Hello lurkers in general, but particulary you, General!
Im excited about this new adventure at CTH and i hope to get more than 90 turns hehehe.
In principle, I ll be only in this pitboss so i have the time to post more, I ll try to writte every single turn of the game with the detail that my english allows me.
Let's see if we finally snake pick or random pick to get some thoughts about, even though i think its not going to be a good decision until we see the starting that Commodore gives us.
So I dont really know the people we are playing with.
Miguelito, i saw he played pb 49, but i didnt read that pb, everyone says that it was tight, but i dont know much more. He got eliminated. He plays on inmortal he said.
Mjmd, he is green and makes mistakes, but he is doing a good job on PB52 i think. On PB51 he almos got killed.
Naufragar, he played some games (i didnt read any of them) and he was the dedlurker of Gira in PB51, I guess he is vet.
Superdeath, he played several games too, so i guess he is vet.
Elkad, he played a lot of games so i guess he is vet too.
Ruff hi, 126 threads created, so im not going to read hahaha i guess he is vet too
Me, well, pretty unexperienced, winning on monarch before PB51 and after PB52 and all your advices i won on Emperor too (once xD) So i ll need help, much help xD
ElGrillo, one of the vet of PB51, he took Amicalola before turn 50 on that game. Dedlurking mjmd on pb52.
Gira, a friend outside this forum, and a noob like me, i think he plays on the same dificulty level as me, so i nice neighbout to have hehehe.
Barbarian, no info at all
MrCairo, he is not posting much on PB52 and something more on PB53 and thats all i know from him. I know he played some more games too so i put him in the vet category.
Scooter, i like how he post in PB53 and its my favourite on that game just for that reason. I think he plays good and also he is a vet.
If you want to warn me of someone or give me some more info i would apreciate.
Naming code will be pandemic related (once I do some reading).
Story line and theme will be spreading covid to everyone. Maybe a religious approach?
Does that mean my capital has to be called R0?
I was going to call this thread 'Ruff v Superdeath' but I didn't want to spoil the surprise in the thread subject.
Password is 'covid' - forgot I had mentioned a password - see below.
Edit: Changed the subject line. Firstly, I don't think that COVID is a political topic. COVID (or Coronavirus disease 2019 or COVID-19) is a respiratory illness that can spread from human to human. There are many types of human coronaviruses, including some that commonly cause mild upper-respiratory tract illnesses. COVID is a new disease that has not previously been seen in humans.
A highly contagious respiratory disease caused by the SARS-CoV-2 virus. SARS-CoV-2 is thought to spread from person to person through droplets released when an infected person coughs, sneezes, or talks. It may also be spread by touching a surface with the virus on it and then touching one’s mouth, nose, or eyes. The most common signs and symptoms of COVID-19 are fever, cough, and trouble breathing. Muscle pain, chills, headache, sore throat, and a loss of taste or smell may also occur. The signs and symptoms usually appear 2 to 14 days after exposure to the SARS-CoV-2 virus. Some people may not have any symptoms but are still able to spread the virus. Most people with COVID-19 recover without needing special treatment. But other people are at higher risk of serious illness. Those at higher risk include older adults and people with serious medical problems, such as heart or lung disease, diabetes, cancer, or a weak immune system. Serious illness may include life-threatening pneumonia and organ failure. Research is being done to treat COVID-19 and to prevent infection with SARS-CoV-2. Also called coronavirus disease 19.
Why change? So I can talk about other political items such as Proportional Representation, US electoral collage system, black lives matter, XXXXX lives mater, climate change, etc.
I will not be discussing the upcoming US Nov 3rd election as a) I can't stand the vitriol it generates between the two groups, b) I am NOT a US citizen and so I shouldn't be involved in influencing the election one way of the other (I wonder if Putin reads RB?).
Hi there, I am looking to play a CtH (v1.4.4 or any subsequent bugfix release) PBEM. I much prefer PBEM to avoid any issues with simultaneous turns (especially war-related) and because it means you can always be sure of your builds when they complete at end of turn. It is the way that the game was designed to be played. There has not been a Civ4 PBEM in a long time and I hope there is interest among players who have not played such a game.
Most of the newer members will not recognize me, but I played a number of games many years ago before the more recent Civ games came out. I don't quite remember but I believe I stopped playing since community interest dropped with the release of Civ 5 as well as the fact that the game seemed rather well explored. With the lapse in time and the changes in the mod, I have interest in playing further games. In addition, I'm happy to see the new influx of players to the forum and would love to play some games against people I have not played against before. With that said, I politely ask that the players from the past whom I played against several times and do not wish to play against any further do not join this game; that includes backdooring into the game via dedlurking as well as smurfing or sockpuppetry.
Gaspar will be helping me out with the game although I expect to be playing most of the turns since I have a work from home job and he does not.
We are looking for a game on a balanced, medium to large map (large enough for players to expand and establish a decent empire before having to fight anyone) with a good mix of land and some water. At first glance, the land shape of PB52 seems good, although I am not sure about the specific distances between the players since I've only read a few posts from pindicator's thread there. Just to rattle off some of the game settings to be clear:
1) Normal Ancient Start
2) True AI Diplomacy, no usage of the in-game text box or spelling out words with resources
3) No Tech Trading
4) Probably Toroidal map although Cylindrical could be fine if there's a preference for that for whatever reason. I have no preference for a mirrored or nonmirrored map as long as it is balanced.
5) No huts & no random events
6) Barbarians to be discussed/voted on
7) No inflation modification
8) Normal war weariness (as in not selecting the "No War Weariness" option)
I would also be open to using No Score if there is interest in that. Probably a snake pick to determine leaders and civs?
PBEMs were traditionally 4-6 players which provides a balance between having a decent number of players and having a good turn pace.
In case anyone hasn't seen I'm interested to know what you like or don't like about RtR to try and finalise a version the community approves. See this thread for more detail and an exciting poll:
There were a few updates in CoM II that make sense to include in CoM I.
1. Fire Elemental cost
As Chaos is generally better early in CoM I (Fire Storm is still an uncommon), I think it's best to buff it slightly less than in CoM II, so I have set the cost to 16, not 14.
2. Swapping Efreet and Doom Bat resistance.
Efreet is definitely the better creature because it attacks at range. Move 6 does allow the Doom Bat to hit enemies on turn one, but it's ultimately still a melee creature and takes damage while fighting units, and Efreet does not. Efreet is also more versatile due to the casting ability. This logic applies just the same in CoM I so I'm including this change.
3. Perfectionist AI unit priority reduction cannot reduce unit priority below default.
This basically means even Perfectionist AI's won't leave their cities poorly garrisoned in the early game, and the reduced chance to build units only applies to cities later on when they'd already have more than the default chance to build a unit. While this does remove the obvious weakness against attacks for Perfectionist wizards at the beginning of the game unfortunately, having cities with many high cost economy buildings guarded by only 3-4 swordsmen is not acceptable. As unit production is still lower beyond the default, and the default is only enough to fill garrisons up to 7-8 units and not to produce extras, the perfectionist AI will still have much less 'extra' armies to attack players or lairs then other wizards, and they'll be much slower to upgrade their garrisons to higher quality units.
4. We changed the starting power and starting skill formulas to be less rewarding on picking low amounts of books in many realms. I'm not sure if we want this included. In CoM I we don't have Monuments for extra casting skill in battle, but such 'low books in everything' strategies being way more powerful in the early game is definitely a thing.
5. Darkness cost
This was reduced to 20 and there isn't really any big difference that would warrant having it set to a different amount than CoM II. I do wonder if there was a reason I have chosen 25 initially though, maybe to force picking a higher amount of books to be able to cast the spell at the beginning of the game on skeletons or ghouls? That's a somewhat obsolete strategy now that 8 books allow early werewolves though, so letting lower Death book players access it makes sense.
+1
It might be a good idea to reduce the amount of "strong lairs" by 1, 2 or 3 per plane and add the same amount of "easy lairs". It's not newbie friendly to have that many hard lairs and ever since we overhauled the treasure generation system to generate a constant amount of "high quality" stuff, I don't think the "hard lairs" actually get filled with treasure really worth the effort often enough.
As a downside, sprites and other early treasure strategies might get a little bit stronger and more reliable, although now that gold and mana rewards are only half the budget, this is probably not a problem and might even be necessary to put those a few percentage closer to their former glory.
Tower budgets were also raised a lot as well as their amounts on the map so they effectively function as an extra 3-6 "hard lairs" compared to the more ancient versions of the mod. (although they can't contain extra pick treasure which is why most people want to clear out the high end places.)
Edit : finished looking over the monster budgets, might as well copy my post on Steam, here :
Quote:I've added a section about monster and treasure generation to the documentation (coming in the next update probably in a few weeks) which allowed me to review the various point budgets the game uses for them, and realized there is a fairly large oversight and people complaining the monsters are too hard are right.
The early versions of the mod went in the direction of "more treasure is more fun" and increased monster budgets quite drastically to allow more of those late game locations containing cool treasure and challenging monsters. However that was almost 5 years ago and since then the treasure generation mechanisms have been altered and refined a lot - the treasure output is more stable and doesn't rely on having lots of difficult locations to randomly roll high quality treasure, as well as the quantity of high quality treasure being toned down to somewhere between the original game and the earlier mod versions- more treasure is more fun but not beyond the point where hunting treasure makes all other strategies unnecessary.
This means the higher monster budgets became unnecessary leftovers from an old system the mod got rid of already, and can be safely reduced without losing any treasure. I wish I realized that earlier, but I was too used to seeing the difficult encounter zones and the changes were gradual in treasure generation so there was no obvious time to notice they are no longer in sync.
So I've reduced the amount of "hard" and increased the amount of "easy" locations and tweaked the ranges of budgets for each for the next update which should also result in overall much more places with medium difficulty monsters. I still need to fix some more bugs and play a test game then Slitherine needs to process the patch as well so it's probably coming in another 2-4 weeks the earliest.
That said this might result in the AI clearing out these zones earlier due to the weaker monsters, but as it's also much easier for players to do so, overall I think it should be an improvement.
Note that all the changes here are additions to what you already find in BtS unless otherwise stated as NEW
Changelog version 1.4
Tile Yields and Improvements
Lumbermills: Available at Machinery, +1 commerce, +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. A city must now end a draft at size 6 instead of size 5 (So size 8 to draft a rifle, size 7 to draft a musket).
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
Mysticism: Now adds +1 commerce to Palace
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: +0% vs animals (+200% gained with Hunting) instead of +100%, 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
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
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
Nationhood: Low cost instead of No Upkeep
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
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
India UU: movement 2 instead of 3, start with Mobility promotion, Cost 70 instead of 60
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
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.
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.
Just got Xenoblade Chronicles Definitive Edition for the Switch, so let's try a variant for it! It's an open world RPG with a combat system that gets hectic quickly. . .at least if you're using more than 1 character. Many readers here probably know Shulk best for his Super Smash Bros. taunts, but now he will star in his own game.
After a tutorial with Dunban designed to show the spectacle of the Monado sword, Shulk struggled with a Level 1 Colony Krabble. He had auto-attacks similar to the Attack Gambits of FF12, but also Arts with cooldowns like skills in Dragon Age, and he had to position himself more carefully than Vaan and friends. At Level 1, he had his main move Turn Strike, Back Slash from Super Smash Bros., and Light Heal to restore some HP.
Back Slash is supposed to work with other party members that can distract enemies. But Solo Shulk won't see its full power as often, except perhaps as an opener. It's still better than the basic attacks.
To make the "solo run" as accurate as possible, there are several options. Definitive Edition comes with Expert Mode which allows players to keep specific characters at lower levels if they wish. Guess what will happen to the other party members! An order issued to the party with ZR makes them useless in combat, not that this will be an issue given how the leveling system works. So far, the game seems VERY level-based, to the point where enemies crush lower level characters without remorse.
Shulk's hometown of Colony 9 sold no new weapons, probably because he'll get the Monado. Empyreal tier armor was available, and within Shulk's price range because he only had to equip himself. Shulk completed a few of Xenoblade's many generic fetch quests for the rewards, and defeated a couple of Ridge Antols in a watery cave.
Of the paths of Humanity, Integrity, and Intuition, Shulk selected Humanity for its passive Healing Arts bonuses. No consumables like Potions seem to exist, so HP restoration is based on skills instead. Nothing could save Shulk from Level 5 Verdant Bluchal in one quest, even at Level 7. The familiar "You Will Know Our Names" song from Super Smash Bros. should have tipped off Solo Shulk. . .
Perhaps our hero should continue with the story to gain more levels, then come back to these hunt sidequests.
Level 7
Junk Sword (HP Up II, Strength Up II)
Empyreal Helm
Middle Armour
Empyreal Gauntlets
Empyreal Girdle
Empyreal Greaves
And here is mine:
A Hex and Counters wargame set on the post-apocalyptic ruins of a former colony of the old Galactic Republic (undermined by the remnant "Shadow" of the old Emperor).
Basically, imagine you're playing a WW2 strategy game, but set in the Fallout universe, except you're on Alpha Centauri. Or some other procedurally generated world. With or without alien life. With or without liquid water. With or without an Atmosphere. Maybe throw in some RimWorld and Crusader Kings too.
It's a 4X game of planetary conquest, where you have to manage your limited resources, grow your cities, wrangle with political factions in your government ministries (your highly competent General might have a low tolerance for your Democratic leanings...) and design and deploy new military formations as you research and rediscover technologies from the Ruins of the world around you.
Quote:Did Freefolk marauders just seize a critical mountain pass and cut the road supplying your Armored Corps making it grind to a halt from lack of fuel before it could assault the city that just rebelled against you after their unrest skyrocketed from a Negative event-card you played in order to earn enough Fate points to open an Ancient Vault that held priceless pre-collapse Artifacts? (If only you had assassinated your corrupt Governor first! ) Well, you might just be playing Shadow Empire.
And here's some screenshots:
Motorcycles face off against Mutants in a Radioactive wasteland.
...
Sustainable economic system!
...
Political Compromise! ...
Spreadsheets! ...
Death and Taxes!
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