[Warlords][Mod] Kets Composite Mod

@Roamty
Awesome! You truly are a gem in the community helping so many mods out with there work. You should join the CCCP Project.

@All
Version .2 is out to the testers.

Change Log .2 Only see above posts for .1 and previous change log

Spoiler :

.2
-----------------------------------
Whale +1G
Castle @ Construction
Dry Docks @ Engineering
Labs @ Electricity
Market -1 Health
Scotland Yard @ Espionage
Great Library @ Alphabet (need this checked for balance)
Broadcast Towers @ Radio
UN @ Fission (Check For to early Diplo or Back door Diplo)
First to computers gets free engineer not first to fusion
First to Fission Gets ICBM (GOOD GOD)
Eiffel Tower Effect - 100% Culture In City (Free Broadcast @ CN TOWER)
Walls never obsolete
Citidel bonus to 75% 3xp seige
Bunker down to -33
Bomb Shelter Modifer to -45
Cothon Trade Route to 100
Airport Requires Radar & Flight
German Assembly Plant Allows 1 Extra Engineer Specialist In City
Nuke Plant @ Nuke Power
Library @ Alphabet (check for balance)
Madrassa @ Alphabet
Russian Research @ Electricity
Forum -1 Health
American Mall Allows 1 Extra Merchant Specialist in City
American Mall +25% Food
Heroic Epic Requires LEVEL 6 Unit
Stonehenge never obsolete
Great Lighthouse Requires Massionary And Sailing
Colosus Obsolete @ Gunpowder 1550-1650 Early Renisance
Angkor Obsolete @ Semiconductors
Kremlin Does Not Obsolete
3 Georges Damn 100% Bonus with stone
Space Elevator @ Space Exploration
Space Elevator allows 4 extra engineer specialist in city
Space Elevator gives 1 global happy
Notre Dame +1 Happy Global
Fort @ Construction
Apollo @ Space Flight 1600 (doubled)
SDI Cost 2000 (Doubled)
SS Casing @ Composite Cost 1600 (Doubled)
SS Thrusters @ Space Exploration Cost 2400 (Doubled)
SS Engine Cost 3200 (Doubled)
SS Docking Bay Cost 4000 (Doubled)
SS Cockpit Cost 2000 (Doubled)
SS Life Support 2 Team Instanced Cost 2000 (Doubled) Need 2 for Victory
SS Stasis 2 Team's Cost 1500 Doubled Need 2 for Victory
The Internet Cost 3000 (+1000)
Maceman, Samuari And Berserker @ Fuedelism & Needs Metal Casting
Warriors Upgrade to Sword, Axe, Spear, Acher Or Chariot
20 Unique Names for Preditorians
Check .2 To Stability
Test Game
Results from test game, tech tree needs to be accelerated a bit roll back the changes to space until
then, try to get christianity to pop earlier
Path To Theology Cheaper
Modern And Future Age Normalized
Divine Right Cheaper


Up next
.3 Has the CCCP Core functioning and new wonders are going in now. New buildings will go as well (some real big suprises here stuff that no other mod does)
.4 will have the unit changes for tech tree placement
.5 will be SDK/Python mostly

Known Issues
Tech Tree Speed is being tweaked
Christianity Pop's Late
Civics need new strategy text (all of them, this is going to be a *****)
Basic Flight Tech Icon
Some Units need there tech adjusted.
 
Wonders Teaser

.3 Of what is now being called Composite XL introduces some wonders that have some VERY unique abilities. Thanks to Impaler and the CCCP team we have plenty of new tags to play with to give some nice abilities. Drool over
"Colt Armory" abilities.

Credits to the Wonders Belong to there Designers, I mearly tweaked them and merged them into the mod. Oh!... This is a double teaser... When looking over the wonderful wonders see if you can figure out the second teaser.


wondersteaser2yg0.jpg
Note: Some of the new wonders not shown, I am also explaining changes to the existing wonders.
Art Of War
@ Feudalism Obsolete @ Military Tradition
2 Free Promotions
- +6 Culture +2GPP(GE)


Temple Of Marduk
@ Alphabet Obsolete @ Replaceable Parts
+1 Happy Global +6 Culture +2GPP(GP)


Code Of Hammurabi
@ Writing @ Obsolete @ Civil Service
-50% Distance Maintance -50% Number Of City Maintance
+6 Culture +2GPP(GS)


White House
@ Democracy
-100% Number Of City Maintance
+6 Culture +2GPP


CN Tower
@ Mass Media
Free Broadcast Tower +6 Culture +2GPP(GA)


Sphinx
@ Masonry Obsolete @ Divine Right
-100% Anarchy Length
+6 Culture +2GPP(GP)


Leonardo's Workshop
@ Paper Obsolete @ Refrigeration
+1 Free Artist/Scientist/Merchant/Engineer +6 Culture +2GPP(GE)


Big Ben
@ Constitution
-100% Distance Maintance +2GPP(GE)


Magellians Voyage
Sentry II to all Naval Units Built In City +1 Trade Route
+2GPP(GM)


Cure For Cancer
@ Genetics
+1 Health +1 Happy Global
+4 Culture +2GPP(GM)


Statue Of Zeus
Starts Golden Age
+6 Culture +2GPP(GM)


Mosuleam of Mausollus
-50% Anarchy Length
+6 Culture +2 GPP(GA)


Eiffel Tower Does not give culture per turn just +50% City Culture

West Point Now Grants 2 free prmotion
s

Eirik Ruade @ Advanced Refining
1 Oil - 1 Hammer Extra Water Tiles
+1 GPP(GE)


Oil Sands
@ Advanced Refining
5 Oil +3 Unhealth +25% Commerce
+2GPP(GS)


Colt Armory
@ Rifiling
-50% Upgrade Cost Generates A Free Concripted Unit Every 3 Turns +6 Culture +2GPP(GE)

Eiffel Tower Does not give culture per turn just +50% City Culture.
West Point Now Grants 2 free prmotion
s.
Statue Of Liberty only buidable on coastal cities.

United Nations Gives +2 Diplomatic Relationships

For other wonders see previous version notes.

Figured out the special hidden teaser?

Spoiler :
By Popular Demand CANADA IS INCLUDED​

Please note: This is a teaser for the upcomeing release of .5 of the mod and is not in .35 of the current mod.



 
I wouldn't recomend using the FreeUnits with the Colt Armory, I had intended that tag for a TerracotaArmy wonder at some point in the future, also every 3 turns is super powerfull on top of the already good -50% upgrade cost.

Eirik Ruade is +1 Hammer all water tiles (like a Hammer Collosus) thats interesting, but I'd drop the Oil as it redundant with the Oil Sands, on the other hand I never realy liked the idea of natural features being "wonders"

I see you have the buttons for Chineese Americans Silkroad and TransContinental Wonders but havent listed them, both are nice wonder though they could use some tweaks.

West Point I would keep as it is, the point of the Art of Wars effect was to create diversity of effects, WestPoint gets your new units in one city more exp, the Art of War is totaly the opposite with ALL units currently in existence getting free Promotions as a one time effect.

For the same reasons the Statue of Zeus and Mausulem look brand to me as their just replicating existing effects, I'll keep working on tags and see if I can come up with something better.


P.S. I've always been anoyed a Paper Tech for being so blatanly historicaly inacurate, I had an Idea just change the name "Literacy" and it represents the incressing literate portion of the population in the Renisance and the growth in bookreading/writing that ultimatly catilized the printingpress.
 
All good idea's....

RE: Colt Armory - Yea the testers would more than likely flag this as being the uber wonder... I do so love that tag though. Then again upgrade cost makes an amazing tag to.

Re: Eirik Ruade - I was pulling the wonder from some other mods. I might change the name and idea by going with this... I do like the +1 Hammer concept

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

The art, button and even movie I have would work with either.

Going with the tallest structure concept but it would come very late in the game, and im not sure if its worth it at that point.

@WestPoint/Art Of War Synergy is what I was thinking, but yea its prob best to bounce it back to original effect.

Re: Oil Sands, I think its more or less the technology and resources to exploit the Oil Sands. That would be interesting though a wonder pack based on Natural Resources....

Of course to build the wonder you have to have the terrain that its based on. For example Great Barrier Reef.... Then again it would leave a great deal to the randomization engine....
Yea kill that idea...

I really liked the concept behind Chinease American's Trade Mod Commercial Victory still intreagues me although I feel he has it set to low. Something like 300k or so. I'm trying to come up with art and concepts behind both of them, was thinking of using the Commerce Effect on one and early trade routes on the other dont know if I will keep them but the idea I like a lot.

Re: Zeus an early golden age cant be all that bad can it?
Re: Mausulem I agree its bland....

I need to go through wikipedia before I finalize the build and see what I come up with. I'd really like to play with the diplomacy stuff you cooked up, and once I get Civ Gold Warlords in, I'll prob include some trait stuff...

Ive heard that your other traits (not yet included) rocked. Ocedius was raving how it was better handled than firaxis did.

I think we might have a public build by the weekend.

Oh yea my SDK code base is just CCCP at the moment.... I need to put in the 24 civ hack soon. After I get Wonders and Canada fully in, I'll start looking at the SDK mods for inclusion.
 
I can whip up a WL version of the TraitInfos.xml file with my 8 new leadertraits in it, then you could give thouse traits to the various CivGold leaders in any combinations you like. I had some ideas for how I would modify the new Traits as well.

Charismatic I would go flat +2 Happiness all cities and drop the Monument happiness, Colloseums would be cheaper and maybe something else as well

Aggressive would gain the -25% exp for Promotions and cheap Stable. This makes the Trait totaly focused on the creation of a super elite army

Imperial would make use of new tags to become the "Zerg" army flavored trait with a WW modifier and a Unit Production Bonus similar to Police State you can mass produce troops and remain at war for long periods

Protective not much changing their except to expand the CityGarrison Promotion to just about every unt. I'd add the Enemy Attrition damage tag and give it around 5-10% enough to completly negate a non medic units heal rate. Modifying the game base heal rates could significatly effect the usefullness of this though.

Expansive I would add a BuildoutsideBorders flag which would work similar to Lopez's mod for Improvments, only this is all improvments and Civ specific. It remains to be show if this will be of much use though.

At some point I'd like to create a Spy oriented Trait "Cunning" with a reduction in spy mission cost (half) a bump to the number of spies that can be employed at one time and some kind of incressed chance of success. Think Darlocks. This will need to be combined with some general improvments to spying such as new Missions and earlier apearance on the Tech Tree to be of much use.

I can start whipping up the simpler tags soon, it depends on how much Wonder art I get sent.

Also have you considered making us of the Specialist LocalBuilding and SpecialistTech improvments, I had a bit of a half finished mod which had a number of techs and buildings improve the output of Specialists, by the end of the game most are producing about twice their base output to reflect technological improvments in the work environment/incressed labor productivity. If you like the concept I'll see if I can get moved over as well, the code is in place I just need to mess with the XML.

Lastly have you considered borrowing some Gnarts Techs/Units/Buildings from his abandoned mod. The art was great (he did the Leonardos Workshop), theirs an Alchemist Lab building I would like to see includeded, it gives +25% labs which could be balanced by some modifications I made to University taking away its Lab bonus and making it a GreatPeople bonus Building with additional specialist slots as well. Taken together this would spread out the huge Tech surge from Observatory/University being so close and add a non-Wonder building oriented towards GreatPeople, something the games has always lacked.
 
Yes, both myself and Ocedius are interested in the traits....

Although I would not be getting to that part of the show until .6/.7 as the dependency to Civ Gold Warlords plus my hands are full right now with getting this thing to .5 and public release.

Specialist LocalBuilding and SpecialistTech improvments I think Euserbius was interested in these mostly, but yes I am thinking of using them. I just have not put to terribly much time into thoughts on those.

I'm very much opposed to Improvements Outside Borders as it can be used to sleeze the AI and destroy there improvements. Unless this has changed that it can not be used inside someone else's borders then I would consider using it.

The early spy tech from Total Realism would be a good place to look into the early spy stuff. I like the idea of making spies worth it. New missions are always good. I'm all for beefing up the spy game as long as the A.I. can handle it.

I am much much much more interested in the "simpler" tags. For Release
The Diplomacy Modifier moving it to projects (alternatively I could move Manhattan out to buildings i think without a problem)

Is it possible to whip one up that gives all units in play a specific promotion. Sort of like the one that is set for Art Of War but gives a specific promotions.

Attrition would be interesting Must have supply units or suffer attrition in enemy lands.... I see some potential with this for a Napoleonic Mod Or WW1/WW2 Russian Winter or Age of Imperialism

I'll look into Gnart's mod.
 
.3 Is about to go out to the testers!!!!!!!!!!!​

There are 3 main catagories of change in .3
- Wonders (New Wonders Added, Old Wonders Tweaked)
- Buildings (New Buildings Added, Old Buildings Tweaked)
- Canada 5 Leaderheads 1 UU 1 Flavor UU / UB / Sounds / Diplomacy Text

One of the major gameplay changes is no building is protected from nukes. This I do think includes nuke meltdowns (Allthough I do not know for sure, it should as the code is just a nuke exploding in the city) I am unsure of how this will effect gameplay. Most wonders will not be able to be re-created once destroyed, the palace was protected before now it is not, religious major holy buildings should be destroyed for good. Which means a nuke strike will slow down a space vicory and a religious victory. Thats the intended effect. Since this has not been playtested heavily yet so I am interested to see how this goes. Especialy once M.A.D. is in place.
I may decrease the chance for a nuke to destroy a building (which was increased in an earlier version) to compensate for this.

Known Issues in .3
24 Civ Hack is not in place this breaks the custom maps. Please use random maps only. This will be fixed in .5
Basic Flight Bi-Plane Icon is still missing Fixed in .4
Civic's Strategy Text needs to be re-done and in some cases done. .5/.6
Durring a Golden Age Game Clock % and Turn Counter goes a bit off the interface.
Colt Armory Needs Artwork
Colt Armory needs effect changed.

Changelog for .3

Spoiler :

Broadcast Tower @ Mass Media (Moved Back From Radio)

Art Of War @ Feudalism Obsolete @ Military Tradition
2 Free Promotions to all units - +6 Culture +2GPP(GE)

Temple Of Marduk @ Alphabet Obsolete @ Replaceable Parts
+1 Happy Global +6 Culture +2GPP(GP)

Code Of Hammurabi @ Writing @ Obsolete @ Civil Service
-50% Distance Maintance -50% Number Of City Maintance +6 Culture +2GPP(GS)

White House @ Democracy
-100% Number Of City Maintance +6 Culture +2GPP

CN Tower @ Mass Media
Free Broadcast Tower Global +6 Culture +2GPP(GA)

Sphinx @ Masonry Obsolete @ Divine Right
-100 Anarchy Length (No Anarchy) +6 Culture +2GPP(GP)

Leonardo's Workshop @ Invention Obsolete @ Refrigeration
+1 Free Artist/Scientist/Merchant/Engineer +6 Culture +2GPP(GE)

Big Ben @ Constitution
-100% Distance Maintance +2GPP(GE)

Colt Armory @ Rifiling
-50% Upgrade Cost Generates A Free Concripted Unit Every 3 Turns +6 Culture +2GPP(GE)

Oil Sands @ Advanced Refining
5 Oil +3 Unhealth +25% Commerce +2GPP(GS)


Broadcast Tower Back to Mass Media

Owner Of The U.N. Gets +2 Diplomacy Modifier

Statue Of Liberty Only On Water

Hitler Is Finaly Gone

Magellians Voyage
Sentry II to all Naval Units Built In City +1 Trade Route Global +25 Trade Routes +2GPP(GM)

Cure For Cancer
+1 Health +1 Happy Global +4 Culture +2GPP(GM)

Statue Of Zeus
Starts Golden Age +6 Culture +2GPP(GM)

Mosuleam of Mausollus
-50% Anarchy Length +6 Culture +2 GPP(GA)

Eiffel Tower Does not give culture per turn just +50% City Culture


Eirik Ruade
1 Hammer Extra Water Tiles +1 GPP(GE)

Oil Sands @ Advanced Refining
5 Oil +3 Unhealth +25% Commerce +2GPP(GS)

Building Changes
Added Manufacturing Plant
Added Mass Transit System
Added Fusion Plant
Recycling Center Changed to +2 health
Universal Sufferage @ Industralism -25% War Weary +6Culture +2GPP

Canada Is In Game (Please check sounds, my soundcard is dead)

Test Game - Theology/Christinaty Discovered 600ad MUCH BETTER


Up next...
.4
Units, Combat, Formations

WE ARE VERY MUCH ON TRACK FOR A .5 PUBLIC RELEASE
 
Hi Ket,

I was'nt able to thoroughly test the last version but glad to know you have other testers :goodjob: however I did find one thing and that was again similar to the last Civic error, this time I got:

Civic Barter (TXT_KEY_CIVIC_BARTER_STRATEGY)

Will be looking at the latest version later today all being well

All the best

UM :)
 
One other thing and that is you know when you get the screens up telling you about the latest research that's been completed? well did you enlarge that box? only for me I'd prefer it to be a bit smaller as it covers over the icons a tad at the bottom of the screen, just looks a little untidy, constructive criticism nothing personal :)

I am just not sure if you intended for that box to be bigger

UM ;)
 
@UM....

The box was intended to be much bigger, it now displays the strategy text as well and also orginizes things much better. As far as it obscuring the icons, well sure but you cant really do anything till you dismiss that box.

Roamty who created that screen change, is one of the people working with me on the mod. So your comment is going right to the designer maybe we can put a config option in it.

All the Civic strategy text needs to be re-done. Since its a cosmetic change I've pended it off to release .6 unless I get someone to do it for me. Or unless I find that I missed something in merging Aussie's Civic System into the mod.

The most time consuming issue with this fix is that the civic's all changed so even though it gives strategy text for some of these it may or may not be correct so I have to go through each one.

Keep up the good work :goodjob:
 
Hi Ket,

The box was intended to be much bigger, it now displays the strategy text as well and also orginizes things much better. As far as it obscuring the icons, well sure but you cant really do anything till you dismiss that box.

Roamty who created that screen change, is one of the people working with me on the mod. So your comment is going right to the designer maybe we can put a config option in it.

That's ok Ket maybe all that could be done would be to move it up slightly, but I take your point about not being able to do anything with those icons until you dismiss that box, so whatever you think best is fine, maybe I am nitpicking and I apologise :) I've always been very fussy, a nasty habit I know :(

I just playtested the latest build and had the following issues but you may know about them already, certainly the Civic ones anyway :)

First off in the Custom Menu Screen under options at the bottom beneath the Cultural Borders are slowed option there is another little box but no text saying what the option is

And then the Units statistics screen I was seeing under a couple of entries namely when combat occurred (TXT_KEY_UNITSTATS_)

Other than these observations the stability is excellent and I got to 103 turns without a crash or error

Please forgive my nitpicking and also the fact that I may not fully understand some of what you say, and may also find things that you already have told me about, I have a problem with concentration from time to time but it is a pleasure to help out in anyway I can :)

UM ;)
 
@UM

Its all good mate. All the feedback helps.

-Aware of the box, bug was allready submitted to impaler.
-Unit Stats is broke untill I recompile the .DLL I wont have that out untill the test version .4
- I'll see what I can do about moving the Tech Display after .5 unless roamty has a better answer.

@ All
New Unit formations are going into .4 for those of you drooling here is more to drool over. (Special Thanks To Gedemon for getting this out)
fleetsteaserhs3.jpg


Ship Ratio's Finaly Fixed.

pointyiv2.jpg

No More Wide Annoying Circles

These are added to .4 which will be a few days off as it has some major unit changes and includes Dales Combat Mod.

I will release a patch for Unaltered Gameplay with Flavor Today that has these changes.
 
Civ4ArtDefines_Unit - Controls the size of each individual unit
Civ4FormationInfo - Controls the actual formation including each unit's position in the mesh
Civ4UnitInfo - Specifies the Number of units in the mesh

Your going to want to take a look at seZereth thread in graphic modpacks as there have been a great deal of people working on decoding the formations.
(Porges, seZereth, Gedamon)
 
The box was intended to be much bigger, it now displays the strategy text as well and also orginizes things much better. As far as it obscuring the icons, well sure but you cant really do anything till you dismiss that box.

Roamty who created that screen change, is one of the people working with me on the mod. So your comment is going right to the designer maybe we can put a config option in it.

Uniquemind : You can add or remove TechWindow its your call, there are two to pick from small or large.
All you have to do is just copy and paste into Python\Screens\TechWindow and it will not change anything else in this mod or any mod. You can do this to all the mods out there. TechWindow is only for Techs popup screen you see in the game I just wanted more detail when the screen popup

http://forums.civfanatics.com/showthread.php?t=158636 Go here to see pictures

http://www.civfanatics.net/uploads12/TechWindow_1.g1.zip


http://www.civfanatics.net/uploads12/TechWindow_1.g.zip
 
Boy that Carrier is (apropriatly) HUGE
I like Roamty's Tech Window, its been through many interations with feedback from lots of folks and has become highly evolved.

I've been brainstorming some Wonder effects, tell me what you think.

Theather of Dioniycis - All cities you control start with or are raised to a minimum of 100 culture, you may build Theaters before normal tech Requirements

Castle Neitchwia (sp?) - +25% Building Production Bonus (like Organized Religion)

Temple of the Sun & Moon - 10% Gold refunded for all units killed or lost (so if you kill or lose a 40 hammer cost unit you gain 4 gold)
 
@Kel, essentially yes, but also look at unitinfo for the mesh.
Those threads pretty much explain it in detail.

@Roamty I love the bigger windows. Between that, the formations, Dawn of Man, EDU and Great People Windows it gives the overall look and feel of my mod series!

@Impaler I'm seriously starting to get an idea For Clash Of The Titans Mod, if you keep this up... Ohhh someone DID do a kraken

25% Building Production is GOOD a way to set it city/global/coastal would be good.

The Temple Effect is interesting. I think at the very least it could be used as an example for what to do with the New New Tags...

Creative + Palace + Early Theater Thats a border MONSTER!
 
I like the new unit scales, they make the world seem much larger (because I zoom in more probably).

The new flags are apearing white, in addition I strongly dislike the whole "use national flags" idea and think Firaxis did it right by using symbols. For example using the modern flag of China with its communist overtones for all of Chinas 3000+ year history is silly, likewise practicaly every other national flag you've used dates from only the last century.

The Promotions look nice and I like the consistentcy of them, I think CityRaider needs be be toned down to 20% per level, also I see Acuracy is +2% per level, isn't that terribly low? Why use the odd icons for Speed and Mobility (they blatantly stickout out like soure thumbs from the blue/yellow pattern of all other promotions). Having tech requirments for Promotions looks like it could be interesting but the idea needs to be carried through to the point ware you would actualy be focusing your research based on the promotions avalible. So along thouse lines nearly ALL promotions should be put on the tech tree someware, almost every military tech could have one or more Promotions avalible. The Drill series is now looking very strong, it will need some testing. Satilite uplink seems redundant with Drill promotions, perhaps just have Drill IV or V require Satilite tech.

The Tech tree modifications look sound overall, I have a few nit-picks.
Compass is too late, having been invented by the Chinesse a long time ago.
Move Chemistry requirment from Medicine to Biology
Fission should require Pysics not Education
Unless their plans to add quite a bit of stuff to both JetFlight and AdvancedFlight combine them, move Carrier up from Flight to Jet/Advanced.
Rename stuff with "Advanced" in the name, its confusing and redundant
for example Refining could be "Drilling" and adv. Refining just Refining

Magellons voyage is getting garbage data for the number of traderoutes, this might be an SDK problem or it might be XML. Fusion Plant's art is causing an exception, I suspect its in a bad format. I prefer Solar Powerplants myself, a powerplant with Fusion is too late to be of any use.

I'm finishing up the WL trait code, WarWeariness, Military Production and BuildOutsideBorders tags, I'll try to get it released today.
 
Roamty gave me a nice flag pack with the modern flags. I like there look. although I am concerned with the white flag issue. Can you tell me which flags are doing white, I do not see the white flag issue on my system, so I cant check for them.

We can debate the modern flag's... I like them better than the symbols thats for sure. I can see how the symbols are more neutral though. Lets get roamty's take on it.

I attached a screen shot of the tech tree line up, how its supposed to match time periods. This is not 100% the tree I'm using but its close enough for line up purposes. But you can also see "SOME" of the plans for the unit based techs... Ignore the bi-planes at metalurgy...






- I don't diagree with city raider. (.4 Fix)
- Accuracy WOAH! yea err.... (.4 Fix)
- I like the idea of spacing them through the tech tree. I'll start to do that a bit more.
- Dontcha just love Sat Uplink though. When the new units come out we can look at the drill line and sat a bit more.
- Jet and Advanced Flight are being fleshed out with .4 units although I'm not happy how the tree is working in flight at the moment as I have units outside the flight path...
Its something we are going to need to look into at .4
- Magellian looks fine in .4 my change log shows I made no change to it in .4 so I'm unsure. We can regress this issue in .4
- Compass ok 1100ish AD according to wikipedia That puts it 2 rows ahead of where it is now. No problem with doing that Astronomy becomes a pre-req of compass? Comes from the optics line... I'll schedule this for .4 if we can get a concensius of what to do with it. .5 Otherwise.
- I'll fix fusion for .4

:goodjob:

Cool on the tags, I love new tags!... Is the diplo code in its basic form? And any luck getting it to work with "projects"
 
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