(December 30th, 2014, 17:13)Cheater Hater Wrote: 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)
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:
Looking at this, for DLL work I think the following is the best way to prioritise it:
What is needed: Most important:
Trait: PHI: Settled great person on creation of new Great Person.
Tech costs: Implement tech cost scaling from ToW
Misc: Capital tile output 2 food, 2 hammers, 1 commerce minimum.
Second tier:
Buildings: Extra output (food, hammers, commerce etc, XP) from specific resources (pier)
Buildings: +1 food from none resource tiles (lighthouse)
Civics: Extra output (food, hammers, beakers, xp, free specs) from buildings
Civics: Extra production/commerce modifiers from buildings
Third tier:
Civics: Capital modifiers apply to all capitals (FP, Versailles)
Civics: state relgiion trigger for Extra output
Religion: Maximum shrine output 60gpt
Trait: PHI: Settled great person on creation of new Great Person.
Tech costs: Implement tech cost scaling from ToW
Misc: Capital tile output 2 food, 2 hammers, 1 commerce minimum.
Second tier:
Buildings: Extra output (food, hammers, commerce etc, XP) from specific resources (pier)
Buildings: +1 food from none resource tiles (lighthouse)
Civics: Extra output (food, hammers, beakers, xp, free specs) from buildings
Civics: Extra production/commerce modifiers from buildings
Third tier:
Civics: Capital modifiers apply to all capitals (FP, Versailles)
Civics: state relgiion trigger for Extra output
Religion: Maximum shrine output 60gpt
I think that the workboat change can be done in the XML with one or two changes (such as removing the ability to carry GP, missionaries etc from caravels). The missionary limit can just be increased to 5 IMO, no need to scale it to map size. I'm going to go and make a few additional changes to the mod CH, I know how to do several of the Feudalism changes along with others in the XML without DLL work.