Version 2.8 discussion

btw the Huns exists in CivGold as Hunnia, for those like me wanting to see the Huns included as a primary civilization choice... wonder if that is a simple port over... :rolleyes:

i cant play a CivGold cause its too simple... humbly appreciated effort, just more of a RoM guy but right now with the problems multiplayer, i have "gone into the woods" and not playing so much but i do look forward to the next RoM version and hopefully a RevDCM stability boost! :sad:
I've converted major part of CivGold's civs for RoM, they are in the Mega Civ pack but I don't think Huns were among the converted. CivGold 5 was released recently with even more civs and it would take some weeks to convert them all for RoM - there's quite a lot of changes that needs to be done before those civs work with RoM. First you'd need to change the xml files from BtS module format to WoC module format, then change leaderinfos to RoM settings (civics, religions, transhuman era music etc), change UU/UB settings to match RoM settings, make new modular sound xml files if the new civ has new sounds/music, change civ's starting civics and so on...

I think that it would be really nice if you could use apostolic palace to declare war on heathens in your own lands. (As you got some cities with your own state religion, and a heathen religion.) It would result in civil war but you could get rid of those "wrong" religions (if you can win, of course). Though there should be penalty with having many religions in city (if not secular/folklore).
Adding/Changing diplomatic wonders is difficult as most of the functions for them are hardcoded and there is not extra xml modifiers that could be used to create more diplomatic vote choices. So I doubt that I'll ever make any changes to those systems - I don't think any SDK modder has made any huge additions to diplomatic victory type.
 
I've converted major part of CivGold's civs for RoM, they are in the Mega Civ pack but I don't think Huns were among the converted. CivGold 5 was released recently with even more civs and it would take some weeks to convert them all for RoM - there's quite a lot of changes that needs to be done before those civs work with RoM. First you'd need to change the xml files from BtS module format to WoC module format, then change leaderinfos to RoM settings (civics, religions, transhuman era music etc), change UU/UB settings to match RoM settings, make new modular sound xml files if the new civ has new sounds/music, change civ's starting civics and so on...

uh, yeah, um, uh, yeah, that xml module UU into WoC, uh, yeah, um, duh, i ah, um... this is why i am sending you the one thousand sheep and camels because i am incapable of such work my friend... maybe in Finland you would prefer Yaks and Reindeer?

homerbrain.jpg
 
I think that good system would be a little chance to disapear non-state religion from your cities (unles you have folklore or secular). So not supported religion could completely disapear after ages - today nobody (or nearly nobody) belives in Zeus or Thor.
It could also be possible to add more religions (in example from AArana's modmod) without unballancing gameplay.
Chance for disapearing non-state religions could depend on civics but also on kind of state religion (polytheist religions could be more tolerant as well as east philosophy (confucionism or something))
The reason those religions were nearly wiped out was active inquisition by the part of the christians and/or muslims. And we must remember that yet those religions still exist (altought being now minorities)
 
Zappara,
DavidB1111 brought up an excellent point on the Main RoM modpack thread, that I though should be mentioned. Please note that I agree with him, on both points.

I'd like to know why Shaft mines have been confused with Strip Mines. Really, that does need to be changed a lot.

Yea,h Strip mines will cause Unhappiness. Shaft mines are basically the same as regular mines.

There should be no unhappiness penalty. I mean, there's no unhappiness penalty for having Nuclear missiles in your cities, so how does Shaft mines cause Unhappiness?

Also, do Nuclear Power Plants cause unhappiness? Because that would make a little more sense.

Perhaps a new mine called a strip mine, independent of the regular mine path could be added, which gives extra production at the cost of happiness and healthiness.
 
three things from the "while i am playing" thoughts:

1). Military Airbases have a Commercial :commerce: effect to them, i know this from when the Clinton administration here in the States was going through the process of closing military bases (per se more than just airbases) and the fact that so many local jobs were affiliated with the bases. wondering if it was prudent to add a :commerce: to modern, and perhaps all ages, military bases. the Roman Empire was infamous for a huge group of support folks, from trade to prostitution. i for one think this should be considered... military is very much attached to commercial... :scan:

2). And this goes to Zappara's dreaded "my gawd do these people know how much work is involved in this shiite?" -- Open Borders is really two types: Military and Non-Military. the open borders for travel like British visiting Finland on holiday with appropriate travel visa and not for example Americans going to Cuba; versus military crossings of borders -- think of Turkey saying no to allowing USA troops to entering Iraq through its lands. Despite Turkey being an ally of USA this open borders did not allow troop movement. Hell Americans got all upidity when a small Mexican Army contingent went to New Orleans after Katrina. There should be two types of Open Borders, Military and Non-Military. I for one would love this concept because i look up and all of a sudden there are 15 armies going to long distant war and they are in the middle of my lands... it really "gets me" to think i am harboring such a large force. also historically, when the Crusaders (i think the first one) spent a night in Portugal on their way to the Holy Lands they left the towns they did the 'port of call' in complete disarray -- from crimes to pure pillaging. an army the size of 10 units or more would be extremely disruptive to the local populace. i cannot fathom this addition but certainly you all would agree there are two types of Open Borders. alas, this should be made into CIV 5 no doubt!

it also would allow traders and commerce units to enter a country and bar or block military units in the same way a caravel works... :p

3) there always has to be a 3... is there a RoM Lite in the works Zappara? I only ask this because in some ways i really only focus on the buildings, units, and civilizations as add-ons more so than any modmod concepts like Revolution or Barbarian or Bombardment (this may be a simplicity reality from too much pot smoking as a youth :crazyeye:). this is a pure personal thing but i was thinking if RoM may be more stable in our multiplayer games if it was stripped down to purely the buildings, units, and civs.... this in no way is meant not to appreciate all the hard work composing the wonderfully complex modmod assimilations. and yes it is proper to think this hypocritical considering my suggestion for #2 when here in #3 i am asking for it not to be considered... :sad:
 
The reason those religions were nearly wiped out was active inquisition by the part of the christians and/or muslims. And we must remember that yet those religions still exist (altought being now minorities)

This is main, but not only reason. This is why I think the passive way should have LITTLE chance to work. Remember of chance to auto spread religins. This mechanics have small chance to wipe away whole religion without Inquisition support.
If state support one religion -> that religion is more atractive -> heathens join to main religion (becouse of for example trade profits).
Old religions still exist - but they are meaningless in globe scale.

New Idea - I think that could be good, there would be chance to auto spread religion to the city that already has one or more. For now only cities without any religions are affected by that. I realise that means a lot of work with numbers to balance it.
 
The reason those religions were nearly wiped out was active inquisition by the part of the christians and/or muslims. And we must remember that yet those religions still exist (altought being now minorities)

Thousands of religions have disappeared without an inquisition or being actively disbanded. Many of the smaller religions are lazily lumped together as 'Pagan' even though there was vast variation from area to area with different gods and different practices. Religions change and fade away for many different reasons and I think it would be good for there to be a chance for religion to fade away. It would be interesting if there could be a greater chance for them to fade when certain techs are reached; 'Theory of evolution' and similar...
 
uh, yeah, um, uh, yeah, that xml module UU into WoC, uh, yeah, um, duh, i ah, um... this is why i am sending you the one thousand sheep and camels because i am incapable of such work my friend... maybe in Finland you would prefer Yaks and Reindeer?
Reindeers, yeah, those are worth something up north :lol: Where I'm living, there's no reindeers, just cows and few fur and ostrich farms.

I'll be looking into Mega Civ pack once more after RoM 2.8 release and I could convert some new civs from CivGold 5.0 and release them as individual packages.


Current version notes for v2.8:

Spoiler :
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



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
- 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)

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
 
2). And this goes to Zappara's dreaded "my gawd do these people know how much work is involved in this shiite?" -- Open Borders is really two types: Military and Non-Military. the open borders for travel like British visiting Finland on holiday with appropriate travel visa and not for example Americans going to Cuba; versus military crossings of borders -- think of Turkey saying no to allowing USA troops to entering Iraq through its lands. Despite Turkey being an ally of USA this open borders did not allow troop movement. Hell Americans got all upidity when a small Mexican Army contingent went to New Orleans after Katrina. There should be two types of Open Borders, Military and Non-Military. I for one would love this concept because i look up and all of a sudden there are 15 armies going to long distant war and they are in the middle of my lands... it really "gets me" to think i am harboring such a large force. also historically, when the Crusaders (i think the first one) spent a night in Portugal on their way to the Holy Lands they left the towns they did the 'port of call' in complete disarray -- from crimes to pure pillaging. an army the size of 10 units or more would be extremely disruptive to the local populace. i cannot fathom this addition but certainly you all would agree there are two types of Open Borders. alas, this should be made into CIV 5 no doubt!

it also would allow traders and commerce units to enter a country and bar or block military units in the same way a caravel works... :p

This would require a basic overhaul of the way the game works, I'm afraid. Not that it's a bad idea, I personally agree with you, but as it stands, most diplomacy matters require SDK changes, and this one would be no small feat. Then, you'd need to rewrite tons of AI logic so that they would know how to use it, and you would have to group units into two new catagories, peace or military units...

Basically, it's not going to happen, unless secretly your a genius C++ coder.
 
three things from the "while i am playing" thoughts:

1). Military Airbases have a Commercial :commerce: effect to them, i know this from when the Clinton administration here in the States was going through the process of closing military bases (per se more than just airbases) and the fact that so many local jobs were affiliated with the bases. wondering if it was prudent to add a :commerce: to modern, and perhaps all ages, military bases. the Roman Empire was infamous for a huge group of support folks, from trade to prostitution. i for one think this should be considered... military is very much attached to commercial... :scan:

If that was done, Garrisons, Military Airbases, the Pentagon, etc. would also have to have high maintenance since it is expensive to maintain a military base. These two aspects would completely change planning when it comes to city building and could possibly the Aggressive/Organized combination too powerful, not to mention AI problems. However, I do think military buildings should have a minor espionage bonus (i.e. Barracks: 2, Garrison: 4, Airbase: 4, Pentagon: 10, Kremlin: 10, Naval Academy: 6 (No Culture))...well that could work with the Brothel, since the poster I am quoting brought up prostitution.
 
An idea: To add an interesting mechanic to colonists/pioneers:

-When founding a new city using one of these, the (often huge) city maintenence is temporarily subsidized. Perhaps increase new city maintence to slightly higher levels than they are currently when this period ends.

This would represent the Boom and Bust habits of the colonial world from about 1700-1900. As in, you have a small window to make your new city profitable with something before it effectively crashes, becoming a drain on your economy.

Alternatively, rather than a mechanic make it an event/quest.
Event - Every city you found with a colonist/pioneer has a chance of generating a 'boom' or a 'bust', the former characterised by temporary subsidy of maintence and higher growth/production, the later with temporary decreased grwoth/production and higher maintence. Or rather than with founding a city, when you connect a new resource to your network, the closest city (under a certain population level) experience a boom.
Quest - You found a city and you have a very limited time to fulfil some requirements (like construction of certain buildings or something), leading to three option of boom, bust, or normality.
 
Reindeers, yeah, those are worth something up north :lol: Where I'm living, there's no reindeers, just cows and few fur and ostrich farms.

I'll be looking into Mega Civ pack once more after RoM 2.8 release and I could convert some new civs from CivGold 5.0 and release them as individual packages.


Current version notes for v2.8:

wow, version 2.8 is in fact Civilization 5: Rise of Mankind. :goodjob::king::goodjob::king::goodjob::king: (and on a side note i just bought the game Sins of a Solar Empire because for one reason it said "Includes Tech Tree Poster" which for me and being on topic for the future sci-fi RoM stuff was a sure fired way to suck me in, just opened it and will tape the damn thing to my wall here)
 
This would require a basic overhaul of the way the game works, I'm afraid. Not that it's a bad idea, I personally agree with you, but as it stands, most diplomacy matters require SDK changes, and this one would be no small feat. Then, you'd need to rewrite tons of AI logic so that they would know how to use it, and you would have to group units into two new catagories, peace or military units...

Basically, it's not going to happen, unless secretly your a genius C++ coder.

i knew taking Turbo Pascal in college was a big waste of time... C++ :cry:
 
Thank you Afforress for agreeing with me. :)

My only complaint, and I didn't see it on the 2.8 list of changes, is the money for upgrade is insane! Literally, to upgrade one unit into a rifleman it cost s 617 gold. Now, yes, it's an crossbow man, and it has to go through two unit types first, Arqubuster and Musketman, but still, that's a bit silly. I'm sorry.

Upgrading a group of riflemen to Infantry can cost upwards of 3000 gold. This is broken, any way you look at it. I"m sorry, but while I admit Vanilla was a little low, 400% of Vanilla is not a good increase. I would stick with maybe 200%. Any higher and you're going to collapse anyone's economy unless they give themsleves 50,000 gold from Great Merchant spam. :)

That's my only other complaint.
 
i knew taking Turbo Pascal in college was a big waste of time... C++ :cry:

Heh. I did a bit of Turbo Pascal when I was at college years ago. I haven't done anything with it, of course :)
 
Thank you Afforress for agreeing with me. :)

My only complaint, and I didn't see it on the 2.8 list of changes, is the money for upgrade is insane! Literally, to upgrade one unit into a rifleman it cost s 617 gold. Now, yes, it's an crossbow man, and it has to go through two unit types first, Arqubuster and Musketman, but still, that's a bit silly. I'm sorry.

Upgrading a group of riflemen to Infantry can cost upwards of 3000 gold. This is broken, any way you look at it. I"m sorry, but while I admit Vanilla was a little low, 400% of Vanilla is not a good increase. I would stick with maybe 200%. Any higher and you're going to collapse anyone's economy unless they give themsleves 50,000 gold from Great Merchant spam. :)

That's my only other complaint.
The basic upgrade cost is 20 gold but it's affected by various modifiers from all kinds of game settings, inflation probably changes it as well. I'd need to look through SDK code to see what all modifiers are part of the calculation.
 
Heh. I did a bit of Turbo Pascal when I was at college years ago. I haven't done anything with it, of course :)

no, you did do something with it. you wrote that tic-tac-toe program with a minimal GUI. if only you could find that 5.25" disk it was on... priceless... :cool:
 
Well I noticed this in both your mod and Next War Advanced. Could it be more the other mod than yours? Like I said, it's in both, and it's fairly high in Next War Advanced.

Although, still, it shouldn't cost crate loads of money. :)
 
Well I noticed this in both your mod and Next War Advanced. Could it be more the other mod than yours? Like I said, it's in both, and it's fairly high in Next War Advanced.

That's 'cause Next War Advanced uses RoM as a base. :lol:
 
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