bounty Hunter II & III capable of being selected - take note that promos with no tech prereq are never able to be assigned or taken by a unit for any reason.
  • Obsolete versions of the espionage city process are now hidden like it is with the other process types.
  • Removed all <iExtraPlayerInstances>-1</iExtraPlayerInstances>, now all property reducing ordinances instead of some are buildable.
  • Corrected the inversed terrain movement bonus on the Nomadic Promotion(s).
  • A major fix to Hide and Seek visibility factor processing on plots. Took away city defense and attack modifiers, including from city defense values, in same-tile combats inside cities.
  • Fixes an issue with the population % modifier needed to grow being mis-allocated on pure traits.
  • Goody huts no longer give Medieval and later era techs.
  • Removed early (redundant) obsoletions from events, now they usually obsolete half to full era later.
  • Civic upkeep on individual civics will calculate out to a minimum of 1 gold unless the civic has a good designated reason to have 0 gold upkeep, such as on No Upkeep civics and for players that don't have to pay any upkeep on civics in that category, or during anarchy.
  • Tweaked the holy mountain quest, should fix some bugs with it.
  • Removed improvement upgrade, that goes backwards. Shaft mine could upgrade to Lumbermill (its unlocked much earlier than Shaft Mine).
  • Adjusts movement costs on reefs and coral a bit. Units, that had restricted movement into Deep Sea (can enter here after Seafaring) now can't enter Tropical and Polar Deep Sea until Seafaring too.
 
Last edited:
Nice list @KaTiON_PT - I'll have to review that again to make sure that I'm mentioning the main highlights of changes in the player's guide and I should probably link to that post there.
 
Top Bottom