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A new mod enters the ring - Introducing "Close to Home"

Is there an easy way to add a hotkey to deselect the currently selected unit without selecting a new unit? I think that would reduce misclicks in PBs. I'm guessing it can't be done, but figured I'd ask.
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I see what I can do.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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I have a potential bug for Charriu in my PB56 thread.
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For everybody else civac looked into this and it looks like there is no bug
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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Since you did not respond to the last post in my thread let me reiterate that the issue absolutely is a bug. It's not a real problem though. You need to have quite unlucky timing to trigger it. But it should not work like it does.
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This is only the changelog compared to version 1.6. All differences between versions are in yellow. This is only a proposal right now, which I want to discuss with you.

Proposal version 2.0

Tile Yields and Improvements
  • Lumbermills: Available at Metal Casting, +1 commerce with Machinery, +1 commerce with Electricity, Lumber mills get their +1 commerce bonus next to a river on all river tiles, not only on straight river tiles, reduce buildtime reduced to 4 from 8
  • Forest preserves: +1 commerce, now +1 commerce on the corner of rivers like above
Game Mechanics
  • Drafting: Rifles now cost 2 pop to draft.
  • AP Resolutions: Declare War (on a non-member), Force Peace (between two members), Religious victory, and Assign City are no longer eligible resolution actions.
  • Fail-gold: You never get fail-gold if you also completed the wonder somewhere else (so no National Wonder fail-gold, or doubling up on a wonder to guarantee yourself a paycheck. The game still informs you that you received "0 gold" from your hammers).
  • Toroidal Maintenance: Now return city maintenance as if the map were Cylindrical.
  • War Weariness: War weariness declines faster after the war ended
  • Religion spread: Spreading religions via missionaries to your own cities never fails
  • Global warming: Removed
  • Espionage: Active missions removed
  • Espionage: 'No espionage' option fixed, see bugfix section for more details
  • We love the King day: Health surplus adds towards probability of WLTKD just as population, still requires 8 pop to be triggered at all.
Techs
  • Agriculture: Cost 40 instead of 60
  • Mysticism: Cost 60 instead of 50
  • Fishing: Cost 50 instead of 40
  • Metal Casting: Cost 300 instead of  450
  • Alphabet: Cost 250 instead of 300
  • Refrigeration: lose +1 sea movement
Buildings
  • Castle: Obsoletes at Corporation instead of Economics
  • Customs House: Cost 120 instead of 180, also applies to all UBs based on Customs House (Feitoria)
  • Colosseum: -25% war weariness
National Wonders
  • Red Cross: Cost 200 instead of 600
  • West Point: Cost 550 instead of 800, +5 XP instead of 4, Requires a level 5 unit instead of 6
Wonders
  • Resource modifiers: All wonders that had +100% production with a specific resource now only have +50% production with that resource.
  • Great Lighthouse: +1 trade route in coastal cities instead of +2
  • Statue of Zeus: Obsolete at Gunpowder
Unit mechanics
  • Flanking: Flanking strength (used to calculate damage from flanking strikes) of all units reduced by 50%.
  • Circumnavigation: Unlocked by Optics, +1 trade route in all coastal cities instead of +1 movement and can be achieved by everybody
  • Coastal blockade: only blocks sea trade routes and resources provided by sea trade, blockaded cities can still work blocked tiles.
  • Barbs now never attack your unit stack if the stack includes a settler and a unit that is giving military happiness
  • Barbs never raze a city even autoraze. On recapturing such a city you too do not autoraze it.
Land units
  • Scout: +100% vs Animals gained with Hunting, no tech required, that way everybody starts with a scout
  • Swordsman: +25% city attack instead of +10%, also applies to UUs Jaguar Warrior and Gallic Swordsman
  • War elephant: Strength 7 instead of 8 and +70% vs mounted units instead of +50%, does not apply to Khmer UUs, requires Ivory or Iron, does apply to Khmer UUs
  • Explorer: Gains Flanking
  • Airship: Cannot see submarines
  • ICBM: Cost 1500 instead of 500
  • Tactical Nuke: Cost 750 instead of 250
  • Nukes: Nukes never create fallout on tiles containing strategic resources.
Naval units
  • Work Boat: no longer require any tech (still require Fishing to work water tiles).
  • Galleon: Requires Paper and Astronomy, Dutch UU still only requires Astronomy
  • Privateer: Required techs are Gunpowder and Astronomy instead of Chemistry and Astronomy, removed hidden nationality, can enter other players territory, can be attacked by other players during peace, but cannot attack itself
Corporations
  • Tech: Discovering the corresponding tech for a corporation earns you an executive of that corporation. To settle the HQ you still need a great person.
  • Sid's Sushi Co.: Food bonus per resource 0.25 instead of 0.5 and culture bonus per resource 1 instead of 2, maintenance costs halfed
  • Mining Inc.: Hammer bonus per resource 0.75 instead of 1, maintenance costs 3/4 of original
Civics
  • Slavery: -1 commerce on Towns
  • Serfdom: +1 commerce on Farms, +1 hammer on Watermills and Windmills, available on Monarchy instead of Feudalism
  • Emancipation: lose unhappiness bonus, gain +10% Hammer in all cities
  • State Property: Lose +10% Hammer in all cities
  • Environmentalism: Available at Biology instead of Medicine, remove Corporation costs

Traits
  • Financial: +1 commerce on land tiles that have 3+ commerce, lighthouse gives: +1 commerce on water tiles that have 2+ commerce, +1 commerce on water tiles that have 2+ commerce, +100% production of bank
  • Expansive: Remove Worker bonus, add +100% production of Aqueduct
  • Creative: Reduce Library bonus from 100% to 50%, Remove production bonus for Colosseum
  • Charismatic: +100% production of Monument, +100% production of Colosseum
  • Imperialistic: +100% production of Stable
  • Aggressive: -25% -50% unit maintenance cost and +100% production of Jails, free Barrage I for all siege weapons
  • Philosophical: +150% GPP instead of +100%
  • Protective: +75% +100% domestic trade route yield (works like a harbor mechanically, just only for domestic trade)
Civs
  • UBs no longer obsolete at any time. Affected civs are Celts, Egypt, Ethiopia, Native America, Spain
  • America UB: NEW Immigration Station - Harbor replacement, +3 Great People Points, +1 happy from Hit Musical, Singles and Movies
  • America UU: NEW Minuteman - Musket replacement, Starts with Guerrilla 1 and Woodsman 1.
  • Arabia UU: Camel Archer starts with March
  • Byzantium UB: add +2 artist slots
  • Celts UB: +1 culture
  • China UU: max 40% collateral damage instead of max 60%
  • Germany UB: Assembly Plant available at Steam Power instead of Assembly line, +2 hammer
  • Germany UU: NEW Riesengarde - replace Grenadier, available at Chemistry, starts with Pinch
  • Greece UU: Phalanx - replaces spearman, strength 5, +25% hill defense
  • Inca UB: Makes city act as a source of fresh water instead of +2 culture, Cost 45
  • India UU: movement 2 instead of 3, start with Mobility promotion
  • Japan UB: NEW Tatara, Forge replacement - +2 XP to Melee, +10% hammer bonus with coals
  • Maya UU: Starts with Woodsman 1
  • Native America Tech: Hunting/Agriculture instead of Fishing/Agriculture
  • Native America UB: Available at Archery instead of Mysticism, additional +1 XP for gunpowder units, never obsoletes
  • Russia UB: Replace University instead of Laboratory, only +1 free scientist
  • Spain UB: Never obsoletes, +2 XP for naval units, does not require Walls
  • Zulu UU: Remove Mobility promotion
Leaders

Also included are three new leaders for the missing trait combos
  • LieuYe (ORG/PRO)
  • San Martin (CHM/CRE) and
  • Nebuchadnezzar (IND/PHI)

Events

The following events have been removed from the game:

Negative Events:
1. Forest Fire
5. Washed out
10 Careless apprentice
11. Famine
12. Slave revolt
15. Farm Bandits
18. Fugitive
19. Pestilence
21. Faux Pas
22. Joyous Wedding
23. Wedding Feud
24. Left at the Altar
26. Tornado
29. Looters
30. Brothers in need
31. Hurricane
32. Cyclone
33. Tsunami
34. Monsoon
35. Blizzard
36. Volcano
37. Dust Bowl
42. Clunker Coal
43. Sour crude
50. Mining accident
52. Setbacks
54. Great depression
55. Bermuda triangle
70. Influenza
71. Solo Flight
77. Ancient Olympics
78. Modern Olympics
80. Earth day
92. Cigarette Smoker
93. Heroic Gesture
94. Great Mediator
99. The Huns
100. The Vandals
101. the Goths
102. The Philistines
103. The Vedic Aryans
104. Holy ritual
132. Spoiled grain
135. Industrial fire
155. Slave revolt warning
160. Defecting agent
161. Jail
162. Spy discovered
163. Nuclear protests
165. Broken Dam
169. Toxcatl
170. Dissident Priest
172. Rogue station
174. Impeachment

Remove (Too good):
9. Hymns and sculptures
20. Marathon
28. Bards tale
64. Federal reserve
139. Partisans
167. Golden Buddha

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

New game options
No City Trading: Unable to trade cities, cities appear untradable in diplomacy screen
No Map Trading: Maps appear untradable in diplomacy screen
No Wonder resource modifiers: Resources do not affect world wonder or world project construction speeds.
No Immediate Peace (Peace treaty negotiations are only possible after 5 turns)
True AI Diplo: All single player trade items are also available in MP
No war weariness: This deactivates war weariness. Note that all the buildings, tooltips etc. are still active. You just don't accumulate any war weariness.
No score: This fix everybodys score to 1. Therefore no C&D around score is possible.
No unit gifting: You can no longer gift units to other players.
City count tied to espionage: This changes the city count display in the BUG scoreboard. With this it is enabled when you get graphs on other players
Inflation tied to tech: With this Inflation is tied towards tech progess. Inflation still occurs with increasing turn numbers, but in addition if (All techs you discovered / All available techs) * Maximum turn numbers is higher then the current turn, inflation takes the calculated turn from techs as a base for the calculation. This option is mainly ment for games running Advanced Start or Tech Trading.
No Spies: Spies can't be built
No barb cities: No barbarian cities are spawned
No barb water units: No barbarian water units are spawned

BUG integration
BUG fully integrated
New BUG feature "Grid for graphs"
New BUG feature improved Active advisor screen
New BUG feature show last tick beakers in tooltip
New BUG feature show KTB on tech
Combat log is generated outside the game

Additional bug fixes
Fix decay not counting up, if something is finished this turn

Fix war declaration by third party triggers teleportation of players already in a war

The No Espionage game option now works properly:

    GSpy points are converted into Great Merchant points.
    Espionage no longer gets converted into culture.
    Cultural expansion now happens at normal values.
    Spies cannot be built.
    Graphs are always visible on contact.

Workboats no longer count as military units for upkeep. They're also no longer considered a military unit so a War Academy will not speed their production.

Trade route turn order bug.

Foreign trade route cities lost permanently when your city using those routes is destroyed (fix is taken from BTS unofficial patch).

Build culture double production.

Build wealth/research/culture + production automation double production.

Proposed trades including cities, where the cities no longer exist to be trades, are not cancelled (note: I consider this a bug because proposed trades are already cancelled if a player lacks the requisite e.g. resources/gold. could be considered not a bug).

Production decay counter on a type of build (e.g. axeman) is not reset after completing one if the next item in the queue is of the same type (fix is taken from BTS unofficial patch).

Feature growth/disappearance rates, and bonus discovery (mine pop) rates, do not scale with game speed.

Diplomacy Pausing: Diplomacy windows do not occur on game login whilst the game is paused.

Autosaves: Autosaves are generated at login and log out; log out saves are saved to a folder specified within the global defines XML file. Default location is C:\temp.

Maximum player number increased to 52

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

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
Knowledgebase For Modders

All of these are additions for balancing the game

GlobalDefines.xml

CIRCUMNAVIGATE_MIN_WATER_PERCENT = The Circumnavigation bonus is only active if the map has more then X per cent of water tiles
TECH_COST_CIV_COUNT_HARD_CAP = Upper limit civs giving known tech bonus. 0 is disabled
TECH_COST_CIV_COUNT_HARD_CAP_LOWER = Lower limit civs giving known tech bonus. 0 is disabled
TECH_COST_MODIFIER_PER_ERA_MULTIPLIER = Use highest era (possibly capped) and multiply with the fraction of contacts knowing the tech, TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER, and TECH_COST_MODIFIER_PER_ERA_MULTIPLIER
TECH_COST_MAXIMUM_ERA_CAP = Use highest era (possibly capped) and multiply with the fraction of contacts knowing the tech, TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER, and TECH_COST_MODIFIER_PER_ERA_MULTIPLIER
TECH_COST_TOTAL_MODIFIER_EARLY_CAP = Use highest era (possibly capped) and multiply with the fraction of contacts knowing the tech, TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER, and TECH_COST_MODIFIER_PER_ERA_MULTIPLIER
TECH_COST_TOTAL_MODIFIER_ADVANCED_CAP = Use highest era (possibly capped) and multiply with the fraction of contacts knowing the tech, TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER, and TECH_COST_MODIFIER_PER_ERA_MULTIPLIER
SLAVERY_NERF_ENABLED = Whips generate now 30/20/20/.. hammers for the 1/2/3/.. whip
CIRCUM_FOR_EVERYBODY = Every player receives the circumnavigation bonus
ENABLE_EXECUTIVE_SPAWNS_FOR_STRAGGLERS = An corp executive is spawn for players discovering this late after the HQ was settled, might be broken
ENABLE_FINANCIAL_RIVERSIDE_PENALTY = Financial bonus does not apply on river tiles
ENABLE_TREAT_TOROIDAL_MAINTENANCE_AS_CYLINDRICAL = Toroidal maps have the same maintenance cost as cylindrical
ENABLE_NO_ESPIONAGE_FIX = Does what it says
OWN_CITY_FAIL_GOLD_MULTIPLIER = You no longer generate fail gold for multiple same national wonders etc.
ENABLE_PITBOSS_PAUSE_FIX = Does what it says
PEACE_TREATY_NEGOTIATIONS = Works with the disabled "Immediate peace treaty negotiations" game option. Defines when peace treaty negotiations can start
TECH_COST_SCALING_ALGORITHM = Enable the tech cost scaling from SevenSpirits Tides of War mod
ENABLE_ALWAYS_SUCCESSFUL_DOMESTIC_RELIGION_SPREAD = Missionaries always succed spreading religions to your own cities
ENABLE_RIVER_SIDE_YIELD_ALSO_ON_CORNER = River bonus (Lumbermill and Forest Preserve) also applies to the corner tiles
ENABLE_NON_WORKABLE_TILES_DUE_TO_COASTAL_BLOCKADE = If a tile is blocked by a coastal blockade the adjacent cities can no longer work this tile
CIRCUMNAVIGATE_FREE_TRADE_ROUTE = Gives +X Trade routes on circumnavigation
ENABLE_INFLATION_TECH_ALTERNATIVE = Inflation still occurs with increasing turn numbers, but in addition if (All techs you discovered / All available techs) * Maximum turn numbers is higher then the current turn, inflation takes the calculated turn from techs as a base for the calculation.
FREE_WIN_AGAINST_BARB_WITH_SETTLER = Works like free wins against barbs, if a settler is on the same plot you win, counts towards wins against barbs


CIV4BuildingInfos.xml

DirectProductionTraits = This gives a straight hammer reduction to the building. e.G. a Granary with value 10 would cost 10 hammers less.
TradeRouteModifierTraits = This gives a trade yield bonus to the building with the corresponding trait
SeaPlotYieldChangesTraits = This gives additional commerce on water tiles with the corresponding trait
bAddsFreshWater = makes the city act as a source of water


CIV4TraitInfos.xml

iCityUpkeepModifier = The upkeep per city is reduced by a per cent value
ExtraYieldLandThresholds = works just like ExtraYieldThresholds, but only on land tiles
ExtraYieldWaterThresholds = works just like ExtraYieldThresholds, but only on water tiles
iTradeRouteModifiers = gives a per cent bonus to trade route income similar to the harbor
iDomesticTradeRouteModifiers = gives a per cent bonus to domestic trade route income similar to the harbor
iUnitMaintenanceModifiers = gives a per cent bonus reduction to unit maintenance


CIV4TechInfos.xml

FreeUnitEverybodyClass = Gives everybody, who discovers the tech a free unit
DomainAnimalCombats = Extra animal combat modifier


CIV4ImprovementInfos.xml

bPermanent = was changed so that it no longer controls if an improvement can be pillaged, everything else still applies
bNotPillage = now this controls if an improvement can be pillaged    


CIV4BonusInfos.xml

bNukeImmune = makes the tile on which this bonus resides immune to fallout, so improvements on it won't be destroyed by nukes


CIV4UnitInfos.xml

DirectProductionTraits = This gives a straight hammer reduction to the unit. e.G. a Worker with value 10 would cost 10 hammers less.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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And here my reasoning for the changes:


Quote:Lumbermills: Available at Metal Casting, +1 commerce with Machinery, +1 commerce with Electricity, Lumber mills get their +1 commerce bonus next to a river on all river tiles, not only on straight river tiles, reduce buildtime reduced to 4 from 8


Although Lumbermills got more popular the one thing that was still a downer with them is the longer build time. With this they are build just as fast as a mine. Of course your worker still needs to enter the forest tile, so it's more a 5 turn build time. Still similar to a mine.

Quote:We love the King day: Health surplus adds towards probability of WLTKD just as population, still requires 8 pop to be triggered at all.


Now for many this will come out of the blue. I was thinking about the UB for Persia and Babylon, which I find still a bit boring and weak especially, because both civs were slightly nerfed by the reduces Agriculture cost. At the same time I still think that the Aqueduct could be made a little bit more popular. The one thing all of these have in common is that they provide health bonus, when you rarely need them.
With this change the early surplus of health bonus gets a bit more use. If one of your city gets up to 8 pop you have a 0.8% to trigger a WLKTD, which reduces the maintenance cost to 0 for this turn. With the this change 1 health surplus adds 0.1% to this probability just the same as a pop does. Of course a pop will still be better then a health surplus, because it can actually work a tile, so there is no reason to not grow and keep the health surplus. This of course does not only apply to the above elements instead it applies to every health bonus from any source. Right now you get health from these sources in the early ancient and classical turns:
  • 2 from Monarchy
  • 2 from fresh water
  • 0.5 from a forest
  • 1 from corn
  • 1 from rice
  • 1 from wheat
  • 1 from fish
  • 1 from clam
  • 1 from crab
  • 1 from cow
  • 1 from pig
  • 1 from sheep
  • 1 from deer
  • 1 from banana
  • 1 from corn with granary
  • 1 from rice with granary
  • 1 from wheat with granary
  • 1 from fish with harbor
  • 1 from clam with harbor
  • 1 from crab with harbor
  • 2 from aqueduct
  • 2 from EXP
So in an extreme scenario in which you have everything from above with say 2 forests you are looking at 26 health in the late classical era, which would be 2.6% percent for WLKTD. (Don't forget that it unlocks with 8 pop, which reduce the health surplus.) Of course this is an extreme case and you usually don't have everything from the above list.

In addition this improves the following UBs and wonders

- Hanging Gardens +1 health everywhere
- Babylong UB +2 health
- Persia UB +2 health

And to a lesser degree these UBs, because they replace a health building

- Ottoman
- Khmer
- Inca
- Carthage
- America

This change is an experiment. But with this I improve the three elements I wanted to improve with just one changelog entry.

In addition to this change I will also show the WLTKD probability in-game somewhere, which isn't really new information as you just use the population for the probability. Nothing you could not easily calculate before.

Quote:War elephant: Strength 7 instead of 8 and +70% vs mounted units instead of +50%, does not apply to Khmer UUs, requires Ivory or Iron, does apply to Khmer UUs


While looking across the civs UU in comparison to their counters I noticed one element that was lost with the nerf to war elephant. Now the war elephant is still a good unit with 50% against mounted, but against one particular unit that was prominent in recent games it had no chance. This is the cataphract from Byzantium. Back in BtS the 8 str war elephant beat a cataphract with 50% odds if both are unpromoted. But if both have Combat 1 the elephant wins with 64%, same when both have Combat 2 and Formation. My goal therefore was to bring the war elephant back to its old glory against cataphracts and this is done with 70% instead of 50% against mounted units. This change still keeps the war elephant nerfed towards other units. Against mounted units this does not change that much as they performed well against them with 50% too. But with 70% the war elephant is still beaten against a cataphract if it is unpromoeted (37%), but with promotions towards formation it has the old odds from BtS against an equally promoted cataphract.
This change also has the added side effect that the standard war elephant performs better against the Khmer Ballista Elephant.
With all this in mind it is noteworthy that the war elephant still looses against a cataphract, when it defends. Therefore you still want to go for Engineering and pikeman to defend against cataphracts. But with this change you actually have a unit that can beat the cataphract in the open field and is reachable before cataphracts in most cases.

Quote:Privateer: Required techs are Gunpowder and Astronomy instead of Chemistry and Astronomy, removed hidden nationality, can enter other players territory, can be attacked by other players during peace, but cannot attack itself


This is my attempt to keep the gold earning effect via blockade from the privateer, while also reducing its annoying elements. This change has one annoying side effect for the privateer owner. That is that the privateer cannot enter a tile with a unit on it from a different player (because in the background this unit is at war with all players). But with this unit you can now pillage trade routes from other players, while they can still do something against that by killing the privateer without declaring war.

Quote:Slavery: -1 commerce on Towns


I expect this change to be controversial. My goal here is to increase the cost of slavery in the later stages. Of course I could do this by increasing its cost from Medium to High, but this actually does not increase the cost as much as thing change and it has a bigger effect in earlier turns compared to this. Most of the time the first cottage is build during the T30s and with the growth rate of cottages this turns into a town sometime during the T100s. My hope with this change is to make the players look for other civics when they come available.

Quote:Financial: +1 commerce on land tiles that have 3+ commerce, lighthouse gives: +1 commerce on water tiles that have 2+ commerce, +1 commerce on water tiles that have 2+ commerce, +100% production of bank


Many have noticed that I did extensive data mining during the recent PBs. From this data I can say that the current FIN nerf is a reduction of around 20-25% up to T150. But the important factor is that with the bank bonus the FIN player can quickly counter that reduction at that time. I also noticed that FIN is still one of the most popular traits during the PBs. With all that in mind I still think it needs a nerf, but not as big as the initial one. I do this in two parts. First the removal of the bank bonus. From the data I can extrapolate that FIN will be still better then the other eco traits even without cheaper banks. It's not like you cannot build them anymore, they just cost more. The second nerf is that I tie the water commerce bonus to the lighthouse. This is aimed at the early stages in which a coastal start still outperforms other eco traits with FIN. This is mainly a nerf for the early 50-100 turns. But the bonus does not come so late that it is meaningless. Instead it comes with a building, which you build anyway if you want to work coastal tiles. Now of course I hear you say this makes the lighthouse way too strong. I don't think so. For that just ask yourself how many coastal tiles without a sea food resource you work as a FIN player without a lighthouse. I doubt that you work many of these tiles. Therefore the lighthouse already works in a similar way as my change makes it.

Quote:
  • Creative: Reduce Library bonus from 100% to 50%, Remove production bonus for Colosseum


I'm a bit unsure about this change. I think that CRE in BtS is weaker compared to FIN and EXP. I also noticed that fewer players are taking CRE in CtH before PB58. Therefore I'm going back to the original BtS implementation of the library bonus. The only nerf now is to remove the Colosseum, which now is a bit better due to the war weariness effect. It also fits a different trait better theme-wise.

Quote:Charismatic: +100% production of Monument, +100% production of Colosseum


Quiet a few players mentioned that CHA now infringes a bit on CRE's theme. This change also reduced synergy with Stonehenge. I think CHA can be good without that change. Therefore I only keep the now improved colosseum, which also fits the theme of the trait.

Quote:
  • Imperialistic: +100% production of Stable


IMP right now is the most popular trait of all, mainly because I removed the worker bonus from EXP. At the same time it is also the most successful trait, which was used by the most dominant players in recent PBs including those who won their PBs. Therefore I remove my initial change to IMP and turn it back to the standard BtS implementation. The stable was way too much for this trait and it is strong enough on it's own. This also applies towards mounted units, which are strong enough already.

Quote:Aggressive: -25% -50% unit maintenance cost and +100% production of Jails, free Barrage I for all siege weapons

I already knew that 25% was to low to have any effect and my data mining proofed that 50% is a better implementation. At the same time I'm willing to risk making AGG to strong and also add Barrage I to siege units. To counter balance this I will remove the jail bonus from AGG, which I added before.



Quote:Protective: +75% +100% domestic trade route yield (works like a harbor mechanically, just only for domestic trade)

This actually less of a buff then some will think. It will still be the 2 commerce trade that you are used to by now. There are three aspects in which this change buffs PRO with the biggest effect in late stages of the game:

  • With this change you no longer require a connection to your capital for 2 commerce trade routes. This shouldn't have a big effect, because in most scenarios you rarely connect your second to your third city instead of the capital
  • It's a psychological effect. 100% is feels bigger then 75% although it does the same for the most part. In addition it makes this trait easier to understand.
  • The biggest effect is in later stages. With this you get to +200% trade yield with a 15 pop coastal city instead of a 20 pop coastal city in the past. (+25% from capital, +50% from harbor, +25% from pop, +100% from PRO)
PRO is already good with it's early commerce bonus. It's effect falls off with foreign trade. With this it can come back in the later stages.

Quote:Byzantium UB: add +2 artist slots

I doubt that players actually build more Hippodromes with this. At the same time this is a tiny nerf to the Byzantines, which are preseved to be too strong.

Quote:Greece UU: Phalanx - replaces spearman, strength 5, +25% hill defense

Greece is one of those civs that is rarely taken (last time in PB43). They are competing against the vikings, which are for the most part better. (Better UU and better UB). While I think that the Greek UB is decent to good (with CHA it is a nice way to pop borders in your conquests, while also providing happiness against war weariness, it is somewhat comparable to the Mayan UB). What I do not like with Greece is their UU. Yes, it's nice to have an axeman without a counter until crossbows or maceman, but did they actually have any decent performance in the past? Therefore I want to introduce this change to the Phalanx, which actually isn't that new. It is the original Greek UU from before BtS, so you could argue it is close to home wink
I think this UU has a better lifespan and is more useful that way. They can actually work against knights. At the same time it also eliminates the annoying effect that I constantly confuse them with the standard spearman, because the icons are so similar. smile
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Lot of proposed changes. 

-Lumbermill change - +1
-We love the King day: I think this change is beyond scope for CtH. Change log length and not well understood anyways.
-War Elephants: I see no reason to change from current just to increase against 1 civ. Nerf Byzantium if you feel its needed (I would say hold judgement on this for a second as not everyone can read current Byzantium games). Speaking of elephants and possible civ nerfs. Khmer have been picked WAY more than Byzantium. I would love to see them at least lose the extra text of attacking other mounted units first outside cities. At 8 strength and with good starting techs I think they will still get picked.
-privateer - fine I guess, but adding change lines
-slavery change - maybe fine, but again adding change lines and going farther from home. By the time you have a lot of towns you typically aren't whipping that much anyways, but there aren't a ton of good alternatives at a relevant point in the tech tree which is why people are still in.
-Financial - agree with getting rid of bank bonus and that is probably enough. Financial will then be the only economic trait without anything else going for it. Evening up economic bonuses is tricky because they should do different things. I don't hate the lighthouse change, but again just a lot of changes.
-Imperialistic - agree with removing stable buff
-Aggressive - your patching this into PB56 right  nod  . 
-Cha - I think a lot of draw is from the discounted monument at the moment and synergies with rest of trait. Its an overall balanced trait right now, but not broken. I don't think it has been getting picked at an insane rate as is. Rebuffing creative should be more than enough.
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I agree with everything Mjmd said essentially.
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Yeah, I'd have a KISS objection to the Fin-lighthouse thing, I think just killing off the bank bonus is enough. Same kind of issue with the WE; like Mjmd said, why not just remove the BE's sniping ability and just hit 'phracts down to 11 strength?

Charismatic nerf seems a little harsh. Going again for KISS, removing the monument bonus (which I loved) and just making it +2 smile might be best?

I actually like the Greeks baseline, prefer them to the Vikings to be honest. Phalanx as 5-strength spears are quite strong, although ahistorical as hell. But this is a silly game where pikes are anti-cavalry and not anti-infantry, so what will you do?
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