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Super Massive Enhanced Gameplay Mod

I've started with this again, since talk of the AGDM game seems to be stirring again. So far I've continued the UU/UB changes through Greece (with the exception of the Levee obviously), and added the military production bonus to all Colosseums (since it came up during the Odeon).

Edit1: UU's/UB's updated through Portugal (though the big-picture lighthouse/naval trio weren't implemented). Now to hope Egypt works well enough smile

Edit2: UU's/UB's updated through Mongolia (except the Garden--conditional XP unclear--and Ger--hammers on pastures unclear). Also, did you mean for the land unit XP on the Ger to be cumulative with the mounted unit XP?

Edit3: UU's/UB's updated through Maya (except Mint and Ball Court). Was the Mint supposed to be all unit production instead of just military production? Also, is the Ball Court supposed to have the Theater XP as well as the Garden (and not the Colosseum itself)?

Edit4: UU's/UB's updated through Germany (except the Pavilion's XP boost)--almost done!

Edit5: And done with the UU's/UB's, except for the exceptions noted in the above posts (the Fast Worker, all naval buildings, the Theater and Colosseum XP bonus, the Ger pasture bonus, and the Mint). Now let's see how many normal buildings I can get done before I go to bed smile

Edit6: Last edit of the night! Low-hanging miscellaneous building changes were plucked (Temples, HE, Paya, Zeus, Parthenon, Stonehenge). Assuming I work on this tomorrow, my next target is to see if editing specific improvement yields is as simple as plucking the code from a civic (since I don't believe any buildings do that--if one does I'm forgetting, please correct me wink ). If so, I can fix the Ger, as well as possibly do the Pier/Lighthouse conversion (as long as the behavior is clarified--is the Pier supposed to increase the tile yields of non-improved seafood?). After that it gets harder--I might even need to go into the DLL cry
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New day of AGDM work, new post! To start with, I added the new upgradable lumbermills--they're mostly there, but there are a couple hangups:
  • Their names suck--First Lumbermill, Second Lumbermill and the like tongue
  • The upgrade rate is boosted by Free Speech (since that all uses the same counter--though I can set the upgrade times individually)--that seems fine, but I'm making sure to note it
  • Lumbermills themselves are still not unlocked until Replaceable Parts--I'm surprised I couldn't find that in the XML yet, since it doesn't appear to be in the improvement or the tech itself--I'll keep looking smile
I also changed Commando since it was in the area.
Edit: Settled Great Artist yield changed--it's a commit by itself since it required a new file tongue
Edit2: Trebuchets immune to flanking damage--removed flanking damage from all mounted units, but should it be given back to the ones that can flank Cannons?
Edit3: Doubled the free unit counts for Vassalage--I just doubled both the base free units and the free units population percent, hopefully that does what we want. I also added the food bonus to Moai.
Edit4: Did some of the easier tech changes--moved the trade route from Currency to Writing, reduced the cost of Feudalism/Machinery/Banking. Next I'm going to delete Drama smile
Edit: Removed Drama as I said, gave Drill to Protective (since it wasn't the case in the mod version I started with), and fixed a bug from the Trebuchet update. I'm close to out of stuff to do I think--the only thing that's left that I can see an easy way to do is adding the new naval buildings, but I can't make them mutually exclusive. I'm going to make a new post showing what I think is left from the changelog Krill posted, then I'm going to poke Krill to see if he has any solutions to my problems--or if I'll have to go into the DLL next to make any progress frown
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I hope you are documenting this in one change log because that's an awful lot of changes you're putting together now shades

The tile improvements stuff is in Units/CIV4BuildInfos, change the <PrereqTech>TECH_REPLACEABLE_PARTS bit.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Quote:I've started with this again, since talk of the AGDM game seems to be stirring again. So far I've continued the UU/UB changes through Greece (with the exception of the Levee obviously), and added the military production bonus to all Colosseums (since it came up during the Odeon).

Cool, thanks for the continued work on this.

Quote:Edit1: UU's/UB's updated through Portugal (though the big-picture lighthouse/naval trio weren't implemented). Now to hope Egypt works well enough smile


Quote:Edit2: UU's/UB's updated through Mongolia (except the Garden--conditional XP unclear--and Ger--hammers on pastures unclear). Also, did you mean for the land unit XP on the Ger to be cumulative with the mounted unit XP?

Yeah, the XP is supposed to be cumulative. The Conditional XP aspect of the Colosseum/Theatre combination is certainly going to require DLL coding. As is the hammers on pastures for the Ger, most likely going to be implemented through the creation of new XML tags.


Quote:Edit3: UU's/UB's updated through Maya (except Mint and Ball Court). Was the Mint supposed to be all unit production instead of just military production? Also, is the Ball Court supposed to have the Theater XP as well as the Garden (and not the Colosseum itself)?

For the Mint, whatever, don't really think it matters that much. Probably all unit production. For the Ball Court/Garden/Colosseum, let me explain it this way: All Colosseums, including the Colosseum UB, should have the Theatre/Colosseum XP interaction. That is an effect of the base building. What the UB then have are the additional effects such as extra health, extra happy, and artist slots (Garden, Ball Court and Odeon respectively).


Quote:Edit4: UU's/UB's updated through Germany (except the Pavilion's XP boost)--almost done!

Impressive! smile


Quote:Edit5: And done with the UU's/UB's, except for the exceptions noted in the above posts (the Fast Worker, all naval buildings, the Theater and Colosseum XP bonus, the Ger pasture bonus, and the Mint). Now let's see how many normal buildings I can get done before I go to bed smile

I think the way to implement the Fast Worker is to duplicate the entry in the spoiler thread below:

Code:
<UnitInfo>
            <Class>UNITCLASS_WORKER</Class>
            <Type>UNIT_INDIAN_FAST_WORKER</Type>
            <UniqueNames/>
            <Special>NONE</Special>
            <Capture>UNITCLASS_WORKER</Capture>
            <Combat>NONE</Combat>
            <Domain>DOMAIN_LAND</Domain>
            <DefaultUnitAI>UNITAI_WORKER</DefaultUnitAI>
            <Invisible>NONE</Invisible>
            <SeeInvisible>NONE</SeeInvisible>
            <Description>TXT_KEY_UNIT_INDIAN_FAST_WORKER</Description>
            <Civilopedia>TXT_KEY_UNIT_INDIAN_FAST_WORKER_PEDIA</Civilopedia>
            <Strategy>TXT_KEY_UNIT_INDIAN_FAST_WORKER_STRATEGY</Strategy>
            <Advisor>ADVISOR_ECONOMY</Advisor>
            <bAnimal>0</bAnimal>
            <bFood>1</bFood>
            <bNoBadGoodies>0</bNoBadGoodies>
            <bOnlyDefensive>0</bOnlyDefensive>
            <bNoCapture>0</bNoCapture>
            <bQuickCombat>0</bQuickCombat>
            <bRivalTerritory>0</bRivalTerritory>
            <bMilitaryHappiness>0</bMilitaryHappiness>
            <bMilitarySupport>0</bMilitarySupport>
            <bMilitaryProduction>0</bMilitaryProduction>
            <bPillage>0</bPillage>
            <bSpy>0</bSpy>
            <bSabotage>0</bSabotage>
            <bDestroy>0</bDestroy>
            <bStealPlans>0</bStealPlans>
            <bInvestigate>0</bInvestigate>
            <bCounterSpy>0</bCounterSpy>
            <bFound>0</bFound>
            <bGoldenAge>0</bGoldenAge>
            <bInvisible>0</bInvisible>
            <bFirstStrikeImmune>0</bFirstStrikeImmune>
            <bNoDefensiveBonus>0</bNoDefensiveBonus>
            <bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
            <bCanMoveImpassable>0</bCanMoveImpassable>
            <bCanMoveAllTerrain>0</bCanMoveAllTerrain>
            <bFlatMovementCost>0</bFlatMovementCost>
            <bIgnoreTerrainCost>0</bIgnoreTerrainCost>
            <bNukeImmune>0</bNukeImmune>
            <bPrereqBonuses>0</bPrereqBonuses>
            <bPrereqReligion>0</bPrereqReligion>
            <bMechanized>0</bMechanized>
            <bSuicide>0</bSuicide>
            <bHiddenNationality>0</bHiddenNationality>
            <bAlwaysHostile>0</bAlwaysHostile>
            <UnitClassUpgrades>
                <UnitClassUpgrade>
                    <UnitClassUpgradeType>UNITCLASS_WORKER</UnitClassUpgradeType>
                    <bUnitClassUpgrade>1</bUnitClassUpgrade>
                </UnitClassUpgrade>
            </UnitClassUpgrades>
            <UnitClassTargets/>
            <UnitCombatTargets/>
            <UnitClassDefenders/>
            <UnitCombatDefenders/>
            <FlankingStrikes/>
            <UnitAIs>
                <UnitAI>
                    <UnitAIType>UNITAI_WORKER</UnitAIType>
                    <bUnitAI>1</bUnitAI>
                </UnitAI>
            </UnitAIs>
            <NotUnitAIs/>
            <Builds>
                <Build>
                    <BuildType>BUILD_ROAD</BuildType>
                    <bBuild>1</bBuild>
                </Build>
                <Build>
                    <BuildType>BUILD_RAILROAD</BuildType>
                    <bBuild>1</bBuild>
                </Build>
                <Build>
                    <BuildType>BUILD_FARM</BuildType>
                    <bBuild>1</bBuild>
                </Build>
                <Build>
                    <BuildType>BUILD_MINE</BuildType>
                    <bBuild>1</bBuild>
                </Build>
                <Build>
                    <BuildType>BUILD_WORKSHOP</BuildType>
                    <bBuild>1</bBuild>
                </Build>
                <Build>
                    <BuildType>BUILD_LUMBERMILL</BuildType>
                    <bBuild>1</bBuild>
                </Build>
                <Build>
                    <BuildType>BUILD_WINDMILL</BuildType>
                    <bBuild>1</bBuild>
                </Build>
                <Build>
                    <BuildType>BUILD_WATERMILL</BuildType>
                    <bBuild>1</bBuild>
                </Build>
                <Build>
                    <BuildType>BUILD_PLANTATION</BuildType>
                    <bBuild>1</bBuild>
                </Build>
                <Build>
                    <BuildType>BUILD_QUARRY</BuildType>
                    <bBuild>1</bBuild>
                </Build>
                <Build>
                    <BuildType>BUILD_PASTURE</BuildType>
                    <bBuild>1</bBuild>
                </Build>
                <Build>
                    <BuildType>BUILD_CAMP</BuildType>
                    <bBuild>1</bBuild>
                </Build>
                <Build>
                    <BuildType>BUILD_WELL</BuildType>
                    <bBuild>1</bBuild>
                </Build>
                <Build>
                    <BuildType>BUILD_WINERY</BuildType>
                    <bBuild>1</bBuild>
                </Build>
                <Build>
                    <BuildType>BUILD_COTTAGE</BuildType>
                    <bBuild>1</bBuild>
                </Build>
                <Build>
                    <BuildType>BUILD_FORT</BuildType>
                    <bBuild>1</bBuild>
                </Build>
                <Build>
                    <BuildType>BUILD_REMOVE_JUNGLE</BuildType>
                    <bBuild>1</bBuild>
                </Build>
                <Build>
                    <BuildType>BUILD_REMOVE_FOREST</BuildType>
                    <bBuild>1</bBuild>
                </Build>
                <Build>
                    <BuildType>BUILD_SCRUB_FALLOUT</BuildType>
                    <bBuild>1</bBuild>
                </Build>
                <Build>
                    <BuildType>BUILD_FOREST_PRESERVE</BuildType>
                    <bBuild>1</bBuild>
                </Build>
            </Builds>
            <ReligionSpreads/>
            <CorporationSpreads/>
            <GreatPeoples/>
            <Buildings/>
            <ForceBuildings/>
            <HolyCity>NONE</HolyCity>
            <ReligionType>NONE</ReligionType>
            <StateReligion>NONE</StateReligion>
            <PrereqReligion>NONE</PrereqReligion>
            <PrereqCorporation>NONE</PrereqCorporation>
            <PrereqBuilding>NONE</PrereqBuilding>
            <PrereqTech>TECH_MACHINERY</PrereqTech>
            <TechTypes/>
            <BonusType>NONE</BonusType>
            <PrereqBonuses/>
            <ProductionTraits>
                <ProductionTrait>
                    <ProductionTraitType>TRAIT_EXPANSIVE</ProductionTraitType>
                    <iProductionTrait>35</iProductionTrait>
                </ProductionTrait>
            </ProductionTraits>
            <Flavors/>
            <iAIWeight>0</iAIWeight>
            <iCost>60</iCost>
            <iHurryCostModifier>0</iHurryCostModifier>
            <iAdvancedStartCost>100</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iMinAreaSize>-1</iMinAreaSize>
            <iMoves>3</iMoves>
            <bNoRevealMap>0</bNoRevealMap>
            <iAirRange>0</iAirRange>
            <iAirUnitCap>0</iAirUnitCap>
            <iDropRange>0</iDropRange>
            <iNukeRange>-1</iNukeRange>
            <iWorkRate>100</iWorkRate>
            <iBaseDiscover>0</iBaseDiscover>
            <iDiscoverMultiplier>0</iDiscoverMultiplier>
            <iBaseHurry>0</iBaseHurry>
            <iHurryMultiplier>0</iHurryMultiplier>
            <iBaseTrade>0</iBaseTrade>
            <iTradeMultiplier>0</iTradeMultiplier>
            <iGreatWorkCulture>0</iGreatWorkCulture>
            <iEspionagePoints>0</iEspionagePoints>
            <TerrainImpassables/>
            <FeatureImpassables/>
            <TerrainPassableTechs/>
            <FeaturePassableTechs/>
            <iCombat>0</iCombat>
            <iCombatLimit>0</iCombatLimit>
            <iAirCombat>0</iAirCombat>
            <iAirCombatLimit>0</iAirCombatLimit>
            <iXPValueAttack>0</iXPValueAttack>
            <iXPValueDefense>0</iXPValueDefense>
            <iFirstStrikes>0</iFirstStrikes>
            <iChanceFirstStrikes>0</iChanceFirstStrikes>
            <iInterceptionProbability>0</iInterceptionProbability>
            <iEvasionProbability>0</iEvasionProbability>
            <iWithdrawalProb>0</iWithdrawalProb>
            <iCollateralDamage>0</iCollateralDamage>
            <iCollateralDamageLimit>0</iCollateralDamageLimit>
            <iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
            <iCityAttack>0</iCityAttack>
            <iCityDefense>0</iCityDefense>
            <iAnimalCombat>0</iAnimalCombat>
            <iHillsAttack>0</iHillsAttack>
            <iHillsDefense>0</iHillsDefense>
            <TerrainNatives/>
            <FeatureNatives/>
            <TerrainAttacks/>
            <TerrainDefenses/>
            <FeatureAttacks/>
            <FeatureDefenses/>
            <UnitClassAttackMods/>
            <UnitClassDefenseMods/>
            <UnitCombatMods/>
            <UnitCombatCollateralImmunes/>
            <DomainMods/>
            <BonusProductionModifiers/>
            <iBombRate>0</iBombRate>
            <iBombardRate>0</iBombardRate>
            <SpecialCargo>NONE</SpecialCargo>
            <DomainCargo>NONE</DomainCargo>
            <iCargo>0</iCargo>
            <iConscription>0</iConscription>
            <iCultureGarrison>0</iCultureGarrison>
            <iExtraCost>0</iExtraCost>
            <iAsset>2</iAsset>
            <iPower>0</iPower>
            <UnitMeshGroups>
                <iGroupSize>2</iGroupSize>
                <fMaxSpeed>1.75</fMaxSpeed>
                <fPadTime>1</fPadTime>
                <iMeleeWaveSize>2</iMeleeWaveSize>
                <iRangedWaveSize>0</iRangedWaveSize>
                <UnitMeshGroup>
                    <iRequired>2</iRequired>
                    <EarlyArtDefineTag>ART_DEF_UNIT_INDIAN_FAST_WORKER</EarlyArtDefineTag>
                </UnitMeshGroup>
            </UnitMeshGroups>
            <FormationType>FORMATION_TYPE_DEFAULT</FormationType>
            <HotKey/>
            <bAltDown>0</bAltDown>
            <bShiftDown>0</bShiftDown>
            <bCtrlDown>0</bCtrlDown>
            <iHotKeyPriority>0</iHotKeyPriority>
            <FreePromotions/>
            <LeaderPromotion>NONE</LeaderPromotion>
            <iLeaderExperience>0</iLeaderExperience>
        </UnitInfo>

Quote:Edit6: Last edit of the night! Low-hanging miscellaneous building changes were plucked (Temples, HE, Paya, Zeus, Parthenon, Stonehenge). Assuming I work on this tomorrow, my next target is to see if editing specific improvement yields is as simple as plucking the code from a civic (since I don't believe any buildings do that--if one does I'm forgetting, please correct me wink ). If so, I can fix the Ger, as well as possibly do the Pier/Lighthouse conversion (as long as the behavior is clarified--is the Pier supposed to increase the tile yields of non-improved seafood?). After that it gets harder--I might even need to go into the DLL cry

The Pier and Ger should work on unimproved tiles. I would worry less about the DLL, if you aren't certain of how to make things work.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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This post is going to be a cumulative post of what I think I have left--I've done a lot with just the XML, and this will let me more easily see what's left. (and of course Krill ninjas me as I compile this tongue )
Quote:Civilization UU and UB


Netherlands: Unique Building: Levee. Breakwater replacement. water tiles: +2 hammers, +1 commerce. Requires Steampower. Cost 120 hammers. Double production by Charismatic.

Byzantine: Unique Building: Hippodrome, Theatre replacement. +3 culture,.+2 artist slots, +1 happiness from horse, +2XP from horse, +2 happy per 10% culture slider. +100% production with Creative. Cost 50 hammers, requires Aesthetics.

Greece: Unique Building: Odeon, Colosseum replacement. +2 happy, +3 culture, +2 Artist slots, +25% military unit production, +2XP with Theatre. +100% production with Creative. Cost 80 hammers. Requires Construction.

Vikings: Unique Building: Trading Post, Lighthouse replacement. +25% naval unit production, +1 food from none resource water tiles. Cost 40 hammers. +100% production with Organized. Requires Pier, Sailing.

Carthage: Unique Building: Cothon, Harbour replacement. +1XP, +1 hammer from water based resources, +1 health from crab, clam, fish. +1 trade route.. Cost 80 hammers. Requires Currency. +100% production with Expansive.

Portugal: Unique Building. Feitoria, Shipyard replacement. +1 commerce from water tiles. +25% naval unit production. Cost 80 hammers. Requires Economics. +100% production with Imperialistic.

Babylon: Unique Building: Garden, Colosseum replacement. +1 happy, +2 health, +25% unit production, +2XP with Theatre, +1 happy per 20% culture slider. Cost 80 hammers. Requires Construction. +100% production with Creative.

Mongolia: Unique Building: Ger, stable replacement. +3 XP for mounted units, +1 XP for land units. +1 hammer from pastures. Cost 60 hammers. Requires Horseback Riding.

Mali: Unique Building: Mint, Forge replacement. +25% production. +15% unit production. Cost 120 hammers. Requires Metal Casting. +100% production with Industrious.

Maya: Unique Building: Ball Court, Colosseum replacement. +3 happy. +25% military unit production, +1 happy per 20% culture slider, +2XP from Theatre. +100% prodcution with Creative. Cost 80 hammers. Requires Construction.

China: Unique Building: Pavilion, Theatre replacement. +3 culture, +2 Artist slots.+2XP with Colosseum. +100% production with Creative. Cost 30 hammers. Requires Aesthetics.

Buildings

Theatre: +3 culture, +2 artist slots, +1 happiness from dyes. +2XP from Colosseum. Cost 50 hammers. Available from Aesthetics. +100% production by Creative.

West Point: Free Commando promotion for units built in this city.

New Building: Quay. Requires Currency, Lighthouse. +1c from water tiles. Mutually exclusive with Harbour, Shipyard. +1 health from crab, clam, fish. Cost 80 hammers +100% production with Charismatic.

New Building: Breakwater. Requires Replaceable Parts, Quay. Water Tiles: +1 hammers, +1 commerce. Cost 120 hammers. +100% production with Financial.

Levee: Unique Building for Dutch, replaces Breakwater. Requires Replaceable Parts, Quay. Cost 120 hammers. Water Tiles: +2 hammers, +1 commerce. +100% production with Financial.

New Building: Shipyard: Requires Compass. Cost 80 Hammers. +25% production of naval units. +2 hammers from Barracks, Forge. +3XP for naval units. +1 health from crab, clam, fish Mutually exclusive with Harbour, Quay. +100% production with Imperialistic.

Drydock: Requires Steel, Shipyard. Cost 120 hammers. +50% production of naval units. +4XP for naval units. +2 hammers from Barracks, Forge, Factory. +100% production with Aggressive.

Harbour: Requires Compass, Lighthouse. Cost 80 hammers. +1 trade route, +25% trade route yield. +1 health from crab, clam, fish. Mutually exclusive with Quay, Shipyard. +100% production with Expansive.

Customs House: Requires Harbour, Economics. Cost 120 Hammers, +100% trade route yield. +100% production by Imperialistic.



Traits

PHI: +67% GPP - done, every naturally produced GP produces 1 settled great person in the city that produced the GP, +100% production of university

FIN: +1 commerce on tiles that produce 3 commerce. +100% production of Bank, Quay.

SPI: Removed from game

New Trait: Administrative (ADM): City improvements provide additional benefits.
Barracks: +10% gold
Library: +10% beakers
Courthouse: -10% city maintenance
Forge: +10% hammers
Bank: +10% gold
University: +10% beakers
Monument: +1 hammer
Granary: +1 hammer
Quay: +2 hammers per water resource tile
Harbour: +2 hammers per water resource tile
Shipyard: +2 hammers per water resource tile
Colosseum: +10% hammers


Tech Costs:


Tech cost scaling: Implement the tech cost scaling feature as per ToW. This changes Fishing to be a 5 turn tech on pretty much every normal speed map. Tech costs increase by 10% up to a maximum of 40% in steps of 10% in the Renaissance era.



Workboat:

Make the work boat a foodhammer unit, cost 20, requires no tech. It does NOT suicide on improving seafood. Can carry Scout, Explorer, Missionary, Spy, Great People and Settler.

Nets take 4 turns to improve.

New Building: Pier: Cost 20 hammers. +2 food to all resources on water domain tiles. Required to build Lighthouse. Requires Fishing.

Lighthouse: Cost reduced to 40 hammers. Requires Sailing. ORG: +300% production of Lighthouse. +1 food to non-resource water tiles.

Resources:
Fish: +1 food base. +1 food/+1 hammer with net. (+2 food with pier, total max food/hammer output 5F/1H)
Crab: +1 food base. +1 food/+1 hammer with net. (+2 food with pier, total max food/hammer output 5F/1H)
Clam: +1 food base. +1 food/+1 hammer with net. (+2 food with pier, total max food/hammer output 5F/1H)

All freshwater resources changed to not benefit from freshwater (ie all seafood counts as salt water). So freshwater lakes are still 3/0/2 with a lighthouse, but freshwater fish, improved with net and pier is 5/1/2, and 5/1/2 with a lighthouse.


Civics:

Government Civics:

Police State: Available at Military Science. +20% production. +10% military unit production from Barracks, Forge, Courthouse. -50% War Weariness. Medium Cost.

Legal Civics:

Vassalage: +X free units (twice base BtS), +1hpt, +1bpt, +1XP from granary, courthouse, barracks, forge, lighthouse. Low upkeep.

Bureaucracy: Available at Civil Service: +35% Commerce and Hammers in cities with Palace, Forbidden Palace, and Versailles. Medium Cost.

Labor Civics:

Economic Civics:

Religious Civics:

Paganism: +1 hammer, +2 beakers from Monument.

Organized Religion: +25% production of buildings. If state religion present in city: +3 gold from temples, monasteries, +5 gold from Cathedral. Medium cost

Theocracy: +2XP in city, cannot spread none state religions. If state religion present in city: +1XP from Temple, Monastery, +3XP from Cathedral. Medium cost

Pacifism: +100% Great Person Production. If religion present in city: +1 food from Temple, Monastery, +2 free specialists from Cathedral. High Cost

Free Religion: +10% science. +1 happy per religion present in city. Available at Divine Right. If state religion present in city: +3 beakers from temple, monasteries, +5 beakers from Cathedral. Low cost.


Misc:

Capital city tile: Minimum yield 2 food/2 hammers/1 commerce.

Anarchy: Minimum time between civic swaps 12 turns (increased from 5 turns).

Great Person point threshold: +100 point increase following the production of each naturally produced Great Person.


Trade Routes: New calculation of trade route yield.

Intercontinental trade route bonus only applicable on internal trade routes.

Base trade route value is 1 commerce, +0.1 commerce per population in the originating city, starting from size 1. ie size 5 origin city has trade route worth 1.5 base commerce. Size 10 origin city has trade route worth 2 base commerce.

Receiving city trade routes are multiplied by following factors (not exhaustive list):

Foreign trade route: +100%.
If not foreign trade route but on different land mass: +100%.
If Harbour present: +25%
If Custom House present: +100%
If in Free Market: +25%


Religion:

Spreading second religion to a city has 100% success rate.

National limit on missionaries scales on map size. 3 on Duel Tiny, Small and Standard 4 on Large, 5 on Huge.

Shrines: Maximum output 60gpt.

Units:
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Hooray, Krill showed up! I didn't even have to poke you smile

Changelog: I just posted a "what's left"-style changelog above, and I've been posting accurate commit messages to the repository each time.

Lumbermills: Just changed that in the latest update, along with changing Emancipation to Medium Cost (something I missed last time and only caught while doing the big changelog above)

Colosseum/Theatre XP: I was confused, since I didn't see that the XP was being given to all theatres at first, just that it was being given to a bunch of UU's (but not all of them). Otherwise, it's clearly DLL stuff, so I won't worry about it tongue

Mint: It doesn't really matter to me either; just that if it's all units I don't think I can do it as is (unless you know of something else that does it), while military unit production is easy.

Fast Worker: Each civ can only have one unit of each class available--if you use the Fast Worker from the spoiler, you won't have any workers available to build until Machinery, and I'm pretty sure that's not what you want (though it certainly would be a nerf to India wink )

Pier/Ger: Ger working on unimproved tiles is weird, since you said pastures specifically (not cows, horses, etc). Either way, it's likely DLL work.

One thing I didn't mention yet that I wasn't sure of was West Point--is that supposed to be the normal XP along with Commando?

Other than that, the things that are left I think I can do are the new Workboat and associated improvements, the new naval trinity (other than their mutual exclusivity, I think they're easy to implement) and the beginning tech tree changes (those changes seem the least set in stone by far, and appear to be relatively hard and easy to screw up--though removing Drama was pretty painless, so maybe this is easier than I think?). However, I think I'm done for a bit.
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So why not just create a new UnitClass for the Fast Worker?

Ger: Meh, whatever works.

West Point, I believe that it should likely just be he Commando promotion and no XP. I believe the cost could be lowered because of that to something like 300 hammers because that is a big nerf to the flexibility of the NW, or perhaps a new NW should be created that gives the Commando promotion and that WP should be left as is?

I can send you the tech file for the position of the early techs in the tree.

I believe that the main issues are putting effects onto AH and BW that mean they are worth researching. I think that the Mines effect you mentioned before wsuffices for BW (drop mines to +1 hammer, +1 hammer from BW), but for AH it's a bit harder. Not sure what to do with it there.

You've done a lot of work, not surprised you want a pause tongue
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Fast Worker: I guess that could work, though I'm not sure I can make a unit class specific to a civ--though then again, I still don't get why just prefixing the name of a unit/building with a civ name is all that's needed to make a UU/UB, so I'll try it soon (next time I touch the XML).

West Point: Is there any reason not to make the Commando promotion granter a new National Wonder? Do you have a good name? Any suggestions for which art to use (for that, as well as all the new naval buildings? Obviously I mean from the base art, at least at this point)?

Early Techs: You can send that along if you like, though hopefully it'll be in a form I can easily take the relevant parts from (and not overwrite my earlier changes). As for AH, the easy (/lazy) answer is to do the same basic thing--move +1 food from pastures to AH. That only is an issue with horses, right? You could solve that by making horses give -1 food to the tile to begin with I guess. Is moving food too big of a deal?
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Fast Worker: Fuck knows.

West Point: Not really, I'd use the Royal Marines training facility but it's got an awful name for identity.

The new naval buildings: All harbour level buildings should use hte harbour graphics, all Customs Houses should use the Customs house graphic.

Early Techs: Ah, I remember, I considered a similar idea but honestly, I think that removing 1 food from the tiles is reasonable, for it to be given back at AH. I don't know about that -1 food to horses, I don't think it has to be implemented ie horses are fine to be buffed by 1 food with a pasture (it makes them the same yield as copper plus the commerce).
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Here is the tech file, search for:

<iGridX>1</iGridX>
<iGridY>11</iGridY>

and copy/paste the values over the relevant techs. Should take 10 minutes max to do the fiddly bit, the rest is honestly just changing the prerequisites a bit. The stuff like slavery to archery has to be done in other files.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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