Tide goes in, tide goes out, never a miscommunication.
If you're playing in the game, or lurking another player, please stay out until after the game. Here's a picture to take up space. It's a Wharf! In some theoretical sense, anyway.
I and a friend decided that we were going to become famous. So, we asked ourselves: what's the easiest way to do this? Well, obviously, jumping into the wagon of the latest trend of pop culture. The latest trend of pop culture was, at the time, books about supernatural creatures dating high school girls. So, we made a decision to write the Magnum Opus of these trash books!
The book was to be called "Amaremoto", a play with the portuguese words "amar" (to love) and "maremoto" (tidal wave). Yes, you can already see how the book would be incredible from its title. To make things even more amazing, the lead character of the narrative would be a girl named Amara, adding even more meaningless meaning to the title. An english translation could be difficult, but maybe "Tidal Love" could do the job, with the character getting renamed to Tida or something.
The book's supernatural creature, the one with which Amara would fall in love, and that, through the powerful and deep writing of the book, would invade the imagination of high school girls around the world, was going to be a triton. A triton named Tristan (Oh, the meanings between the lines!!). Of course, since the paradigm of the latest trend we were adopting demanded the profanation of culturally accepted descriptions of mythical cultures, the handsome triton lover wouldn't be a fishman, he'd be just a normal guy (a very handsome normal guy, obviously - or should I say, an almost supernaturally handsome normal guy - hah, I bet none of these books have this description) that sparkles outside of the water (or something along those lines, I think having scales would be a bit too much for the average reader).
I wrote some paragraphs of the book, which almost made me want to puke while doing it (that probably means they were pretty good), but I stopped at that. Unfortunately, the project was abandoned and I returned to my banal life writing a boring book about irrelevant characters doing irrelevant stuff, not Amara and Tristan fighting with the power of the Tidal Love against the Atlantean Autocracy that was controlled by Tristan's evil brother, who had previously exiled him from Atlantis (which is located near the shores of Rio de Janeiro, mind you) and planned to destroy all land based life. I'm betting that the future will show me the mistakes of my chosen path. It's probably alreading showing - if I was a famous writer I would have money to pay people to lose Civ game they play against me!!
I'm a warm, caring kitty cat who likes long strolls on the beach and lying in front of the fireplace playing computer games. However, lately my game just hasn't felt complete without having someone to share it with. Thusfore, I'm reaching out for *YOU* to be my dedlurker, until death do us part.
Creepiness aside, I'd really like someone to critique my game in PB17 as I go along. I don't particularly need you to offer input on any pending decisions, just voice your opinion on stuff I've already done wrong. Also, you will be under absolutely no obligations to play any turns for me. I'm aiming to do consistent and informative reporting, even if you won't be treated to a plethora of demo screenshots and witty commentary on my opponents. Also, I promise to finish this game
This is the IT and Tech Issues Thread for RBP17, the newest 'greens' pitboss game here at Realms Beyond, played with the RB 'AI diplo' ruleset. The organizing thread for the game can be found here.
The game is now live. If this is your first time connecting please read this entire post carefully. Text in Red will be of interest to veterans.
Access the game via DirectIP connection to sunrise089.dyndns.org:2064. No password is needed (nor will one permit a successful connection) when connecting to the game. Make 100% sure there are no spaces in the field or you'll get an error. Spaces love to crop up unexpectedly, so please double-check this before posting that you can't connect.
The first time a player logs into the game they will be asked to set and confirm a password. This is non-trivial to change, so please make sure you know what it is, can remember it, etc.
In-game you can play as normal. This game is played via simultaneous turns, so you can queue unit actions and builds like normal, even after you end turn. I get asked sometimes, so I'll note you press TAB to chat in-game. When you're done playing please log out via Exit to Main Menu, not Exit to Desktop (which can create connectivity/lag issues).
I have set a 40 hour timer per team for the first turn. Starting next turn the timer will switch to 22 in-game hours. Of course in the future the timer can be tweaked according to the wishes of the players.
This game uses Civstats to track the turns and other info. This game is here. If you want to register via Civstats and claim your civ the password for each civ is "sirian."
From now on, please let me know if you have any technical concerns in this thread. I can be reached infrequently via forum PM, and easily via email at sunrise089 at gmail dot com and IM at sunrise089 on either AIM or GChat.
Players:
1) Zanth - Darius I of Babylon
2) flugauto - Mansa Musa of Ottomans
3) Jowy - Huayna Capac of Zulu
4) yuris125 - Suryavarman II of France
5) Catwalk - Elizabeth of England
6) BaII - Victoria of Sumeria
7) Sian - Mehmed II of Egypt
8) Slowcheetah - Isabella of Netherlands
9) Furungy - Ragnar of Rome
10) Azza - Louis of China
11) Nakor - Bismarck of Persia
12) 2metraninja - Rameses II of Mali
Game Rules:
Base BTS
AI diplo
No Tech Trading
Barbarians: On
Starting units: Everyone starts with a scout
Huts: Off
Random Events: Off
Espionage: Passive only (no spies)
Corporations: Off
Vassals: Off
Difficulty: Monarch Prince
Banned units, building, and actions:
War Elephants
Nukes
Blockades
AP resolutions
Statue of Zeus
Cristo Redentor
The Great Lighthouse
This idea was mentioned in the Tides of War thread, so I thought it would be good to talk about it separately, without spamming the mod discussion thread
I can only imagine how much testing a balance mod requires. Some of it can probably be done against AI, but its main purpose and where it shines is against human opponents. So, with release of Tides of War, I think a PBEM is in order
Considering it would be a test game for a new mod, good reporting will be essential. There were a few poorly reported games recently (including one I'm playing in ) - hope this would not be one of them
Settings:
Normal speed
Prince difficulty
No Barbs
No Huts
No Events
AI diplo
Map:
Torusland
Standard size
Inland Oceans
Dimensions 44x44
Pre-existing improvements
Turn order:
yuris125 - Charlemagne of Egypt - yuris125.rb at gmail and pbem.repository at the usual place
NobleHelium/Serdoa - Hammurabi of Sumeria - nh.rb.pbem and serdoaciv at the usual place
SevenSpirits - Alexander of Zulu
dtay - Hannibal of China - dtay.debate at gmail
Ichabod - Washington of Ottomans - mozarthspier at the usual place
Tides of War is a mod for Civ IV:BtS. Its goal is to increase strategic options with minimal changes. Most changes are intended to remove the need for bans - bans which are frequent in Realms Beyond games. This provides new options simply by reintroducing elements of the game which had been lost. A few other changes are aimed at making some previously-unviable options viable. Finally, a few changes have been made in the hopes of making the naval game more interesting.
Between all of these changes, there are several which don't fit squarely into a "balance" mod. This is a conscious decision, and as the title indicates, I focused these changes on the naval aspects of the game. However, it is a major goal of the mod to make only a relatively small number of memorable, high-impact changes, and avoid growing into a long list of every marginal improvement that can be made to BtS.
The mod is ready to use, and it's available for download here:
Note that this is a work in progress, and may not be succeeding in its goal of balancing quite yet. Here is the list of changes:
Traits
FIN: +1c on tiles with 3c or more, double speed banks
EXP: Double speed granaries and harbors, +2 health (no worker bonus)
CRE: only +1 culture in all cities (still +100% production of library, theater and colosseum)
SPI: unchanged
ORG: unchanged
IND: unchanged
PHI: +150% gpp, double speed universities
IMP: +100% GG points, +50% settler production, and double speed markets and grocers
CHA: +3 happy in all cities, -25% XP requirements (no happiness from monuments or broadcast towers)
AGG: Removed, replaced with AGRICULTURAL (AGR): +1f in a city for every 4 population in it.
PRO: Removed, replaced with PRODUCTIVE (PRO): +1h on tiles with 4h or more, +35% worker production, +35% workboat production
Civilizations Inca: Terrace loses culture, requires Agriculture instead of Pottery. India: Fast Workers cost 70h, not 60. Egypt: War Chariot is a chariot replacement with 2 first strikes. Mali: Skirmisher is a 4 strength archer replacement with zero first strikes. Sumeria: Starting techs changed from Agriculture/Wheel to Agriculture/Mysticism. Zulu: Impi is a spear replacement with 50% withdraw chance. America: UB is the Frontier Post, a Grocer replacement with 1 free merchant. Germany: UU is now the Riesengarde, a Grenadier replacement with 14 strength. Russia: UB is the Research Institute, now a university replacement with 1 free scientist.
Techs
Agriculture & Hunting cost 40.
Mining & Fishing cost 50.
Mysticism & Wheel cost 60.
(Previously, Fishing was 40, Mysticism was 50, and Agriculture was 60.)
Metal Casting Cost reduced to cost of Alphabet (from 450 down to 300).
Communism no longer gives a Great Spy.
Civics
State Property only gives -50% distance maintenance instead of -100% distance maintenance.
Units
War Elephants reduced to 7 strength.
Swordsmen gain the Combat 1 promotion instead of +10% city attack. Praetorian is now just a 7-strength swordsman.
Scouts require no tech (so all players start with one) and have 1 move. They gain +1 movement point at Hunting.
Workboats require no tech. (You still need fishing to work water tiles.)
Wonders
Great Lighthouse: only +1 trade route per coastal city, not +2.
Colossus: +2c to water tiles only in that city, does not obsolete.
Buildings
New building: Wharf. Requires Compass. Costs 80h. +3xp for naval units, +1c from water tiles.
Wonder/Building Resource Doublers
All wonders/buildings that had +100% production with a specific resource now only have +50% production with that resource.
Corporations
Sid’s Sushi food per resource reduced from 0.5 to 0.2, and culture per resource reduced from 2 to 1, and maintenance per resource reduced by half.
Nukes
ICBM cost increased from 500 to 1500.
Tactical Nuke cost increased from 250 to 750.
Nukes never create fallout on tiles containing strategic resources.
Naval Mechanics
Blockade range reduced to 1.
Circumnavigation mechanic is removed.
“Naval Initiative” mechanic: Naval units that attack with their first movement point from a water tile get +15% attack.
New Naval Promo: Vigilance I. +20% defense.
New Naval Promo: Vigilance II. Req. Vig I. +20% defense.
Espionage
Active missions removed.
Great Spy bomb value reduced by half: 3000 to 1500.
Quick Speed Improvement Scaling
* Quick speed improvement build time multiplier changed from 67% (round up) to 66% (round up). This also applies to chops, and means that actions taking 3t on normal speed now take 2t on quick speed as you might expect them to.
Added Game Options
* Added game option "Tech Cost Scaling".
When checked, the cost of early techs is slightly decreased and is consistently low regardless of the Map Size setting, and costs of later techs are multiplied by up to a maximum 1.5. The increase is greater for more expensive techs: Future Tech's cost is increased by the greatest percentage, and medium-cost techs like Civil Service and Guilds are increased by half as much.
Specifically, the cost of a given tech is multiplied by 100% + ((log(cost of tech) / log (40) - 1) * (1.2X + 0.3)
instead of being multiplied by 100% + X. X is the map size tech cost multiplier; it ranges from 0 for Duel size to 50% for Huge size, in increments of 10%.
* Added game option "Medium Distance Maintenance".
When checked, distance maintenance is calculated as for a cylindrical map instead of whatever the actual map wrap is, and is thus more middle-of-the-road. This is intended as an additional option for mapmakers.
Background: Distance maintenance is inversely proportional to the longest distance possible on the map, with distance defined as max(xdistance, ydistance) + 1/2 * min(xdistance, ydistance). When a map wraps in a dimension, the longest possible distance in that dimension is N / 2; if it doesn't wrap, the longest possible distance is N - 1. Therefore, more wrapping => shorter longest distance => higher distance maintenance. And therefore, toroidal maps have high maintenance, flat maps have low maintenance, and cylindrical maps have medium maintenance.
This setting, when checked, makes the longest distance calculation assume that the map wraps in the X direction and does not map in the Y direction.
This option is OFF by default.
Included Bugfixes
* Trade route turn order bug fixed - being late in turn order no longer makes you mis-assign trade routes.
* Foreign trade route are no longer permanently lost when your city using those routes is destroyed. (Fix is taken from BTS unofficial patch.)
* Build culture double production bug fixed. Now, culture builds will not automatically dequeue after border pops and allow extra production into the next item.
* Build wealth/research/culture + production automation double production bug fixed. Now, a city that builds builds a commerce type and has production automated will not put free production into the item it switches to.
* Trade proposals including cities are now cancelled if the city in question is no longer available to trade. This puts the behavior in line with trades of other types of items.
* Fixed bug where production decay counter on a type of build (e.g. axeman) was not reset after completing one in the case where the next item in the queue was of the same type. (Fix is taken from BTS unofficial patch.)
* Feature growth/disappearance rates, and bonus discovery (mine pop) rates, now scale with game speed. (Per-turn chance is increased on quick and decreased on epic/marathon.)
Please let me know what you think. I will explain my reasoning for the various changes below.
Traits
FIN: +1c on tiles with 3c or more
EXP: Double speed granaries, +2 health (no harbor or worker bonuses)
CRE: only +1 culture in all cities (still +100% production of library, theater and colosseum)
SPI: unchanged
ORG: unchanged
IND: unchanged
PHI: +100% gpp, double speed universities and banks
IMP: +100% GG points, +50% settler production, and double speed markets
CHA: +2 happy in all cities, -25% XP requirements, double speed barracks and drydock
AGG: Removed, replaced with AGRICULTURAL (AGR): +1f on tiles with 4f or more
PRO: Removed, replaced with PRODUCTIVE (PRO): +1h on tiles with 4h or more, +50% worker production, +50% workboat production
Civilizations
Inca: Terrace loses culture, requires Agriculture instead of Pottery.
India: Fast Workers cost 75h, not 60.
Techs
Agriculture & Hunting cost 40.
Mining & Fishing cost 50.
Mysticism & Wheel cost 60.
(Previously, Fishing was 40, Mysticism was 50, and Agriculture was 60.)
Metal Casting Cost reduced to cost of Alphabet (from 450 down to 300).
Units
War Elephants reduced to 7 strength.
Swordsmen gain the Combat 1 promotion instead of +10% city attack. Praetorian is now just a 7-strength swordsman.
Scouts require no tech (so all players start with one) and have 1 move. They gain +1 movement point at Hunting.
Workboats require no tech. (You still need fishing to work water tiles.)
Wonders
Great Lighthouse: only +1 trade route per coastal city, not +2.
Colossus: +2c to water tiles only in that city.
Buildings
New building: Wharf. Requires Compass. Costs 80h. +3xp for naval units, +1c from water tiles.
Wonder/Building Resource Doublers
All wonders/buildings that had +100% production with a specific resource now only have +50% production with that resource.
Corporations
Sid’s Sushi food per resource reduced from 0.5 to 0.2, and culture per resource reduced from 2 to 1, and maintenance per resource reduced by half.
Nukes
ICBM cost increased from 500 to 1500.
Tactical Nuke cost increased from 250 to 750.
Nukes never create fallout on tiles containing strategic resources.
Naval Mechanics
Blockade range reduced to 1.
Circumnavigation mechanic is removed.
“Naval Initiative” mechanic: Naval units that attack with their first movement point from a water tile get +15% attack.
New Naval Promo: Vigilance I. +20% defense.
New Naval Promo: Vigilance II. Req. Vig I. +20% defense.
Espionage
Active missions removed.
Great Spy bomb value reduced by half: 3000 to 1500.
Included Bugfixes
* Trade route turn order bug fixed - being late in turn order no longer makes you mis-assign trade routes.
* Foreign trade route are no longer permanently lost when your city using those routes is destroyed. (Fix is taken from BTS unofficial patch.)
* Build culture double production bug fixed. Now, culture builds will not automatically dequeue after border pops and allow extra production into the next item.
* Build wealth/research/culture + production automation double production bug fixed. Now, a city that builds builds a commerce type and has production automated will not put free production into the item it switches to.
* Trade proposals including cities are now cancelled if the city in question is no longer available to trade. This puts the behavior in line with trades of other types of items.
* Fixed bug where production decay counter on a type of build (e.g. axeman) was not reset after completing one in the case where the next item in the queue was of the same type. (Fix is taken from BTS unofficial patch.)
* Feature growth/disappearance rates, and bonus discovery (mine pop) rates, now scale with game speed. (Per-turn chance is increased on quick and decreased on epic/marathon.)
v1.1
Traits
FIN: +1c on tiles with 3c or more
EXP: Double speed granaries, +2 health (no harbor or worker bonuses)
CRE: only +1 culture in all cities (still +100% production of library, theater and colosseum)
SPI: unchanged
ORG: unchanged
IND: unchanged
PHI: +150% gpp, double speed universities
IMP: +100% GG points, +50% settler production, and double speed markets and banks
CHA: +3 happy in all cities, -25% XP requirements, and double speed barracks and drydock (no happiness from monuments or broadcast towers)
AGG: Removed, replaced with AGRICULTURAL (AGR): +1f on tiles with 4f or more
PRO: Removed, replaced with PRODUCTIVE (PRO): +1h on tiles with 4h or more, +50% worker production, +50% workboat production
Civilizations
Inca: Terrace loses culture, requires Agriculture instead of Pottery.
India: Fast Workers cost 75h, not 60.
Techs
Agriculture & Hunting cost 40.
Mining & Fishing cost 50.
Mysticism & Wheel cost 60.
(Previously, Fishing was 40, Mysticism was 50, and Agriculture was 60.)
Metal Casting Cost reduced to cost of Alphabet (from 450 down to 300).
Units
War Elephants reduced to 7 strength.
Swordsmen gain the Combat 1 promotion instead of +10% city attack. Praetorian is now just a 7-strength swordsman.
Scouts require no tech (so all players start with one) and have 1 move. They gain +1 movement point at Hunting.
Workboats require no tech. (You still need fishing to work water tiles.)
Wonders
Great Lighthouse: only +1 trade route per coastal city, not +2.
Colossus: +2c to water tiles only in that city.
Buildings
New building: Wharf. Requires Compass. Costs 80h. +3xp for naval units, +1c from water tiles.
Wonder/Building Resource Doublers
All wonders/buildings that had +100% production with a specific resource now only have +50% production with that resource.
Corporations
Sid’s Sushi food per resource reduced from 0.5 to 0.2, and culture per resource reduced from 2 to 1, and maintenance per resource reduced by half.
Nukes
ICBM cost increased from 500 to 1500.
Tactical Nuke cost increased from 250 to 750.
Nukes never create fallout on tiles containing strategic resources.
Naval Mechanics
Blockade range reduced to 1.
Circumnavigation mechanic is removed.
“Naval Initiative” mechanic: Naval units that attack with their first movement point from a water tile get +15% attack.
New Naval Promo: Vigilance I. +20% defense.
New Naval Promo: Vigilance II. Req. Vig I. +20% defense.
Espionage
Active missions removed.
Great Spy bomb value reduced by half: 3000 to 1500.
Included Bugfixes
* Trade route turn order bug fixed - being late in turn order no longer makes you mis-assign trade routes.
* Foreign trade route are no longer permanently lost when your city using those routes is destroyed. (Fix is taken from BTS unofficial patch.)
* Build culture double production bug fixed. Now, culture builds will not automatically dequeue after border pops and allow extra production into the next item.
* Build wealth/research/culture + production automation double production bug fixed. Now, a city that builds builds a commerce type and has production automated will not put free production into the item it switches to.
* Trade proposals including cities are now cancelled if the city in question is no longer available to trade. This puts the behavior in line with trades of other types of items.
* Fixed bug where production decay counter on a type of build (e.g. axeman) was not reset after completing one in the case where the next item in the queue was of the same type. (Fix is taken from BTS unofficial patch.)
* Feature growth/disappearance rates, and bonus discovery (mine pop) rates, now scale with game speed. (Per-turn chance is increased on quick and decreased on epic/marathon.)
v1.21
Traits
FIN: +1c on tiles with 3c or more
EXP: Double speed granaries, +2 health (no harbor or worker bonuses)
CRE: only +1 culture in all cities (still +100% production of library, theater and colosseum)
SPI: unchanged
ORG: unchanged
IND: unchanged
PHI: +150% gpp, double speed universities
IMP: +100% GG points, +50% settler production, and double speed markets and banks
CHA: +3 happy in all cities, -25% XP requirements (no happiness from monuments or broadcast towers)
AGG: Removed, replaced with AGRICULTURAL (AGR): +1f on tiles with 4f or more
PRO: Removed, replaced with PRODUCTIVE (PRO): +1h on tiles with 4h or more, +50% worker production, +50% workboat production
Civilizations Inca: Terrace loses culture, requires Agriculture instead of Pottery. India: Fast Workers cost 75h, not 60. Egypt: War Chariot is a chariot replacement with 2 first strikes. Mali: Skirmisher is a 4 strength archer replacement with zero first strikes. Sumeria: Starting techs changed from Agriculture/Wheel to Agriculture/Mysticism. Zulu: Impi is a spear replacement with 50% withdraw chance. America: UB is the Frontier Post, a Grocer replacement with 1 free merchant. Germany: UU is now the Riesengarde, a Grenadier replacement with 14 strength. Russia: UB is the Research Institute, now a university replacement with 1 free scientist.
Techs
Agriculture & Hunting cost 40.
Mining & Fishing cost 50.
Mysticism & Wheel cost 60.
(Previously, Fishing was 40, Mysticism was 50, and Agriculture was 60.)
Metal Casting Cost reduced to cost of Alphabet (from 450 down to 300).
Units
War Elephants reduced to 7 strength.
Swordsmen gain the Combat 1 promotion instead of +10% city attack. Praetorian is now just a 7-strength swordsman.
Scouts require no tech (so all players start with one) and have 1 move. They gain +1 movement point at Hunting.
Workboats require no tech. (You still need fishing to work water tiles.)
Wonders
Great Lighthouse: only +1 trade route per coastal city, not +2.
Colossus: +2c to water tiles only in that city.
Buildings
New building: Wharf. Requires Compass. Costs 80h. +3xp for naval units, +1c from water tiles.
Wonder/Building Resource Doublers
All wonders/buildings that had +100% production with a specific resource now only have +50% production with that resource.
Corporations
Sid’s Sushi food per resource reduced from 0.5 to 0.2, and culture per resource reduced from 2 to 1, and maintenance per resource reduced by half.
Nukes
ICBM cost increased from 500 to 1500.
Tactical Nuke cost increased from 250 to 750.
Nukes never create fallout on tiles containing strategic resources.
Naval Mechanics
Blockade range reduced to 1.
Circumnavigation mechanic is removed.
“Naval Initiative” mechanic: Naval units that attack with their first movement point from a water tile get +15% attack.
New Naval Promo: Vigilance I. +20% defense.
New Naval Promo: Vigilance II. Req. Vig I. +20% defense.
Espionage
Active missions removed.
Great Spy bomb value reduced by half: 3000 to 1500.
Added Game Options
* Added game option "Tech Cost Scaling".
Quote:When checked, the cost of early techs is slightly decreased and is consistently low regardless of the Map Size setting, and costs of later techs are multiplied by up to a maximum 1.5. The increase is greater for more expensive techs: Future Tech's cost is increased by the greatest percentage, and medium-cost techs like Civil Service and Guilds are increased by half as much.
Specifically, the cost of a given tech is multiplied by 100% + ((log(cost of tech) / log (40) - 1) * (1.2X + 0.3)
instead of being multiplied by 100% + X. X is the map size tech cost multiplier; it ranges from 0 for Duel size to 50% for Huge size, in increments of 10%.
* Added game option "Medium Distance Maintenance".
Quote:When checked, distance maintenance is calculated as for a cylindrical map instead of whatever the actual map wrap is, and is thus more middle-of-the-road. This is intended as an additional option for mapmakers.
Background: Distance maintenance is inversely proportional to the longest distance possible on the map, with distance defined as max(xdistance, ydistance) + 1/2 * min(xdistance, ydistance). When a map wraps in a dimension, the longest possible distance in that dimension is N / 2; if it doesn't wrap, the longest possible distance is N - 1. Therefore, more wrapping => shorter longest distance => higher distance maintenance. And therefore, toroidal maps have high maintenance, flat maps have low maintenance, and cylindrical maps have medium maintenance.
This setting, when checked, makes the longest distance calculation assume that the map wraps in the X direction and does not map in the Y direction.
This option is OFF by default.
Included Bugfixes
* Trade route turn order bug fixed - being late in turn order no longer makes you mis-assign trade routes.
* Foreign trade route are no longer permanently lost when your city using those routes is destroyed. (Fix is taken from BTS unofficial patch.)
* Build culture double production bug fixed. Now, culture builds will not automatically dequeue after border pops and allow extra production into the next item.
* Build wealth/research/culture + production automation double production bug fixed. Now, a city that builds builds a commerce type and has production automated will not put free production into the item it switches to.
* Trade proposals including cities are now cancelled if the city in question is no longer available to trade. This puts the behavior in line with trades of other types of items.
* Fixed bug where production decay counter on a type of build (e.g. axeman) was not reset after completing one in the case where the next item in the queue was of the same type. (Fix is taken from BTS unofficial patch.)
* Feature growth/disappearance rates, and bonus discovery (mine pop) rates, now scale with game speed. (Per-turn chance is increased on quick and decreased on epic/marathon.)
v1.3
Traits
FIN: +1c on tiles with 3c or more
EXP: Double speed granaries and harbors, +2 health (no worker bonus)
CRE: only +1 culture in all cities (still +100% production of library, theater and colosseum)
SPI: unchanged
ORG: unchanged
IND: unchanged
PHI: +150% gpp, double speed universities
IMP: +100% GG points, +50% settler production, and double speed markets and banks
CHA: +3 happy in all cities, -25% XP requirements (no happiness from monuments or broadcast towers)
AGG: Removed, replaced with AGRICULTURAL (AGR): +1f in a city for every 4 population in it.
PRO: Removed, replaced with PRODUCTIVE (PRO): +1h on tiles with 4h or more, +35% worker production, +35% workboat production
Civilizations Inca: Terrace loses culture, requires Agriculture instead of Pottery. India: Fast Workers cost 70h, not 60. Egypt: War Chariot is a chariot replacement with 2 first strikes. Mali: Skirmisher is a 4 strength archer replacement with zero first strikes. Sumeria: Starting techs changed from Agriculture/Wheel to Agriculture/Mysticism. Zulu: Impi is a spear replacement with 50% withdraw chance. America: UB is the Frontier Post, a Grocer replacement with 1 free merchant. Germany: UU is now the Riesengarde, a Grenadier replacement with 14 strength. Russia: UB is the Research Institute, now a university replacement with 1 free scientist.
Techs
Agriculture & Hunting cost 40.
Mining & Fishing cost 50.
Mysticism & Wheel cost 60.
(Previously, Fishing was 40, Mysticism was 50, and Agriculture was 60.)
Metal Casting Cost reduced to cost of Alphabet (from 450 down to 300).
Units
War Elephants reduced to 7 strength.
Swordsmen gain the Combat 1 promotion instead of +10% city attack. Praetorian is now just a 7-strength swordsman.
Scouts require no tech (so all players start with one) and have 1 move. They gain +1 movement point at Hunting.
Workboats require no tech. (You still need fishing to work water tiles.)
Wonders
Great Lighthouse: only +1 trade route per coastal city, not +2.
Colossus: +2c to water tiles only in that city.
Buildings
New building: Wharf. Requires Compass. Costs 80h. +3xp for naval units, +1c from water tiles.
Wonder/Building Resource Doublers
All wonders/buildings that had +100% production with a specific resource now only have +50% production with that resource.
Corporations
Sid’s Sushi food per resource reduced from 0.5 to 0.2, and culture per resource reduced from 2 to 1, and maintenance per resource reduced by half.
Nukes
ICBM cost increased from 500 to 1500.
Tactical Nuke cost increased from 250 to 750.
Nukes never create fallout on tiles containing strategic resources.
Naval Mechanics
Blockade range reduced to 1.
Circumnavigation mechanic is removed.
“Naval Initiative” mechanic: Naval units that attack with their first movement point from a water tile get +15% attack.
New Naval Promo: Vigilance I. +20% defense.
New Naval Promo: Vigilance II. Req. Vig I. +20% defense.
Espionage
Active missions removed.
Great Spy bomb value reduced by half: 3000 to 1500.
Quick Speed Improvement Scaling
* Quick speed improvement build time multiplier changed from 67% (round up) to 66% (round up). This also applies to chops, and means that actions taking 3t on normal speed now take 2t on quick speed as you might expect them to.
Added Game Options
* Added game option "Tech Cost Scaling".
When checked, the cost of early techs is slightly decreased and is consistently low regardless of the Map Size setting, and costs of later techs are multiplied by up to a maximum 1.5. The increase is greater for more expensive techs: Future Tech's cost is increased by the greatest percentage, and medium-cost techs like Civil Service and Guilds are increased by half as much.
Specifically, the cost of a given tech is multiplied by 100% + ((log(cost of tech) / log (40) - 1) * (1.2X + 0.3)
instead of being multiplied by 100% + X. X is the map size tech cost multiplier; it ranges from 0 for Duel size to 50% for Huge size, in increments of 10%.
* Added game option "Medium Distance Maintenance".
When checked, distance maintenance is calculated as for a cylindrical map instead of whatever the actual map wrap is, and is thus more middle-of-the-road. This is intended as an additional option for mapmakers.
Background: Distance maintenance is inversely proportional to the longest distance possible on the map, with distance defined as max(xdistance, ydistance) + 1/2 * min(xdistance, ydistance). When a map wraps in a dimension, the longest possible distance in that dimension is N / 2; if it doesn't wrap, the longest possible distance is N - 1. Therefore, more wrapping => shorter longest distance => higher distance maintenance. And therefore, toroidal maps have high maintenance, flat maps have low maintenance, and cylindrical maps have medium maintenance.
This setting, when checked, makes the longest distance calculation assume that the map wraps in the X direction and does not map in the Y direction.
This option is OFF by default.
Included Bugfixes
* Trade route turn order bug fixed - being late in turn order no longer makes you mis-assign trade routes.
* Foreign trade route are no longer permanently lost when your city using those routes is destroyed. (Fix is taken from BTS unofficial patch.)
* Build culture double production bug fixed. Now, culture builds will not automatically dequeue after border pops and allow extra production into the next item.
* Build wealth/research/culture + production automation double production bug fixed. Now, a city that builds builds a commerce type and has production automated will not put free production into the item it switches to.
* Trade proposals including cities are now cancelled if the city in question is no longer available to trade. This puts the behavior in line with trades of other types of items.
* Fixed bug where production decay counter on a type of build (e.g. axeman) was not reset after completing one in the case where the next item in the queue was of the same type. (Fix is taken from BTS unofficial patch.)
* Feature growth/disappearance rates, and bonus discovery (mine pop) rates, now scale with game speed. (Per-turn chance is increased on quick and decreased on epic/marathon.)