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  The Sinister Six: A Competitive EitB SG
Posted by: Bobchillingworth - May 18th, 2020, 22:49 - Forum: Succession Games - Replies (154)

[Image: SLEf1uB.jpg]


Settings:

Mod: EitB, v12.1

* Normal Speed

* Large map with medium or high seas.  Pangaea.  Note- looking for a lurker volunteer to generate!  

* Regular Barbarians

* No Tech Trading

* Deity Difficulty Level

* OCC

* Always War

* Ancient Age Start

* Restricted Leaders; The Sinister Six will be Cardith of the Kuriotates, for Adaptive trait shenanigans, while the allied hapless AI tech mule "Peaceful Villagers" are led by Einon of the Elohim.

* Huts are ON

* Events are ON

* Lairs are ON

* Orthus is OFF

* Acheron is ON

* Permanent Alliances are OFF

* Vassals are OFF

* All Unique Features enabled

* Blessings of Amathan enabled

* Setting whose name I forget which doubles events enabled


Scoring System:

+1 point for every exp on a player's own Heroic Avatar

+2 points for every lair an Avatar clears (as in, removed from the map, not just explored.  These points are in addition to those from exp applied for lair exploration)

+5 points for every non-Barbarian hero an Avatar kills (consult the Civilopedia if unsure if a unit counts as a "hero" or not)

+10 points for each named Barbarian (Four Horsemen, Acheron, etc.) an Avatar kills.  "Barbarian" named units under the influence of Hidden Nationality (such as the Stooges) don't count

+20 points to any Avatar who gets killed by another player ("Honorable Death Consolation Prize")

+30 points to every Avatar who eliminates a civilization

+50 points for any Avatar still alive at victory

-20% of points for every Avatar a player kills off which is not their own.  Fractional scores at the end of the game round down.  

-50% of points for whichever player is in control of the civ if we or the Peaceful Villagers are eliminated.    


Available Avatars:

  • Hunter with free Capture Animal promo
  • Axeman (no bonuses)
  • Archer with free Dexterous promo
  • Adept with an additional mana of player's choice
  • Horseman (no bonuses)
  • Lightbringer with free Strong, Sinister, and Mobility II promos

> All Avatars come with the "Hero" promotion

> Multiples of the various Avatar types between players are allowed, i.e. a team of three Axe Avatars, two Horsemen, and a Hunter is acceptable

> Players pick their own Avatar type


Additional Rules:

* Any player whose Avatar dies is removed from the roster rotation (i.e. booted from the game)

* Elimination of the Peaceful Villagers results in a loss

* If a player has two or more player Avatars in a stack which is about engage in battle, and one of the Avatars is that player's own representative unit, they must always make the first, lowest-odds attack with their personal Avatar (sending in other fodder units before any of the six fight is fine)

* Avatars cannot be deleted

* Avatars can be promoted by the capricious whims of whoever happens to be playing the turn at the time

* Experience earned by summons does not count for scoring purposes, but points from player eliminations and killing special units via summons do

* The owner of an arcane-line Avatar may determine what "free" promotion it receives upon being upgraded to a Mage and Archmage, even if another participant is playing the set

* Players may use spoilers to reveal their plans to lurkers while obscuring them from their fellow SG participants; please mark such spoilers clearly


Players:

* Bob (Archer with Dexterous)

* Miguelito (Horseman)

* Dave V (Lightbringer with Strong, Sinister, and Mobility II)

* Brian Shanahan (Hunter) KIA

* Shallow Thought (Adept with Death sphere and Death 1 promo)

* Auro (Hunter)

All Avatars will include the bonuses listed above, as applicable.  


Score Tracker


Initial game proposal post:

Following up on the success of the most recent SG, I have two ideas for a successor;


Idea One: The Seven Samurai Adventurers

This would be an EitB-flavored reprise of the competitive BTS "Seven Samurai SG" I ran almost a decade ago.  We would need to work out the finer points of the scoring system, but the gist is that each player is assigned a unit to act as their avatar, and players complete to earn the most points, which are awarded for actions such as earning exp, razing cities, and eliminating civs.  Players whose avatar units die are booted from the game; players who get one of their fellows killed suffer a large, percentage-based score penalty.  


Idea Two: Bootstrap Beeri

We play as the Luchirup, with the following restrictions:

* We cannot build any Golems besides Mud Golems

* We act as though we have the Agnostic trait, meaning no adopting a religion, religious units, or religious techs.  


Challenge is winning through pure dwarven brawn, without recourse to automata nor gods. Units obtained via lairs, events, or the various forms of mind control are fair game, however.  


Signups:

* Bob
* Miguelito
* Dave V
* Brian Shanahan
* Shallow Thought
* Auro


Space remaining for one more player, if interested!

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Lightbulb More Human Factions?
Posted by: Misiulo - May 18th, 2020, 17:59 - Forum: Caster of Magic - Replies (3)

There are three Human cultures present in the game. The Barbarians. The Nomad. And then there are the White People (I mean technically race isn't being mentioned anywhere, because who cares for the hue of that Human skin in the world where you've got like Dwarves and Elves, right?! But let's not kid ourselves. Just look at the names of the High Men cities. They're English! And by the way, if we should be really politically correct, we should rename the High Men faction to High Men and Women. And considering the world we live in, I'm not even sure if I'm joking.) smile

So, below you will find my humble ideas for new Human factions which might add some flavour to the game:

1. The Black People: (Nubians, or whatever name could be pulled from Robert E. Howard's works, this is a Fantasy World after all) They could build War Elephants, or if the Elephants should seem too similar to War Mammoths wielded by the Trolls, how about War Rhinos, War Lions or War Hippos instead. smile

2. Easterlings (Asians): (They could build war machines like primitive rocket launcher artillery or even train arquebusiers/musketeers! This shouldn't be too much of a departure from the technology of the original game, which already features the Dwarven Steam Cannon)

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  [Spoilers] Chevalier Gives You Something to Cry Aboot
Posted by: TheArchduke - May 18th, 2020, 02:45 - Forum: Civilization 6 PBEM 18 - Replies (817)

Lurkers beware. We will build ships.

   

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  Ranged Attack changes
Posted by: Cruel100 - May 17th, 2020, 23:43 - Forum: Caster of Magic - Replies (7)

How Ranged attack change with this DLC/mod? Any changes in the damage? I looked in manual (http://seravy.x10.mx/CasterofMagic/CASTEROFMAGIC.HTML)  and it was not very enlightening.

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  (NO PLAYERS) Lurker Thread
Posted by: Quagma Blast - May 17th, 2020, 17:21 - Forum: Civilization 6 PBEM 18 - Replies (65)

Okay, given I've just volunteered to do the civ rerolling, might as well start this thread for discussion.

And I suppose I should also make the first post entirely public information for spoiler reasons.

Players are:
1. Woden
2. Ichabod
3. suboptimal
4. TheArchduke
5. Ioan76Kaiser

Available civs are:
1. Norway (4)
2. Phoenicia (4)
3. Eleanore (France or England) (4)
4. Sweden (4)
5. Kongo (4)
6. Spain (4)
7. Georgia (4)
8. Canada (4)
9. Brazil (3)
10. Egypt (3)

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  RtR_5.0.0.1 Downloadthread
Posted by: Charriu - May 17th, 2020, 09:12 - Forum: Rebalance the Realms Mod - Replies (23)

You can download the new version here: RtR_5.0.0.1

If you're looking for the code, look here.

Notable changes are
- Added missing changelog entries regarding war weariness peace reduction, no WW on Always war and permanent war and oil well construction time reduction. Note that these are not new changes, they were only missing in past changelogs
- Added equal distribution of religions and missionaries in late era starts. This was one of Krills lasts request.
- Bugfixes regarding non-english versions and double free tech popups
- New Icon for gold per turn used in Info Screen
- Added a mod section. This is contains no gameplay changes and can be ignored by the majority of players. It only describes changes to the XMLs for any future developer.


Quote:Change log 5.0.0.1

Traits:

Financial: +1 commerce on all non-river tiles that have 2+ commerce. +100% production of Bank. +35% production of Library, Market.

Expansive: +2 health per city. +35% production of Worker, Work Boat. +100% production of Market, Aqueduct, Grocer, Harbor.

Creative: +2 culture per city. +100% production of Theatre. +35% production of Library, Observatory.

Charismatic: +2 happiness. +1 happiness from Broadcast Tower. -25% XP needed for promotions. +100% production of Colosseum, +35% production of Library.

Protective: Free Drill 1, Drill 3 promotion for archery and gunpowder units. +100 production of Granary, Walls.

Imperialistic: +50% production of Settlers. +100% Great General points. +100% production of Custom Houses. -10% city maintenance [Numerical bonus not shown in interface. Bonus is multiplicative with other maintenance modifiers. Final displayed city maintenance value is correct and includes this bonus.]

Aggressive: Free C1 promo for melee and gunpowder units. -25% city maintenance [Numerical Bonus not shown in interface. Bonus is multiplicative with other maintenance modifiers. Final displayed city maintenance value is correct and includes this bonus.] +100% production of Barracks, Stable, Drydock.

Philosophical: +150% Great Person production, +100% production of University.

Industrious: +50% wonder production. Does not apply to Pyramids. +100% production of Forge. +35% production of Bank, University. -15% civic maintenance.

Organized, Spiritual: No change from BtS


Civs:

Civ: start tech 1/start tech 2. UB: building replacement: name. Effects changed from standard building (in RtR). UU: unit replacement. Name. Effects changed from standard unit (in RtR).

America: Agriculture/Fishing. UB: Barracks replacement: Armoury. +1XP to Gunpowder, +1XP to Mounted, +1XP to Armour, +2XP to Melee. UU: Musket replacement. Minuteman. Starts with Guerrilla 1 and Woodsman 1.

Arabia: Mysticism/Agriculture. UB: Library replacement: Madrassa. 2 Priest slots, 4 culture, cost 70. UU: Knight replacement: Camel Archer. starts with March. Does not require Horse.

Aztecs: Hunting/Mysticism. UB: Courthouse replacement: Sacrificial Alter. 50% anger duration after sacrificing population, +2 priest slots, +1 happy requires Monotheism, cost 90. UU: Sword replacement. Jaguar Warrior. Starts with Woodsman 2.

Babylon: Agriculture/The Wheel. UB:  Granary replacement: Garden. Requires Agriculture, cost 45, +1 health, no bonus production from trait. UU: Archer replacement. Bowman. +50% against melee,  no free strike, starts with Drill 1 and 2.

Byzantium: Fishing/Mysticism. UB: Barracks replacement. Hippodrome. +1 happy from iron, horse. UU: Trebuchet replacement. Counterweight Trebuchet. Strength 7. +40% city attack. Starts with Accuracy.

Carthage: Fishing/Mining. UB: Harbour replacement: Cothon. +1 trade route. UU: Horse Archer replacement. Numidian Cavalry. +35% against melee, -35% against spearmen.

Celts: Hunting/Mysticism. UB: Wall replacement: Dun. Free Guerrilla 2 promotion to units built in this city, no trait production modifier. UU: Sword replacement. Gallic Warrior. Starts with Guerilla 2.

China: Agriculture/Mining. UB: Theatre replacement: Pavilion. Available at Aesthetics. UU: Crossbow replacement. Chokonu. Causes Collateral Damage (max 60%), +2 free strikes. Requires Machinery (Does not require Construction)

Dutch: Fishing/Agriculture. UB: Customs House replacement: Dike. +1 commerce from river tiles, +1 trade route. Cost 120. UU: Galleon replacement. East Indiaman. Strength 6.

Egypt: The Wheel/Agriculture. UB: Monument replacement: Obelisk. +2 Priest slots. UU: Chariot replacement. War Chariot. Strength 5. -25% against archers. Flank attack against Catapults (3 units, max 100%).

England: Fishing/Mining. UB: Bank replacement: Stock Exchange. +15% science. UU: Rifle replacement. Redcoat. +25% against gunpowder units, starts with Amphibious.

Ethiopia: Hunting/Mining. UB: Monument replacement. 1 Merchant slot; gives sentry to units built in this city. UU: Musket replacement. Oromo warrior. Starts with Drill 2 and Drill 4.

France: Agriculture/The Wheel. UB: Observatory replacement: Salon. +1 free specialist. UU: Musket replacement. Musketeer. +1 movement point.

Germany: Hunting/Mining. UB: Forge replacement: Werkstatt. -25% city maintenance. UU: Grenadier replacement. Strosstrupp. Strength 14.

Greece: Hunting/Fishing. UB: Colosseum replacement: Odeon. +1XP to all land units in addition to base Colosseum XP. UU: Axe replacement. Phalanx. +100% defence against chariots.

Holy Roman Empire: Hunting/Mysticism. UB: Courthouse replacement: Rathaus. -75% city maintenance. UU: Longbow replacement. Landskneckt. +50% against Mounted units.

Inca: Agriculture/Mysticism. UB: Granary replacement: Terrace, +1 culture, cost 45 hammers, No trait production modifier. UU: Warrior replacement: Quechua. +100% against archery units.

India: Mysticism/Mining. UB: Granary replacement: Harrapan Granary, +1 happy, +1 health, cost 45 hammers, no bonus production from trait. UU: Pike replacement. Urukku Pikeman. Strength 8.

Japan: Fishing/The Wheel. UB: Harbour replacement. Nanban Harbour. +2XP for land units. UU: Maceman replacement. Samurai. Requires only Machinery (Does not require Civil Service) Starts with Drill 2.

Khmer: Mining/Hunting. UB: Aqueduct replacement: Baray. +1 food, +1 culture, +1 Artist slot. Cost 80. UU: War Elephant replacement. Ballistaphant (I don't know the actual name). Targets mounted first outside of cities. Can construct baray.

Korea: Agriculture/Mining. UB: University replacement. Seowan: +40% research, cost 150. UU: Catapult replacement. Hwacha. +50% against Melee units. Can kill.

Mali: The Wheel/Mining. UB: Forge replacement: Mint. +10% gold, +10% beakers. UU: Archer replacement. Skirmisher. Strength 4, -40% against archers.

Maya: Mysticism/Mining. UB: Colosseum replacement: Ball Court. +4 Happiness. UU: Spear replacement. Holkan. Strength 5.

Mongolia: Hunting/The Wheel. UB: Stables replacement: Ger. +1 culture, +4XP to mounted units, requires Archery, +100% production with horse, no trait production modifier. UU: Horse Archer replacement. Keshik. +1 free strike. Ignores terrain movement costs.

Civs: Native America: Hunting/Agriculture. UB: Monument replacement: Totem Pole. +3XP to Archery units, +1XP to Gunpowder units. Requires Archery, Obsoletes at Assembly Line. UU: scout replacement. Tracker. Starts with Woodsman 3, can create Totem Pole. Upgrades to Explorer and Musketman

Ottomans: The Wheel/Agriculture. UB:  Aqueduct replacement: Hammam. +2 happy, cost 80. UU: Musket replacement. Janissary. +25% against mounted, archery, melee units.

Persia: Hunting/Agriculture. UB: Market replacement: Satrap Court. -25% city maintenance. UU: Chariot replacement. Immortal. +15% withdraw. 1 Free strike. Starts with March.

Portugal: Fishing/Mining. UB: Customs house replacement: Feitoria. Water tiles +1 commerce, cost 120. UU: Caravel replacement. Carrack. 4 movement, 2 transport capacity.

Rome: Fishing/Mining. UB: Market replacement: Forum. +35% GPP. UU: Sword replacement. Preatorian. Strength 7, cost 40 hammers.

Russia: Hunting/Mining. UB: University replacement: Research Institute. Cost 120 hammers. Free Scientist. UU: Cavalry replacement. Cossack. +50% against Mounted units.

Spain: Mysticism/Fishing. UB: Castle Replacement. Citadel. -20% city maintenance. +2 culture. No espionage bonus. +2XP to siege units. Does not obsolete. Does not require Walls. UU: Cuirassier replacement. Conquestador. +50% against melee units. Can build Citadel.

Sumeria: The Wheel/Agriculture. UB: Courthouse replacement: Ziggarut. Available at Writing. Cost 90. UU: axe replacement. Vulture. Strength 6. 25% bonus against melee. 5% bonus against axemen.

Vikings: Hunting/Fishing. UB: Lighthouse replacement: Trading Post. Builds water units +25% faster. UU: Maceman replacement: Berserker. Starts with Amphibious.

Zulu: Agriculture/Hunting. UB: Barracks replacement: Ikhanda: -20% city maintenance. +100% production with iron. No production modifier from trait. UU: Spear replacement: Impi: -40% against archers, 2 moves


Leaders:

New leader LieuYe - ORG/PRO
New leader San Martin - CHM/CRE
New leader Nebuchadrezzar - IND/PHI


Civics: Government civics:

Police State: Available at Military Science. Medium cost. +25% production of Military Units. -50% War Weariness.


Legal Civics:

Vassalage: Provides free support for military units (only affects  Pacifism unit cost). Requires Feudalism. Medium upkeep.

Bureaucracy: Effect unchanged. High Cost.

Nationhood: Effect unchanged. No upkeep.

Emancipation: +100% Improvement Upgrade Rate Modifier. +1 food, -1 commerce from Town. iAnarchyLength = 0 (does not cause anarchy to revolt to this civic). Requires Constitution. Low upkeep.


Labor Civics:

Slavery: 30h for the 1st pop, 20h for the 2nd pop and subsequent pops. So, 30/50/70/90. [On Quick speed, that's 20/33/46/60.]

Serfdom: +75% Worker Speed, +1h for Watermills and Windmills. Unlimited Scientist, Artist and Merchant slots. Requires Feudalism. Medium upkeep. Labor civic.

Caste System: +1h for workshops. Unlimited Scientist, Artist and Merchant slots. Requires Code of Laws. Medium upkeep. Labor civic.

Environmentalism: +4 health, +2 health from public transport. +2 gold per specialist, +1 hammer from lumber mill. +3 hammers, +2 commerce from forest preserves. Unlimited Scientist, Artist and Merchant slots. Requires Chemistry. High upkeep.


Economy Civics:

Mercantilism: +1 free specialist, Medium Cost, requires Banking.

Free Market: No longer provides -25% Corporate Costs. Now provides +25% Trade Route Yield.

State Property: Effect unchanged. Medium cost.

Free Speech: +1 commerce from villages, +3 commerce from towns, +100% Culture, Low cost, requires Economics.


Buildings:

Barracks: +1 culture, +3XP to land units. Cost 60 hammers.

Colosseum: +1 happy, +1 happy per 20% culture slider, +1XP to melee, archery, mounted and siege units. Requires Construction. Cost 80 hammers, Bonus XP applies to all Colosseum UB.

Jails: now -50% War Weariness.

Castles (and replacement UB): no longer decrease bombardment rate of catapults or trebuchets. Obsolete at Corporation (Except defensive bonus). Requires Walls. No trait or resource production bonus. Cost 80 hammers.

Temple: now requires Meditation (plus religion in city, no longer requires Priesthood)

Lighthouse: +1XP to naval units. +1 food from water domain tiles. Require Sailing. Cost 60 hammers.

Harbour: +2XP to naval units. +1 health from crab, clam, fish, +50% trade route yield. Requires Compass. Cost 80 hammers.

Customshouse: +3XP to naval units, +100% Foreign trade route yield. Requires Economics. Cost 120 hammers.

Drydock: +7XP to naval units. +50% production of naval units. -1 health. Requires Steel. Cost 120 hammers.


Wonders, Projects:

Wonder Resource Modifiers: All wonders that had +100% production with a specific resource now only have +50% production with that resource.

Moai: +4XP to naval units.

Rushmore: Now -50% WW, (from -25%).

Red Cross: 200h.

West Point: 550h, +5XP. Now requires a lvl 5 unit (17XP/13XP for Charismatic).

Great Lighthouse: Now +1 trade route instead of +2 trade routes, enabled at Masonry, but needs lighthouse and Sailing (no functional change in the tech requirements but makes F6 look less cluttered).

SoZ: no WW effect. Now +3XP, 200 hammers, no building prerequisites. No longer gets +100% production from Ivory. Can be built on Medieval starts and earlier.

Taj Mahal: Triggers Golden Age, +2 Great Artist points/turn, requires Nationalism (No production bonus from marble)

Mausoleum of Maussollos: +50% Golden Age length. Cost 450 hammers. Requires Calendar. Obsoletes at Nationalism (No production bonus from marble)

The Internet: Now a wonder. 2k cost, +15% beakers in every city, +2 scientist gpp, double production speed with copper. No longer a project.

Cristo Redentur: +100% SPI production, -50% Anarchy instead of -100%.

SDI: Removed from the game

Religious Shrines: Buddhist, Hindu and Jewish Shrines can only be built in Ancient start games. Confucian shrine can only be built in Classical and Ancient start games. Taoist, Muslim and Christian shrines can only be built in Medieval, Classical, and Ancient start games.


Base unit changes:

Scouts: Require no tech. Every player starts with a scout instead of a warrior.

Swordsman (and all replacements): +50% city attack

Archer (and all replacements): +30% defense against Swordsmen.

War Elephants: Strength 7, +50% vs. Mounted units. Requires Iron, Iron Working, Horseback Riding, Construction.

Trebuchet: Now requires Machinery, instead of Engineering.

Crossbowman: Strength 6, 1 free strike, +50% against melee units, +25% defense against macemen. Archery unit, requires iron, Archery, Machinery, and Construction. iCollateralDamageLimit: 40%; iCollateralDamageMaxUnits: 3 (causes maximum 40hp damage through collateral, collateral damage hits maximum 3 units)

Maceman: Melee unit, strength 8, +50% against melee, +25% against cities, cost 70 hammers, requires Civil Service, Machinery, [copper or iron].

Airship: Cannot see submarines

SAM Infantry: 75% interception chance (up form 40%)

Marine: Requires Assembly Line, Fascism, Rifling.

Paratrooper: Requires Assembly Line, Fascism, Flight.

Mobile Artillery: Can now load guided Missiles and Tac Nukes (as Submarines and Missile Cruisers do). No longer require oil.

Gunships: decreased to 3 moves.

ICBM: No longer unlimited range, but long enough so that they will out distance your army and navy easily, and they can be rebased. Loses the nuke tag. Does not need Manhattern project to be built.

    iCost: 450h
    iAirCombatLimit: 75
    iAirCombat: 160
    iCollateralDamageLimit: 75%
    iCollateralDamageMaxUnits: 12
    iAirRange: 36



Tactical Nukes: Now S80 1shot units that can bombard units, cause collateral damage to 5 units, cannot be intercepted. Loses the nuke tag. Does not need Manhattern project to be built. Full list of changes:

    iCost: 200h
    iAirCombatLimit: 75
    iAirCombat: 80
    iCollateralDamageLimit: 75%
    iCollateralDamageMaxUnits: 5
    iAirRange: 4



Guided Missiles: Can bombard units, tiles and cultural defence, cause collateral damage to 2 units, cannot be intercepted. Full list of changes (underline means original stat, for comparison):

    iCost: 60h
    iBombRate: 16
    iAirCombatLimit: 75
    iAirCombat: 40
    iCollateralDamage: 100
    iCollateralDamageLimit: 50%
    iCollateralDamageMaxUnits: 1
    iAirRange: 4




Flanking: Flanking strength (used to calculate damage from flanking strikes) or all units reduced by 50%.


Naval units, promotion and mechanic changes:

Promotions and mechanics:

Ocean: Now costs 3 movement points to enter.

Circumnavigation: +1 movement point on naval units, individual achievement completed by unfogging a single tile on each row and/or column of the map on which the map wraps.

Coastal Blockade now has a range of 1 square around the blockader, instead of 3 squares.

Drill 1, Drill 2, Drill 3 Drill 4 Flanking 1, Flanking 2, Sentry: No longer available to Naval units.

Sentry: Requires Combat 3 OR Flanking 2 OR Naval Flanking 2 OR Navigation 2.

Navigation 1: Requires no prior promotion. +1 movement. +1 free strike chance.

Navigation 2: Requires Navigation 1. +1 movement. +1 free strike.

New promotion: Naval Flanking 1: Requires no prior promotion. +10% withdrawal chance. -1 terrain movement cost.

New promotion: Naval Flanking 2: Requires Naval Flanking 1. +30% withdrawal chance. +20% Collateral Damage Reduction.

New promotion: Naval Drill 3: Requires Navigation 2 OR Naval Flanking 2. +2 free strike chances. -20% collateral damage.

New promotion: Naval Drill 4: Requires Naval Drill 3. +2 free strikes. -20% collateral damage.

New promotion: Naval Sentry: +1 vision range. Requires Naval Flanking 2 or Navigation 2.


Naval unit changes:

Work boat: Base movement 2. Ignores terrain movement cost.

Galley: Base movement 1. Starts with Navigation 1.

Trireme: Base movement 1. Starts with Navigation 1.

Caravel: Base movement 2. Starts with Navigation 1. Strength 4, -30% against galleys and triremes, 1 capacity (can transport any units). Cost 60 hammers, requires Optics. Remove ability to enter cultural borders.

Carrack: Base movement 3. Starts with Navigation 1. Strength 4, -30% against galleys and triremes, 2 capacity. Remove ability to enter cultural borders. Cost 60 hammers, requires Optics.

Galleon: Base movement 3. Starts with Navigation 1.

East Indiaman: Base movement 3. Starts with Navigation 1. Lower to 3 capacity, remove ability to enter culture without OB.

Privateer: Base movement 3. Starts with Navigation 1, Sentry. +65% attack against Ships of the Line. Requires Optics and Paper, Upgrades to Transport (not Destroyer). (Removed ability [to attack without war declaration] and [hidden nationality].)

Frigate: Base movement 3. Starts with Navigation 1. Upgrades to Transport (not Destroyer).

Ship of the Line: Base movement 3. iCollateraldamage = 75, iCollateraldamagelimit = 70 (ie 30% hp max damage from collateral), iCollateralDamageLimit = 5. Cost 120 hammers.

Ironclad: Base movement 1. Starts with Navigation 1. Cannot enter Ocean (except within own borders). 1 free strike, strength 12, no defensive bonus, requires iron, coal, Steel and Steam Power, costs 120 hammers.

Transport: Base movement 3. Starts with Navigation 1, Navigation 2. Ignores terrain movement cost. Requires  Artillery (not Combustion) (requires Oil OR Uranium)

Destroyer: Base movement 6. Starts with Naval Flanking 1. Requires Artillery (not Combustion) (requires Oil OR Uranium)

Battleship: Base movement 4.

Carrier: Base movement 4.

Submarine: Base movement 4. Ignores terrain movement costs.

Attack Submarine: Base movement 5. Ignores terrain movement costs.

Missile cruiser: Base movement 4.

Stealth Destroyer: Base movement 6. Starts with Naval Flanking 1.


Barbarians:

Barbarians: Barbarian Animals: Wolf: unchanged.
Lion: Strength 1, 1 move. +100% against Melee.
Panther: Strength 1, 2 move, starts with woodsman 2 promotion.
Bear: Strength 1, 1 move, +200% against Melee.
Scout: +200% against barbarian animals. Require no tech. Every player starts with a scout instead of a warrior.
All difficulty levels adjusted: Human barbarian units are created from turn 40, barb cities can be created beginning from turn 50


Technology:

Adjusted tech cost is now calculated by ((log(cost of tech) / log (40) - 1) * (1.2X + 0.3), where X=iResearchPercent in CIV4WorldInfo.XML, and then modified by difficulty level. For further information, please see This spreadsheet for a saveable version of tech cost calculator (Thanks to Sevenspirits for the initial version of this spreadsheet and this mechanic)

Known tech bonus no longer scales with total player number. Scales depending on the tech era of the most advanced player in the game:

Ancient: No bonus
Classical: +2% per met player with tech, max +60% (no further bonus after 30 players)
Medieval: +4% per met player with tech, max +60% (no further bonus after 15 players)
Renaissance: +6% per met player with tech, max +60% (no further bonus after 10 players)
Industrial: +8% per met player with tech, max +80% (no further bonus after 10 players)
Modern: +8% per met player with tech, max +80% (no further bonus after 10 players)
Future: +8% per met player with tech, max +80% (no further bonus after 10 players)

Techs: Fishing, Agriculture, The Wheel, Hunting, Mysticism and Mining: base cost changed to 45.

Hunting: Enables pastures. No longer enables camps.

Animal Husbandry: Enables camps. No longer enables pastures.

Archery: Base tech cost decreased from 60 to 40.

Astronomy: Mandatory prerequisites: Code of Laws, Calendar, Optics.

Alphabet: No longer enables tech trading, allows Open Borders. Base cost reduced to 250.

Metal Casting: Base cost reduced to 300.

Writing: Enables Map trading, no longer enables OB.

Philosophy: Mandatory Prerequisite: Priesthood, Monotheism. Optional prerequisites: Drama, Code of Laws.

Meditation: Base tech cost increased to 100

Paper: enables Tech Trading. Mandatory Prerequisite: Metal Casting. Optional prerequisites: Theology, Civil Service.

Democracy: Base tech cost reduced from 2800 to 2100

Utopia (Communism): Base tech cost reduced from 2800 to 2100

Fascism: Base tech cost reduced from 2100 to 1800. Mandatory Prerequisite: Democracy. Option prerequisites: Utopia (Communism).

Industrialism: Mandatory prerequisites: Electricity, Fascism. Optional Prerequisite: Assembly Line


All medieval and earlier techs are untradeable:

The untradeable techs are as follows: Fishing, The Wheel, Agriculture, Hunting, Mysticism, Mining, Sailing, Pottery, Animal Husbandry, Archery, Meditation, Polytheism, Masonry, Horseback Riding, Priesthood, Monotheism, Bronze Working, Writing, Metal Casting, Iron Working, Aesthetics, Mathematics, Alphabet, Monarchy, Compass, Literature, Calendar, Construction, Currency, Machinery, Drama, Engineering, Code of Laws, Feudalism, Optics, Music, Philosophy, Civil Service, Theology, Divine Right, Paper, Guilds, Banking


Late Era start games:

Era starts: (Changes from base BtS, found in CIV4EraInfos.xml)

Classical: 2 settlers, 100% tech cost
Medi: 80% tech cost
Ren: 70% tech cost
Industrial: 40% tech cost
Modern: 30% tech cost
Future: No changes

Religions and missionaries are now spread equally amongst players, so that everybody starts with at least the same number of cities with religion.


Espionage:

Active missions removed.

Spies now spawn with "Secretive", and cannot see tiles except the one they're standing on.

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.



Tile Changes:

Lumber Mills: Available at Machinery. +1 hammer, +1 commerce, +1 commerce from river (not corner plots)

Watermills: +1 base hammers, no longer receives +1h at Rep Parts.

Workshops: +1 base hammers, no longer receives +1h at Chemistry or Guilds. +1 hammer from Engineering.

Mines: +1 base hammer at Rep Parts.

Quarry: +1 base hammer at Rep Parts.

Whaling Boats: Enabled at Sailing.

Villages: Cannot be destroyed by air bomb mission or pillaged. Also provides access and tile yields to Copper, Iron, Oil, Coal, Aluminium and Uranium. (Can still be improved over by workers)

Towns: Cannot be destroyed by air bomb mission. Also provides access and tile yields to Copper, Iron, Oil, Coal, Aluminium and Uranium. (Can still be improved over by workers). Acts as cities. [Identical functionality as forts, for the purposes of rebasing air units, canals, city defense and city attack promotions etc].

Oil well construction time reduced to 3 from 10


Game Mechanics:

The Draft: 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).

Corporations: Completely removed from the game.

Culture required to achieve legendary border pop on Quick Speed changed from 25000 to 33000.

Peace Treaty Length reduced to 5 turns.

New game options: No City Trading, No Map Trading, and No Wonder resource production modifiers now available in custom game set up.

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


Events: THESE HAVE NOW BEEN FIXED! PLEASE TEST ACCORDINGLY, THERE MAY STILL BE BUGS!

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

Quests (Too good):
13. Blessed sea
121. Harbomaster
125. Sports league
149. Guns Butter
151. Overwhelm
152. Corporate expansion
153. Hostile takeover


Miscellaneous:

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).

Hut techs: Can only gain techs from the first three rows of the tech screen:

Fishing, Sailing, Wheel, Pottery, Agriculture, Animal Husbandry, Hunting, Archery, Mysticism, Masonry, Priesthood, Mining, Bronze Working, Writing.

Toroidal maps: Now return city maintenance as if the map were Cylindrical.

Maximum number of players is now 40, up from 18.

Circumnavigation requires 55% water on the map, otherwise it is disabled. Circumnavigation is no longer a "First to" bonus, but will grant +1 movement to naval units to each player as they individually navigate the map and complete the necessary conditions.

WW_DECAY_PEACE_PERCENT is set to 90 instead of 99: This drastically increases the war weariness reduction at peace time.

FORCED_WAR_WAR_WEARINESS_MODIFIER is set to 100: This guarantees no war weariness if you play 'Always war' or 'Permanent war' (might be interesting for PB50 players)

BUG integration
BUG fully integrated
New BUG feature "Grid for graphs"
New BUG feature improved Active advisor screen

Included additional bug fixes:

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.

Additional alterations have been made to enable hosting of games on the pitboss server belonging to Zulan. These changes are detailed here

Added bugfixes from Unoffical Patch https://forums.civfanatics.com/threads/u...19.324024/:

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

Observer mode

Observer mode is functional but disabled due to bandwidth issues. Requires pitboss logging enabled, and for the host to  run the observer program. Observer mode is then accessible at a preset web address. Only available in Pitboss, additional server side applications required for functionality, available from teh following links.

Pitboss Observer: https://github.com/novice-rb/observer
Pitboss Portal: https://github.com/novice-rb/pitboss-portal

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.


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.

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  Emperor Boudica of America- Adventure?
Posted by: superdeath - May 16th, 2020, 19:06 - Forum: Civilization General Discussion - Replies (6)

Hi! Its been a long time since ive read some of the Epics/adventures on Sullla's website. But i recently got to thinking.. Why not see if there would be any interest in an Adventure/epic with Boudica of America on emperor difficulty.

Starting screenshot:

 [Image: 0cPCTNX.jpg]

I rolled a completely random map, with these settings:
[Image: Mvhrbdh.jpg]

If this looks like something at least one other person would be interested in playing.. ill post the save. Hope to see some interest smile

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  Codenames 31
Posted by: superdeath - May 16th, 2020, 16:33 - Forum: Codenames Archives - Replies (181)

All those wishing to play another amazing couple of rounds... please post your name below!

Players-
Superdeath
El Grillo
DaveV
sunrise089
WarriorKnight
Lewwyn
JR4
Bobchillingworth
Commodore
Azoth

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  [Spoiler] Suboptimal's Next Attempt at Lurker Frustration
Posted by: suboptimal - May 14th, 2020, 21:59 - Forum: Civilization 6 PBEM 18 - Replies (517)

The Pregame Show

And so it begins again. This time we’re exploring the civs not chosen, the paths not taken, etc. etc. etc. In PBEM 10 and at least once since then I “threatened” to play Catherine of France as a way to “clean sheet” the start of the game since that civ/leader combo has nothing special kick in until the Medieval (except for Catherine’s visibility bonus). As a result I find this setup mildy ironic in an amusing sort of way – Catherine wasn’t deemed bad enough to make the draft list, so here’s a game in which playing that combo would be appropriate and she’s not available. lol

Right, so, initial thoughts…

Opponents

Archduke, Ichabod, Woden, myself and Ioan76. This game will be largely dictated, I think, by the start positions of Archduke and Ioan76 and what they choose to do. Archduke because he’s frequently one for early aggression and Ioan76 because he is, in theory, greener than I am. He has Chevalier running herd riding shotgun so that should keep him competitive early on. Ichabod is a bit of a wild card, I think this is his first PBEM since PBEM 3 when he ran over myself and Kaiser who were….as green as Ioan76 appears to be right now. Woden has played in a few and seems to tilt towards being a builder, though he ran right over Jester and eliminated him on Turn 84 of PBEM 15.

This will be an interesting one, to say the least.

The Map

We’re on a pangea unless the mapmaker gives us a fractal map that is pangea-like. We’re also likely on a small map so even with 5 civs and 10 city-states there will be room to expand and enough distance between civs where early wars are unlikely. The other settings are undecided but I’ve noticed that Gathering Storm’s scripts love mountain ranges and breaking up the land mass.  The map size will permit four of the five civs to obtain a religion if they so desire.

The Civs

Here’s the list:

Norway
Phoenicia
Eleanore (France or England)
Sweden
Kongo
Spain
Georgia
Canada
Brazil
Egypt

Brazil, Egypt, Kongo and Norway have appeared in previous PBEMs. Of all of these I’ve played one SP game as Kongo and have spent the last week or so messing around with Brazil. I’ve been doing that since I was the only player that didn’t put them in their bottom 12 and I wanted to try to figure out if I was missing something and...I’m not seeing what the others are seeing. Hopefully I get them in my pick list so I can find out. mischief I will say that I consider Brazil to be best in class of the ten civs on this list. As for worst in class, I think Eleanor of France and Georgia are neck and neck for that spot - France's abilities are weak and late, Eleanor's loyalty bonuses for great works gets no real help in getting great works and Georgia appears to rely on getting a religion with no help from the civ abilities and then suzeraining city-states, if there are any left on the map.

I’ve got some ideas how I’d play a few of these civs, but for others I’d need to take a much deeper look at them. I’ll wait for the pick list to show up before I start fleshing out any ideas.

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  [Spoilers] Ichabod's spoiler thread
Posted by: Ichabod - May 14th, 2020, 20:36 - Forum: Civilization 6 PBEM 18 - Replies (133)

Hello, everyone.

I'm back for some more Civ 6. I've been not very active at the forum for some time, but I still like our community a lot. Hopefully this thread will help get more people engaged, be it in Civ 6 or in the forums as a whole.

I'm currently quarantined in my house, as the situation in Brazil regarding COVID-19 is really worrisome. My situation is actually not that bad, as I live in a state that is not one of the focal points of the epidemic and whose government is taking things very seriously (the same can’t be said about some other states and, especially, about the Federal government). I’m worrying a lot about my family and about the population as a whole. So, a game of Civ is a way for me to relax a bit, put my mind in other, lighter stuff and interact with a community that I really enjoy and admire.

I was thinking of making this thread themed around computer programming, as it’s something that has piqued my interest in the last couple of years. I messed around a bit with some different languages, attended some classes here and there and read a bit (not a lot). I like doing challenges in sites like Hackerrank and, while my knowledge of Data Structures and Algorithms is surely lacking, I understand enough to see the beauty of it. I love finding creative solutions to problems, perhaps more than the “technology” side of things. I never messed with big projects as well.

Anyway, I think I’ll post some problems here and there, with some comment about what I feel is the path to the solution, perhaps we can discuss a bit if there’s enough interest. I remember that the forums had a lot of programmers back in the day. Does this still hold today?

In game related news (there’s a game?), I’m hoping to get Brazil, so that I can represent my homeland as it deserves. It helps that Brazil is probably the best of the bunch that we selected. I don’t think it’s a weak Civ overall, I’ll admit that I voted for it more due to a desire to play with the Civ than because of its power level. There’s a big chance this decision will come to bite me, though.

How is everyone doing? What are you all up to?

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