Version 2.8 discussion

Or: "You do not want to read this post. You want to go offline and rethink your leisure." :)
 
Wait a minute, while looking through the changes, I noticed something weird. Most siege units can be captured?!?!
THey are not workers, and it really doesn't even make an iota of sense!

Can someone explain this to me? It makes less sense than playing with Revolutions.
Wait, Cities grow slower? What the heck? I'm not liking this at all. Seriously, 10 food or so to grow? Sense it makes none. 5 would make more sense. Unless I'm missing something here. I like having 30+ Pop cities.

Also, since when does Communist equal no money? Seriously, -60% money? The Soviet Union wasn't that bad at it's worst!
 
Current patch notes for v2.8:

Version 2.8
-----------

Mods
----
- Updated: BUG 3.6 to 4.0

Victory types
-------------
- Added: Scientific victory


Promotions
----------
- Added: Combat AI 1.0 - 4.0
- Added: Self-Destruct
- Added: Land Warrior I-III
- Added: Stealth I-III
- Added: Super Cavitation
- Added: Electro-Magnetic Armor MK I-III
- Added: Rapid Deployment
- Added: Shielding I-III
- Added: Fusion Power Source
- Added: Defensive Protocols 1.0-3.0
- Added: Power Source Upgrade MK I-III
- Added: Jump Sets
- Added: Armor Upgrade I-III
- Added: Reinforced Structure
- Added: Automatic Repairs MK I-III
- Added: Weapon Upgrade MK I-III
- Added: Fuzzy Logic
- Added: Quantum Algorithms
- Added: Global Awareness
- Added: Heat Seeking
- Added: Laser Guidance
- Added: Global Positioning System
- Added: Small Diameter Bomb
- Added: Offensive Protocols 1.0-3.0
- Added: Guardian 1.0-3.0
- Added: Terrain Analysis 1.0-3.0
- Changed: Combat I-VI no longer available for Robot units
- Changed: March no longer available for Robot and Assault Mech units
- Changed: Trench I-III no longer available for Robot units
- Changed: Sensors I OR requirement Combat AI Mk 3.0 added
- Changed: Sentry I-III no longer available for Robot, Hi-Tech and Assault Mech units (they can use Sensors I-III)
- Changed: Pinch I-III no longer available for Robot units
- Changed: Cover I-III no longer available for Robot and Hi-Tech units (they already got huge bonus vs. archers)
- Changed: Shock I no longer available for Robot and Hi-Tech units (they already strong vs. melee)
- Changed: Formation I-III no longer available for Robot and Hi-Tech units (they already got huge bonus vs. mounted)
- Changed: Woodsman I-III no longer available for Robot units
- Changed: Flanking I-III no longer available for Robot units
- Changed: Nanoids OR requirement Combat AI MK 4.0 added
- Changed: Arctic Combat no longer available for Robot units
- Changed: Desert Combat no longer available for Robot units
- Changed: Fieldsman I-III no longer available for Robot units
- Changed: City Garrison I-III no longer available for Robot and Assault Mech units
- Changed: City Raider I-IV no longer available for Robot and Assault Mech units
- Changed: Heal no longer available for Robot units (Nanoids replaces this promotion)
- Changed: Medic I-III no longer available for Robot units
- Changed: Blitz no longer available for Assault Mech units
- Changed: Fanatic no longer available for Robot and Assault Mech units
- Changed: Kamikaze no longer available for Robot and Assault Mech units
- Changed: Drill I-IV no longer available for Robot and Assault Mech units
- Changed: Guerilla I-III no longer available for Robot units

Sounds
------
- Added: Construct sounds for 90 building types
- Fixed: Weapon sounds for some Transhuman era units

Units
-----
- Added: Modern Workboat, upgrades to Constructor Ship
- Added: Constructor Ship
- Added: Hybrid Gunship, upgrades to Dropship
- Added: Precision Attack Missile
- Added: Littoral Combat Ship
- Added: Seaplane Tender
- Added: Early Carrier
- Added: Global Hawk (Drone)
- Added: Nanite Swarm
- Added: Assault Droid
- Added: Siege Droid
- Added: Anti-Air Halftrack
- Added: Javelineer
- Added: Yumi Samurai for Japan, replaces Longbowman
- changed: Anti-Tank Infantry str 65->50, bonus vs. wheeled/tracked 75%->50% (has Ambush I so total bonus is 75%), unit is now about 30% better than Bazooka vs. those unitcombat groups
- changed: Mercenary Infantry str 34->40 (with bonus vs. gun the str is 60 against other infantry units), extra cost 50->20 per turn
- Changed: Carrier -50% str on coast
- Changed: Nuclear Carrier -50% str on coast
- Changed: Fusion carrier -50% str on coast
- Changed: Workboat upgrades to Modern Workboat
- Changed: Caravan has now Explore AI type, AI Weight 0->10, GOLD and PRODUCTION flavors added
- Changed: Freight has now Explore AI type, AI Weight 0->10, GOLD and PRODUCTION flavors added
- Changed: Dropship moved to Warmachines, can enter ocean, str 125->150, paradrop range 10->20
- Changed: AH64 Gunship upgrades to Hybrid Gunship instead of Dropship
- Changed: Extraction Facility requires Nanotubes instead of Steel
- Changed: Submerged Town Platform requires Nanotubes
- Changed: Adventurer no longer have flat movement cost
- changed: Motorcycle no longer have flat movement cost
- Changed: Aegis Cruiser upgrades to Littoral Combat Ship instead of Fusion Cruiser
- Changed: Fusion Cruiser gets 25% attack bonus vs. Stealth Submarine
- Changed: Trireme can use now ASSAULT_SEA AI in case Transport Promotions are given to it
- Changed: Viking Longboat can use ASSAULT_SEA AI
- Changed: Sloop can use ASSAULT_SEA AI
- Changed: Privateer can use ASSAULT_SEA AI
- Changed: Torpedoboat can use ASSAULT_SEA AI
- Changed: Stealth Torpedoboat can use ASSAULT_SEA AI
- Changed: Early Destroyer can carry only missiles if given Transport promotions, can use MISSILE_CARRIER_SEA AI
- changed: Destroyer can carry only missiles if given Transport promotions, can use MISSILE_CARRIER_SEA AI
- changed: Modern destroyer can carry only missiles if given Transport promotions, can use MISSILE_CARRIER_SEA AI
- changed: Pre-Dreadnought can use ASSAULT_SEA AI, carries Troops if given Transport promotions
- changed: Dreadnought can use ASSAULT_SEA AI, carries Troops if given Transport promotions
- changed: Battlecruiser can use ASSAULT_SEA AI, upgrades to Seaplane Tender, carries Seaplanes if given Transport promotions
- Changed: Battleship can use MISSILE_CARRIER AI
- Changed: Modern Battleship can use MISSILE_CARRIER AI
- Changed: Submarine no longer has MISSILE_CARRIER AI, can use now SPY_SEA AND MISSIONARY_SEA AIs
- Changed: Nuclear Submarine can use MISSILE_CARRIER AI, no longer has SPY_SEA AND MISSIONARY_SEA AIs
- Changed: Fusion Cruiser can use MISSILE_CARRIER AI
- Changed: BTR80 is now experimental unit - DOMAIN_SEA, uses ASSAULT_SEA AI, can move all terrain, can not enter ocean, coast
and storm ie. the unit is like sea transport but works on land plots. Need to test if AI now actually uses it to carry troops and if there is any other side-effects???
- Changed: Seaplane str 25->30, +50% against Sea units, bombard 5%->10%
- Changed: Cruiser can carry only 1 Seaplane
- Changed: Heavy Cruiser can carry only 1 Seaplane
- Changed: Nuclear Carrier renamed to Modern Carrier, moved to Modern Warfare, carries 7 fighters
- Changed: Carrier moved to Jet Propulsion, requires Radar, str 35->40, carries 5 fighters, cost 525->650
- Changed: Remote Controlled Bombers button
- Changed: Anti-Personnel Mech requires Nanotubes, requires Mech Assembly Plant
- Changed: Scout Mech requires Nanotubes, requires Mech Assembly Plant
- Changed: Assault Mech requires Nanotubes, requires Mech Assembly Plant
- Changed: Dropship requires Nanotubes
- Changed: Walker Droid requires Semiconductors and (aluminum or nanotubes), no longer start with Blitz
- Changed: Power Armored Infantry requires aluminum or nanotubes, requires Mech Assembly Plant
- Changed: Hi-Tech Robot requires Semiconductors and Nanotubes
- Changed: Sentinel requires Semiconductors and Nanotubes
- Changed: V1 no defensive bonuses, can be captured
- Changed: Guided Missile no defensive bonuses, can be captured
- Changed: Biological Warfare Missile no defensive bonuses, can be captured
- Changed: Catapult can be captured (note that it will defend itself before this)
- Changed: Trebuchet can be captured (note that it will defend itself before this)
- Changed: Bombard can be captured (note that it will defend itself before this)
- Changed: Cannon can be captured (note that it will defend itself before this)
- Changed: Light Artillery can be captured (note that it will defend itself before this)
- Changed: Artillery can be captured (note that it will defend itself before this)
- Changed: Flak88 can be captured (note that it will defend itself before this)
- Changed: Light Anti-Air Gun can be captured (note that it will defend itself before this), upgrades to Halftrack AA instead of Mobile SAM
- Changed: Sentinel str 200->220, cost 1700->2000
- Changed: All Early Fighters and Fighters have 50% bonus vs. Early Bombers
- Changed: All Jet Fighters have 100% bonus vs. Early Bombers and 50% bonus vs. Bombers
- Changed: Stealth Fighter has 100% bonus vs. Early Bombers and 50% bonus vs. Bombers
- Changed: Modern Fighter has 100% bonus vs. Early Bombers and 50% bonus vs. Bombers
- Changed: Scramjet has 100% bonus vs. Early Bombers and 50% bonus vs. Bombers
- Changed: Orbital Fighter has 100% bonus vs. Early Bombers and 50% bonus vs. Bombers
- Changed: Spearman units moved to Metal Casting, bonus vs. mounted 100%->50%, no longer gain production bonus from Stone or Obsidian
- Changed: Pikeman bonus vs. mounted 100%->50% (str 9 vs. mounted archer's 8 str)
- Changed: Heavy Pikeman bonus vs. mounted 100%->50% (13.5str vs. mailed knight's 14 str before promotions), moved to Armor Crafting
- Changed: Trade Caravan uses UNITAI_MERCHANT by default, base trade 50->30, TradeMultiplier 10->2 (total gold 30 + 2* capital city Trade profit = 30 + 2*((base trade profit*total trade modifier)/10000) ), total sum is affected by gamespeed iUnitTradePercent modifier
- Changed: Freight uses UNITAI_MERCHANT by default, base trade 100->200, trademultiplier 10->2
- Changed: Conscription units reordered, this might have solved rare CTD issue
- Changed: iPower recalculated for all units (str^1.3 now), based on discussion on Better AI forum
- Changed: Mounted Infantry can use UNITAI_CITY_DEFENSE and UNITAI_CITY_SPECIAL (unit is the only horse unit which gest defensive bonuses and is fast moving)
- changed: Medic can use now UNITAI_CITY_SPECIAL (valued more for healing promotion abilities)
- Changed: Police can use now UNITAI_CITY_COUNTER and UNITAI_CITY_SPECIAL (valued more for revolt protection), by default uses UNITAI_CITY_SPECIAL
- Changed: Guarddog can use now UNITAI_CITY_SPECIAL (valued more for spy reveal)
- Changed: All unit with intercept chance can use now UNITAI_CITY_SPECIAL (valued more now)
- Changed: All Assault Mech units can use UNITAI_CITY_COUNTER because they can get collateral damage protection promotions
- Changed: All Robot units can use UNITAI_CITY_COUNTER because they can get collateral damage protection promotions
- Changed: All Siege units can use UNITAI_CITY_COUNTER because they can get collateral damage protection promotions
- Changed: All Wheeled units can use UNITAI_CITY_COUNTER because they can get collateral damage protection promotions
- Changed: All Clone units can use UNITAI_CITY_COUNTER and UNITAI_CITY_DEFENSE
- Fixed: Stealth Bomber can now carry out all DCM air bomb missions
- Fixed: Remote Controlled Bombers can now carry out all DCM air bomb missions


Unit Art Styles
---------------
- Added: Russian unit art style, uses European style as base
- Added: Japanese unit art style, uses Chinese style as base
- Added: Mailed Knight for Asian style
- Added: Mailed Knight for Chinese style
- Added: Swordsman for Asian style
- Added: Infantry for Asian style
- Added: Infantry for Chinese style
- Added: Infantry for Middle East style
- Added: Infantry for Arabian style
- Added: Infantry for Babylon style
- Added: Heavy Swordsman for African Style
- Added: Heavy Cavalry for African Style
- Added: Cuirassier for African Style
- Added: Carrier (US) for South American Style
- Added: Carrier (US) for Native American Style
- Added: Carrier (US) for Meso American Style
- Added: Carrier (US) for American Style
- Added: Carrier (German) for Viking style
- Added: Carrier (Soviet) for Russian style
- Added: Modern Carrier for Russian style
- Added: Javelineer (Assyria) for Middle East style
- Added: Javelineer for Babylon style
- Added: Javelineer (Assyria) for Arabia style
- Added: Javelineer (Nubia) for African style
- Added: Javelineer for Roman style
- Added: Javelineer (Rome) for Holy Roman style
- Added: Javelineer (Phoenicia) for Asian style
- Added: Javelineer (Phoenicia) for China style
- Added: Archer for Japanese style
- Added: Axeman for Japanese style
- Added: Chariot for Japanese style
- Added: Crossbowman for Japanese style
- Added: Cuirassier for Japanese style
- Added: Light Cavalry for Japanese style
- Added: Mailed Knight for Japanese style
- Added: Heavy Swordsman for Japanese style
- Added: Arquebusier for Japanese style
- Added: Light Swordsman for Japanese style
- Added: Swordsman for Japanese style
- Added: Infantry for Japanese style
- Added: Cannon for Japanese style
- Added: Cavalry for Japanese style
- Added: Grenadier for Japanese style
- Added: Machine Gun for Japanese style
- Added: Rifleman for Japanese style
- Added: Early Carrier for Japanese style
- Added: Early Carrier (Japan) for Asian style
- Added: Rifleman for Asian style
- Added: Rifleman (asian) for Chinese style
- Added: Arquebusier for Asian style
- Added: Arquebusier (asian) for Chinese style
- Added: Explorer for Asian style
- Added: Explorer (Asian) for Japan style
- Added: Explorer (Asian) for China style
- Added: Grenadier (China) for Asian style
- Added: Light Cavalry (china) for Asian style
- Added: Heavy Cavalry (china) for asian style
- Added: Mounted Infantry (china) for Asian style
- Added: Musketman for African style
- Added: Anti-Tank Infantry for African style
- Added: Elephant Rider for African style
- Changed: All Barbarian style schema files updated
- Changed: All USA style schema files updated



Gamedefines
-----------
- Changed: BASE_SPY_STEAL_PLANS_COST 100 -> 1000
- Changed: BASE_CITY_GROWTH_THRESHOLD 25 -> 30
- changed: CITY_GROWTH_MULTIPLIER 2 -> 10 (cities grow slower)
- Changed: ROUTE_FEATURE_GROWTH_MODIFIER -50% to -25% (forests have higher chance to spread even when plots have routes)
- Changed: OVERSEAS_TRADE_MODIFIER 100 -> 50
- Changed: FOREIGN_TRADE_MODIFIER 150 -> 100
- Changed: TECH_COST_KNOWN_PREREQ_MODIFIER 20 -> 8 ( define * OR tech preregs), example if tech has 3 OR prereqs, knowing all those three before researching this tech gives 3*8% = 24% bonus to research speed. At maximum this is now 5*8% = 40% (Monarchy) instead of 100% as it was with default BtS value
- Changed: TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER 30 -> 50 ( (define * how many met alive rivals know this tech) / the amount of all alive civs = added to research modifier), example: (50*5 known civs) / 10 alive civs = 25% bonus to reseach speed. What this means is that techs already known by others can be now researched faster making it harder to get ahead of other civs in tech race (effect is about twice as much as with default BtS value)
- Changed: WAR_SUCCESS_CITY_CAPTURING 10->25, AI now feels more like it's winning/losing based on city gain/loss
- Changed: UNIT_UPGRADE_COST_PER_PRODUCTION 3->1, upgrading unit costs now less



Improvements
------------
- Added: Vertical Farm
- Added: Command Center (Future Bunker), 100% defense bonus
- Added: Windtrap
- Fixed: Modern Mine hills make valid set to 1 (can be built now on all hills)
- Changed: Lumbermill moved to Machinery tech
- Changed: Lumbermill gives +10 production to city when improvement is built (one time bonus) to help AI players build them more (improvements do not have AIWeights)
- Changed: Fort increases defense by 50% (was 25%) ie. now as much as Forest
- Changed: Bunker increases defense by 75% (was 50%) ie. now as much as Forest+Hill
- Changed: Windmill no longer gain bonuses from Environmental Economics and Wireless Electricity (Windtrap is its future replacement)


Buildings
-------------
- Added: Communications Satellite
- Added: Military Satellites
- Added: Mech Assembly Plant
- Added: Utility Fog
- Added: Zero G Sports Arena
- Added: Aerospace Complex, upgrades Military Airbase
- Added: Matter Decompiler
- Added: Body Exchange Clinic
- Added: Communication Tower, upgrades Broadcast Tower
- Added: Network Node, upgrades Communication Tower
- Added: Cannery, upgrades Artesian Well
- Changed: Nanite Lab requires Nanotubes
- Changed: Fisherman's Hut AIWeight 10 -> 100
- Changed: Butchery AIWeight 0 -> 100
- Changed: All religious Temples give happiness only from State religion
- Changed: Meeting Hall 1 unhealthiness from Alcohol
- Changed: Armourer has new graphics
- Changed: Tannery obsolete with Assembly Line instead of Plastics
- Changed: Military Airbase gives +3 experience for Helicopter units (since they belong to DOMAIN_LAND group and not DOMAIN_AIR)
- Changed: iPower value adjusted for some production buildings (AIs should consider to build these more often)
- Changed: Bakery button
- Fixed: Supermarket build sound define typo
- Fixed: Sid's Sushi Restaurant build sound define typo
- Fixed: American Mall build sound define typo
- Fixed: Hypermarket build sound define typo
- Fixed: Shopping District build sound define typo
- Fixed: Convention center build sound define typo
- Fixed: Security Center reduces Air damage by 25% (not increase)


Great Wonders
-------------
- Added: Carhenge
- Added: Ascension Gate, required for Scientific Victory
- Changed: The Space Elevator double production speed with Nanotubes instead of Aluminum
- Changed: Silicon Valley produces x amount of Semiconductors
- Changed: Royal Tournament requires Knight's Stable instead of Stable


National Wonders
----------------
- Added: Rubber Plant, produces Synthetic Rubber
- Added: Fertilizer Plant, produces Fertilizers
- Added: Research Hospital, produces Smart Medicine
- Changed: Brewery can built only once and it will produce more than 1 alcohol resource
- Changed: Treasury graphics
- Changed: Medical Clinic moved to Replacement Organs tech
- Changed: Nano Research Department requires Coal
- Changed: Chemical Plant produces Chemicals instead of Synthetic Rubber, moved to Refining tech, requires River (oil+sulphuric acid+water = chemicals)
- Changed: Supercollider graphics


Resources
---------
- Added: Nanotubes
- Added: Semiconductors
- Added: Artificial Molecules (needs better name?)
- Added: Smart Medicine
- Added: Biofuel
- Added: Chemicals
- Added: Fertilizers
- Changed: Ivory from group Rush to Luxury (placed more now?)
- Changed: Stone can appear now on Grass, Plains, Desert, Tundra and Snow terrains
- Changed: Alcohol no longer cause unhealthiness (this modifier is moved to buildings)


Python
------
- Added: RomGameUtils (previous CvGameUtils) overrides the default CvGameUtils functions which BUG uses. Init in RoMSettings.xml (load mod in init.xml)
- Fixed: Buccaneers random event help function
- Fixed: Civic screen no longer try to show help info for Democracy civic
- Fixed: Air Defense modifier is shown now in Improvements if they affect it (bug in BtS prevented it from showing)
- Changed: Scoreboard shows now Dynamic Civ names
- Changed: CvUtil has now some functions that were before in CvGameUtils
- Changed: CvEventManager allows now National Wonders to play movies
- Changed: SevoPediaBuilding shows resource requirements now the same way as unit pages do ie. with AND and OR messages
- Changed: Demolishing obsolete buildings from city gives only half the gold amount
- Changed: Civic screen shows new building happiness modifiers for President and Liberal civics


Civics
------
- Changed: Slavery AIWeight -10 to -50 (AIs should abandon this civic more likely as the game advances)
- Changed: Communist gold bonus -25% to -60% in all cities
- Changed: Caste has now -50% improvement upgrade rate, AIWeight 0 -> -20, no longer give hammer bonus for Modern Mine
- Changed: Vassalage +1 gold from Forts
- Changed: Proletariat +1 hammer from Lumbermill
- Changed: Public Works +1 happiness in largest cities
- Changed: Church building production bonus in cities with state religion 10% -> 25%, GP rate with state religion 0 -> 20%
- Changed: Subsidized health in all cities 4 -> 6
- Changed: President great general 10% -> 20%, free experience 1->3, +1 happiness from Broadcast Tower, National TV Station, Info Net, +2 happiness from Communication tower, +3 happiness from Network Node, decreases local rebelliousness
- Changed: Green adds +1 hammer/gold from Lumbermills (think of it as for each cut down tree you'll plant a new one to keep forests renewing = used in Finland), -2 hammer from Workshop
- Changed: Feudal gives +1 gold from farm instead of +2
- Changed: Liberal +2 happiness from Communication tower, +3 happiness from Network Node


Events
------
- Changed: Sea Storm 3 and Sea Storm 4 ships no longer sink if they are inside player's cultural borders and there's small random chance that they survive on unowned ocean plots

Techs
-----
- Changed: Androids requires Rapid Prototyping
- Changed: Cybernetics requires Rapid Prototyping
- Changed: Steam Power req. Scientific Method is now AND requirement instead of OR (prevents players from advancing to Industrial era without certain key Renaissance techs), requires Physics (AND req.)
- Changed: Marxism has now AND reqs. Corporation and Steam Power
- Changed: Artillery requires Steel instead of Physics
- Changed: Wearable electronics renamed to Wearable Computers
- Changed: Chivalry requires Armor Crafting
- Changed: Realism button
- Changed: Modern Seismology button
- Fixed: Fermentation can be traded
- Fixed: Horse Breeding can be traded
- Fixed: Mounted Archery can be traded
- Fixed: Cold Fusion is now entirely disabled (cost -1 and advanced start cost -1)
- Fixed: Communism flavor for military had typo

Gametext
--------
- Added: Artificial Life pedia
- Added: Teleportation pedia
- Added: Artificial Evolution pedia
- Added: Wearable Computer pedia
- Added: Smithing pedia and quote
- Added: Telegraph pedia and quote
- Added: Crop Rotation pedia and quote
- Added: Algebra pedia and quote
- Added: Quantum Computing quote
- Added: Modern Health Care pedia
- Added: Armor Crafting pedia and quote
- Added: Microprocessor pedia and quote
- Added: Biofuels pedia and quote
- Added: Fermentation pedia and quote
- Added: Vassalage pedia and quote
- Added: Quantum Teleportation pedia and quote
- Added: Caste System pedia and quote
- Added: Replacement Organs pedia and quote
- Added: Orbital Flight pedia and quote
- Added: Aristocracy pedia and quote
- Added: Anatomy pedia and quote
- Added: Strategy Overlay pedia to RoM Concepts
- Added: Advanced Combat Odds pedia to RoM Concepts
- Added: Scientific Victory pedia to RoM Concepts
- Added: No Building Graphics -module pedia to RoM Concepts
- Added: Flak Tower pedia
- Added: Brewery pedia
- Added: Movie Theatre pedia
- Added: Casino pedia
- Added: Radio telescope pedia
- Added: Opera House pedia
- Added: Garrison pedia
- Added: Humanism quote
- Added: Flamethrower pedia
- Added: Dreadnought (ships) pedia
- Added: MIG21 pedia
- Added: BF109 pedia
- Added: FW190a pedia
- Added: Butchery pedia
- Added: Fisherman's Hut pedia
- Added: School pedia
- Added: Convention Center pedia
- Added: World Bank pedia
- Added: Amusement park pedia
- Added: Einstein's Laboratory pedia
- Added: Irrigation Canals pedia
- Added: Nanotubes pedia
- Added: Carhenge pedia
- Added: Cement Mill pedia
- Added: Central Bank pedia
- Added: Commercial Airport pedia
- Added: Military Airbase pedia
- Added: Commnications Satellite pedia
- Added: Computer Network pedia
- Added: First Cloned Mammal pedia
- Added: Edinburgh Castle pedia
- Added: Food Processing plant pedia
- Added: Foundry pedia
- Added: Water treatment pedia
- Added: Hypermarket pedia
- Added: International Space Station (ISS) pedia
- Added: labor union pedia
- Added: Supercollider pedia
- Added: Manufacturing pedia
- Added: Mind Storage pedia
- Added: Nano factory pedia
- Added: pharmacy pedia
- Added: Pont du Gard pedia
- Added: Potala Palace pedia
- Added: Press Agency pedia
- Added: Advanced Quality Control pedia
- Added: Radar Station pedia
- Added: Shipyard pedia
- Added: Silicon Valley pedia
- Added: Sun Tzu's Art of War pedia
- Added: Theory of Everything pedia
- Added: Theory of Evolution pedia
- Added: Edison's Workshop pedia
- Added: Toll House pedia
- Added: Royal Tournament pedia
- Added: TV Station pedia
- Added: Universal Translator pedia
- Added: Telephone Network pedia
- Added: Vacation resort pedia
- Fixed: ranged bombard typo
- Updated: Civ Changer pedia in RoM Concepts now mentions the feature works only in cheat game mode
- Updated: Better BtS AI pedia in RoM Concepts, now contains all AI changes up to v0.78 (total of 26 pages so remember to read it all!)
- Updated: Limited Religions pedia in RoM Concepts
- Updated: Archer Bombard pedia in RoM Concepts
- Updated: Inquisition pedia in RoM Concepts
- Updated: Civic Specific Buildings pedia in RoM Concepts



BUG options
-----------
- Changed: Scoreboard shows maximum of 30 civs at a time, if number of civs exceeds this amount the scroll slider for scoreboard will be shown


Modules
-------
- Added: Abu Bakr leader for Arabia
- Added: Vincentz's Jungle Camp (Modules\Builds), fixed to work with Clone worker
- Added: Vincentz's Warlords (Modules\Custom Units)
- Added: Vincentz's Spy units (Modules\Custom Units)
- Added: Vincentz's Industry (Modules\Builds), fixed to work with Clone worker
- Updated: Afforess' Realistic Diplomacy to latest version
- Updated: UN Mission building schema file
- Changed: MLF control file in Modules directory contains now info from Universal MLF control forum thread

Languages
---------
- Added: Mod supports now French, Germany, Spain and Italian but the translations are incomplete (new object texts shown in English). Bug: Python exception at start about ascii characters (BugUtil, UnitUtil and DynamicCivNames) - what's the cause???



Movies
------
- Added: Amusement Park
- Added: Center for Disease Control
- Added: Central Bank
- Added: Hubble Space Telescope
- Added: Labor Union
- Added: Supercollider
- Added: Theory of Everything
- Added: Secret Army Base
- Added: Silkroad
- Added: Theatre of Dionysus
- Added: Treasury
- Added: Circus Maximus
- Added: Adam Smith
- Added: Marco Polo
- Added: Newton's College
- Added: SDI
- Added: Edinburgh Castle
- Added: Einstein's Lab
- Added: Encyclopedie
- Added: Forbidden Palace
- Added: National Sports League
- Added: International Space Station

Gamefonts
---------
- Updated: Vincentz's latest gamefonts which include more corporation and guilds icons

PlotLSystem
-----------
- Added: Vertical Farm defines
- Added: Windtrap defines
- Added: Desert Windmill defines


Projects
--------
- Added: Eden Project

Hints
-----
- Added: 1 new hint

Gamespeeds
----------
- changed: Snail iUnitTradePercent 600%->500%, iUnitGreatWorkPercent 600%->500%

Civilizations
-------------
- Changed: Barbarians no longer have access to certain buildings and units

Terrain
-------
- Changed: Storm growth rate 400->500
 
Zap! Did you even read what I wrote? At which point did I say I would like you to post the changes? :)

I want your valid reasoning for breaking food. :( Seriously, unless I read that wrong, you made Cities take an insane amount of food to grow. Unless I missed something.

And Communism is not supposed to be utterly useless. Look at Civ 2. They based it off of REAL communism. Not that half communism in Russia. You should rethink making it useless.

Real Communism = No corruption, no real complaints from any citizen because all are paid the same and treated the same.
 
Real Communism = No corruption, no real complaints from any citizen because all are paid the same and treated the same.

That's arguable. I mean, the rich would complain for sure. Maybe make the anarchy time for switching to communism really long.
 
- Changed: BTR80 is now experimental unit - DOMAIN_SEA, uses ASSAULT_SEA AI, can move all terrain, can not enter ocean, coast
and storm ie. the unit is like sea transport but works on land plots. Need to test if AI now actually uses it to carry troops and if there is any other side-effects???

Well, when I first built a BTR80, it has 7 movement points! Apparently, it being DOMAIN_SEA made it receive all the "+ moves for sea units" from techs as well as the circumnavigation bonus I had gotten earlier. I'm pretty sure this is not intended, as I was able to move troops an absurdly long distance overland, and attack my enemies waaaaaaaay deep in their own territory -- with the new Warlords, it made warmongering all too easy in the late industrial era!
 
That's arguable. I mean, the rich would complain for sure. Maybe make the anarchy time for switching to communism really long.

even the middle class would complain, and even the poor! look at the rednecks in america opposing something that is for their own benefit.

switching from capitolism to communism should be very hard. I think communism is really more than just a civic but to represent it in civ terms it is ok as it is as it is not too overpowered.

what would be awesome would be a Revoltionairy unit that you can build to purge cities of corporations (like an inquisitor for corps) instead of them imediately becoming useless.
 
what would be awesome would be a Revoltionairy unit that you can build to purge cities of corporations (like an inquisitor for corps) instead of them imediately becoming useless.

There was a python modcomp in the modcomponets forum a few pages back for a lawyer unit that could do that. (Hint, Hint Zappara.)
 
Holy McCrap that's a lot of changes. I like the idea of a unit that can purge Corporations, they can suck the life out of your income.

A lot of the Civic's seem useless to me. I seem to always be using Monarchy/Republic for Government, Patrician/Vassalage for Power, Proletariat for Society, Free Market for Economy, Prophets and Free Church for Religion and Private for Welfare. I usually start in Ancient era and play on Emperor level (although I do need to go up to Immortal). It just seems that many of the Civic's have too much of a unhappiness or gold penelty. Maybe they are more useful in later stages - I usually win around 1600-1800 after I get riflemen. But I play on tiny maps with 10-12 players (too many cities otherwise). It seems like the Mercentile and Free Market are too close together - in that I am usually able to get Economics in 1 turn (on Normal speed) after getting Mercantile tech.

Other than some work on the Civic's I love to play. Good stuff...
 
Zappara here are my suggested changes to 2.8 (They are all purely aesthetic)
Change the largest city happiness text
Increase the Walls and High Walls <fVisibilityPriority> tag in the buildinginfos, as they disappear after 5-6 more new buildings
I like these and they look easy enough to do.
Real Communism = No corruption, no real complaints from any citizen because all are paid the same and treated the same.
There is no such thing as "real" Communism.
 
I'm sorry, I am just learning about RoM. Are the changes listed above the differences between 2.7 and 2.8?!?!
 
i am going to get repetitive and a little annoying since i sense the 2.8 creation lid slowly closing here... :bump:

FORTS, CANALS, and LITTLE BUNNIES

I know here i go again.. but really it bothers me. forts have nothing to do with allowing naval transport and should not be allowed to act as canals. this is some weird cop out in the middle of a realistic historical approached mod. i dont accept forts acting via magic and fantasy as shipping canals. there is not a single historical example anyone can provide for this, and dont even get me started on parking a plane in a fort! dont allow ships to move into forts. period. work out canals as a separate thang!

i also think forts should act like the sensors did in Alpha Centauri, and should give out a 2-5 square alert function like Sentry does for units. this way a string of forts adds a discovery effect along a border -- matching what a fort really meant historically.

i read: - "Changed: Fort increases defense by 50% (was 25%) ie. now as much as Forest" but i would vote that a Fort should be far more than a forest, and therefore vote for a 75%-100% increase. Forts mean easy ammunition and water/food access and therefore are greatly more defensive than forests. i could see how as the more modern the eras get, the less defensive a fort really is. :please:

i disagree with forts adding to production and would instead argue they add to commerce. :commerce: the historical evidence is massive about what forts meant to the growth of a local economy. boo on :hammers: yeah on :commerce:.

i dont want a modmod for this, i want Zappara to fear me and add this into the 2.8 because he is too worried what little bunnies could possibly mean. dont make me go to the little bunnies! :rudolf: or just lie to me and say this is in the works for 2.9 or 3.0 for a release date of 2010?
 
I'm totally scared of the little bunnies. Better do what munky says ;)
Only problem is that the AI propably wont be able to use canals effectievely, but then again they dont know how to use forts as canals so no new problem would arise.

I only use forts as canals, not as defensive positions, coz the AI just simply walks around them, which leaves them useless IMO.

A problem that might arise though, is that the changes you suggest requires DLL changes, and afaik Zappara only uses vanilla REVDCM DLL. So if you want these changes my best advise is to go through Afforess, who seems to put a lot of new stuff into the DLL succesfully.
 
A problem that might arise though, is that the changes you suggest requires DLL changes, and afaik Zappara only uses vanilla REVDCM DLL. So if you want these changes my best advise is to go through Afforess, who seems to put a lot of new stuff into the DLL succesfully.

Yeah, I saw your post Munky, and all I was thinking was

"Oh Jeez, think of all the SDK changes..." I'm pretty sure everything you want is SDK based.

Frankly, you're better off whin... *ahem*, telling Jdog5000 your changes in the RevDCM forum, as he's building a new version soon.
 
That's arguable. I mean, the rich would complain for sure. Maybe make the anarchy time for switching to communism really long.

Haha, yeah, like 80 years, then you automatically revert to some form of uncontrolled capitalism.

Someone said there is no such thing as real capitalism, and that's 100% correct. Even the Chinese communists are capitalists, they just pay homage to Mao because his image was beaten into 2 generations of Chinese serfs so still have some utility.

The closest thing you'll find to a real communist is Nancy Pelosi, and even then she'd say "Well, that's what I want for YOU, us Congresspeople will have our own rules."

-60% for communism is perfect, because it was a very imperfect system. Remember laughing about them standing in lines for toilet paper? That was real.
 
Yeah, I saw your post Munky, and all I was thinking was

"Oh Jeez, thing of all the SDK changes..." I'm pretty sure everything you want is SDK based.

Frankly, you're better off whin... *ahem*, telling Jdog5000 your changes in the RevDCM forum, as he's building a new version soon.

i will unleash a horde of ground dwelling little bunnies on this Jdog5000... he will see only gray, maybe white, fur for weeks... like from Monty Python's Holy Grail!

feature_00841_top_ten_movie_rabbits_6.jpg
 
I'm going try to avoid a political debate here. (Okay, I'm not.)

The Only time Communism could ever work would be when we have perfect people. So, Communism should be moved into the Transhuman Era, IMO, as that would be the only time one could re-engineer people to never complain, never be greedy. Of course the downside is stagnation. If no one is greedy, no one innovates.

I believe this whole thornbush is why Zappara has really avoided taking a side on Communism.

Of course, we could just decide that Communism is not feasible, remove it from the civic choices, and accept that Soviet Russia wasn't so much communist as it was Fascist.

And on the subject of our esteemed* congressmen (and women. This comment is for those of us in the USA.), let's just say that power corrupts. She isn't a communist. No one is really communist.

*<Sarcasm/>
 
Back
Top Bottom