albie_123
Modding In Secret
ooooh man we're so close to sov I can almost taste it
v28:
Misc.
Please make sure you're using the latest CP.
- Added current time to the Top Panel (see user settings to turn off).
- Added Diplo Corner support for extra buttons. See the Additional Information dropbox for options on what buttons are shown.
- Added turns until next Policy indicator on the Policy button and turns until Piety drops on the Religon button.
- Fixed an issue whereby the Summer Palace continued to give a free Great Person of your choice.
- Fixed an issue whereby bullying City-States would be impossible because of a bugged 'too low influence' condition.
- Da Vinci's Workshop now only applies to Siege Units. But:
- Da Vinci's Workshop, St. Basil's Cathedral, and Kremlin changes moved to PiT.
- Changes to Humanism moved to PiT.
- Changes to Parthenon and Leaning Tower tech requirement moved to PiT.
- Added Unit_Missions and UnitClass_Missions table, for tieing custom missions to units.
- Made some updates to the Civilopedia game concept entries.
- Summer Palace is now disabled (EE). It will return as a World Wonder in Sovereignty.
- Added Golden Age Points Per Turn indicator to the Top Panel.
- Quietened the Tengriism founding audio.
Claims- Claims (Core) user setting now handles all Great Dignitary/Magistrate stuff, so these can now be disabled.
- Claims (Core Claims) user setting added to distinguish Claims on City-States (the actual mechanic
) - but this requires Claims Core.
- Incoporated Curns' ideas into the Decisions:
- Reduced the cost of Invite Great Person to Court and this now only applies to Merchants, Engineers, and Scientists.
- Added Invite Civil Servant to Court, for Magistrates and Dignitaries.
- Added Invite Veteran to Court, for Generals, Admirals, and Recon Units.
- Added Invite Holy Man to Court, for Doctors and Prophets Units (requires Health).
- Renamed Invite Great Person to Invite Tutor.
- Invite Civil Servant/Holy Man/Veteran/Tutor requires the Liberty/Piety/Honour/Tradition Finishers, respectively.
- Reduced the cost of Promote the Arts.
- Fixed an issue whereby the CulDiv cause did not work. Also fixed an issue where it was on by default.
- Re-wrote the main Causes Lua, which should improve performance and now supports negative Cause sources. Because of this, anticipate anomalies and please report any such oddities.
- Fixed an issue whereby the City-State popup screen would mess up if the CS did not yet have a Capital.
- Added new modern variation for the Great Magistrate. Thanks, Jan!
- Rome's changes are now tied to its Trait and not its Civilization type.
- Rome's UA with slavery now gives Shackles from defeating Barbarians (1 each).
- Added new Dignitary expended sound effect - thanks to Sir Kesler for the suggestion.
- Policy changes to the Liberty Opener and Patronage Finisher may now be disabled independently of each other, and allowed the option for Forum Magnum to be disabled without disabling the Great Magistrate faith purchases.
- Added LuaEvents.JFD_ClaimPushed(playerID, minorID), LuaEvents.JFD_MagistratesGranted(playerID, unit), LuaEvents.JFD_CityAssimilated(playerID, unit), LuaEvents.JFD_CityReclaimed(playerID, unit), and LuaEvents.JFD_DignitariesGranted(playerID, unitID)
- When Assimilating City with the Great Magistrate, Resistance and Revolt Sentiment is now cleared. Hence, this action can now be taken in non-occupied cities.
- Great Dignitaries and Great Magistrates must now be stationed in a city in order to grant Dignitaries and Magistrates.
- Added unique mission icons for Assimilate City and Reclaim City.
- Reduced the WLTKD boost from Westminster to 15% Faith and Culture.
Epithets- Added support for Todai-Ji and the Buddhas of Bamiyan to the Maharaj epithet.
- Sun King now increases Culture during Golden Ages by 10%.
- Added new epithets (the Enlightened, Augustus, the Monk, the Slaver, the Barbarian Slayer, the Pious, the Philosopher, the Soldier, and the Diplomat) - the Reformer to come with Sov. and the Silent with EC v4, bringing the total to50.
- Added sound effect for when an Epithet is recognised.
- Added failsafe check to ensure that Epithets that you already have will not trigger (was a reported issue about the Zealot doing this).
- Fixed an issue whereby the Magnanimous was impossible to get with Investments (CiD) enabled.
Piety- Piety system has been reworked slightly. All Piety rewards are now fixed (as opposed to previously scaled by how much Piety you have), however, there are now global modifiers that increase or decrease all Piety sources. E.g. Grand Inquisition now increases Piety from all sources by +25%, meaning, where you would get +20 Piety per X before building the GI, you will now get +25.
- Piety rate from being above or below your resting rate is now determined by the number of Civilizations following your State Religion. So, the more civs following, the more demanding it is to maintain high levels of Piety. Conversely, the more civs following, the easier it is to climb back up to your resting rate. As a result, Piety no longer decreases for every city of another civ not following your state religion. This is only applicable to the founder
of religions, however. Other civs only worry about themselves.- Holding the Holy City for your religion now increases your resting rate to the point that you cannot become Heretical.
- Now gain +5/10 (depending on game speed) resting rate per Holy City Owner that follows your State Religion (other than you).
- You no longer receive a Piety boost or loss when Civilizations or City-States adopt or change State Religions, or Secularize.
- Should now be possible to disable Piety in the user settings.
- Aztec UA now based off of its Trait, instead of the Civilization.
- Aztec perpetual WLTKD now only applies in the Capital when Devout.
- Fixed an issue whereby Missionaries did not gain additional strength/spreads with Devout Piety.
- Synagogue now yields +2 Food (from +1).
- Added various detail to the Piety Top Panel TT.
- Civilizations will no longer adopt State Religions that are not the majority in their cities (this was detrimental).
- Dome of the Rock no longer requires Piety. Mosque of Djenne returned as Piety wonder.
- Fixed an issue whereby sorting by Found Date in the World Religions tab would cause the screen to go blank.
- Added Theurgy Belief (+1 Science per 2 followers (up to 8), earn Piety from discovering techs), to correspond with the added Hermeticism.
- Almsgiving now bases its Piety yield off of WLTKDs, instead of Population growth.
- You now gain a small amount of Piety whenever you discover a Faith-based Natural Wonder.
- Todai-Ji now gives a free Pagoda in the city. Reduced Culture yield to 1 (from 3) and increased Production by 50.
- Cologne Cathedral now gives a free Cathedral in the city. Tourism reduced to 5 and base yields halved.
- Reduced the number of GProphetPoints Stonehenge gives to 1 (from 2).
- Added new icon for Religious Orders tech by Janboruta the Merciful (Sukritact's one was overlapping).
- Great Prophets may no longer be expended for Relics unless you are Devout.
- Dome of the Rock now rewards Piety based upon the captured city's pop, and now eliminates the Piety loss from warring with Civilizations of your State Religion.
- Fixed an issue whereby disabling the Temple of Heaven would cause Todai-Ji to not function.
- AI may now spend Piety on City-State Influence, provided they are relatively high in City-State flavour and at least Virtuous.
- City-States will no longer always secularize once Liberalism is researched (religious CS will still never secularise).
- Added Buddhas of Bamiyan wonder; +25% Piety from all sources and allows you to establish a State Religion without Priesthood. Unlocks at Construction.
- Grand Inquisition now produces +25% Piety from all sources.
- Syncretism policy now increases Piety resting rate by 15 (in addition to current effect).
- Hermeticism can now be disabled in the user settings.
- With CiD, Cologne Cathedral is moved to Nationalism.
- Hagia Sophia being moved to Drama and Poetry is now an option separate from its other changes.
- Added FLAVOR_JFD_STATE_RELIGION. This will determine how likely a civ is to adopt/change State Religion (higher == more likely), and, at values higher than 9, determines that the civ will never secularize. See the MSF.
- Added Soldiers of the Golden Dawn as a Holy Order.
- Schmlkaldic League now only offers Mounted Units.
- Followers of Arjuna now only offer Ranged Units.
- Diversified the special promotions on Holy Orders; they each have a specific effect instead of all yielding faith from kills.
- Fixed an issue whereby the unique Holy Order contract sounds were not working.
- Holy Order contracts now require a specific Religion to have been founded before they become available (you do not need to follow this religion to hire or see them, however).
- Added unique Notification for Piety Level.
- Changing State Religions/Secularizing whilst Devout or Virtuous now costs Faith, based upon the number of cities following your former religion. Secularization tts now correctly detail this. Changing whilst Heretical or Poor now
incurs Resistance for every city following your former religion.- Added Secularization sound effect.
- Holy Book Decision now correctly modifies its Faith reward based upon your Piety Level.
- Festival Decision now modifies by religious unity as in base E&D, and slightly increased the Reward.
- Added audio for Wiltran Mapu thanks to HoopThrower!
- Added new Temple of Heaven splash thanks to Kesler!
- Chosen People belief once again rewards Piety whenever a new tile is acquired with Culture.
- If the AI has founded a religion, it will no longer adopt another State Religion unless their Capital is converted away from their founded religion.
- Ancestor Worship now grants Piety whenever a military unit is purchased with Faith.
- Infallability policy now only grants Piety when a Great Prophet/Missionary/Inquisitor is purchased.
- Fixed an issue whereby the religion sound effect would trigger whenever an AI enacted one of the Religion Decisions, instead of this being restricted to the human player.
Mercenaries- Thanks to our glorious Pope, Gazebo the Wonderous, Mercenaries has been completely shifted into the DLL! So no more reloading issues! More stability! Whoop! I say you should all make a pilgrimage to the Holy Land of the Community
Patch Project SubForum and kiss his holy feet! Praises! Praises upon Pope Gazebo!- Removed the use of TableSaverLoader.
- Moved the Terracotta Army to Mercenaries.
- Mercenary Contract units no longer cost maintenance. You will now only pay maintenance on the Contracts themselves, which is now fixed on the Rating.
- The level of Mercenary Contract Units is now fixed on the Rating. This is a side-effect of the new system, but shouldn't be too much of a loss.
- Contracts no longer give resources. Mercenary Contract units are now directly resource-free.
- Mercenary Contract unit count is now fixed to the specific Contract.
- Integrated the Mercenaries notification into the Notification Panel. Right-clicking this notification will now bring you to the Mercenary Contracts Overview.
- Removed the user setting to exempt the AI from paying maintenance on Contracts.
- Added unique sound for when a Contract is started.
- Added ability to filter by Siege Units in the Contract Overview.
- Number of Contracts that an AI can take out at any given time reduced to 2 (from 3).
- Added a few extra QoL details to the Contracts Overview screen.
- Reworked Contract costs (Production cost x 3, +50/25% of that per unit/level).
- The Battering Ram and Siege Tower will now be added to the Siege category, instead of the Melee category.
- The "Break Contract" option now specifies in the TT the chance of Mercenary Units mutinying.
- Currently selected Contract/UnitClass will now be highlighted.
- Added user settings to set the turns before a Notification that a Contract is about to expire is sent.
- Added LuaEvents.JFD_ContractUnitsDisband(playerID, contractID, isMutiny), LuaEvents.JFD_ContractExtended(playerID, contractID), and LuaEvents.JFD_ContractBroken(playerID, contractID).
- Fixed an issue whereby the Colonial Marines still received a combat penalty from attacking over a river.
- Sons of Mars now gain a 25% combat bonus vs. Barbarians.
- Privateers are no longer limited to Contracts, although the Victual Brothers will still only offer a Privateer-based contract.
- Removed the Varangian Guard (not the contract, merely the unit). Once Justinian is out, the Contract will only offer the Varangian Guard units (removes conflict with Justinian and redundancy).
- Added Nomads, a contract that supplies Mounted units that have double movement in Plains and Grassland.
- Added Cuauhocelotl, a contract that supplies Melee units that yield GG points from kills.
- Added Zaporozhian Cossacks, a contract that supplies Cossacks that have no combat penalty when attacking over water.
- Added Lightning Wariors, a contract that supplies Meele units that reduce the CS of nearby enemies.
- Added Brotherhood of St. Mark, a contract that supplies Melee units that have a bonus against other Melee units (originally a contract made by Zwei!) (will offer only Doppelsoldner with HRE).
- Added Swiss Guards, a contract that supplies Pikeman that have additional Max HP (will offer only Swiss Guards with Papal States).
- Added Bandeirantes, a contract that supplies Melee or Recon units that ignore terrain costs and generate Gold from uncovering tiles.
- Contracts named after units will now only offer that unit (when a modded unit, only if that mod is active).
- Non-unique units are now three times as likely to be tied to a Contract over unique units (change this in 'JFD_RTP_MERCENARIES_CORE_DEFAULT_UNIT_COUNT').
As with CiD, the version jump is because of various beta iterations.
And with that tremendous update I want to thank Sir Chrisy equally tremendously for the tremendous help that he, with tremendous generosity, gave in its development. Others such as Pope Gazebo, Sir Kesler, Sir Zwei, and Sir Lad should also be thanked, but Sir Chrisy has been utterly indispensable, and henceforth shall be fitted with the title: Imperial Chancellor and President of the Privy Council. Thank you, really - you've been a greater help in this update than any shadow emperor.
Next up: updates to ExCE and CulDiv, and then finally the long, long awaited Sovereignty.
JEEZ dat's a lot. Is it the final update?
I like this wonderful update! This update makes game so fun and sophisticated. Especially like deactivating option of piety and new mercenary system, GP decisions.
I just have one question : is it too hard to make this perfect mod compatible with E&D CBO edition by Enginseer and Sukritact or other reason of block?
So...does it mean that RtP is going to be compatible with it or I can make them compatible by modifying some files or commands?Specify the differences and something could probably be done.
Huge differences but if you want balance things with CBO, something can be done about tweaking a few values and such.So...does it mean that RtP is going to be compatible with it or I can make them compatible by modifying some files or commands?
You can just delete lua files in MODS\JFD's Rise to Power (v 28)\Shared\Lua\UI\Overrides to use EUI's one.Speaking of panels... This mod seems to overwrite nearly every change made by EUI. I don't know if I should use the comp. Files (like I did) but it literally removed every change. It broke the unit panel, mouse hovering works like in vanilla, and I don't know how much points I have...
I hope it's not intended.
So...does it mean that RtP is going to be compatible with it or I can make them compatible by modifying some files or commands?