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  PB28 Sub
Posted by: wetbandit - January 21st, 2016, 17:05 - Forum: Civilization General Discussion - Replies (4)

Hi. My name is wetbandit and I have a civ for you to play.

Do you want to play a late-era game? Look at my PB28 thread or that forum in general. Lots of investment may be necessary, but not required.

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  New EitB v12 PBEM
Posted by: Aurorarcher - January 21st, 2016, 15:54 - Forum: EitB PBEM XLVII - Replies (191)

Turn order:

Dave
Mardoc
jale
Auro
plako




Out of games once again... time to start another.

I guess I don't have any particular idea in mind atm, even just standard game without anything special would work for me. Someone even mentioned in XLV thread of Mastery game. I'm not completely against later era start, but I'd probably prefer Thaw start though. If people want to play with later era, I can adjust to that with no problem. Open to ideas for the game.


Settings: TBA

Map: Anyone care to make a map? mischief

Players:

- Aurorarcher
- DaveV
- Mardoc
- jalepeno
- plako

Five players sounds good to me considering the pace, I could live with 6 probably as well.

So basically we're only missing 1-2 players (unless Marodc/jale drop out). Who wants to join the crew? If you can play the turns like we can you're probably going to be happy with the turn pace nod.

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  Strategic combat + Death realm
Posted by: Seravy - January 17th, 2016, 08:14 - Forum: Master of Magic - Replies (6)

I've been thinking a lot and I realized the AI is at a really huge disadvantage when playing the Death realm.
The main selling point of that realm, to some extent in the vanilla game, and even stronger in CoM, is the ability to gain undead through combat and replenish/create armies on the go. Of course, it also grants access to all the undead immunities, which are a huge trump card against other death or even sorcery wizards. While summoned Death units also have these, there is a huge difference between armies containing some such units, and those made entirely of them.

Now, the problem is, strategic combat does not apply spell effects or abilities, in short, does not create undead at all. Never. Aside from Zomibe Mastery, the AI has no access to undead units, unless the human player loses battles and does not reload.

While I don't intend to make strategic combat as detailed as normal combat, it's not possible to do, I think this is such a major problem that it needs to be implemented somehow. It wouldn't be too hard to change the dead enemy units to "dead from create undead damage" based on some formula that considers the presence of create undead, life steal, drain life, summon zombie and syphon life, but I'm not sure how the formula should work. All of these abilities and spells are completely different and rely on different sources (attack strength, enemy resistance, own casting power). The space is quite limited too, so it needs to be something very simple.

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  Codenames 4
Posted by: Lewwyn - January 15th, 2016, 03:42 - Forum: Codenames Archives - Replies (351)

(January 11th, 2016, 10:40)Mardoc Wrote: I'm actually a little surprised no one is recruiting for game four yet.

In.

Okay so my count is:

1. Lewwyn
2. Aurorarcher
3. novice
4. zak
5. Jkaen
6. DaveV
7. Bob
8. Rowain
9. Pindicator
10. NobleH

I'm not sure how to start this off. Do we need a GM? Split the teams make the grids?

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  [PB31 SPOILER] Vet treatment for rabies
Posted by: 2metraninja - January 14th, 2016, 16:48 - Forum: Pitboss 31 - Replies (8)

So this is 2metraninja's spoilers thread for PB31.

For reference:

Changelog:

http://realmsbeyond.net/forums/showthrea...#pid491427

The changes between RtR 2.0.7.4 and .7.6 are listed above it.

Quote:
Civics: Emancipation: Available at Banking. Low cost. +1 commerce from cottage, hamlet, village. +1 food from cottage. +2 commerce from mines, +1 hammer from farms.

-Emancipation is the same as base BTS in .7.4

Free Speech: Available at Liberalism. Medium cost. +1 commerce from villages, +3 commerce from towns, +67% tile improvement growth rate

-As above, but it's in the 4th column(SP/Merc/FM) and doesn't have the +67% tile improvement growth rate in .7.4

Trait: Creative: +1 culture per city. +100% production of Library, Theatre, Colosseum, Observatory.

- +2cpt, no bonus on the Library in .7.4

Espionage: Active missions removed.

-banned here anyway.

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  Donut-shaped Map
Posted by: Vanshilar - January 13th, 2016, 06:17 - Forum: Master of Orion - Replies (7)

So a few years ago (here) I raised the prospect of a donut-shaped map. The premise was that because of a hole in the center, each player would only have two fronts to worry about, rather than having to worry about the space all around them (depending on start location). This makes some things easier strategically -- for example, you only have to face two other players at any given time, at your clockwise and counter-clockwise fronts -- but some things more difficult -- for example, a runaway Psilon on the other end of the map is harder to reach, though it also means it'll take him longer to reach you (giving you more time to prepare). RefSteel kindly made some trial maps of the concept here.

Well I never got around to testing (i.e. playing) them, but the mathematical problem related to this has stuck around in my head. The problem is, given an initial distribution of stars, how do I map the stars' coordinates into a map with a hole in the middle, while maintaining an equal density of stars all across the map? By "equal" I mean that if the initial map is uniformly distributed (i.e. each region of the initial map has an equal likelihood of stars), the mapping would end up with a final map that is also uniformly distributed (i.e. each region of the final map still has an equal likelihood of stars), within the donut-shaped region. The reason why this is important is that without this consideration, the mapping may end up with clumps of stars next to each other depending on what part of the map the stars were at. Note that I don't know if MoO's placement of stars really is uniformly distributed (other than a blank area near the borders), but I'll assume that it is.

I got around to solving this mathematical problem a few days ago. I'm not sure if it's correct, but I *think* it is. There's basically two components to this: from a radial direction (i.e. inward or outward from the center of the map), and a tangential direction (i.e. moving along a circle of a given radius from center of map).

For the radial component, assume that the width of the initial map is 2*s1, the height of the initial map is 2*s2, the inner radius of the new donut is r1, and the outer radius of the new donut is r2. The star is currently located at (x, y), where these are the horizontal and vertical distances, respectively, from the center of the map (both positive and negative numbers possible; the save file stores them as from the upper left corner of the map, i.e. positive numbers only). Let d/s be the max of abs(x/s1) or abs(y/s2), i.e. a ratio of how far the star is from the center of the map, relative to the edge of the map, in concentric rectangles. Then, radially, the radius of that star in the new donut is given by:

r = (r1^2 + (d/s)^2*(r2^2-r1^2))^0.5

For the tangential component, if you took slices of equal radians (i.e. same number of degrees) from the center of the map, you'll find that the slices toward the corners have more stars compared with the slices toward the middles of each side. But say you took slices such that it divides each side into the same sized chunks, i.e. say to each quarter of each side (i.e. draw lines to 0*s, 0.25*s, 0.50*s, 0.75*s, 1*s where s is the length of each side), each of those slices have the same area and thus the same density of stars. So to equalize to theta, you just project each star's coordinates to the border and measure how far it's moved along the border. The formula for this is a bit more complicated simply because there are if cases, but if the star is in the right part of the map (i.e. a line from the center of the map to the star's coordinates projects to the right border), the formula for the theta (in degrees) is 45*y/x, if it's to the top it's 90 - 45*x/y, if it's to the left it's 180 + 45*y/x, if it's to the bottom it's 270 - 45*x/y. Note that these coordinates are for standard Cartesian plane, not MoO's coordinate system, but the transformation is easy to do.

Finally, if you want to (roughly) maintain the same distance between stars, the area of the donut has to match the area of the original map, so that the overall star density remains the same. This is easy; the original map's area is simply width * height, while the area of the donut is simply pi * outer radius^2 - pi * inner radius^2. Note that this requirement plus the donut's inner radius will uniquely determine the donut's outer radius; similarly, this requirement plus the ratio (outer radius/inner radius) will uniquely determine both the inner and outer radii.

An image showing the mapping using Excel is below:

   

As you can see, the new map is somewhat bigger than the old map, because of the hole in the center. To maintain the same density, stars that were originally near the center of the map tend to be squeezed (closer together) radially, while stretched (farther apart) tangentially. The closer they were to the center the bigger this distortion is. For example, in this case, a star originally along the edge of the map (i.e. d/s = 1) has very little distortion; it's stretched tangentially by around 2.3%. A star that was about halfway in (i.e. d/s = 0.5) is stretched tangentially by around 35%, while a star that was about 3/4 of the way in (i.e. d/s = 0.25) is stretched tangentially by around 123%, with the reciprocal change in being squeezed radially. If I did the derivation correctly, though, each unit area of the original map should be transformed to an area of the same size in the new map.

So how does this work with MoO? Putting this into a script into Matlab that changes the stars' coordinates in the MoO savefile (as well as adjusting the size of the map), the original and new maps for a huge sized map look like:

   

   

Note that the new map is actually bigger -- as evidenced by the location of the nebulae, whose coordinates were not changed. However, for whatever reason, the size of the viewing area (the rectangle indicated by the 4 corners that's supposed to represent how much area you see when in regular view) didn't get smaller to reflect the larger map size; I don't know where that parameter is located in the save file. (Note: I know that MoO apparently only grabs that parameter the first time you load a game, and after that it doesn't change this parameter, even if you load games of different map sizes; however, this was from a fresh load of MoO.) A view of the area around the starting point, for the original and then the new map, is below:

   

   

The right, bottom right, bottom left, and left stars used to be 3, 3, 4, and 3 parsecs away, respectively. After the transformation, they're now 4, 4, 5, and 3 parsecs away. Meanwhile, the purple star to the upper left used to be 10 parsecs away but is now 5 parsecs away, due to the squeezing in the radial direction. So the bottom left star (which was close to a tangential direction) is now somewhat farther away, while the purple star (which was close to a radial direction) is now closer. The other stars, which were a mix of the two, had their distances adjusted somewhat but not too much. I don't know if this is ideal; I think "ideal" is really something more like if a typical star usually has say 5 stars within 5 parsecs, then after the mapping it should still (on average) have 5 stars within parsecs. I don't know if maintaining the same density achieves this, but hopefully it's a "good enough" approximation to start.

(more in the next post due to attachment limit)

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  [Spoilers] Coldlight: The Commodtay Saga
Posted by: Commodore - January 13th, 2016, 06:00 - Forum: Pitboss 31 - Replies (143)


Password is "Cath"

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  lets see the start.
Posted by: mackoti - January 13th, 2016, 04:00 - Forum: Pitboss 31 - Replies (60)

I dont like my option can i get other?

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  Possible soruce of memory corruption bug
Posted by: Seravy - January 12th, 2016, 18:59 - Forum: Master of Magic - Replies (2)

Procedure $6AEA4 (ovr89:0C95)
This procedure is supposed to check, when a unit is lost due to not paying upkeep, if it was a windwalker over sea. If yes, it returns a list, which contains unit IDs that need to also die (because they can't swim). I've confirmed this isn't working in game, losing a Djinn to 0 MP did not hurt the walking units in the stack.
The procedure contains two uninitialized variables, var_2 and var_1E. Based on the code, I assume var_2 should have been the size of the stack, and var_1E the list of units in it. However, both variables are never set in the procedure, so the call to get the units stacked together into the list is completely missing. If this is true, and everything points to that, this checks random memory addresses (outside the range of valid unit IDs, even) and might, in theory, found what "looks like" a unit that needs to drown, in which case returns these IDs for disbanding, which will overwrite memory there.
If anyone who knows assembler code has time, please take a look at that procedure. For the time being, I will remove it entirely as it doesn't work anyway to be on the safe side but it would be nice if someone confirmed my theory.

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  [spoilers] - Pindicator makes America great again!
Posted by: pindicator - January 12th, 2016, 15:21 - Forum: Pitboss 31 - Replies (449)

And let's get this ready for later:

[Image: i-dont-always-suck-at-gaming.jpg]

Edit: Important Game Details to Remember

Game Mod: RtR 2.7.0.4

Change log for 2.0.7.4, condensed from first 2 posts in this thread. (I'll continue to update this post if we find any information below is incorrect for 2.0.7.4.)

Quote:Traits:

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

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, Colosseum, Observatory.

Charismatic: +2 happiness. +1 happiness from Broadcast Tower. -25% XP needed for promotions.

Protective: Free City Garrison 1, Drill 1 promo for archery and gunpowder units. +100 production of Granary, Walls.

Imperialistic: +100% Great General emergence. +60% production of Settler. +100% production of Custom House

Aggressive: Free C1 promo for melee and gunpowder units. -25% city maintenance [Not shown in trait description. 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

Organized, Industrious, Spiritual: No change from BtS


Civs:

America: UU is now Minuteman a Rifleman replacement with free Guerilla 1 and Woodsman 1. Mall is now a Grocer replacement that gives +1 happy from Deer, Sugar, Hit Musicals, Hit Movies, Hit Singles.

Arabia: Starts with Mysticism/Agriculture, instead of Mysticism/The Wheel. Madrassa cost decreased to 70 hammers from 90.

Byzantium: Starts with Mysticism/Fishing, instead of Mysticism/The Wheel. Cataphracts are 11 strength instead of 12, and are first strike immune (like normal knights).

Carthage: Cothon cost decreased to 80 hammers from 100 (now costs same as Harbor). Numidian Cavalry changed to a HA replacement with free C1.

Celts: Dun now gives G2, not G1. Dun civilopedia updated to list unit classes that recieve G2 promotion.

France: Salon +1 free specialist, -1 free artist.

Germany: UU is now the Kanone, a Cannon that costs 80 hammers instead of 100. Assembly Plant now available at Steam Power.

Inca: Terraces now give +1 culture instead of +2. Quechua loses combat 1.

India: Starts with Mysticism/Wheel instead of Mysticism/Mining. The Fast Worker now has Mobility (-1 Terrain Movement Costs), but does not get an extra movement point compared to normal workers.

Japan: UB is now Pagoda, an Observatory replacement with +10% hammers.

Korea: Starts with Agriculture/Minging, instead of Mysticism/Mining.

Portugal: Feitoria now costs 120h, from 180h.

Rome: Praetorian changed to a Swordsman replacement with +1 strength. Forum increased to +35% GPP generation from +25%.

Russia: UB is now Research Institute, a university replacement with +1 scientist specialist.

Vikings: Trading Post: Lighthouse replacement, +25% production of naval units, cost 60 hammers, requires Sailing.


Leaders:

Kublai Khan: Leader traits are now Charismatic, Creative, changed from Aggressive, Creative.


Civics:

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

Vassalage: Now provides free support for military units as well (meaning Pacifism is cheaper), and is Medium Upkeep.

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.

Mercantilism: Available at Nationalism. +2 free specialists per city. Foreign trade route limit removed. Medium Upkeep.

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

Environmentalism: No longer provides +25% Corporate Costs, or +2 commerce to windmills. Provides +1 gold per specialist, +1c to farms and pastures, +2c to forest preserves, and Low upkeep. Swapped with Free Speech. Now available at Liberalism.

Free Speech: Available at Liberalism. Low cost. +1 commerce from villages, +3 commerce from towns, +100% Culture in all cities

State property: Now Medium upkeep


Wonders, Projects:

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

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.

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


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% defence against Swordsmen.

War Elephants: Now 7 str, +50% vs. Mounted units.

Trebuchet: Now requires Machinery, instead of Engineering.

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

Destroyer: Now enabled at Artillery (not Combustion) (requires Oil OR Uranium)

Transport: Now enabled at Artillery (not Combustion) (requires Oil OR Uranium)

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%.


Buildings:

Barracks: increased cost to 60 hammers, +1 culture.

Jails: now -50% War Weariness.

Castles (and replacement UB): no longer decrease bombardment rate of catapults or trebuchets.


Technology:

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)
Rennaissance: +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)

Hunting: Enables pastures, cost increased by 50% from 40 to 60. No longer enables camps.

Animal Husbandry: Enables camps. No longer enables pastures.

Archery: Base tech cost decreased by two thirds, from 60 to 40.

Astronomy: Requires Code of Laws as mandatory prerequisite in addition to Calendar and Optics. No longer requires Paper.

Metal Casting: Cost reduced to 300.

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

Writing: Enables Map trading, no longer enables OB.

Paper enables Tech Trading. Requires Metal Casting as mandatory prerequisite.


Renaissance era technology prices increased by a percentage of base BtS tech cost as follows:

  • Education: +25%
  • PP: +25%
  • Nationalism: +25%
  • Gunpowder: +25%
  • Astronomy: +25%
  • Economics: +50%
  • Liberalism: +50%
  • Replaceable Parts: +50%
  • Military Tradition: +50%
  • Constitution: +50%
  • Chemistry: +50%
  • Democracy: +75%
  • Rifling: +75%
  • Corporation: +75%
  • Military Science: +75%
  • Steel: +75%
  • Steam Power: +75%
  • Artillery: +100%
  • Assembly Line: +100%
  • Scientific Method: +100%
  • Railroad: +100%

Cost of all subsequent techs increased by 100%

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


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.
Mines: +1h at Rep Parts.
Quarry: +1h at Rep Parts.
Whaling Boats: Enabled at Sailing, not Optics. Otherwise unchanged.


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

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

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


Miscellaneous:

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

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.


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.

Observer mode

Observer mode is enabled and functional. 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

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