10 years ago I was getting some tingling in my fingers when playing Moo. So I wrote an app to automate some of the boring stuff. I finished it on 6/4/2010 and I've been using the alpha version ever since.
How it works is this: There's no installation, just put it in the same folder as Orion.exe and create a shortcut to it wherever you need to. You run the app before or after you start moo. It does nothing but listen for ctrl-shift-M and ctrl-shift-R. When you press one of those combinations it saves your game to save1.gam and analyses the file attempting to set your planet's sliders in a somewhat intelligent way so you don't have to. Then it saves the file to save1.gam and loads it into moo. (It saves backups to save100.gam, save101.gam, save102.gam just in case). THE APP IS NOW DORMANT ONCE AGAIN, DOING NOTHING BUT LISTENING FOR CTRL-SHIFT-M AND CTRL-SHIFT-R.
The goal of the app is to max out planets. It sets the eco slider to the right when terraforming is available if the planet is at 65% or 70% (hostile) of it's max pop. It tries to find the perfect mix of factory building and pop creation to max out those sliders at the same time, and it usually comes pretty close. When planetary shields are available, and if the planet is maxed out on pop and factories it sets the shields slider to the right.
The app is a "send-keys" app written in Delphi 7. If you've ever heard of AutoHotKey then you know the genre. When you trigger the app with one of the hot key combinations it's very important that you don't move the mouse or use the keyboard. Pretty weird, huh? About an hour into my first game it quit bugging me - I saw it as a chance to quench my thirst.
Ctrl-Shift-M is the regular mode.
Ctrl-Shift-R (R for red) respects and doesn't tamper with any sliders that you've locked. Let's say you've got a rich planet cranking out ships and you want MooSliders to max out the 2 planets you've just taken. Lock the rich planet's sliders and hit ctrl-shift-r.
My apologies to Silicoid fans. I never got around to adding support for them. If you try to use the app with the Silicoids it won't go well.
Early in the game the app doesn't help ya. There's nothing for it to do. Once I've got 3, 4, maybe 5 planets I start to use the app.
So will MooSliders make you a better Master Of Orion player? I certainly hope not. The goal was never to write a program to play the game for me. The app would be fun to write, but the game would be forever ruined. I think I'm ever so slightly better with the app than without it. And that's why it never made it past alpha. Is Master Of Orion better with much of the drudgery removed? You betcha.
A good way to try it might be with a saved game that you quit because you were winning and it was a done deal. Start MooSliders. Start Moo. Load your game. Save your game to the first slot (save1.gam), and hit Ctrl-Shift-M. Try it again when you conquer planets/discover terraforming/robotic_controls/shielding.
I noticed there are 3 sets of combat wall graphics in the LBX files, a normal wall, a darker wall and a wall with green stuff (moss?) on it.
I never really paid attention to this so I wonder, does the game use all three or only the default, and if yes, what determines the type of wall displayed?
Do we want to recreate the original conditions (if one existed) for CoM II or define our own rule, if the latter, what exactly?
Host: Zanth/Ramkhamhaeng
Admins for pauses, timer changes, etc: Ramkhamhaeng, superdeath, Charriu
Map maker: GeneralKilCavalry
Starting date: June 6, 2020
Mod: CtH 1.3
Mod Changelog: Here
Turn Timer: 24 hours (turn timer adjusted so each turn is 24 hours in real life)
Quote:In-game options
- Map size: Standard
- Difficulty: Monarch
- Speed: Normal
- Era: Ancient
- No tech trading
- Barbarians on
- Events off
- No tribal villages
- No vassal states
- True AI Diplo
- No spies
Rules governing war declarations due to AI diplo game option, taken from PB46:
(September 4th, 2019, 16:29)Krill Wrote:
(September 4th, 2019, 10:23)Old Harry Wrote:
(September 3rd, 2019, 23:20)Charriu Wrote:
(September 3rd, 2019, 17:33)Old Harry Wrote: If I accept the declare war deal then surely my choice is to play my turn now (if it isn't a double move) or logout again and wait for my adversary to play before logging in to play (perhaps with a pm too let them know what happened).
Is there a scenario I've missed?
But you should only tell the player that the DoW came via diplo. You should not tell them who bought you in.
I think the scenario I missed was when player A offers player B a war vs C for war vs C trade. Then the declaration comes when B accepts.
At this point I think:
- B should PM A to say they accepted
- B should PM C to say they've declared war and what the turn split is
- A should PM C to say they've declared war and what the turn split is
B probably shouldn't say they got bought into the war, that'll be fairly obvious anyway.
My original post was about B being bought into an existing war (or very rarely being asked to attack someone A isn't at war with). That seems pretty straightforward:
- B should PM C to say they've declared war and what the turn split is
I don't have a strong opinion on if B should PM A to say they've accepted, it's only an issue if A gets a peace offer from C and their acceptance depends on what B is doing. But you can find that out by pressing F4 anyway.
Quote:Which brings me to what is probably going to be the easiest rule of thumb: The offer to declare war must be treated by the player sending it as an actual declaration of war, and can only be sent at a time it would be legal to declare war.
Does this cover all of the war declaration stuff? Nothing else in the AI Diplo option affects turn splits.
Signups (in snake pick order):
Quote:1) Superdeath + Chumchu - CATHERINE of CHINA
2) Charriu - MAO ZEDONG of CELTICA
3) pindicator - CHARLEGMANE of CARTHAGE
4) Mjmd + El Grillo - VICTORIA of INDIA
5) AutomatedTeller - BOUDICA of MAYA
6) Jowy - HANNIBAL of KHMER
7) Mr.Cairo - TOKUGAWA of ZULU
8) Giraflorens + Vanrober - CYRUS of JAPAN
On pauses:
(February 25th, 2018, 22:20)BRickAstley Wrote: As an impartial observer, I would say everyone should put their password in the first post of their thread no matter what (no one has ever used that to cheat here, and if they did it's obvious and we'll reload. And then either:
1) explicitly state in their first post they don't mind a global lurker coming in and making basic common sense moves, if they are still left to play with under an hour to go
OR
2) if you don't want to do the above, but occasionally need a lurker to cover, post here ahead of time and give specific instructions in your thread. If you forget tough noogies, you lose your moves this turn.
I would advise against pauses if at all possible this early on, the game needs to keep moving. And this can all be revisited later when player count thins and empire size balloons
If anything missing, please post and it can be added.
(Post format mostly stolen from Refsteel's for PB46, who stole it from Krill)
Silvia is a Spanish-Catalan young singer. She sings popular Spanish music, and some English versions. Close to flamenco, Cuban son, latin rythms and some american singers (Cohen).
Her style has the power of the sweetness. This video is a popular Mexican song.
Vanrober and Gira welcome you to this history about the "Close to Home" CivIV Pitboss. We are from Spain, so apologies for the English language mistakes. We wish you enjoy our history, and we hope to last enough to hear the huge Silvia's repertory.
Note that all the changes here are additions to what you already find in BtS unless otherwise stated as NEW
Changelog version 1.3
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.
Inflation: 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.
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
Astronomy: Add Paper as another prerequisite
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)
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.
Land units
Scout: +200% vs animals instead of +100%, no tech required, that way everybody starts with a scout, movement 1 (+1 gained with Hunting)
Swordsman: +20% city attack instead of +10%, also applies to UUs Jaguar Warrior and Gallic Swordsman
War elephant: Strength 7 instead of 8
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).
Privateer: Required techs are Gunpowder and Astronomy instead of Chemistry and Astronomy
Submarine and Attack Submarine: Flanking vs Transports
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 hammer on Farms and Watermills, +1 commerce on 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
Vassalage: Medium cost instead of High
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: +1 happiness on Barracks and +100% production of Jails
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
BUG integration
BUG fully integrated
New BUG feature "Grid for graphs"
New BUG feature improved Active advisor screen
Cosmetic changes
Adjusted placement of techs in the tech tree, so that the Paper requirement for Astronomy looks nicer
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.
CIV4BuildingInfos.xml
DirectProductionTraits = This gives a straight hammer reduction to the building. e.G. a Granary with value 10 would cost 10 hammers less.
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
CIV4TechInfos.xml
FreeUnitEverybodyClass = Gives everybody, who discovers the tech a free unit
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.
Race: Klackons
Difficulty: Impossible
Galaxy Size: Medium
Opponents: Five
Color: Red
Map Generation: Random - I just took the first map rolled
Events: On
Game Version: 1.4M - but do we also want to play with SDragon's battle scanner bugfix?
Variant: We are very, veryfriendly bugs - perhaps too friendly for our own good!
1) You must make every effort to complete a tech exchange as early as possible in each of your turn sets, including choosing one from the first list of options you get, no matter the price! (After the first exchange of your set you can handle tech exchanges however you normally would; this requires only one total trade per turn set, no matter how many other AIs you've met.)
2) Any time an AI requests a trade agreement or a Non-Aggression Pact during the interturn, you must agree! (You needn't accept Peace, War, or Alliance requests however: We're only over-friendly to those who aren't fighting us and aren't trying to turn us into somebody's enemy!)
Also, of course, never "play ahead" (nor replay already-played turns) of the canonical turns while the game is ongoing - that is, don't do anything with the save (like using the Audience button or hitting "Next Turn") that will give you more information or a chance at good or bad RNG unless it's your turn to play - and then play your turns out with the consequences of whatever you do without reloading. Likewise, remember to avoid the known exploits - although some of them (like infinitely recharging specials) are fortunately fixed and no longer concerns in 1.40M.
Our Start:
Looks promising at first glance (I admit some definitions of "promising" may be different from mine!) but I haven't started playing yet, as I'd prefer to let someone else take first crack at it, and I want to make sure of e.g. who's playing and whether we want to use SDragon's patch update. (I'd like to try it out, but am happy either way.)
Roster In No Particular Order, Subject to Confirmation:
- RefSteel
- Arnuz
- Bionic Commando
- shallow_thought
-Cyneheard
- Open if others want to play!
Turn sets: The early game tends to go quickly, so the first player plays 20 turns, the next two play 15 turns each, taking us to 2350, and everyone takes 10 turns per set thereafter.
Succession Game Etiquette: Within 24 hours after the player before you posts the save, please either post a "Got it" message (indicating you've downloaded the save and intend to play your set within the next day or two) or ask to be skipped for a round or to swap places with another player. Within 48 hours after posting a "Got it" please finish your turns and post a save (or request a skip or swap or extension if something comes up unexpectedly).
I've tested a bunch of different map generators that I found here by sevenspirits and on civfanatics, but ended up considering the fractal map linked here. It sort of fulfills the donut requirement, but might it be too... naval? A few player did request donuts, and this seems to satisfy their requirements. If a couple lurkers could confirm this map is decent, I can start balancing/repositioning starts to make sure the map is fair for players.