Version 2.6 discussion

I don't see what you mean by Culture over 0%, unless you mean the slider?

I mean that throughout the game I had 0% of my income going to culture, it was all tech or esp.

How did you keep unhappiness under control? Especially if you built even 1 mine for a city. Did you Not build any mines? Even with multiple religions a city with 1-2 mines will generate alot of unhappy faces.

Did you bee-line Liberal and Secular Civics? Did you Not have any wars?

So I'm really skeptical that you played a complete 2.6alpha with out any gold for Culture, Culture set at 0%.

JosEPh

I think luck had a part to play - I had the Spinx +1:) all cities. Then later I was able to build both the Olympic Games and the Circus Maximus +1:) all cities. I don't know how I did it but in that particular game I also got all the religions.:D

Minor Civs off. I have been playing with revolutions on and this was my first without. It is much easier. I also had a very good start location with no near neighbours.

Edit - I forgot I did Advance Start which gave me Amen-Ra and Hindi :)
 
Edit - I forgot I did Advance Start which gave me Amen-Ra and Hindi

Ahhh! All religions with 3 early :) Wonders, I can see possibilities.

And I bet you ran away from all other Civs in Techs too.

JosEPh
 
i noticed this problem in 2.5. if 2.6 doesn't already fix it please consider it.

on a really crowded map, the horse resource doesn't seem to spawn at all. i've gone through at least three games with crowded maps, and only once did one civ have a horse resource on a pangea map. the other times horses were completely absent. not surprisingly, the only civ with horse kicked butt.

probably something to do with minimum distance from starting cities.
 
I have now uploaded v2.6alpha2. Sorry I couldn't upload it earlier as I had promised, the flu kept me in bed for most of the last week but now I'm feeling better again :)

Download v2.6alpha2 (25megs)

You must have RoM v2.5 - v2.52 installed before applying this patch.
 
Version 2.6alpha2:
Spoiler :

Mods
----
- Updated: Orion's Inquisition mod from 1.01f to 2.00d (several fixes to Inquisition & Religion system)
- Updated: BUG mod 3.6

Terrain
-------
- Added: Storm feature to Ocean / Coast
- Changed: Coast movement cost 2
- Changed: Ocean movement cost 3
- Changed: Jungle provides fresh water (it rains almost daily in jungles ;)
- Changed: on Snow plots cities can only be built now if there's coast or fresh water close

Promotions
----------
- Added: Manuevering I-III combat +% against Wooden ships
- Added: Coastal Guard I-III, defense +% on coast
- Added: Coastal Assault I-III, attack +% on coast
- Added: Bombarding I-III, bonus for ships for bombardment
- Added: Firearms I-III, bonus for wooden ships against woodenships (crew armed with flintlock muskets)
- Added: Air Defense I-III interception bonus for later era ships, wheeled and siege units can use I-II promotions
- Added: Urban Tactics I-III modern era promotions for city attack and city defense
- Added: Trench I-III, defense against collateral damage
- Added: Chemical I-III
- Added: Transport I-III
- Added: Navigation III, terrain double moves on storm, req. tech Navigation
- Added: Crusader, req. Christianity
- Added: Kanai, req. Judaism
- Added: Mujahid, req. Islam
- Added: Pankration, req. Hellenism
- Added: Pharaoh's Propaganda, req. Amun-Ra
- Added: Flower War, req. Nagualism
- Added: Zen, req. Buddhism
- Added: Gentlemen, req. Confucianism
- Added: Waidan, req. Taoism
- Changed: Navigation I no longer require Flanking I
- Changed: Navigation II terrain double movement on coast and ocean
- Changed: Pinch 3 button
- Changed: Segmented Armor button
- Changed: Commando can be used by Clone units
- Changed: Desert Combat I can be used by Clone units
- Changed: Arctic Combat I can be used by Clone units
- Changed: Ambush I-II can be used by Clone units
- Changed: Amphibious can be used by Clone and Helicopter units, moved to Sailing tech
- Changed: Anti-Biological Warfare can be used by Clone units
- Changed: Anti-Tank Defense I-III can be used by Clone units, gives now bonus against Dreadnought units
- Changed: Charge I-III can be used by Clone units
- Changed: Guerilla I-III can be used by Clone units
- Changed: Heal can be used by Clone units
- Changed: March can be used by Clone units
- changed: Speed can be used by Clone units
- Changed: Woodsman I-III can be used by Clone units
- Changed: Berzerker II-III tuned down a bit, no longer possible to get +100% combat and -100% defense, max now 70% to both
- Changed: Fieldsman III double movement on Marsh
- Changed: Drill I-IV available for Hi-Tech and for Gunpowder units



Maps
----
- Added: Antarctica 1.01 map, original map by -sr
- Added: Tamriel large map, original map by -sr
- Added: Tamriel huge map, original map by -sr
- Added: EarthSea map, original map by -sr
- Added: Eurasia for Rise of Mankind 2.5 by Bohemus
- Added: RFC Earth with big Europe by Rhye
- Added: Japan, Korea and part of China and Russia map by Nihon
- Fixed: Colonization Scenario should work now properly

Techs
-----
- Changed: Compass gives +1 movement on sea
- Changed: Amphibious warfare removed Military Science AND tech req. (included in prereqs. already)
- Changed: Artificial Intelligence removed Composites AND tech req. (included in prereqs. already)
- Changed: Artillery removed Rifling AND tech req. (included in prereqs. already)
- Changed: Modern Physics removed Plastics req. (included in prereqs. already)
- Changed: Theory of Relativity removed Scientific Method req. (included in prereqs. already)
- Changed: Biology removed Chemistry req. (included in prereqs. already)
- Changed: Fascism removed Assembly Line req. (included in prereqs. already)
- Changed: Divine Right removed Architecture req. (included in prereqs. already)
- Changed: Economics removed Education req. (included in prereqs. already)
- Changed: Biological Warfare removed Plastics req. (included in prereqs. already)
- Changed: Manufacturing removed Plastics req. (included in prereqs. already), requires now Modern Physics instead of Electronics
- Changed: Chivalry removed Feudalism req. (included in prereqs. already)
- Changed: Fuel Cells removed Organic Chemistry req. (included in prereqs. already)
- Changed: Fundamentalism removed Code of Laws req. (included in prereqs. already)
- Changed: Mechanized Warfare removed Military Science req. (included in prereqs. already), requires Modern Physics instead of Electronics
- Changed: Shielding removed Computers req. (included in prereqs. already)
- Changed: Steel removed Iron Working req. (included in prereqs. already)
- Changed: Stirrup removed Monarchy and Military Training reqs. (included in prereqs. already)
- Changed: Superstring Theory removed Modern Physics req. (included in prereqs. already)
- Changed: Electricity requires Replaceable Parts
- Changed: Military Tradition no longer allow Defensive Pacts
- Changed: Political Philosophy allows Defensive Pacts
- Changed: Aerodynamics requires now Modern Physics
- Changed: Advanced Rocketry requires Modern Physics
- Changed: Satellites removed Radio (included in prereqs. already)
- Changed: Ecology removed Plastics req. (included in prereqs. already)
- Changed: Supersonic flight removed Modern Physics req. (included in prereqs. already)
- Changed: Space Flight removed Modern Physics req. (included in prereqs. already)
- Changed: Vertical Flight removed Electronics req. (included in prereqs. already)


Units
-----
- Added: Strategic Bomber (B52)
- Added: Knight Hospitaller
- Added: Knight Templar
- Added: Teutonic Knight
- Added: Marshall of the Hospitallers
- Added: Marshall of the Templars
- Added: Marshall of the Teutons
- Added: Hospitaller Sergeant
- Added: Teutonic Sergeant
- Added: Templar Sergeant
- Added: Mercenary Infantry (costs 50gold per turn)
- Added: Heavy Cruiser (WW2)
- Added: Battleship (WW2), upgrades to Modern Battleship
- Added: Pre-Dreadnought, upgrades to Dreadnought
- Added: Dreadnought (WW1 ship), upgrades to Battleship
- Added: Torpedoboat (WW1)
- Added: Destroyer (WW1), upgrades to Modern Destroyer
- Changed: All ships' UNITAIs have been checked and adjusted so that AI players should make better use of their ships
- Changed: All Medieval era units' cost increased by 25% ie. 1.25x as before (note: game settings affect costs so increase might be higher on slower game speeds, on bigger maps and on higher difficulty levels)
- Changed: All Renaissance era units' cost increased by 50% ie. 1.5x as before
- Changed: All Industrial era units' cost increased by 100% ie. 2x as before
- Changed: All Modern era units' cost increased by 200% ie. 3x as before
- Changed: All future era units' cost increased by 300% ie. 4x as before
- Changed: Sloop upgrades to Ironclad instead of Submarine (ironclad upgrades to Submarine so the upgrade path remains the same)
- Changed: Manowar upgrades now to Iron Frigate instead of Early Destroyer and Battlecruiser
- Changed: Ship of the line upgrades now to Iron Frigate instead of Early Destroyer and Battlecruiser
- Changed: Iron Frigate ignore terrain cost, upgrades to Pre-Dreadnought, movement 3->4
- Changed: Ironclad ignore terrain cost, upgrades to Torpedoboat, movement 2->3
- Changed: Transport ignore terrain cost, requires Oil Products instead of Oil
- Changed: Landing ship tank ignore terrain cost, requires Oil Products instead of Oil
- Changed: Early destroyer ignore terrain cost, intercept chance reduced to 5 (due to promotion line changes), moved to Artillery tech, has now new graphics + new button, bombard 14, upgrades to Battlecruiser
- Changed: Destroyer renamed to Modern Destroyer, ignore terrain cost, intercept chance reduced to 5, movement 9, no longer upgrade to Missile Cruiser, bombard 16
- Changed: Battlecruiser ignore terrain cost, upgrades to Heavy Cruiser, strenght 32->30, movement 5->7, bombard range 2->1, bombard 16
- Changed: Battleship ignore terrain cost, renamed to Modern Battleship, movement increased to 9, cost 650, strength from 40 to 50, tech req. Globalization, upgrades only to Fusion Battleship, bombard rate 20->25%, belongs now to Nuclear ships
- Changed: Battleship Yamato ignore terrain cost, replaces Modern Battleship, movement increased to 9, cost 650, strength from 40 to 50, tech req. Globalization, upgrades only to Fusion Battleship, bombard rate 20->25%, belongs now to Nuclear ships
- Changed: Cruiser ignore terrain cost, intercept chance reduced to 5, movement 6->8, bombard 18
- Changed: Missile Cruiser ignore terrain cost, movement 7->10, combat 40->43, bombard 22
- Changed: Stealth Destroyer ignore terrain cost, intercept chance reduced to 20, movement 8->11, combat 30->36, bombard 18
- Changed: Aegis ignore terrain cost, intercept chance reduced to 20, movement 7->10, combat 36->39
- Changed: Stiletto boat ignore terrain cost, intercept chance reduced to 5, movement 8->10
- Changed: Fusion Transport ignore terrain cost, intercept chance reduced to 5, movement 8->10
- Changed: Submarine ignore terrain cost
- Changed: Attack Submarine ignore terrain cost
- Changed: Nuclear Submarine ignore terrain cost
- Changed: Stealth Submarine ignore terrain cost
- Changed: Carrier ignore terrain cost
- Changed: Nuclear Carrier ignore terrain cost
- Changed: Fusion Cruiser ignore terrain cost, intercept chance reduced to 20, movement 9->12, combat 50->52
- Changed: Fusion Battleship ignore terrain cost, movement 8->11
- Changed: Fusion Carrier ignore terrain cost
- Changed: Fusion Destroyer ignore terrain cost, intercept chance reduced to 20, movement 10->13
- Changed: Colonist button
- Changed: Pioneer button
- Changed: Anti-Air Gun now in wheeled weapon group, upgrades to Mobile SAM instead of Flak88 (longer use)
- Changed: Flak88 now immobile unit, moved to siege unit group, upgrades to Mobile SAM instead of SAM Infantry (longer use)
- Changed: Motorcycle requires Semi-Automatic weapons, belongs now to Recon unit group, flat movement costs, ignores terrain movement costs, strength 18->15, only defensive, same free promotions as adventurer has, no longer flanking strikes, can be upgraded to Humvee, bonus against animal units
- Changed: Hellenic missionary graphics
- Changed: Zoroastrian missionary graphics
- Changed: Amun-Ra missionary graphics
- Changed: Nagual missionary graphics
- Changed: Crusader can not be trained anymore, instead King Richard's Crusade wonder provides these units every few turns, tech requires removed since this unit doesn't need to be shown on tech screen
- Changed: Cuirassier no longer upgrade to Motorcycle or to Gunship, OR resource req. Sulphur added
- Changed: Conquistador no longer upgrade to Motorcycle or to Gunship, OR resource req. Sulphur added
- Changed: Cavalry units no longer upgrade to Motorcycle
- Changed: Adventurer upgrades to Motorcycle
- Changed: Assault Mech air combat limit 50%, bombard rate 25%
- Changed: Scout Mech air combat limit 50%, bombard rate 15%
- Changed: Hitech robot air combat limit 75%
- Changed: Sentinel air combat limit 75%
- Changed: Nanite Cloud air combat limit 100% (can kill air units), air combat 3->30
- Changed: Offshore platform ignores terrain movement cost
- Changed: Extraction facility ignores terrain movement cost
- changed: Submerged town platform ignores terrain movement cost, button changed
- Changed: Mobile SAM bonus against helicopter units increased from 50% to 200% since this unit belongs to Wheeled unit group and helicopter has bonus against that group
- Changed: Galley can not pass Storms
- Changed: War Galley can not pass Storms
- Changed: Trireme can not pass Storms
- Changed: Viking Longboat can not pass Storms
- Changed: Workboat can not pass Storms, can be captured now, may not reveal terrain except inside player's cultural borders
- Changed: Siege Quinquereme can not pass Storms
- Changed: Light Cavalry moved to Stirrup, can be built with Obsidian, strength increased to 7, added flanking strike ability against archery units
- Changed: Ansar warrior moved to Stirrup, can be built with Obsidian
- Changed: all tank units immune to collateral damage from animal units
- changed: all helicopter units immune to collateral damage from animal units
- changed: all wheeled units immune to collateral damage from animal units
- changed: all hi-tech units immune to collateral damage from animal units
- changed: All mech units immune to collateral damage from animal units
- changed: dreadnought immune to collateral damage from animal units
- Changed: Mechanized infantry immune to collateral damage from animal units
- changed: Nanite cloud immune to collateral damage from animal units
- Changed: Chariot can be upgraded to Mounted Infantry
- Changed: Horseman can be upgraded to Mounted Infantry
- Changed: Horse Archer can be upgraded to Cuirassier
- Changed: Light Cavalry can be upgraded to Cuirassier
- Changed: Swordsman can be upgraded to Maceman
- Changed: Longbowman can be upgraded to Arquebusier
- Changed: Crossbowman can be upgraded to Arquebusier
- Changed: Modern grenadier can be upgraded to Anti-Tank, has bonus against Animal units, 25% bonus to city attack, 50% bonus against rifleman, 25% bonus against infantry
- Changed: Warrior can be upgraded to Light Swordsman
- Changed: Arquebusier can be upgraded to Rifleman, has bonus against Animal units
- Changed: Musketman has bonus against Animal units
- Changed: Rifleman has bonus against Animal units
- Changed: Grenadier has bonus against Animal units, moved to Explosives, has now 25% bonus against rifleman, 50% bonus against archers and +25% city attack (explosives used to destroy city defenses), requires Sulphur
- Changed: Infantry has bonus against Animal units
- Changed: Guerilla has bonus against Animal units
- Changed: Cavalry has bonus against Animal units
- Changed: Cuirassier has bonus against Animal units
- Changed: SR-71 air combat values changed to 1 and 1% max damage, can't perform Fighter Engagement mission anymore and DCM bombing values removed,
- Changed: Bomber upgrades to Long Range Bomber instead of Stealth Bomber
- Changed: A10 Bomber collateral damage can now kill units, collateral unit amount decreased from 6 to 5, bombard amount decreased from 20% to 15% (same as Bomber), range decreased from 10 to 6 (now short range tactical bomber), has now bonuses against Tracked and Wheeled units
- Changed: Stealth Bomber range increased to 24, does collateral damage now up to 10 units and up to 75%, air combat increased from 20->26, bombing increased from 20%->26%
- Changed: Orbital Bomber range increased to 32, does collateral damage now up to 15 units and can kill units
- Changed: Atomic Bomber air combat changed from -1 to 1 and max air damage changed from 100% to 10%
- Changed: Heavy cavalry strength now 11 and added flanking ability against archery units
- Changed: Teutonic Knight renamed to Mailed Knight
- Changed: Hospitaller Knight renamed to Mailed Knight
- Changed: Templar Knight renamed to Mailed Knight
- Changed: Jewish Missionary amount limited to 2
- Changed: Assault Mech no longer national unit (can be built unlimited amount), extra cost 100 gold
- Changed: Dreadnought no longer national unit (can be built unlimited amount), extra cost 150 gold, renamed to Dreadnought Armor (Dreadnought name used for ship class)
- Changed: Nanite Cloud max amount increased from 3 to 5
- Changed: Jeep requires now also Automatic Weapons, bonus against animal units
- Changed: Bazooka combat bonuses against melee, archer and animal units
- Changed: Anti-Tank bonuses against melee, archer and animal units
- Changed: SAM Infantry bonuses against melee, archer and animal units
- Changed: Marine bonuses against melee, archer and animal units
- Changed: Modern Marine bonus against animal units
- Changed: Paratrooper bonus against animal units
- Changed: Modern Paratrooper bonus against animal units
- Changed: Modern Infantry bonus against animal units
- Changed: Special forces bonus against animal units
- Changed: Armored car bonus against animal units
- Changed: BTR80 bonus against animal units
- Changed: Mechanized Infantry bonus against animal units
- Changed: Humvee bonus against animal units
- Changed: Spearman strength reduced from 4 to 3 (with 100% mounted bonus it's 6str vs. 6str horse archer before promotions)
- changed: Pikeman strength reduced from 7 t 5 (with 100% mounted bonus it's 10str vs. 10str knight before promotions)
- Changed: Heavy Pikeman strength reduced from 9 to 7 and melee bonus reduced 25%->20% (with 100% mounted bonus it's 14str vs. 12str mailed knight and with 25% melee bonus it's 8.4str vs. 9str heavy swordsman before promotions)
- Fixed: Egypt War Chariot upgrades
- Fixed: Hittites chariot upgrades
- Fixed: Persian Immortal upgrades
- Fixed: All horseman units' costs
- Fixed: Aztec Jaguar strength 5->6 (light swordsman)
- Fixed: All War Elephant costs 60->80 (no longer same as Elephant Rider)

Traits
------
- Changed: Aggressive gets Combat I promotion for Hi-Tech and Assault Mech units
- Changed: Protective gets free promotions for Hi-Tech units
- Changed: Expansive no longer get cheaper Doctor's Office or Healer's Hut
- Added: Nomad, free promotions for recon, animal, mounted and wheeled units
- Added: Agricultural, bonus to food production
- Added: Seafaring, free promotions to ships
- Added: Deceiver, might be renamed to Treacherous/Traitorous, +2 espionage per city, free promotions to spies
- Added: Scientific, +2 science per city, +10% research
- Added: Humanitarian, +1 health per city, +1 happiness per city, cheaper health buildings

Buildings
---------
- Added: Teutonic Major Chapter House
- Changed: Stable double production speed with Nomad trait
- Changed: Mongol Ger double production speed with Nomad trait
- Changed: Guild Hall graphics
- Changed: Healer's Hut button, double production speed with Humanitarian instead of Expansive, 1 extra happiness with Humanitarian trait
- Changed: Doctor's office double production speed with Humanitarian instead of Expansive, 1 extra happiness with humanitarian trait
- Changed: Hospital double production speed with Humanitarian instead of Expansive, 1 extra happiness with humanitarian trait, +1 health from Obsidian (it's been used for surgical knives)
- Changed: Intelligence Agency gives +2 free experience for Spy units, double production speed with Deceiver trait
- Changed: Security Bureau gives +1 free experience for Spy units
- Changed: Meeting Hall requires level 5 unit, gives now +1 experience to melee and recon units (was +2), +2 experience for sea units (was +3), obsoletes at Radar tech
- Changed: Arena no longer gives +1 happiness, instead it gives +1 happiness per 25% culture rate
- Changed: Brothel no longer gives +1 happiness, instead it gives +1 happiness per 25% culture rate, double production speed with Deceiver trait
- Changed: Bazaar no longer give happiness from Ivory, Silk or Spices, instead this building gives bonus gold from each of those resources when resource is present in the city, still gives +1 happiness from Pearls since this is the only building which uses Pearls for happiness, gives gold from Pearls too
- Changed: Tannery no longer requires resources
- Changed: Granary double production speed with Agricultural trait instead of Expansive
- Changed: Modern Granary double production speed with Agricultural trait instead of Expansive
- Changed: Food Processing Plant double production speed with Agricultural trait instead of Expansive
- Changed: Artesian Well double production speed with Agricultural trait
- Changed: Bakery double production speed with Agricultural trait
- Changed: Irrigation Canals double production speed with Agricultural trait
- Changed: Shipyard double production speed with Seafaring trait instead of Expansive
- Changed: Drydock double production speed with Seafaring trait instead of Aggressive
- Changed: Lighthouse double production speed with Seafaring trait instead of Organized
- Changed: River Port double production speed with Expansive trait
- Changed: Jail double production speed with Deceiver trait
- Changed: Police Station double production speed with Deceiver trait
- Changed: Aqueduct double production speed with Expansive
- Changed: School of Scribes double production speed with Scientific
- Changed: Alchemist's Lab double production speed with Scientific
- Changed: Observatory double production speed with Scientific
- Changed: Accelerator double production speed with Scientific instead of Creative
- Changed: Bunker double production speed with Protective
- Changed: Radar Station double production speed with Protective
- Changed: Anti-Missile Batteries double production speed with Protective
- Changed: Laboratory double production speed with Scientific
- Changed: Bath House double production speed with Philosophical
- Changed: Cloning Laboratory double production speed with Philosophical
- Changed: Convention Center double production speed with Philosophical
- Changed: Tannery double production speed with Nomad
- Changed: Butchery double production speed with Nomad
- Changed: Naval Academy double production speed with Seafaring
- Changed: Jewellery no longer require Forge in the city
- Changed: Viking Trading Post gives now Coastal Assault I promotion instead of Navigation I
- Changed: Oil refinery no longer reduce food amount on coast or ocean plots (to help AI players)
- Changed: International Port no longer reduce food amount on coast or ocean plots (to help AI players)
- Changed: Colosseums give +2 culture
- Fixed: Roman Forum gets happiness from Olives and Cotton just like Market


Routes
------
- Changed: Railroad accepts Oil Products as requirement


Improvements
------------
- Changed: Submerged town button
- Changed: Mine can be built outside cultural borders
- Changed: Shaft Mine adds 1 unhappiness to nearby cities, can be built outside cultural borders
- Changed: Waste Refinement factory adds 1 unhappiness to nearby cities
- Changed: Quarry can be built outside cultural borders (getting stone from distant location to your city was common thing on ancient times, this should help with Wonders)

Python
------
- Added: building upgrade lines now check power plants, when nuclear plant, hydro plant or fusion plant is built in city, coal, shale and oil plants are removed from the city
- Changed: onUnitBuilt in CvEventmanager, added extra check so that game doesn't make unnecessary civic checks until player reaches Future Era
- Changed: with Technocracy civic unit can now have Sensors I promotion only if it's valid promotion for that unit class
- Changed: SettlerEventManager now checks if Multiplayer fix is turned on in GameDefinesAlt.xml
- Fixed: Inquisition code blocks moved from BugEventManager to CvEventManager, no longer 2 different event methods to Inquisition functions
- Fixed: Building Carthage Cothon removes now River port from city (Harbor upgrade line) and River Port can't be built if city has any of the Harbor buildings
- Fixed: Building Modern Granary removes now Incan Terrace from city (Granary upgrade line)

Game defines
------------
- Disabled: Opportunity Fire component is disabled now by default
- Disabled: Limited Religions component is disabled now by default (religions spread out quite well without it)
- Added: setting to GameDefinesAlt.xml to turn on Multiplayer fix for Colonist/Pioneer units. Set to 1 for multiplayer games. Separate multiplayer fix file no longer needed.
- changed: NUM_GAME_FEATURES increased to 9 (Storm feature type added)
- Changed: GLOBAL_WARMING_FOREST increased from 50 to 60 (forests plots are global warming defense and now forests are more valuable), this values is the only thing that protects you from global warming (and of course the number of the forest plots on the map ;)
- Changed: GLOBAL_WARMING_UNHEALTH_WEIGHT from 20 to 10 (because mod has more unhealthy buildings than BtS, this value needs to be lower), this value affects to rule on how many plots global warming happens when it's triggered (nukes is the other factor)



Advanced Scorelist
------------------
- changed: Score list can now show more civs (can have a set limit too, set in BUG mod options ctrl+alt+o)
- changed: Dead civs are no longer by default shown on score list


Resources
---------
- Changed: Uranium causes 1 unhappiness
- Changed: Salt should appear more frequently

Wonders
-------
- Added: Montfort Castle (module)
- Added: Krak des Chevalier's (module)
- Added: The Al-Aqsa Mosque (module)
- Changed: King Richard's Crusade requires State Religion to be present in the city, cost reduced by 50% from 660 to 330 (cheaper than Apostolic Palace), requires Christianity
- Changed: The Eiffel Tower double production speed with Steel instead of Iron
- Changed: Statue of Liberty requires Liberal civic to be active

CityLSystem
-----------
- Fixed: Arcology no longer scale around the city, instead it's placed on city center with set scale (in building art defines)

Mapscripts
----------
- Fixed: RoM_Arboria should work on Giant and Gigantic map sizes
- Fixed: RoM_Boreal should work on Giant and Gigantic map sizes
- Fixed: RoM_Donut should work on Giant and Gigantic map sizes
- Fixed: RoM_Ice_Age should work on Giant and Gigantic map sizes, Marsh and Swamp inits fixed
- Fixed: RoM_Team_Battleground should work on Giant and Gigantic map sizes
- Fixed: RoM_Global_Highlands should work on Giant and Gigantic map sizes
- Fixed: RoM_Inland_Sea should work on Giant and Gigantic map sizes
- Fixed: RoM_Lakes should work on Giant and Gigantic map sizes
- Fixed: RoM_Maze should work on Giant and Gigantic map sizes
- Fixed: RoM_Mirror should work on Giant and Gigantic map sizes
- Fixed: RoM_Terra should work on Giant and Gigantic map sizes
- Fixed: RoM_Tilted_Axis should work on Giant and Gigantic map sizes
- Fixed: RoM_Great_Plains should work on Giant and Gigantic map sizes
- Fixed: RoM_Fantasy_Realm should work on Giant and Gigantic map sizes
- Fixed: RoM_Earth2 should work on Giant and Gigantic map sizes
- Fixed: RoM_Oasis should work on Giant and Gigantic map sizes
- Fixed: RoM_Pangaea should work on Giant and Gigantic map sizes
- Fixed: RoM_Rainforest should work on Giant and Gigantic map sizes
- Fixed: RoM_Ring should work on Giant and Gigantic map sizes
- Fixed: RoM_Wheel should work on Giant and Gigantic map sizes
- Fixed: RoM_Highlands should work on Giant and Gigantic map sizes

Events
------
- Changed: Billionds and Billionds requires now Democracy or Federal civic active and does not trigger if player has Divine Rule or Intolerant civic active
- Changed: Synthetic Fuel event gives Oil Products resource instead of Oil
- Changed: All events which change plot's yield amounts show now sign about the changes
- Changed: Mother lode tech requirement adjusted
- Changed: Slave Revolt tech requirement adjusted
- Changed: Bermuda Triangle event can happen to new ship classes
- Changed: Firing Pins even can occur earlier
- Changed: The Huns obsolete techs adjusted
- Changed: The Vandals obsolete techs adjusted
- Changed: Experienced Captain can happen to new ship classes
- Changed: Black Death event may happen more often (note that this event does happen only in 85% of the games)
- Changed: Smallpox event may happen more often (note that this event does happen only in 85% of the games)


Civics
------
- Changed: Caste button
- Changed: Fascist button
- Changed: Federal button
- Changed: Folklore button
- Changed: Green button
- Changed: Oligarchy button
- Changed: Survival button
- Changed: Slavery science penalty increased from -10% to -15% (should become less popular civic)
- Changed: Liberal civic percent anger decreased from 200% to 100% (note that in BtS the default value is 400% for Free Speech)
- Changed: Secular civic percent anger decreased from 200% to 100%


Gamespeeds
----------
- Changed: Snail research cost percent increased from 400% to 500% ie. before it was 4x tech cost and now it's 5x tech cost but difficulty setting affects it too (Tech cost values used are set in TechInfos.xml)

Eras
----
- Changed: Renaissance train percent returned back to 90% (BtS default value)
- Changed: Industrial train percent returned back to 80% (BtS default value)
- Changed: Modern era train percent returned back to 70% (BtS default value)
- Changed: Future era train percent returned back to 60% (BtS default value)


Sevopedia
---------
- Changed: Resources show now buildings which affect the resource
- Fixed: Unit category lists now show correctly air combat strength for air units
- Fixed: Unit category lists now show Air range instead of Moves for air units
- Added: Fighter Engagement pedia to RoM Concepts
- Added: Limited Religions pedia to RoM Concepts
- Added: Religious Victory pedia to RoM Concepts
- Added: Module: Stacic Leaderheads pedia to RoM Concepts
- Added: Modules: Civ Specific UnitArtstyles pedia to RoM Concepts
- Added: Module: UN Peacekeeping Forces pedia to RoM Concepts
- Updated: Inquisition pedia in RoM Concepts

National Wonders
----------------
- Added: St. John's Chapter House (module)
- Added: Templar Chapter House (module)
- Changed: UN Mission no longer requires Palace in the city so it can be built in any city
- Changed: Red Cross +1 happiness with Humanitarian trait
- Changed: Heroic Epic no longer require Barracks in the city, requires now level 6 unit (was level 4)
- Changed: Royal Tournament requires Horse or Elephants (ivory) and Horseback Riding
 
version 2.6alpha2 notes continued:
Spoiler :
Leaders
-------
- Changed: Bismarck has now traits Aggressive and Scientific
- Changed: Suleiman has now traits Scientific and Expansive
- Changed: Gilgamesh has now trait Agricultural instead of Creative
- Changed: Hannibal has now trait Seafaring instead of Charismatic
- Changed: Victoria has now trait Seafaring instead of Financial
- Changed: Ragnar has now trait Seafaring instead of Financial
- Changed: Genghis Khan has now trait Nomad instead of Imperialist
- Changed: Kublai Khan has now traits Nomad and Imperialist
- Changed: Pericles has now trait Scientific instead of Creative
- Changed: Mansa Musa has now trait Scientific instead of Spiritual
- Changed: Huyana Capac has now trait Agricultural instead of Financial
- Changed: Pacal has now trait Agricultural instead of Expansive
- Changed: Montezuma has now Agricultural instead of Spiritual
- Changed: Sitting Bull has now trait Nomad instead of Philosophical
- Changed: Wang Kon has now trait Deceiver instead of Financial
- Changed: Tokugawa has now trait Deceiver instead of Protective
- Changed: Suryavarman has now trait Agricultural instead of Expansive
- Changed: Gandhi has now trait Humanitarian instead of Spiritual
- Changed: Lincoln has now trait Humanitarian instead of Charismatic
- Changed: Hammurabi has now trait Humanitarian instead of Organized
- Changed: Selassie has now trait Humanitarian instead of Organized

Modules
-------
- Added: Holy Wars 0.2alpha buildings, wonders, units
- Added: Arabia unit artstyle
- Added: Aztec unit artstyle
- Added: Babylon unit artstyle
- Added: Byzantium unit artstyle
- Added: Carthage unit artstyle
- Added: China unit artstyle
- Added: Rome unit artstyle
- Added: Netherlands unit artstyle
- Added: American unit artstyle
- Added: Static Leaderheads module (off by default), located in 'Rise of Mankind\Assets\Unloaded Modules\'. If you want to use static leaderheads move the folder Static (with the subfolder) from 'Unloaded Modules' to 'Modules' directory. Included are only 50 leaders ie. BtS default leaders.

Unitartstyles
-------------
- Changed: All civ specific unit artstyles are now in modular format to allow players easily reduce the unit graphics amount if they're running the mod on bit older computer (less graphics -> less MAFs). These artstyles can be found from folder 'Rise of Mankind\Assets\Modules\Custom Artstyles' and you can disable them by moving each module to folder 'Rise of Mankind\Assets\Unloaded Modules' (no need to delete the files, moving them is enough to disable them). When unit artstyle is disabled the civ will use the default BtS unitartstyle or ethnic group artstyle set for that particular civ
- Added: Marine to Middle East (arabia)
- Added: Marine to Arabia
- Added: Marine to Babylon (arabia)
- Added: Mailed Knight to Middle East (arabia)
- Added: Mailed Knight to Babylon (arabia)
- Added: Mailed Knight to African
- Added: Axeman to America
- Added: Crossbowman to America
- Added: Longbowman to America
- Added: Mounted Infantry to America
- Added: Maceman to America
- Added: Heavy Swordsman to America
- Added: Heavy Pikeman to America
- Added: Pikeman to America
- Added: Swordsman to America
- Added: Infantry to America
- Added: Grenadier to America
- Added: Horse Archer to African style


Dang these notes are getting long, can't fit them anymore to single post :lol:

Some pics about how you can change the view with Field of view slider (BUG 3.6 new feature):
 

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I could not find a pedia entry for the national unit SR17-Blackbird - these seem to be only able to bomb units and only do 1% damage - I can't figure out what use they are.
It's spy plane with huge range so you can use it to reveal map and see where enemy armies are ;)
 
looks promising!!! just a few installation question...

I extract 2.5 on it the 2.52path and on it the alpha2 right?

i bought more ram so im optimistic it will run now so its basically the same?:
2.51(mega) on it the 2.52 and on it the alfa2?

sorry for the noobish questions i just want to be sure i do this right...
 
looks promising!!! just a few installation question...

I extract 2.5 on it the 2.52path and on it the alpha2 right?

i bought more ram so im optimistic it will run now so its basically the same?:
2.51(mega) on it the 2.52 and on it the alfa2?

sorry for the noobish questions i just want to be sure i do this right...
RoM 2.5 is enough (v2.52 patch changes are included in the v2.6alpha). And note it must be regular RoM 2.5, not mega as I haven't modified extra civs yet to new RoM 2.6 settings.
 
Version 2.6alpha2:

I see that you included sulphur as req. for Grenadiers and Cuirassiers.

They were my last hope of not being eliminated in my last game, because I didn't have sulphur. Born in ice wastelands...

So, it's fair. But, I would like to ask one more measure: sulphur being detected in the map before the Gunpowder discovery. This way, we can plan our game better and not depend that much on luck to have sulphur. Although the feature that allows to build mines outside cultural borders is already a good way to save our skins.
 
So, it's fair. But, I would like to ask one more measure: sulphur being detected in the map before the Gunpowder discovery.

Sorry for the double post.

For this, we could provide sulphur with more applications.

http://en.wikipedia.org/wiki/Sulfur

Vulcanization of rubber (obvious);
Inseticide and Fungicide (?)
Acne Treatment (:blush:)
Main role in fertilizers' production (+1 food?)

Don't know...
 
something i noticed in my 2 test games..... In niether of my games was there any salt. First one was on arcepelago second on the 2 continent map. something to look into.
 
something i noticed in my 2 test games..... In niether of my games was there any salt. First one was on arcepelago second on the 2 continent map. something to look into.
 
Hi Zap!

Very, very nice I can't wait until the V. 2.6 is finished to start a new epic game which I usualy play for some weeks or even months!

One question: waht about the latest Better AI Mod (V 0.6) and Revolution Modpack, are the still included?

jdog and glider are working on a new release of the revolution modpack, do you know about the progress?
It would be great to have the latest Rev. mod in RoM 2.6 (with hopefully fixed multiplayer bug! ;) ).

Of course it would be great to have the Better AI 0.6 in the final version of 2.6, even if the next release of Revolution isn't finished...

Thanks for the greatest civ4 mod!

astrac
 
If I could find the apple or lemon resource graphic I'd try my hand at butchering...err, transforming it into a cacao tree, and if zap was allowing new resources heh, shape of the cacao fruit more closely resembles the lemons, but size and color is closer to apple. Apple from apple tree would need to be a little longer and have little scoremarks, maybe fade it into orange around the edges.
 
About naval upgrades:

I talked before about my opinion regarding armies and upgrades of it. I don't think it's fair to build a million warriors and just pay money to transform them in a million mechanized infantry units. I think they should need hammers to do that. And why a battle won gives experience for an army of thousand years later?

Look, this is an Civ IV feature, not an RoM feature, so I'm criticizing the game, not the mod. Just discussing possibilities.

But, I can understand a little more in the case of some units: pay money to change maces for muskets seems OK to me. It's just a change of equipment. But about ships... When we see an trireme unit, we imagine an entire fleet of triremes, right? Then how to justify pay some coins to transform it magically in a fleet of caravels?

Concluding, I propose the extinction of naval upgrades and the consequent downturn of its hammer costs. I'm open to counter-arguments.

Cheers,

Konrad
 
About naval upgrades:

I talked before about my opinion regarding armies and upgrades of it. I don't think it's fair to build a million warriors and just pay money to transform them in a million mechanized infantry units. I think they should need hammers to do that. And why a battle won gives experience for an army of thousand years later?

...But, I can understand a little more in the case of some units: pay money to change maces for muskets seems OK to me. It's just a change of equipment. But about ships... When we see an trireme unit, we imagine an entire fleet of triremes, right? Then how to justify pay some coins to transform it magically in a fleet of caravels?

Concluding, I propose the extinction of naval upgrades and the consequent downturn of its hammer costs. I'm open to counter-arguments.

Cheers,

Konrad

In my opinion it seems appropriate that you need a big budget to upgrade units. It pays for all that extra production - like a fat government defense contract. :D But it is a basic limitation of the game that it doesn't show the gardual transformation - I mean I visualize triremes but I don't picture them still sailing the same ships they did 2000 years ago. That, and its hard to store hammers in this game, we're too busy producing more units. But yeah...maybe that should be a good point. Units should require hammers and gold just to maintain them, then lower the maintenance cost in gold. That way we all wouldn't overwhelm the computer with too many units, and we'd have to play them better. The promotion thing you have to write off as; "an elite super well equipped unit by virtue of their past glorious history".
 
One question: waht about the latest Better AI Mod (V 0.6) and Revolution Modpack, are the still included?
Once new RevDCM version with Better BtS AI 0.6 has been released I'll merge it to RoM 2.6 - until that we're using these alpha versions. I don't know about their progress - glider posted some time ago that they try mid Feb release but I guess that got delayed.
 
Here's a little treat for you 2.6alpha2 testers. The attachment holds new Unitinfos.xml file which has now modified unit strengths and unit costs. I spent whole last weekend making excel sheets out of RoM units and then with the help of those calculations I made these unit changes. Up to this point the strength of units in RoM has been from 1 to 70 but with file included in the zip the strength goes now from 1 to 360! There's some other bonus changes as well but those are not yet complete. Unzip the file to Rise of Mankind\Assets\XML\units folder. Originally I had planned this change for v2.7 but decided to test it out now since it didn't take that long to make the sheets...
 

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