Version 2.7WIPtest2
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Mods
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- Updated: RevolutionDCM 1.00->2.00, new DLL (includes WoC Lite) -> saved games from RoM v2.6x no longer compatible
- Updated: Advanced Combat Odds 0.4->1.00
- updated: Better BtS AI 0.60N->0.70F
- Added: Examine City at Conquest
- Added: OOSLogger
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
- Added: Microprocessor
- Added: Applied Economics
- Added: Neural Networks
- Added: Space Tourism
- Added: Controlled Plasma
- Added: Biofuels
- Added: Cognitive Robotics
- Added: Rapid Prototyping
- Added: Quantum Teleportation
- Added: Metamaterials
- Added: Railgun
- Added: Micromechanics
- Added: Powered Exoskeleton
- Added: Wearable Electronics
- Added: Vertical Farming
- Added: Thought Scanning
- Added: Mind Uploading
- Added: Wireless Electricity
- Added: Artificial Evolution
- Added: Plastic Electronics
- Added: Biomimetics
- Added: Personal Robots
- Added: Smart Drugs
- Added: Quantum Computing
- Added: Teleportation
- Added: Artificial Life
- Added: DNA Computing
- Added: Warmachines
- Added: Advanced Warmachines
- Added: Organic Cities
- Changed: All new techs added by this mod use now generic sound when tech is founded
- 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, no longer enable tech trading
- 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, now Modern era tech
- 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
- changed: Representative Democracy is now Renaissance Era tech
- Changed: Automated traffic requires Neural Networks
- Changed: Future era techs are now Transhuman era techs
- Changed: Artificial Intelligence requires Cognitive Robotics
- Changed: Genetics +1 health in all cities instead of +3
- Changed: Gene Manipulation +1 health in all cities instead of +3
- Changed: 3D Modeling requires Microprocessor
- Changed: Magnetic Levitation requires Space Stations instead of Space Flight
- Changed: Fusion requires Controlled Plasma
- Changed: Military Robots requires Communication Networks
- Changed: Stealth requires Globalization
- Changed: Nanoelectronics requires Plastic Electronics
- Changed: Anti-Aging Medicine requires Replacement Organs
- Changed: Human/Machine Interface renamed to Brain Machine Interface (term used by DARPA)
- Changed: Conglomerates requires Mesh Networks
- Changed: Superstrong Alloys requires Biomimetics OR Invisibility (Metamaterials path), Nanobotics now as AND requirement
- Changed: cold Fusion removed
- Changed: Writing has now AI weight 100 (AIs should go for this tech faster)
- Changed: Space Colonies button
- Changed: Terra Computer button
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...)
- Changed: Forty thieves Marsh terrain check added (uses all terrain types)
- Changed: Impact crater Marsh terrain check added (uses all terrain types)
- changed: Holy ritual Marsh terrain check added (uses all terrain types)
Buildings
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- Added: Naval Yard (building upgrade path not finished yet for this building)
- Added: Siege Workshop
- Added: Knight's Stable
- Added: Cannon Forge
- Added: Foundry
- Added: Pharmacy
- Added: Telephone Network
- 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, trade route modifier 45%->50%, foreign trade route modifier 45%->25%
- Changed: International Port +1 health with Shrimp, no longer require Commercial Port, trade route modifier 100%->50%
- 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
- changed: E-Bank has new graphics
- Changed: Alchemist's Lab has new graphics
- Changed: Forge production bonus 25%->15%
- Changed: Guildhall production bonus 20%->15%
- Changed: Airport has new graphics
- Changed: Agora has new graphics
- changed: Museum gives +1 happiness from Ancient Relics, +5% gold from Ancient Relics
- Changed: Fisherman's Hut AIWeight 0->10, Growth flavor 10->15
- Changed: Movie Theater requires Movies
- Changed: Glassmith no longer give gold bonus
- Changed: Paradise garden uses different graphics
- Changed: Filling Factory +10% production bonus removed, +10% power yield bonus removed, military production bonus 20%->10%
- Changed: Tannery military production modifier 15%->0, domain land production modifier 0->15% (no longer affect ship building)
- Changed: Armourer military production modifier 20%->0, domain land production modifier 0->20% (no longer affect ship building)
- Changed: Garrison military production modifier 20%->0, domain land production modifier 0->20% (no longer affect ship building)
- Changed: Commercial Airport +25% gold bonus removed, power gold yield modifier 25%->10%
Projects
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- Added: International Monetary Fund (IMF), enables World Bank national wonder for all players
- Changed: ITER moved to Controlled Plasma tech
Great Wonders
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- Added: Djenne
- 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 requires coastal city
National Wonders
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- Added: World Bank, earn interest from your gold reserve
- Added: National TV-Station
- changed: Space Laboratory +50% science bonus removed (+1 science per specialist in all cities is huge bonus already)
- Changed: Ironworks coal yield bonus reduced from 50% to 25%, iron yield bonus reduced from 50% to 25%
- Changed: Computer Center science bonus 100%->50%
Units
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- Changed: Catapult units moved to Siege Warfare, require Siege Workshop in city
- 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 disabled, 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
- Changed: Aegis Cruiser moved to Globalization
- Changed: Modern Battleship moved to Semiconductors
- Changed: Trebuchet requires Siege Workshop in city, city attack bonus 100%->75%, has now attack and collateral UnitAIs
- Changed: Bombard requires Cannon Forge, str 17->11, attack bonus vs. city 0->50% (16.5 str attack against city)
- Changed: Cannon requires Cannon Forge, str 23->16, attack bonus vs. city 0->50% (24 str attack against city)
- Changed: Explorer moved to Writing, str 6->3
- Changed: Adventurer moved to Compass, str 17->7
- Changed: Guarddog str 11->7
- Changed: Sloop domain cargo land (people?)
- Changed: Torpedoboat domain cargo land (people?)
- Changed: Early Destroyer domain cargo land (troops, seaplanes or missiles?)
- Changed: Destroyer domain cargo land (troops, seaplanes or missiles?)
- Changed: Modern destroyer domain cargo land (troops, seaplanes or missiles?)
- Changed: Pre-dreadnought domain cargo land (troops, seaplanes or missiles?)
- Changed: Dreadnought domain cargo land (troops, seaplanes or missiles?)
- Changed: Battlecruiser domain cargo land (troops, seaplanes or missiles?)
- Changed: Battleship domain cargo land, carries missiles if given Transport promotions
- Changed: Modern Battleship domain cargo land, carries missiles if given Transport promotions
- Changed: Cuirassier str 22->21
- Changed: Cavalry units str 32->27
- Changed: Mechanized Infantry +25% city defense bonus (since it doesn't get City Garrison promotions)
- Changed: Artillery DCM bomb range 2->1
- Changed: Machine gun receives full XP from defense because this unit works only for defense
- Changed: Light artillery str 29->20, attack bonus vs. city 0->50%
- Changed: Artillery str 36->24, attack bonus vs. city 0->50%
- Changed: Plasma Armor moved to Railgun, requires also Controlled Plasma
- Changed: Special Infantry moved to Invisibility
- Changed: Fusion Destroyer moved to Invisibility
- Changed: Fusion Transport moved to Invisibility
- Changed: Dreadnought moved to Advanced Shielding
- Changed: Fusion Cruiser moved to Warmachines
- Changed: Fusion Battleship moved to Advanced Warmachines
- Changed: Scout Mech moved to Warmachines
- Changed: Assault Mech moved to Advanced Warmachines
- Changed: Hospitaller Sergeant str 10
- Changed: Marshall Hospitaller str 17
- Changed: Hospitaller Knight str 13
- Changed: Templar Knight str 13
- Changed: Marshall Templar str 17
- Changed: Templar Sergeant str 10
- Changed: Teutonic Knight str 13
- Changed: Marshall Teutonic str 17
- Changed: Teutonic Sergeant str 10
Resources
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- Added: Lead
- Added: Tea
- Added: Shrimp
- Added: Methane Ice (ocean resource)
- Added: Geothermal energy (needs button+icon), increases output of Geothermal Factory (geothermal energy is available everywhere, just volcanic areas have it in abundance and it's easier to extract there)
- Added: Nanobots
- Added: Alcohol
- Added: Cement
- Added: Wool
- 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
- Changed: Whales can be placed on Ocean plots which has Storm
- changed: Vulcanized/Synthetic Rubber button
- Changed: Ancient Temple renamed to Ancient Relics
- Changed: Steel new button and icon
- Changed: Sulphur should appear more often
Improvements
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- Added: Geothermal Factory (like SMAC's Thermal Borehole)
- Added: Aquatic Forcefield, +50% defense on coast and ocean (needs better name?)
- Added: Aquatic Anti-Air Defense, +50% Anti-Air defense on coast and ocean (info not shown for some unknown reason, help text tag is not working either?) (needs better name?)
- 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
- Changed: Extraction facility can extract Methane from deep sea areas
- Changed: Ancient temple renamed to Archeological Site, new button
Resource classes
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- Added: Future resource group
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.
- Added: CvEventManager World Bank changes
- 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 vertically
- 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 (does not seem to have any effect in early game)
- Changed: CvGameUtils Inquisitor checks optimized bit
- Changed: CvGameUtils getUnitCostMod optimized
- Changed: CvGameUtils getBuildingCostMod optimized
- Changed: CvEventManager Building Upgrade lines optimized -> turns should be faster
- Fixed: Colonist and Pioneer should not cause OOS error anymore
- 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
- Fixed: CvGameUtils UNIT_AUTOMATON -> UNIT_AUTOMATONS
- Fixed: Random event python canTriggerImmigrant was missing?!?! Could have been cause for some CTDs...
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)
- Changed: Regulated moved to Applied Economics
- Changed: Slavery -1 happiness in largest cities, AI Weight -10 (means that the more cities AI has less likely it is to use Slavery)
- Changed: Barter allows foreign trade routes now (think about Silk Road), does not allow Corporations, +25% gold in capital city, AI Weight 2
- Changed: Democracy moved to Representative Democracy tech
- Changed: Republic moved to Democracy tech
- Changed: Bourgeois moved to Aristocracy
- Changed: Charity moved to Trade
- Changed: Divine Cult moved to Ceremonial Burial
- Changed: Senated moved to Code of Laws
- Changed: Free Church moved to Papacy
- Changed: Federal moved to Social Contract
- Changed: Subsidized moved to Representative Democracy
- Changed: Free Market moved to Economics, AI Weight 12
- Changed: Public Works worker bonus 20%->25%
- Changed: Monarchy culture bonus 25%->0 (Noble specialists add culture), no longer give happiness from military units in city, instead gives +1 happiness from Barracks and Garrison
- Changed: Supremacy +1 happiness from military units in city
- changed: Mercantilism Ai Weight 5
- Changed: Nationalism AI Weight 20
PlotLSystem
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- Added: Tea plantation defines
- Added: Geothermal Factory defines
- Added: Transhuman era defines (same as with Future era)
- Changed: Workshop graphics swap to new building models when advancing to Future era, Modern/industrial eras uses now previous Modern/Future era graphics
CityLSystem
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- Added: Transhuman era defines (same as with Future era)
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)
- Changed: Jumplane moved to Teleportation tech
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%, changed turn amount to 3000 so that the game ends at year AD2100
- changed: Marathon added 10 turns to Medieval timeline (60months*10=50years)
- Changed: Epic added 5 turns to Medieval timeline (120months*5=50years)
- Changed: Normal added 5 turns to Renaissance timeline (120months*5=50years)
- changed: quick added 1 turn to Medieval timeline and 1 turn to renaissance timeline (50years total)
- Changed: re-ordered speeds so that Snail is shown in Single Player -> Start Now menus (quick and blitz are way too fast anyway for this mod)
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
- Changed: Initial city route type set to Cart Path
- Changed: USE_CAN_TRAIN_CALLBACK set to 1 (CvGameUtils.py requires it for Inquisitor checks)
Sevopedia
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- Changed: Corporation pedia pages can now show corporation specific buildings and units
- Changed: Civ customiser info disabled from pedia (feature used for debugging only)
- Changed: Civics page's effects section double size, more effects shown now in the box
Movies
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- Added: video for Global Stock Exchange wonder
Eras
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- Added: Transhuman era between Modern era and Future era
- Changed: Barbarian units can appear on Renaissance era
- Changed: Future era values adjusted because Transhuman era has taken its previous values
Gametext
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- Fixed: Paradise Garden strategy entry
- Fixed: Athletics quote
- Fixed: Biological Warfare quote was defined twice
- Fixed: Screw Propeller strategy entry
- Added: Quotes for many techs
- Added: pedia for future era civics
Leaderheads
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- Added: Transhuman era diplo music defines for all leaders
Terrain
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- Changed: Desert can't find cities unless it's coastal or has fresh water source nearby, defense bonus -25%, movement cost 2->3