First off, I realize that Magic Immunity on a common unit, even a high tier one, isn't desirable. Magic Immunity counters too many tools, so it had to be limited to one school of magic. That being said, I feel they come way too late for what they offer.
Let's first look at their requirements. They need not just an Armorer's Guild, but also a Cathedral. This constricts their availability greatly and makes it so that they can only be feasibly produced by mid game. It also puts serious pressure on your military logistics, since they can effectively only be produced in your core cities unless you conquer most of the map on Arcanus. For all this trouble, you get a unit that's not much better than a Knight in offensive capability. The inherent Death and Illusion Immunities are nice, but by the point you can field Paladins, Death and Sorcery wizards already have answers to them in the form of Shadow Demons and Water Elementals. Holy Bonus 1 is a decent buff but rarely changes the outcome of most battles. Perhaps it's just my playstyle, but I think they are incredibly underwhelming as is and need to be looked at.
for some reasone i am unable to build colony ships
i tried building my first one andit was set for 7 turns ot build.
every turn it tweak the CB going into building it to the minimum to keep it going down 1 round per round. and thereby squeezing out a bit more factories
however going next turn on the turn where it says 1 turn remains give me no colonyship and it just counts down again from 8
- I've tried delaying it a round same results
- ive tried making an additional colonyship and then changing the production over to this one but it did not help
anyone running into this issues befre
running with the unofficial 1.4 patch
dosbox 72
windows 10
--- edit --- it was me all along I was applying productivity to def and not ship
muscle memory with Alzheimer
Im so embarrassed and still laughing at myself
Anyone else excited about Cyberpunk 2077s release? Being a retro gamer I don't even have a PC good enough to run the thing haha but nevertheless I've been drooling over all the videos CD Projekt Red have been releasing on youtube lately. Eg just look at the amazing views of the huge city in this one!
Over the last few months they’ve been doing a really good behind the scenes series called ‘Night City Wire’ with heaps of amazing new gameplay footage.
When automatic combat starts, each side is evaluated for their spellcasting ability in 6 categories, based on known spells.
Oneshotbuff
This is a special category that has the sum of the defined values of known combat global enchantments. This category influences the combat only once during turn 1 and can be of any amount. In general, assume each known combat global adds 2-9 to this value.
All remaining categories take the value of the best known spell in the category, ignoring all weaker spells, and range from 0 (no spells known) to 10 (best very rare).
Buff
Spells that help the unit survive.
Examples : Resist Magic, Mystic Surge, Invisibility.
Ranged Buff
Spells that help the army deal more ranged damage, usually by slowing down enemy units or increasing ranged attack power.
Example : Web, Entangle, Flame Blade, Mystic Surge, Construct Catapult
Direct Damage
Spells that damage enemy units or render them unable to defend against damage or fight back.
Examples : Lightning Bolt, Mystic Surge.
This is the only category where the best spell is rated 15, not 10. This is neccesary to preserve the balance between realms as Chaos doesn't really do anything else.
Curse
Spells that deal damage or weaken units by targeting their resistance.
Examples : Weakness, Possession, Massacre
Summon
Spells that give you new units or otherwise contribute to the hit points of your army directly.
Examples : Wild Boars, Healing, Construct Catapult
If you know every spell in one realm, you have this many total "levels" :
Life, Nature has 44
Sorcery has 51
Chaos has 49
Death has 52
I believe this does match the actual combat casting value of each realm well enough - Chaos, Death and Sorcery are powerful, while Life and Nature are good but somewhat less focused on combat spells than the other three.
Once these (and army stats) are calculated, combat starts.
The order of phases are
1. Defender spellcasting
2. Defender ranged (if applicable)
3. Defender melee (if applicable)
then the same order for the attacker, then repeat until one side dies.
We'll only focus on spellcasting at the moment.
First, the amount of MP used for the turn is determined. This is usually 40 for turn 1, 20 for each turn afterwards, or less if the wizard doesn't have more skill or mana remaining, but high casting skill wizards use 50 and 30 instead.
On turn 1, "oneshotbuff" takes effect. (remember, this will always use 40 or 50 MP unless the wizard has less)
This grants the army ("oneshotbuff level" * MP * 33 /400) percentage extra hit points.
Example 1 : the wizard knows only Prayer. Prayer is worth 7 levels.
(7*40*33) / 400 = 23% additional hp to the army.
Example 2 : the wizard knows Prayer, Mass Invisibility and Call Lighting for a sum of 7+8+8 = 23 levels.
(23*40*33) / 400 = 75% additional hp to the army.
Basically, each "oneshotbuff" level is worth 3.3% additional HP for the army unless the wizard cannot afford the initial 40 MP. (or it's worth 4.1% if their casting skill is 200 or more which allowed them to use 50 MP on this phase)
After this, on turn 1 as well as all other turns, all 5 remaining categories are applied - individually weak but we are basically pretending the AI casts 5 spells at the same time but each at 1/5 the "normal" power :
Buff adds ("buff level"*MP*/100) % HP.
For example level 5 at 20 MP would add 1% HP. (However, as long as the wizard has mana, they can use this every turn.)
At max level and max (30) MP spending this basically adds 3% HP per combat turn to the army. (which is as good as 15% if they had the ability to pick this category instead of requiring to use all 5 at equal weight.)
RangedBuff adds the exact same percentage (calculated from the rangedbuff level of course) but to all ranged attack powers in the stack instead.
Direct Damage deals ("direct damage level"*MP*12 /2000) magical ranged damage to the opposing army.
For example at level 7 (doom bolt) this deals 0.84 damage per 20 Mp spent.
(again, if this wasn't only the 1/5th of the casting available, we could be doing 4.2 damage per 20 MP but that feature does not exist yet.)
...this feels underpowered for a Doom Bolt as it's only 8 damage per 40 MP instead of 12. So let's try to look at another spell.
Fire Bolt is level 4, so it's 0.48 damage, or would be 2.25 at full power for 20 MP, 4.5 damage at 40 MP.
This feels even more underrated than Doom Bolt even if I pretend the enemy might have high armor (which is not part of the formula at all here.)
My mistake here is that I have in the code as comment "40 MP at max level is worth 12 damage" but that's just not right. Doom Bolt is worth 12 damage but Doom Bolt is level 7 not 10. (also this category doesn't even max at 10 anyway but we have to pretend it does otherwise the extra levels we game chaos have no meaning.)
...so to improve accuracy, this formula should change to "/1400" instead of "/2000" for accurate Doom Bolt but there is a catch. Doom Bolt has the worth damage per mana ratio in the game in exchange for consistency and ignoring armor.
So we should decide how much damage we want from direct damage spells, because this amount is too low.
For reference, Fire Bolt and Fire Ball are level 4 direct damage spells, Lightning Bolt is 6, Warp Lightning is level 8, Flame Strike is 12, Apocalypse is 15.
In real combat, Warp Lightning deals roughly 12 damage for 30 MP. That would put Lightning Bolt at 7.5 damage which isn't so far off, and Flame Strike at 36 which is a reasonable average. (9 units take much more but 1 unit takes much less)
So if we go with that then the improved formula should be
("direct damage level"*MP*12 /1200)
Curse category next which deals "Curse Level"*MP*(13-Enemy average resistance)/750.
Example : Petrify, enemy resistance of 7. Petrify counts as level 5.
Damage is (5*20*6)/750 = 0.8.
They would be 4 damage if it wasn't dividing up casting to 5 categories.
Well...not very good. I mean, for a 60% chance to kill an enemy unit, we assume that's worth 4 damage.
So let's try to look at this from a different angle. An average unit has about 15 HP.
Each 1 missing save modifier is 10% chance the unit dies, so 1.5 damage.
Out baseline is petrify which does this for 20 MP and is rated level 5.
So we want (5*20)/X = 1.5 which means X= 66.
Except, again, that's for the full casting power but we use only 1/5 of it, so 330, making the formula "Curse Level"*MP*(13-Enemy average resistance)/330.
Finally, we have Summonig
Which gives the army HP and Melee attack power equal to
"Summoning Level"*MP/1000 times the stats of a Wild Boar unit which is 15 HP and 720 Melee.
This has one problem - the melee formula was updated meanwhile.
Currently a Wild Boar would be 600*40*4 / 200 = 480 melee.
A bigger problem is, Wild Boars are not the pinnacle of summoning. They are what you get for level 10 but the Boar itself is categorized as a level 3 spell.
So this should correctly be "SummoningLevel"*MP/300 instead.
This should fix the inaccuracies in the formula and might show why stronger wizards had problems, as all three categories that contribute in a relevant way against ranged garrisons were underrated.
However, we probably still should design some sort of a ruleset that determines a percentage of casting power spent on each category instead of defaulting to using 205 on each.
For example, if my only combat spell is Fire Bolt and have 100 mana, then I won't do "I spend 20 MP on Fire Bolt, then I cannot use the rest because I need to save the other 80 MP for summoning and buffing spells but I don't have any", no, I would do "I cast Fire Bolt from all 100 MP".
While that's the most obvious mistake (spending on categories the wizard doesn't even have), I think we need more detail than that and spend higher on the categories that actually are more relevant for the current battle.
For example if we greatly outnumber the enemy army then using the buff category (to boost our advantage) or using one of the damage categories (to kill the enemy and end the combat faster, denying enemy casting to be relevant) are good tactics, while summoning is wasted MP (it gives much less than buffing by percentage). Another example, if the enemy has very high attack power but low hit points, then direct damage is great but buffing our own durability is bad. If they have high resistance then preferring direct damage spells over curse spells is a correct choice.
etc.... the part I'm not sure about is how to handle this. Unlike casting a spell in normal combat, here we aren't picking one best option but distribute a total of 100% between the 5 possible choices. It is valid to pick 0% but should be avoided as much as possible because dong so reduces the relevance of the AI obtaining new spells of those categories. At the same time, if we don't do enough weighting and stay close to the :use everything" then we get stuck with the current system where mana is spent on categories that don't help winning at all.
I might have a partner that I can blame for all of my bad play. That will be nice.
Any thoughts on picks? Don't worry about any civ that has late UU or UB ... games never get that far.
Naming convention is based on the word-of-the-day ... for some reason that escapes me, I get a word of the day email ... each and every bloody day. Cities will be named based on the latest word of the day email.
Massive thanks to Mjmd and Miguelito for helping me out in this one!
Useful Info:
Playing As
Hannibal (Charismatic/Financial) of India (Fast Worker/Mausoleum)
Mjmd's Guide to Picks
Mjmd's Guide to Forests
hammers: provided by a chop outside your borders pre-Math / outside your borders with Math | within your borders pre-Math / within your borders with Math. All numbers are for Normal speed.
Note that all the changes here are additions to what you already find in BtS unless otherwise stated as NEW
Changelog version 1.5
Tile Yields and Improvements
Lumbermills: Available at Metal Casting, +1 commerce with Machinery, +1 commerce with Electricity, Lumber mills now +1 commerce on the corner of rivers
Forest preserves: +1 commerce, now +1 commerce on the corner of rivers like above
Game Mechanics
Drafting: Rifles now cost 2 pop to draft.
AP Resolutions: Declare War (on a non-member), Force Peace (between two members), Religious victory, and Assign City are no longer eligible resolution actions.
Fail-gold: You never get fail-gold if you also completed the wonder somewhere else (so no National Wonder fail-gold, or doubling up on a wonder to guarantee yourself a paycheck. The game still informs you that you received "0 gold" from your hammers).
Toroidal Maintenance: Now return city maintenance as if the map were Cylindrical.
War Weariness: War weariness declines faster after the war ended
Religion spread: Spreading religions via missionaries to your own cities never fails
Global warming: Removed
Espionage: Active missions removed
Espionage: 'No espionage' option fixed, see bugfix section for more details
Techs
Agriculture: Cost 40 instead of 60
Mysticism: Cost 60 instead of 50
Fishing: Cost 50 instead of 40
Metal Casting: Cost 300 instead of 450
Alphabet: Cost 250 instead of 300
Refrigeration: lose +1 sea movement
Buildings
Castle: Obsoletes at Corporation instead of Economics
Customs House: Cost 120 instead of 180, also applies to all UBs based on Customs House (Feitoria)
Colosseum: -25% war weariness
National Wonders
Red Cross: Cost 200 instead of 600
West Point: Cost 550 instead of 800, +5 XP instead of 4, Requires a level 5 unit instead of 6
Wonders
Resource modifiers: All wonders that had +100% production with a specific resource now only have +50% production with that resource.
Great Lighthouse: +1 trade route in coastal cities instead of +2
Statue of Zeus: Obsolete at Gunpowder
Unit mechanics
Flanking: Flanking strength (used to calculate damage from flanking strikes) of all units reduced by 50%.
Circumnavigation: +1 trade route in all coastal cities instead of +1 movement and can be achieved by everybody
Coastal blockade: only blocks trade routes, blockaded cities can still work blocked tiles.
Free Wins against Barbs: All units that can act as MP get Free Wins against barbs as long as a settler is present in the same tile. Does still reduce your Free Wins towards Barbs
Land units
Scout: +100% vs Animals gained with Hunting, no tech required, that way everybody starts with a scout
Swordsman: +25% city attack instead of +10%, also applies to UUs Jaguar Warrior and Gallic Swordsman
War elephant: Strength 7 instead of 8, does not apply to Khmer UUs, requires Ivory or Iron, does apply to Khmer UUs
Explorer: Gains Flanking
Airship: Cannot see submarines
ICBM: Cost 1500 instead of 500
Tactical Nuke: Cost 750 instead of 250
Nukes: Nukes never create fallout on tiles containing strategic resources.
Naval units
Work Boat: no longer require any tech (still require Fishing to work water tiles).
Galleon: Requires Paper and Astronomy, Dutch UU still only requires Astronomy
Privateer: Required techs are Gunpowder and Astronomy instead of Chemistry and Astronomy, removed hidden nationality
Corporations
Tech: Discovering the corresponding tech for a corporation earns you an executive of that corporation. To settle the HQ you still need a great person.
Sid's Sushi Co.: Food bonus per resource 0.25 instead of 0.5 and culture bonus per resource 1 instead of 2, maintenance costs halfed
Mining Inc.: Hammer bonus per resource 0.75 instead of 1, maintenance costs 3/4 of original
Civics
Serfdom: +1 commerce on Farms, +1 hammer on Watermills and Windmills, available on Monarchy instead of Feudalism
Emancipation: lose unhappiness bonus, gain +10% Hammer in all cities
State Property: Lose +10% Hammer in all cities
Environmentalism: Available at Biology instead of Medicine, remove Corporation costs
Traits
Financial: +1 commerce on land tiles that have 3+ commerce, +1 commerce on water tiles that have 2+ commerce, +100% production of bank
Expansive: Remove Worker bonus, add +100% production of Aqueduct
Creative: Reduce Library bonus from 100% to 50%, Remove production bonus for Colosseum
Charismatic: +100% production of Monument, +100% production of Colosseum
Imperialistic: +100% production of Stable
Aggressive: -25% unit maintenance cost and +100% production of Jails,
Philosophical: +150% GPP instead of +100%
Protective: +75% domestic trade route yield (works like a harbor mechanically, just only for domestic trade)
Civs
UBs no longer obsolete at any time. Affected civs are Celts, Egypt, Ethiopia, Native America, Spain
America UB: NEW Immigration Station - Harbor replacement, +3 Great People Points, +1 happy from Hit Musical, Singles and Movies
America UU: NEW Minuteman - Musket replacement, Starts with Guerrilla 1 and Woodsman 1.
Arabia UU: Camel Archer starts with March
Byzantium UB: add +2 artist slots
Celts UB: +1 culture
China UU: max 40% collateral damage instead of max 60%
Germany UB: Assembly Plant available at Steam Power instead of Assembly line, +2 hammer
Germany UU: NEW Riesengarde - replace Grenadier, available at Chemistry, starts with Pinch
Inca UB: Makes city act as a source of fresh water instead of +2 culture, Cost 45
India UU: movement 2 instead of 3, start with Mobility promotion
Japan UB: NEW Tatara, Forge replacement - +2 XP to Melee, +10% hammer bonus with coals
Maya UU: Starts with Woodsman 1
Native America Tech: Hunting/Agriculture instead of Fishing/Agriculture
Native America UB: Available at Archery instead of Mysticism, additional +1 XP for gunpowder units, never obsoletes
Russia UB: Replace University instead of Laboratory, only +1 free scientist
Spain UB: Never obsoletes, +2 XP for naval units, does not require Walls
Zulu UU: Remove Mobility promotion
Leaders
Also included are three new leaders for the missing trait combos
LieuYe (ORG/PRO)
San Martin (CHM/CRE) and
Nebuchadnezzar (IND/PHI)
Events
The following events have been removed from the game:
Negative Events:
1. Forest Fire
5. Washed out
10 Careless apprentice
11. Famine
12. Slave revolt
15. Farm Bandits
18. Fugitive
19. Pestilence
21. Faux Pas
22. Joyous Wedding
23. Wedding Feud
24. Left at the Altar
26. Tornado
29. Looters
30. Brothers in need
31. Hurricane
32. Cyclone
33. Tsunami
34. Monsoon
35. Blizzard
36. Volcano
37. Dust Bowl
42. Clunker Coal
43. Sour crude
50. Mining accident
52. Setbacks
54. Great depression
55. Bermuda triangle
70. Influenza
71. Solo Flight
77. Ancient Olympics
78. Modern Olympics
80. Earth day
92. Cigarette Smoker
93. Heroic Gesture
94. Great Mediator
99. The Huns
100. The Vandals
101. the Goths
102. The Philistines
103. The Vedic Aryans
104. Holy ritual
132. Spoiled grain
135. Industrial fire
155. Slave revolt warning
160. Defecting agent
161. Jail
162. Spy discovered
163. Nuclear protests
165. Broken Dam
169. Toxcatl
170. Dissident Priest
172. Rogue station
174. Impeachment
Remove (Too good):
9. Hymns and sculptures
20. Marathon
28. Bards tale
64. Federal reserve
139. Partisans
167. Golden Buddha
No City Trading: Unable to trade cities, cities appear untradable in diplomacy screen
No Map Trading: Maps appear untradable in diplomacy screen
No Wonder resource modifiers: Resources do not affect world wonder or world project construction speeds.
No Immediate Peace (Peace treaty negotiations are only possible after 5 turns)
True AI Diplo: All single player trade items are also available in MP
No war weariness: This deactivates war weariness. Note that all the buildings, tooltips etc. are still active. You just don't accumulate any war weariness.
No score: This fix everybodys score to 1. Therefore no C&D around score is possible.
No unit gifting: You can no longer gift units to other players.
City count tied to espionage: This changes the city count display in the BUG scoreboard. With this it is enabled when you get graphs on other players
Inflation tied to tech: With this Inflation is tied towards tech progess. Inflation still occurs with increasing turn numbers, but in addition if (All techs you discovered / All available techs) * Maximum turn numbers is higher then the current turn, inflation takes the calculated turn from techs as a base for the calculation. This option is mainly ment for games running Advanced Start or Tech Trading.
BUG integration
BUG fully integrated
New BUG feature "Grid for graphs"
New BUG feature improved Active advisor screen
Additional bug fixes
The No Espionage game option now works properly:
GSpy points are converted into Great Merchant points.
Espionage no longer gets converted into culture.
Cultural expansion now happens at normal values.
Spies cannot be built.
Graphs are always visible on contact.
Workboats no longer count as military units for upkeep. They're also no longer considered a military unit so a War Academy will not speed their production.
Trade route turn order bug.
Foreign trade route cities lost permanently when your city using those routes is destroyed (fix is taken from BTS unofficial patch).
Build culture double production.
Build wealth/research/culture + production automation double production.
Proposed trades including cities, where the cities no longer exist to be trades, are not cancelled (note: I consider this a bug because proposed trades are already cancelled if a player lacks the requisite e.g. resources/gold. could be considered not a bug).
Production decay counter on a type of build (e.g. axeman) is not reset after completing one if the next item in the queue is of the same type (fix is taken from BTS unofficial patch).
Feature growth/disappearance rates, and bonus discovery (mine pop) rates, do not scale with game speed.
Diplomacy Pausing: Diplomacy windows do not occur on game login whilst the game is paused.
Autosaves: Autosaves are generated at login and log out; log out saves are saved to a folder specified within the global defines XML file. Default location is C:\temp.
Maximum player number increased to 52
Additional alterations have been made to enable hosting of games on the pitboss server belonging to Zulan. These changes are detailed here
CvCity::init - Building a city on floodplains no longer removes floodplains, they'll still be there if city is destroyed (from Mongoose SDK)
CvCity::getProductionModifier (three versions of this function) - Changed to allow mods to create negative production modifiers (thanks NotSoGood)
CvCity::setBuildingHealthChange - Fixed several copy/paste and logic bugs affecting bonus building health from events, especially after city conquest (thanks Emperor Fool)
CvCity::setBuildingHappyChange - Fixed several logic bugs affecting bonus building health from events, especially after city conquest
CvCity - Added function getNumActiveWorldWonders()
CvCity::PopOrder - Fixed issue introduced by prior attempt to fix handling of buildings with player limits. Building classes which set iMaxPlayerInstances should now work correctly regardless of what iExtraPlayerInstances is set to. (thanks ztjal)
CvCityAI::AI_yieldValue - Fixed issue causing city governor and AI to heavily weight food when building gold or any other form of commerce. Produced unexpected and poor results for human player, did not help AI either.
CvCityAI::AI_doHurry - Fixed several bugs where AI would incorrectly think it was getting a great deal on a pop/gold rush when it was actually doing the other kind of rush. (thanks Pep)
CvPlayerAI::AI_isFinancialTrouble, CvCityAI::AI_updateBestBuild, and CvPlayerAI::AI_getMinFoundValue - Fixed bug in calculating expenses when AI has negative gold per turn
CvCityAI::AI_cityThreat - Fixed bug when AI is running crush strategy, wrong int was divided
CvCityAI::AI_neededDefenders - Improved efficiency and minor tweaks
CvCityAI::AI_chooseProduction - Fixed bug reducing AI production of workers, and a similar issue for barb players producing too many
CvDLLButtonPopup::launchFreeColonyPopup - Removed cities whose liberation player you are at war with from popup.
CvPlayer and CvDLLWidgetData - Fixed bug where you could acquire unlimited free techs from Oracle or Liberalism (thanks Emperor Fool)
isPotentialEnemy in CvGameCoreUtils - Fixed bug leading to AI launching invasions when unable to declare war, troops eventually got bounced when war was declared
CvGameTextMgr::setBuildingHelp - Fixed issue in mods with display of exposing spies text for buildings which lower espionage defense (thanks Afforess)
CvGameTextMgr (many places) - Fixed issues where unhappiness and unhealthiness from civics or buildings would incorrectly show up as -(unhappy face) instead of +(unhappy face) in several circumstances. (Thanks EmporerFool, Grave, Afforess)
CvGameTextMgr - Game will now properly display info for buildings which generate unhappiness in an area or globally, or produce state religion unhappiness (should these ever come up in mods)
CvPlayer::canFound - Changed handling of founding on water tiles so that Python callback has final say if it is turned on
CvPlayer::removeBuildingClass - Fixed issue with removing buildings when building class was maxed out for some mods (thanks EF)
CvPlayer::canTradeItem - You can now ask AI members of your own team to change religion or civics (thanks denev)
CvPlayerAI::AI_civicValue - Fixed crash bug in multi-player simultaneous turns games created by necessary re-timing of AI_doSplit (thanks to TheOnlyDJCat for debugging help)
CvPlayerAI::AI_conquerCity - Fixed bug where cityAcquiredAndKept event reported wrong player in some circumstances (thanks Maniac)
CvPlayerAI::AI_targetGold - Fixed bug causing AI to not bother with budgeting for expenses for first 40 turns of scenarios and advanced start games
CvPlayerAI::AI_foundValue - Added missing division for iClaimThrehsold (thanks denev)
CvPlayerAI::AI_unitValue - Stealth boats do not make good escorts since they often don't defend, so AI is now very unlikely to use them as escorts for transports.
CvPlayerAI::AI_getHealthWeight - Fixed bug for mods where civics with negative iExtraHealth were evaluated incorrectly (thanks phungus420)
CvPlayerAI::AI_getHappinessWeight - Fixed bug for mods where civics with negative happiness effects from troops, largest cities, or war weariness were evaluated incorrectly
CvPlayerAI::AI_bestPlotEspionage - relevant weights are 0, +- 50, +- 100, so comparison for Agg AI should be < 51 instead of < 50
CvPlayerAI::AI_changePeacetimeTradeValue and CvPlayerAI::AI_changePeacetimeGrantValue - AIs you haven't met yet will no longer get angry at you for trading with their worst enemy (thanks Sephi)
CvPlayerAI::AI_doDiplo - Fixed issue where team is sneak attack ready but hasn't declared war, AI would still demand tribute. If other team accepted, it blocked war declaration for 10 turns but AI still launched invasion and was then bounced when it could eventually declare.
CvPlayerAI::AI_getStrategyHash - Fixed incorrect counting of destroyers as mobile anti-air
CvPlayerAI::AI_getTotalFloatingDefendersNeeded - Fixed poor decision by AI if it has captured one or two cities on someone else's continent, it would minimally defend its new cities
CvPlayerAI::AI_getStrategyHash - Fixed several bugs where player ID was used where team ID was intended
CvPlayerAI::AI_targetCityValue - Fixed issues with valuation of cities with inactive world wonders, multi-holy-cities
CvPlayerAI::AI_commerceWeight - Improved valuation of generating culture in human player cities when culture bar is > 50% (ie, player probably going for cultural victory)
CvPlayerAI::AI_bestTech - Fixed potential rare crash bug in mods where units with no transport capacity can upgrade to units with transport capacity (thanks Afforess)
CvPlayerAI::AI_missionaryValue - Fixed copy and past bug causing overvaluation of missionaries for AIs going for cultural victory early in the game.
CvPlayerAI::AI_unitValue - Fixed potential crash bug in looking up AI_unitValue for UNITAI_MISSIONARY units without passing a valid CvArea*
CvSelectionGroup::continueMission - Fixed issue causing units with multiple orders to forget their later orders under certain circumstances. (thanks Pep)
CvTeam::doTurn - Added barbarian passive tech fix from Mongoose SDK
CvTeam::shareCounters - Fixed bug causing inappropriate overflow research and effectively free techs when forming a Permanent Alliance
CvTeam::addTeam - Fixed bug where, if civs A and B join in a permanent alliance, they get the max of A and B's espionage points against C but C just keeps its point against A and loses its points to B if that's higher
CvTeam::shareCounters - Fixed bug in permanent alliances when No Tech Brokering is turned on, where a civ would often become unable to trade a tech they had researched after entering a permanent alliance.
CvTeamAI::AI_doWar - use bFinancesProLimitedWar for limited war calc instead of max war version
CvTeamAI::AI_calculateAreaAIType - Fixed incorrect index usage (thanks cephalo)
CvUnit::convert - Fixed potential issue in mods where units with transport capacity might upgrade to units without (from Mongoose SDK)
CvUnit::shouldLoadOnMove - Fixed issue with all terrain land units moving onto water tiles with transports in them (from Mongoose SDK)
CvUnit::canMoveInto - Removed strange behavior where setting a unit to be unable to enter a terrain type would be overridden by features (forrest, fallout) (thanks TC01)
CvUnit::isIntruding - Kept 3.17 unofficial patch feature that vassal spies are never caught in master's territory
CvUnit::canAirDefend - Land units which are on transports can no longer defend against air attacks (from Mongoose SDK)
CvUnit::collateralCombat - Kept 3.17 unofficial patch feature which allows mods to enables barrage promotions for collateral damage units
CvUnit::canSpread - Moved Python cannot spread callback to end of function where it belongs, will speed up those mods which use this callback a little
CvUnit::canRangeStrikeAt - Added check for whether target plot is visible (thanks God-Emperor)
CvUnitAI::AI_spreadReligionAirlift and CvUnitAI::AI_spreadCorporationAirlift - AI will no longer airlift multiple of the same kind of missionary or executive to the same target spread city on the same turn
CvUnitAI::AI_paradrop - fixed bug with valuation of terrain bonuses causing paradrops to avoid bonuses in some circumstances when intention is clearly to encourage landing on bonuses and pillaging
CvUnitAI::AI_settleMove - fixed bug when settler cannot reach a city site in an area (blocked by mountains, other player). Caused settler to wait infinitely in city instead of loading into transport.
CvUnitAI::AI_assaultSeaMove - Fixed bug where unit type was used when unit AI type was intended
CvUnitAI::AI_specialSeaTransportMissionary - Fixed minor bug in valuation for executives
Knowledgebase For Modders
All of these are additions for balancing the game
GlobalDefines.xml
CIRCUMNAVIGATE_MIN_WATER_PERCENT = The Circumnavigation bonus is only active if the map has more then X per cent of water tiles
TECH_COST_CIV_COUNT_HARD_CAP = Upper limit civs giving known tech bonus. 0 is disabled
TECH_COST_CIV_COUNT_HARD_CAP_LOWER = Lower limit civs giving known tech bonus. 0 is disabled
TECH_COST_MODIFIER_PER_ERA_MULTIPLIER = Use highest era (possibly capped) and multiply with the fraction of contacts knowing the tech, TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER, and TECH_COST_MODIFIER_PER_ERA_MULTIPLIER
TECH_COST_MAXIMUM_ERA_CAP = Use highest era (possibly capped) and multiply with the fraction of contacts knowing the tech, TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER, and TECH_COST_MODIFIER_PER_ERA_MULTIPLIER
TECH_COST_TOTAL_MODIFIER_EARLY_CAP = Use highest era (possibly capped) and multiply with the fraction of contacts knowing the tech, TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER, and TECH_COST_MODIFIER_PER_ERA_MULTIPLIER
TECH_COST_TOTAL_MODIFIER_ADVANCED_CAP = Use highest era (possibly capped) and multiply with the fraction of contacts knowing the tech, TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER, and TECH_COST_MODIFIER_PER_ERA_MULTIPLIER
SLAVERY_NERF_ENABLED = Whips generate now 30/20/20/.. hammers for the 1/2/3/.. whip
CIRCUM_FOR_EVERYBODY = Every player receives the circumnavigation bonus
ENABLE_EXECUTIVE_SPAWNS_FOR_STRAGGLERS = An corp executive is spawn for players discovering this late after the HQ was settled, might be broken
ENABLE_FINANCIAL_RIVERSIDE_PENALTY = Financial bonus does not apply on river tiles
ENABLE_TREAT_TOROIDAL_MAINTENANCE_AS_CYLINDRICAL = Toroidal maps have the same maintenance cost as cylindrical
ENABLE_NO_ESPIONAGE_FIX = Does what it says
OWN_CITY_FAIL_GOLD_MULTIPLIER = You no longer generate fail gold for multiple same national wonders etc.
ENABLE_PITBOSS_PAUSE_FIX = Does what it says
PEACE_TREATY_NEGOTIATIONS = Works with the disabled "Immediate peace treaty negotiations" game option. Defines when peace treaty negotiations can start
TECH_COST_SCALING_ALGORITHM = Enable the tech cost scaling from SevenSpirits Tides of War mod
ENABLE_ALWAYS_SUCCESSFUL_DOMESTIC_RELIGION_SPREAD = Missionaries always succed spreading religions to your own cities
ENABLE_RIVER_SIDE_YIELD_ALSO_ON_CORNER = River bonus (Lumbermill and Forest Preserve) also applies to the corner tiles
ENABLE_NON_WORKABLE_TILES_DUE_TO_COASTAL_BLOCKADE = If a tile is blocked by a coastal blockade the adjacent cities can no longer work this tile
CIRCUMNAVIGATE_FREE_TRADE_ROUTE = Gives +X Trade routes on circumnavigation
ENABLE_INFLATION_TECH_ALTERNATIVE = Inflation still occurs with increasing turn numbers, but in addition if (All techs you discovered / All available techs) * Maximum turn numbers is higher then the current turn, inflation takes the calculated turn from techs as a base for the calculation.
FREE_WIN_AGAINST_BARB_WITH_SETTLER = Works like free wins against barbs, if a settler is on the same plot you win, counts towards wins against barbs
CIV4BuildingInfos.xml
DirectProductionTraits = This gives a straight hammer reduction to the building. e.G. a Granary with value 10 would cost 10 hammers less.
TradeRouteModifierTraits = This gives a trade yield bonus to the building with the corresponding trait
SeaPlotYieldChangesTraits = This gives additional commerce on water tiles with the corresponding trait
bAddsFreshWater = makes the city act as a source of water
CIV4TraitInfos.xml
iCityUpkeepModifier = The upkeep per city is reduced by a per cent value
ExtraYieldLandThresholds = works just like ExtraYieldThresholds, but only on land tiles
ExtraYieldWaterThresholds = works just like ExtraYieldThresholds, but only on water tiles
iTradeRouteModifiers = gives a per cent bonus to trade route income similar to the harbor
iDomesticTradeRouteModifiers = gives a per cent bonus to domestic trade route income similar to the harbor
iUnitMaintenanceModifiers = gives a per cent bonus reduction to unit maintenance
CIV4TechInfos.xml
FreeUnitEverybodyClass = Gives everybody, who discovers the tech a free unit
DomainAnimalCombats = Extra animal combat modifier
CIV4ImprovementInfos.xml
bPermanent = was changed so that it no longer controls if an improvement can be pillaged, everything else still applies
bNotPillage = now this controls if an improvement can be pillaged
CIV4BonusInfos.xml
bNukeImmune = makes the tile on which this bonus resides immune to fallout, so improvements on it won't be destroyed by nukes
CIV4UnitInfos.xml
DirectProductionTraits = This gives a straight hammer reduction to the unit. e.G. a Worker with value 10 would cost 10 hammers less.
I did not see a thread on here about this game, but it just came out of Early Access on Steam and finally has its true ending. It is on sale for $20 (USD) for another 24 hours or so.
If you have not played it and enjoy rogue-like and action games, I highly recommend it.
You are Hades son, and are battling your way out of hell, with the assistance of "boons" from the gods of Olympus, using six different weapon types--each of which has four modified versions. There are also other relics, buffs and items which you can level up to modify your runs over time, and a Pact of Punishment to add difficulty-modifiers to the end game.
I have put over 50 hours into this game. Runs take around an hour to fully complete. I find the gameplay loop super compelling. The mechanics are very tight, and even when you are in bullet-hell type environments, it still feels pretty fair and skill-based.
Also, unlike most games in this genre, it has very enjoyable side stories with dozens of mythological characters, and over 10,000 lines of dialogue recorded to flesh out the experience.
I think this is probably the most ambitious and polished game I have played in this genre.