Version 2.7
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Mods
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- Updated: RevolutionDCM 1.00->1.02, new DLL -> saved games from RoM v2.62 no longer compatible
- Updated: Advanced Combat Odds 0.4->1.00
- Added: Examine City at Conquest
Techs
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- Added: Siege Warfare
- Added: Ceremonial Burial
- Added: Fermentation
- Added: Mounted Archery
- Added: Cartography
- Added: Caste System
- Added: Vassalage
- Added: Aristocracy
- Added: Crop Rotation
- Added: Armored Cavalry
- Added: Anatomy
- Added: Algebra
- Added: Armor Crafting
- Added: Smithing
- Added: Telegraph
- Changed: Paper no longer allow Map trading, requires Guilds and education
- Changed: Navigation requires Map Making
- Changed: Monarchy requires Bronze Working instead of Military Training
- Changed: Monotheism req Priesthood moved from OR category to AND category
- Changed: Sacrifice Cult requires Mysticism
- Changed: Democracy requires Alphabet
- Changed: Sanitation classical tech
- Changed: Alphabet cost 300 -> 240
- Changed: Glass Blowing requires Bronze Working (2000BC in Egypt)
- Changed: Currency requires Writing and Metal Casting
- Changed: Civil Service requires Code of Laws
- Changed: Philosophy requires Literature
- Changed: Agricultural Tools button
- Changed: Political Philosophy requires Banking
- Changed: Compass requires Education or Clockworks, now Medieval era tech, cost 400->1400
- Changed: Optics requires now Invention, cost 750->1100
- Changed: Education is now Medieval era tech
- Changed: Music is now Classical era tech
- Changed: Chivalry requires Armored Cavalry
- Changed: Printing Press requires Invention instead of Machinery
- Changed: Divine Right requires Gunpowder
- Changed: Humanism requires Drama and Music
- Changed: Metallurgy requires Armor Crafting
- Changed: Grand War requires Nationalism
- Changed: Scientific Method now Renaissance tech
- Changed: Steam Power alternative requirement Scientific Method instead of Thermodynamics
- Changed: Thermodynamics alternative requirement Scientific method
- Changed: Steel requires Steam Power
- Changed: Semi-Automatic Weapons alternative requirement Steel
- Changed: Screw Propeller requires Steel instead of Steam Power
- Changed: Railroad requires Steel instead of Steam Power, no longer require Refining
- Changed: Refining requires Railroad
- Changed: Combustion requires Refining instead of Railroad
- Changed: Explosives requires Scientific Method
- Changed: Battlefield Medicine requires Anatomy
- Changed: Radio requires Telegraph
- Changed: Armored Vehicles requires now Motorized Transportation
- Changed: Amphibious Warfare requires Automatic Weapons, no longer require Armored Vehicles
- Changed: Sonar no longer has Electronics OR requirement
- Changed: Radar has Electronics as OR requirement
- Changed: Automatic Weapons requires Combustion instead of Industrialism
- Changed: Submarine Warfare requires Automatic Weapons
- Changed: Mechanized Warfare no longer require Modern Physics, requires Automatic Weapons
- Changed: Modern Physics no longer require Electronics, requires Flight
- Changed: Microchip renamed to Semiconductors
- Changed: Computer Networks requires Semiconductors
- Changed: Legalized Gambling is now Modern era tech
- Changed: Mass media is now Modern era tech
- Changed: Seismology is now Modern era tech
- Changed: Computers requires Modern Physics
Events
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- Added: Silver Rain event (deadly Nanite Cloud event
)
- Fixed: Interstate event uses Highways instead of Roads (thought I had this fixed in previous patch...)
Buildings
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- Changed: High Walls moved to Siege Warfare
- Changed: Bath House constructed 25% faster with the help of Lead (pipes)
- Changed: Sewer System constructed 25% faster with the help of Lead (pipes)
- Changed: Nuclear Plant requires Lead
- Changed: Hospital +1 health from Lead (used in X-ray machine, negates 1 unhealthiness from Lead)
- Changed: Supermarket +1 happiness from Tea
- Changed: Bazaar +1 happiness from Tea
- Changed: Fisherman's Hut +5% food with Shrimp
- Changed: Harbor +1 health with Shrimp
- Changed: Port +1 health with Shrimp, no longer require Harbor in city (allows player to skip Harbor building if already has access to Port, building upgrade line still works like before)
- Changed: Commercial Port +1 health with Shrimp, no longer require Port
- Changed: International Port +1 health with Shrimp, no longer require Commercial Port
- Changed: Sid's Sushi Restaurant +1 health with Shrimp, +4% food with Shrimp
- Changed: Manhattan Project graphics scaled down
- Changed: Armourer moved to Smithing
- Changed: Doctor's Office moved to Anatomy
- Changed: Custom House no longer require Toll House
- Changed: Drydock no longer require Shipyard
- Changed: Steel Mill no longer require Forge
- Changed: Mining Inc. Survey bonus production from Lead
- Changed: Rubber factory Lead OR-requirement added
- Changed: Coal Plant moved to Thermodynamics, requires also Assembly Line and Electricity
- Changed: Oil Plant requires Assembly line and Electricity
Great Wonders
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- Changed: Pyramids moved to Ceremonial Burial (requires also Masonry)
- Changed: Apostolic Palace requires Papacy
- Changed: Statue of Liberty description shows civic requirement and that it requirescoastal city
National Wonders
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- changed: Space Laboratory +50% science bonus removed (+1 science per specialist in all cities is huge bonus already)
Units
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- Changed: Catapult units moved to Siege Warfare
- Changed: Horse Archer units moved to Mounted Archery, upgrades only to Cuirassier
- Changed: Elephant rider str 8->5 (still effective against Mounted units with its 50% vs. mounted bonus)
- Changed: War Elephant units str 11->8
- Changed: Trade Caravan is now national unit, max 5 at a time
- Changed: Freight is now national unit, max 5 at a time
- Changed: Flak88 has now 1 move (though it's Immobile unit)
- Changed: Knight units require Armored Cavalry, no longer require Guilds
- Changed: Swordsman units requires Smithing
- Changed: Heavy Swordsman units require Armor Crafting
- Changed: Transport only defensive
- Changed: Landing Ship Tank only defensive
- changed: Traineddog no longer have Attack_city AI
- changed: Wardog no longer have Attack_city AI
- Changed: Spearman units have Attack_city AI
- Changed: Axeman units have Attack_city AI
Resources
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- Added: Lead
- Added: Tea
- Added: Shrimp
- Changed: Salt unique range 5->3, placement order 5 -> 2
- Changed: Gold placement order 5->2, can appear on jungle/forest hill plot
- Changed: Silver placement order 5->2
- Changed: Ivory placement order 5->3, appearance 40->100
- Changed: Coal revealed with Steam Power
Improvements
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- Added: Geothermal Factory (not yet assigned to tech or to worker actions)
- Changed: Mine can extract Lead
- Changed: Shaft mine can extract Lead
- Changed: Apple Orchard moved to Fermentation
- Changed: Olive Orchard moved to Fermentation
- Changed: Plantation works on Tea
- Changed: Fishing Boats works on Shrimp
- Changed: Farm initial food bonus +1 food (was +2), gains +1 food from Crop Rotation tech
Religions
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- Changed: Hellenism founded with Aesthetics, spread factory 50->30
- Changed: Kemetism founded with Ceremonial Burial, spread factory 50->20
- Changed: Zoroastrianism spread factor 50->20
- Changed: Hinduism spread factor 50->30 (default BtS factor is 200)
Corporations
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- Changed: Mining Inc. accepts Lead resource
Python
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- Added: OOSLogger (for logging Out of Sync errors in multiplayer games)
- Added: CvDiplomacy.py human player can now refuse to talk to other civs with "Cease bothering us!" comment, Player can ask the AI to cease contacting them. If the AI wants to contact the human player but has been told not to, the AI will behave as if the human player had rejected whatever request the AI was intending to make. This may either be no change in attitude, a change in attitude or perhaps an unexpected war declaration as well! All war declaration diplomacy contact and first contact meetings are not affected by this option. The AI behaviour is 100% BTS behaviour equivalent and so there is no change in the AI behaviour. The change is actually only an interface enhancement useful to the human player when there are a lot of insignificant AI's about that the human player does not want to communicate with. The do not bother status is not saved in the game state, so reloading or restarting will reset all do not bother status to back to vanilla contact behaviour. This is good, because there is a high likelihood that players will forget that they have told the AI to shut up between gaming sessions, and thus are wide open to unexpected surprises in diplomacy.
- Changed: Tech screen can display more techs vertically, each era's techs shown with different colors (colors may need adjusting)
- Changed: Abandon city code no longer allow player to sell free buildings (those gained from wonders), checks text elements from xml (helps if translations made later), checks for unique worker/settler unit types, checks for civ's unique buildings, game define Building Cost percent included in calculations, check for Holy Shrines (these are not wonders in RoM), adjusts revolution index when religious buildings demolished (if revolution component is on), getNumBuildingClassInfos function does not seem to find modular buildings..
- Changed: Cityscreen now shows how many National and Great Wonders city has already built
- Changed: Civic screen scrolls now horizontally
- Changed: Changing player only allowed when cheat mode enabled
- Changed: Barbarian civ component checks units' city attack modifiers when deciding what units to give for city attacking
- Fixed: Inquisition works correctly when Revolution component is disabled (CvGameUtils.py)
- Fixed: Revolutions no longer give national or team units to new civs
- Fixed: Barbarian civ component sets city attack unit to iAttackCity instead of iAttack
Civics
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- Changed: Caste enabled with Caste System tech
- Changed: Vassalage enabled with Vassalage tech
- Changed: Nobility enabled with Aristocracy tech
- Changed: Church civic gives +1 health from Naghualism Monastery (Calmacec)
PlotLSystem
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- Added: Tea plantation defines
- Added: Geothermal Factory defines
- Changed: Workshop graphics swap to new building models when advancing to Future era, Modern/industrial eras uses now previous Modern/Future era graphics
Routes
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- Changed: Cart Path does not give extra moves, only connects to resources
- Changed: Road 2 moves (3 after tech bonus)
- Changed: Paved Road 3 moves
- Changed: Highway 4 moves (6 after tech bonuses)
Promotions
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- Changed: Medic II requires Anatomy
Worldpicker
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- Fixed: worldpicker now chooses suitable graphics for RoM_ mapscripts
Audio
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- Fixed: New religions use now correct movie sound files when religions are founded
Domestic advisor screen
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- Added: Resources 2 page
- Added: Strategic resources 2 page
- Added: Military & Espionage buildings 2 page
Gamespeeds
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- Changed: Snail research percent increased from 500% to 700%
Game options
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- Changed: Advanced Combat Odds is ON by default (setting 1)
- Changed: Super Spy promotions are ON by default (Deceiver trait requires it to be on)
- Changed: Inquisitions are ON by default
- Changed: Battle effects are OFF by default
Game Defines
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- Changed: Max corporation prereq bonuses 5->6
Sevopedia
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- Changed: Corporation pedia pages can now show corporation specific buildings and units