Version 2.4 Feedback and bug reports
Please report bugs in this thread that you've seen when playing RoM v2.4.
Download patch v2.4->v2.41
About feedback:
For version 2.3 I added about 30 new events and I would appreciate some feedback about them. Some events are set to be occur multiple times, for example Mercenaries which can occur on each era multiple times (but might noth happen to the same civ) or volcanos, storms, ship sinking, plague etc. so any feedback about them that helps me balance those events more is appreciated. Are the gold amounts that are set to the new events too small or too huge? Does it seem that some events don't occur as often as they should? There might be still left some original BTS events that need adjustments to RoM settings - since some of the events don't occur in every game, it's lengthy process to notice events that do not currently have good settings for RoM games.
Version 2.4 makes terrain and improvement changes. These affect the overal game just about to every possible situation so please any feedback about them is appreciated. Also v2.4 adds BUG 3.5 mod functions to RoM and there might be still some glitches left so if you notice anything odd with interface (for example after changing BUG settings) please let me know.
Some other feedback things:
Patch v2.41 release notes:
Full list of v2.4 changes:
Buildings
---------
- Changed: Forge buildings cost halved (120->60) to help AI players (if building takes more than 30 turns to built, AI player most likely will not build it)
- Changed: Slave market cost halved (so it won't be more expensive than Forge)
- Changed: Artist Guilds adds +1 happiness if city has dye resource
Civilizations
-------------
- Added: Barbarians have now own unitartstyle
Mod components
--------------
- Updated: BUG mod to v3.5
- Fixed: CTD bug from modern age (though with AIAutoplay mod component there seems to be CTD issue if start game directly on modern era and let AI play turns from the start, crashes at 20-30 turns)
Terrain
-------
- Added: Marsh
- Added: Peat Bog feature on Marsh and Tundra
- Changed: Jungle and Forest may appear on Marsh plots
- Changed: Fallout unhealthiness increased from 0.5 to 0.8
Resources
---------
- Changed: Rice may appear on Marsh and Peat Bog plots
- Changed: Potato may appear on Marsh
- Changed: Fur may appear on Marsh plots
- Changed: Oil may appear on Marsh and Peat Bog plots
Improvements
------------
- Changed: Cottage no longer get bonuses from roads and railroads
- Changed: Hamlet no longer get bonuses from roads and railroads
- Changed: Village food bonus 1->0, no longer get hammer bonus from roads and railroads
- Changed: Town food bonus 1 -> 0
- Changed: Mine gets now +2 hammers from railroad (was no difference between roads and railroad)
- Changed: Shaft Mine gets now +2 hammers from railroad (was no difference between roads and railroad), can now be built directly after you discover Steam Power
- Changed: Farm can be built on marsh plots, gets small chance to discover food resources
- Changed: Watermill gets +1 food from Replaceable parts and +1 hammer from Electricity
- Changed: Groundwater well can be built on marsh plots
- Changed: Goody huts may appear on Marsh and Peat Bog plots
- Changed: Bunker can be built on Marsh plots
- Changed: Waster refinement factory can be built on Marsh plots
- Changed: Fort can be built on Marsh plots
Techs
-----
- Changed: Agricultural tools no longer enable irrigation
- Changed: Canal systems enables irrigation
Maps
----
- Added: new Mediterranean (120x40) map by wcis
- Added: Eurasia (200x80) map by Bohemus
- Added: Huge Earth 18 civs (124x68) map by JEELEN
- Added: Mars map with 12 civs (80x57), original map by GarretSidzaka
- Added: Mars Colonization map, no preset civs and starts on Future era (AD2055)
- Added: Colonization scenario (America map), 12 preset civs, start year 1500, 3month turns
- Added: Australia & New Zealand huge map (114x80), no preset civs
- Added: Orion, huge map (106x100), no preset civs
Unitcombats
-----------
- Added: Espionage unit group
Promotions
----------
- Added: Spy promotion lines
- Changed: Fieldsman I-III gain bonuses on Marsh terrain
Units
-----
- Added: Dropship (helicopter unit with paradrop ability)
- Changed: Spy is now in Espionage unit group
- Changed: Worker units can drain Peat Bog
- Changed: Brigantine upgrades now to Iron Frigate instead of Frigate (unit stays available longer)
- Changed: AH64 Gunship upgrades to Dropship
- Changed: Modern Paratrooper upgrades to Dropship
- Fixed: Arabian Rifleman buttons work again (animations swapped)
Unitartstyles
-------------
- Added: Asian Trireme
- Added: Galleon for China
- Added: Asian Galleon
- Added: Mesoamerican Caravel (used for South America/Aztec style too)
- Added: Mesoamerican Galley (same graphics for War Galley) (used for South America/Aztec style too)
- Added: Mesoamerican Galleon (used for South America/Aztec style too)
- Added: Mesoamerican Trireme (used for South America/Aztec style too)
- Added: Mesoamerican Ship of the line (used for South America/Aztec style too)
Pedia
-----
- Added: Better BTS AI pedia to RoM Concepts
- Added: Super Spies pedia to RoM concepts
- Added: Advanced Scoreboard pedia to RoM concepts (instructions how to customize it)
- Added: Unit Naming pedia to RoM Concepts (specific instructions still only in BUG Mod Help-ENG.chm help file)
- Added: Autolog pedia to RoM Concepts
- Updated: Maps & Scenarios in RoM concepts
- Updated: Civ Changer info in RoM concepts
- Updated: Archer Bombard info in RoM Concepts
Python
------
- Changed: All mapscripts have been updated to terrain changes (Marsh now included)
Graphics
--------
- Added: new water and terrain textures
About bug reporting:
BtS log files
To speed up finding possible causes for bugs, you can enable logging in BtS and attach zipped log files in this thread when you post about your findings.
To enable logging go to BtS folder and open Civ4Config. Check following options to these settings:
; Enable the logging system
LoggingEnabled = 1
; Overwrite old network and message logs
OverwriteLogs = 1
; Enable rand event logging
RandLog = 1
; Enable message logging
MessageLog = 1
Now when you start game, it logs everything to log files. When you exit the game, go to BtS folder, there should be Civ4logs, go there. Zip the log files in that folder and attach the zip file in your post so I can take a look at those files.
Known issues list:
Planned features for v2.5
Here's the current list of changes in the next patch:
Please report bugs in this thread that you've seen when playing RoM v2.4.
Download patch v2.4->v2.41
About feedback:
For version 2.3 I added about 30 new events and I would appreciate some feedback about them. Some events are set to be occur multiple times, for example Mercenaries which can occur on each era multiple times (but might noth happen to the same civ) or volcanos, storms, ship sinking, plague etc. so any feedback about them that helps me balance those events more is appreciated. Are the gold amounts that are set to the new events too small or too huge? Does it seem that some events don't occur as often as they should? There might be still left some original BTS events that need adjustments to RoM settings - since some of the events don't occur in every game, it's lengthy process to notice events that do not currently have good settings for RoM games.
Version 2.4 makes terrain and improvement changes. These affect the overal game just about to every possible situation so please any feedback about them is appreciated. Also v2.4 adds BUG 3.5 mod functions to RoM and there might be still some glitches left so if you notice anything odd with interface (for example after changing BUG settings) please let me know.
Some other feedback things:
- v2.3 introduced Corporation specific buildings - good/bad idea? How to improve?
- RoM Concepts pedia - does it need more info about anything in this mod?
- Units/Buildings/Wonders that seem to be underpowered or overpowered?
- Ideas how to improve the mod?
Patch v2.41 release notes:
Spoiler :
Python
------
- Changed: Spy spawning disabled from Revolution component due to possible CTD issue - if civ doesn't have palace (ie. no capital, is this possible?) and his spy successfully completes mission and then can't return to palace, the game crashes
- Changed: Spy unitcombat group enabled in BugUnitNameOptionsTab.py (also added to 'Unit Naming.xml')
- Fixed: Chevron stacker adjustments restored to default settings - apparently my changes in v2.31 weren't working as suppose to
Units
-----
- Fixed: Russian cossack upgrade paths
- Fixed: French Dragoon upgrade paths
Terrain
--------
- Changed: Marsh added to Battle effect for Forest terrain list (not working correctly yet)
- Added: Battle effect for Marsh terrain (not working correctly yet)
Mod Components
--------------
- Disabled by default: Battle Effects, after Marsh & Peat bog terrain features were added, these effects started to act incorrectly - possible bug with indexing terrain features?
Gametext
--------
- Fixed: Civ4lert messages (same text defines in 2 files were overwriting each other)
Events
------
- Changed: Coastal Reef event may happen more often
Other
-----
- Changed: Removed old BUG config info from 'Rise of Mankind.ini' and changed mod name+description
- Added: All RoM unit classes added to 'Adv Unit Naming.ini'
------
- Changed: Spy spawning disabled from Revolution component due to possible CTD issue - if civ doesn't have palace (ie. no capital, is this possible?) and his spy successfully completes mission and then can't return to palace, the game crashes
- Changed: Spy unitcombat group enabled in BugUnitNameOptionsTab.py (also added to 'Unit Naming.xml')
- Fixed: Chevron stacker adjustments restored to default settings - apparently my changes in v2.31 weren't working as suppose to
Units
-----
- Fixed: Russian cossack upgrade paths
- Fixed: French Dragoon upgrade paths
Terrain
--------
- Changed: Marsh added to Battle effect for Forest terrain list (not working correctly yet)
- Added: Battle effect for Marsh terrain (not working correctly yet)
Mod Components
--------------
- Disabled by default: Battle Effects, after Marsh & Peat bog terrain features were added, these effects started to act incorrectly - possible bug with indexing terrain features?
Gametext
--------
- Fixed: Civ4lert messages (same text defines in 2 files were overwriting each other)
Events
------
- Changed: Coastal Reef event may happen more often
Other
-----
- Changed: Removed old BUG config info from 'Rise of Mankind.ini' and changed mod name+description
- Added: All RoM unit classes added to 'Adv Unit Naming.ini'
Full list of v2.4 changes:
Spoiler :
Buildings
---------
- Changed: Forge buildings cost halved (120->60) to help AI players (if building takes more than 30 turns to built, AI player most likely will not build it)
- Changed: Slave market cost halved (so it won't be more expensive than Forge)
- Changed: Artist Guilds adds +1 happiness if city has dye resource
Civilizations
-------------
- Added: Barbarians have now own unitartstyle
Mod components
--------------
- Updated: BUG mod to v3.5
- Fixed: CTD bug from modern age (though with AIAutoplay mod component there seems to be CTD issue if start game directly on modern era and let AI play turns from the start, crashes at 20-30 turns)
Terrain
-------
- Added: Marsh
- Added: Peat Bog feature on Marsh and Tundra
- Changed: Jungle and Forest may appear on Marsh plots
- Changed: Fallout unhealthiness increased from 0.5 to 0.8
Resources
---------
- Changed: Rice may appear on Marsh and Peat Bog plots
- Changed: Potato may appear on Marsh
- Changed: Fur may appear on Marsh plots
- Changed: Oil may appear on Marsh and Peat Bog plots
Improvements
------------
- Changed: Cottage no longer get bonuses from roads and railroads
- Changed: Hamlet no longer get bonuses from roads and railroads
- Changed: Village food bonus 1->0, no longer get hammer bonus from roads and railroads
- Changed: Town food bonus 1 -> 0
- Changed: Mine gets now +2 hammers from railroad (was no difference between roads and railroad)
- Changed: Shaft Mine gets now +2 hammers from railroad (was no difference between roads and railroad), can now be built directly after you discover Steam Power
- Changed: Farm can be built on marsh plots, gets small chance to discover food resources
- Changed: Watermill gets +1 food from Replaceable parts and +1 hammer from Electricity
- Changed: Groundwater well can be built on marsh plots
- Changed: Goody huts may appear on Marsh and Peat Bog plots
- Changed: Bunker can be built on Marsh plots
- Changed: Waster refinement factory can be built on Marsh plots
- Changed: Fort can be built on Marsh plots
Techs
-----
- Changed: Agricultural tools no longer enable irrigation
- Changed: Canal systems enables irrigation
Maps
----
- Added: new Mediterranean (120x40) map by wcis
- Added: Eurasia (200x80) map by Bohemus
- Added: Huge Earth 18 civs (124x68) map by JEELEN
- Added: Mars map with 12 civs (80x57), original map by GarretSidzaka
- Added: Mars Colonization map, no preset civs and starts on Future era (AD2055)
- Added: Colonization scenario (America map), 12 preset civs, start year 1500, 3month turns
- Added: Australia & New Zealand huge map (114x80), no preset civs
- Added: Orion, huge map (106x100), no preset civs
Unitcombats
-----------
- Added: Espionage unit group
Promotions
----------
- Added: Spy promotion lines
- Changed: Fieldsman I-III gain bonuses on Marsh terrain
Units
-----
- Added: Dropship (helicopter unit with paradrop ability)
- Changed: Spy is now in Espionage unit group
- Changed: Worker units can drain Peat Bog
- Changed: Brigantine upgrades now to Iron Frigate instead of Frigate (unit stays available longer)
- Changed: AH64 Gunship upgrades to Dropship
- Changed: Modern Paratrooper upgrades to Dropship
- Fixed: Arabian Rifleman buttons work again (animations swapped)
Unitartstyles
-------------
- Added: Asian Trireme
- Added: Galleon for China
- Added: Asian Galleon
- Added: Mesoamerican Caravel (used for South America/Aztec style too)
- Added: Mesoamerican Galley (same graphics for War Galley) (used for South America/Aztec style too)
- Added: Mesoamerican Galleon (used for South America/Aztec style too)
- Added: Mesoamerican Trireme (used for South America/Aztec style too)
- Added: Mesoamerican Ship of the line (used for South America/Aztec style too)
Pedia
-----
- Added: Better BTS AI pedia to RoM Concepts
- Added: Super Spies pedia to RoM concepts
- Added: Advanced Scoreboard pedia to RoM concepts (instructions how to customize it)
- Added: Unit Naming pedia to RoM Concepts (specific instructions still only in BUG Mod Help-ENG.chm help file)
- Added: Autolog pedia to RoM Concepts
- Updated: Maps & Scenarios in RoM concepts
- Updated: Civ Changer info in RoM concepts
- Updated: Archer Bombard info in RoM Concepts
Python
------
- Changed: All mapscripts have been updated to terrain changes (Marsh now included)
Graphics
--------
- Added: new water and terrain textures
About bug reporting:
- If you find bug in the mod try to describe it in detail when you post about it. This helps me to locate it more accurately and faster.
- About missing UI problem: Please post what Windows type and language version you are using. Also tell which one you are using, Beyond the Sword or complete Edition.
- CTDs ie. Crashs To Desktop, try to provide as much information as possible what happened just before it occurred. Even better if you can upload save game file so I can take a look at it. If you are experiencing CTDs in late game, try reducing graphic settings, BtS is known to have crashes when saved games get big and when there's lots of stuff in late game - most common reason for CTD is that Civ 4 can't find enough free memory.
- Some Civ4 Map scripts can not make maps for Giant or Gigantic map sizes.
BtS log files
To speed up finding possible causes for bugs, you can enable logging in BtS and attach zipped log files in this thread when you post about your findings.
To enable logging go to BtS folder and open Civ4Config. Check following options to these settings:
; Enable the logging system
LoggingEnabled = 1
; Overwrite old network and message logs
OverwriteLogs = 1
; Enable rand event logging
RandLog = 1
; Enable message logging
MessageLog = 1
Now when you start game, it logs everything to log files. When you exit the game, go to BtS folder, there should be Civ4logs, go there. Zip the log files in that folder and attach the zip file in your post so I can take a look at those files.
Known issues list:
- CTD issue reported when clicking Start Game (reason unknown), possible reason that player has not updated BtS to version 3.17
- Out of Synch error in multiplayer mode, happens when build Colonists or Pioneers, crashes game.
- Missing unit action buttons - caused by unit animation file problems, please report what unit type and what nationality you had when this occurred so I can check those unit graphics.
- MAFs in late game - this is caused by game engine and computer's memory amount. It's recommended to have 512MB graphics card and 3GB RAM for huge or larger map sizes. If you are experiencing Memory Allocation Faults, please try smaller map sizes (with fewer Civs) and try reducing your graphic settings.
- Arcology can become really huge size if the city size goes over 40 and has certain combination of buildings visible. This is difficult issue to fix since cities do not show all buildings if there's not enough plots to display them so it's possible to have the combination in city but due to visibility functions, the bug doesn't occur always. Only solution (that I can think of) would be to disable all building graphics from late era buildings and to set the maximum size for a city.
- FIXED IN V2.41: New terrain types (Marsh & Peat Bog) do not work with Battle Effects correctly in v2.4. Battle effects is enabled by default so I recommend disabling this mod component from ..\Rise of Mankind\Assets\GlobalDefinesAlt.xml. Set the value to 0 for battle effects.
- FIXED IN V2.41: Russian Cossack and French Dragoon have not all upgrade paths set
- Python issue with BUG mod component OnChangeWar section. Possible conflict with Revolution mod component? Doesn't seem to break anything and the game continues normally
- FIXED IN V2.41: Python issue with BUG mod component Autolog, this component was supposed to be disabled by default yet it seems to be enabled and running during game and causes python exceptions (doesn't seem to break game)
Planned features for v2.5
- Civics system revamped
- Possibly more events (v2.3 got only about 1/3 of the events I had planned to add since the process to add them was slower than I had anticipated)
- Add text to remaining strategy, pedia and quotes that are still empty
- Add last button graphics to objects that don't have own button graphics yet
- Some units/building/wonder additions/changes
- Bug fixes
Here's the current list of changes in the next patch:
Spoiler :
Version 2.5
-----------
Civics
------
- Changed: categories renamed to new settings
- Changed: Government civics, Majority Rule and Corporatism removed
- Changed: Removed Martial Law option from Power category
- Changed: Power civics (previous Legal category)
- Changed: Society civics (previous Labor category)
- Changed: Welfare civics (previous Healthcare category)
- Changed: Future civics (previous education category)
- Changed: Religion civics
Leaders
-------
- Changed: all leaders who had Nationhood as favorite civic, swapped to Senate (will be changed later)
- Changed: all leaders who had Emancipation as favorite civic, swapped to Liberal (adjusted in future)
- Changed: All leaders who had Free Speech as favorite civic, swapped to President
- changed: all Universal Suffrage -> Federal
- Changed: all Police State -> Despotism
- cHANGED: all Theocracy -> Divine Rule
- CHANGED: all Free Market -> Laissez Faire
- Changed: all State Property -> Planned
- changed: all Free Religion -> syncretistic
- changed: all Representation -> Republic
Gametext
--------
- Changed: in traits pedia, all Nationhood links swapped to Senate (will be changed later)
- Changed: in traits pedia, all Representation links swapped to Republic (will be changed later)
Python
------
- Changed: city screen bonus columns adjusted slightly so that overlapping with scroll bar doesn't occur
- Changed: Tried to reduce Marsh plot generation from Mapgenerator
- Changed: in random events Emancipation replaced with Liberal (need to check later?)
- changed: in random event billion and billion Free Speech swapped to President civic
- changed: in random event billion and billion Theocracy -> Divine Rule
- changed: in random event carnation revolution Universal suffrage swapped to Federal
- changed: in random event Fiat money Decentralization to Barter
- changed: in random event THE_GENERALS_PUTSCH Police state -> Fascist
- changed: in random event CURE_FOR_CANCER Theocracy -> Divine Cult
- changed: in GameUtils should AI use inquisitor Theocracy -> Dogmatic
- changed: in random event Napalm Bombs Pacifism civic check disabled since it no longer exist in mod
- changed: in random event Darwin's voyage Free religion -> Syncretistic
- changed: in random event Carnation Representation -> Republic, State Property -> Planned
- changed: in random event Free Enterprise Free Market -> Laizzes Faire
- changed: Civic screen settings adjusted
Events
------
- Changed: Partisan event uses now Liberal instead of Emancipation
- Changed: Electric Company uses Liberal instead of Emancipation
- Changed: Nuclear protest uses President instead of Free Speech
- Changed: Laboratory event uses President instead of Free Speech
- Changed: Interstated Universal suffrage -> Federal
- Changed: Too close to call Universal suffrage -> Federal
- changed: Charismatic event Police state -> Fascist
- changed: Controversial Philosopher Theocracy -> Divine Rule
- changed: Heresy Theocracy -> Divine Rule
- changed: Rogue Station State Property -> Planned
- Changed: Federal Reserve Free Market -> Laissez Faire
- changed: Freedom Concert Free Religion -> syncretistic
- Changed: Crisis in Senate Representation -> Senate
Civilizations
-------------
- Changed: Starting civics swapped to new civic options
- Changed: Vikings use now viking unit artstyle
Voting
------
- Changed: Emancipation swapped to Liberal civic (text elements not changed yet)
- Changed: Free speech swapped to President (text elements not changed yet)
- Changed: Universal suffrage swapped to Federal (text elements not changed yet)
- Changed: Free Religion swapped to Syncretistic (text elements not changed yet)
Eras
----
- Changed: All eras train and construct (building) costs stay now at 100%
- Changed: Renaissance research % from 70->75
- Changed: Industrial research % from 60->70
- Changed: Modern research % from 50->65
- changed: Future research % from 40->60
Buildings
---------
- Changed: Factory production changed from 25%->15% and with power from 50%->35%
- Changed: Manufacturing production changed from power 50%->40%
- Changed: Nanofactory production with power changed from 75%->25%
- changed: Steel mill production from 25%->15% and with power from 20%->10%
- Changed: E-Bank gold bonus from 50%->25%
- Changed: Manor requires now Monarchy
Units
-----
- Added: Flamethrower
- Added: Longboat UU for viking, replaces Trireme
- Changed: Trade Caravan trade mission profit increased (does AI player ever build these?)
- Changed: Freight trade mission profit increased
- changed: Inquisitor requires Dogmatic civic
- Changed: Caravel units bonus against Galley and War Galley dropped from 50% to 25%
- Changed: Galley may pass Ocean once player has discovered Astronomy
- Changed: War Galley may pass Ocean once player has discovered Astronomy
- Changed: Trireme may pass Ocean once player has discovered Astronomy
Unit artstyles
--------------
- Added: Viking artstyle
- Added: Viking Frigate
- Added: Viking Galleon
- Added: viking Ship of the Line
- Added: Viking warrior
- Added: viking archer
- Added: viking Arquebusier
- Added: viking Axeman
- Added: viking chariot
- added: viking crossbowman
- added: viking longbowman
- added: viking heavy pikeman
- added: viking pikeman
- added: viking mounted infantry
- added: viking swordsman
- added: Native American Cannon
- added: Native American Cavalry
- added: Native American Chariot
- added: Native American Crossbowman
- added: Native American Cuirassier
- added: Native American Grenadier
- added: Native American Horse Archer
- added: Native American Infantry
- added: Native American Knight
- added: Native American Longbowman
- added: Native American Machinegun (south and Meso-american styles use this now too)
- added: Native American Marine (south and Meso-american styles use this now too)
- added: Native American Arquebusier
- added: Native American Pikeman
- added: Native American Heavy Pikeman
- added: Native American Elephant Rider (used for South America and Meso american style too)
- added: Native American Light Swordsman
- added: Native American Rifleman
Resources
---------
- Changed: Coal may appear on Marsh plots
- Changed: Deer may appear on Marsh plots
Terrain features
----------------
- Changed: Ice provides freshwater source
Wonders
-------
- Changed: Sphinx obsolete at Architecture
- Changed: Parthenon can be built still on medieval era (was set to classical)
Promotions
----------
- Added: Looter
-----------
Civics
------
- Changed: categories renamed to new settings
- Changed: Government civics, Majority Rule and Corporatism removed
- Changed: Removed Martial Law option from Power category
- Changed: Power civics (previous Legal category)
- Changed: Society civics (previous Labor category)
- Changed: Welfare civics (previous Healthcare category)
- Changed: Future civics (previous education category)
- Changed: Religion civics
Leaders
-------
- Changed: all leaders who had Nationhood as favorite civic, swapped to Senate (will be changed later)
- Changed: all leaders who had Emancipation as favorite civic, swapped to Liberal (adjusted in future)
- Changed: All leaders who had Free Speech as favorite civic, swapped to President
- changed: all Universal Suffrage -> Federal
- Changed: all Police State -> Despotism
- cHANGED: all Theocracy -> Divine Rule
- CHANGED: all Free Market -> Laissez Faire
- Changed: all State Property -> Planned
- changed: all Free Religion -> syncretistic
- changed: all Representation -> Republic
Gametext
--------
- Changed: in traits pedia, all Nationhood links swapped to Senate (will be changed later)
- Changed: in traits pedia, all Representation links swapped to Republic (will be changed later)
Python
------
- Changed: city screen bonus columns adjusted slightly so that overlapping with scroll bar doesn't occur
- Changed: Tried to reduce Marsh plot generation from Mapgenerator
- Changed: in random events Emancipation replaced with Liberal (need to check later?)
- changed: in random event billion and billion Free Speech swapped to President civic
- changed: in random event billion and billion Theocracy -> Divine Rule
- changed: in random event carnation revolution Universal suffrage swapped to Federal
- changed: in random event Fiat money Decentralization to Barter
- changed: in random event THE_GENERALS_PUTSCH Police state -> Fascist
- changed: in random event CURE_FOR_CANCER Theocracy -> Divine Cult
- changed: in GameUtils should AI use inquisitor Theocracy -> Dogmatic
- changed: in random event Napalm Bombs Pacifism civic check disabled since it no longer exist in mod
- changed: in random event Darwin's voyage Free religion -> Syncretistic
- changed: in random event Carnation Representation -> Republic, State Property -> Planned
- changed: in random event Free Enterprise Free Market -> Laizzes Faire
- changed: Civic screen settings adjusted
Events
------
- Changed: Partisan event uses now Liberal instead of Emancipation
- Changed: Electric Company uses Liberal instead of Emancipation
- Changed: Nuclear protest uses President instead of Free Speech
- Changed: Laboratory event uses President instead of Free Speech
- Changed: Interstated Universal suffrage -> Federal
- Changed: Too close to call Universal suffrage -> Federal
- changed: Charismatic event Police state -> Fascist
- changed: Controversial Philosopher Theocracy -> Divine Rule
- changed: Heresy Theocracy -> Divine Rule
- changed: Rogue Station State Property -> Planned
- Changed: Federal Reserve Free Market -> Laissez Faire
- changed: Freedom Concert Free Religion -> syncretistic
- Changed: Crisis in Senate Representation -> Senate
Civilizations
-------------
- Changed: Starting civics swapped to new civic options
- Changed: Vikings use now viking unit artstyle
Voting
------
- Changed: Emancipation swapped to Liberal civic (text elements not changed yet)
- Changed: Free speech swapped to President (text elements not changed yet)
- Changed: Universal suffrage swapped to Federal (text elements not changed yet)
- Changed: Free Religion swapped to Syncretistic (text elements not changed yet)
Eras
----
- Changed: All eras train and construct (building) costs stay now at 100%
- Changed: Renaissance research % from 70->75
- Changed: Industrial research % from 60->70
- Changed: Modern research % from 50->65
- changed: Future research % from 40->60
Buildings
---------
- Changed: Factory production changed from 25%->15% and with power from 50%->35%
- Changed: Manufacturing production changed from power 50%->40%
- Changed: Nanofactory production with power changed from 75%->25%
- changed: Steel mill production from 25%->15% and with power from 20%->10%
- Changed: E-Bank gold bonus from 50%->25%
- Changed: Manor requires now Monarchy
Units
-----
- Added: Flamethrower
- Added: Longboat UU for viking, replaces Trireme
- Changed: Trade Caravan trade mission profit increased (does AI player ever build these?)
- Changed: Freight trade mission profit increased
- changed: Inquisitor requires Dogmatic civic
- Changed: Caravel units bonus against Galley and War Galley dropped from 50% to 25%
- Changed: Galley may pass Ocean once player has discovered Astronomy
- Changed: War Galley may pass Ocean once player has discovered Astronomy
- Changed: Trireme may pass Ocean once player has discovered Astronomy
Unit artstyles
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- Added: Viking artstyle
- Added: Viking Frigate
- Added: Viking Galleon
- Added: viking Ship of the Line
- Added: Viking warrior
- Added: viking archer
- Added: viking Arquebusier
- Added: viking Axeman
- Added: viking chariot
- added: viking crossbowman
- added: viking longbowman
- added: viking heavy pikeman
- added: viking pikeman
- added: viking mounted infantry
- added: viking swordsman
- added: Native American Cannon
- added: Native American Cavalry
- added: Native American Chariot
- added: Native American Crossbowman
- added: Native American Cuirassier
- added: Native American Grenadier
- added: Native American Horse Archer
- added: Native American Infantry
- added: Native American Knight
- added: Native American Longbowman
- added: Native American Machinegun (south and Meso-american styles use this now too)
- added: Native American Marine (south and Meso-american styles use this now too)
- added: Native American Arquebusier
- added: Native American Pikeman
- added: Native American Heavy Pikeman
- added: Native American Elephant Rider (used for South America and Meso american style too)
- added: Native American Light Swordsman
- added: Native American Rifleman
Resources
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- Changed: Coal may appear on Marsh plots
- Changed: Deer may appear on Marsh plots
Terrain features
----------------
- Changed: Ice provides freshwater source
Wonders
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- Changed: Sphinx obsolete at Architecture
- Changed: Parthenon can be built still on medieval era (was set to classical)
Promotions
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- Added: Looter