For a forum that prides itself on trying new things, for the love of all that is novel and interesting, please can we have a new QotM? - Krill

Create an account  

 
RtR mod 3.0.0.5 change log

Link to RtR mod 3.0.0.5

Full change log found below:

Change log: Change log 3.0.0.5

Traits:

Financial: +1 commerce on tiles that produce 3 commerce. +100% production of Bank.

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

Charismatic: +2 happy in all cities. +1 happy from Broadcast Towers. -20% XP required for promotions. +100% production of Colosseum, Quay.

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

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. Armoury: American Unique Building: Barracks replacement. +2XP to mounted units, +3XP to land units. +1 culture. Cost 60 hammers. +100% production by Aggressive.

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

Babylon: Babylonian Garden: +2 health, +1XP to Melee, Archery, Mounted, Siege units, +2 happy, +1 happy per 20% culture slider. Cost 80 hammers, requires Construction. +100% production with Charismatic.

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). Hippodrome: Byzantine Unique Building: Theatre. +2 artist slots. +1 happy from horse, dye. +2 happy faces per 10% culture slider. +3 culture. Cost 50 hammers, requires Drama.

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.

Ethiopia: Stele: Ethiopian Unique Building: Monument replacement. Free Drill 2. +1 culture. Cost 30 hammers. Requires Mysticism. Obsoletes at Gunpowder. Oromo Warrior: Starts with D1, 2 free strikes. Cost 80 hammers. Requires Gunpowder

Eygpt: War chariot: Egyptian Unique Unit: chariot replacement: Strength 5. +100% attack against axemen, -25% attack against archers. Cost 30 hammers, require horse, Wheel.

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.

Greece: Greek Odeon: +1XP to land units, +2 happy, +1 happy per 20% culture slider. Cost 80 hammers, requires Construction. +100% production with Charismatic.

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.

Maya: Mayan Ball Court: +1XP to Melee, Archery, Mounted, Siege units, +3 happy, +1 happy from incense, +1 happy per 20% culture slider. Cost 80 hammers, requires Construction. +100% production with Charismatic.

Mongolia: Ger: Mongolia Unique Building: Stable replacement. +2XP to Melee, Archery, Siege. +4XP to mounted units. Cost 60 hammers. Requires Horseback Riding. Obsoletes at Advanced Flight. +100% production with Aggressive.

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

Khmer: Baray: Khmer Unique Building: Aqueduct replacement. +2 health, +1 food. Requires Mathematics, Masonry, cost 80 hammers, +100% production with Expansive.

Korea: Starts with Agriculture/Minging, instead of Mysticism/Mining. Seowan: Korea Unique Building: University replacement: +40% research, 3 culture. Cost 150 hammers. Requires Library, Education. +100% production with Philosophical

Ottomans: Hammam: Ottoman Unique Building: Aqueduct replacement. +2 happy, +2 health. Requires Mathematics, Masonry, cost 80 hammers, +100% production with Expansive.

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: Research Institute: Russian Unique Building: Univeristy replacement :+25% research, 3 culture, 1 scientist. Cost 150 hammers. Requires Library, Education. +100% production with Philosophical

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

Zulu: Impi: Zulu unique unit: spearman replacement: Strength 4, 2 movement points. +100% against mounted units, -40% against archers. Cost 35 hammers, requires Hunting, copper or iron.


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: +1 hammer from mines, +75% worker speed, +2 artist, scientist, merchant specialist slots. Medium cost, requires Feudalism

Emancipation: +1 commerce from cottage/hamlet/village, +1 hammer from windmill/watermill, +1 commerce from mines, +2 artist, scientist, merchant specialist slots. Medium cost, Banking.

Mercantilism: +2 free specialists, High cost, requires Liberalism.

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

Environmentalism: +3 health, +1 gold per specialist, +1c to farms and pastures, +2c to forest preserves. Legal Colum civic. Low cost, requires Economics

Free Speech: +1 commerce from village, +3 commerce from Town, +15% gold in all cities, +100% culture in all cities, +100% improvement growth rate. Can cash rush. Econmy column civic. Medium cost, requires Constitution.

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.

Palace: +9 commerce

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

Red Cross: Units built in this city gain a free march promotion, cost 200 hammers, requires Medicine.

Oxford University: +100% research. +3 scientist slots. +4 culture. Cost 600 hammers, Education, requires University in city, map size dependent number of total Universities. +50% production with Stone.

Heroic Epic: +100% military production. Cost 150 hammers, +50% production with marble, requires Literature, Colosseum, Barracks in city.

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.

Versailles: Cost: 500 hammers, requires Divine Right

Colossus: +2c to water tiles only in that city.

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

SDI: Removed from the game



Base unit changes:

Barbarian Animals: Wolf: unchanged.

Lion: Strength 1, 1 move. +50% against Melee.

Panther: Strength 1, 2 move, starts with woodsman 2 promotion.

Bear: Strength 1, 1 move, +100% against Melee.

Scout: +200% against barbarian animals. Require no tech. Every player starts with a scout instead of a warrior.

Work boat: cost 25, food hammer unit. Creates fishing net. Suicide on use. Does not require tech.

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

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

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

Trebuchet: Now requires Machinery, instead of Engineering.

SAM Infantry: 70% interception chance (up form 40%)

Paratrooper: Starts with Blitz

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.

University: +25% research, 3 culture. Cost 150 hammers. Requires Library, Education. +100% production with Philosophical

Colosseum: +1XP to Melee, Archery, Mounted, Siege units, +2 happy, +1 happy per 20% culture slider. Cost 80 hammers, requires Construction. +100% production with Charismatic.

New Building: Quay: +1 commerce on sea tiles. Cost 80 hammers. Requires Compass. +100% production with Charismatic.

Promotion changes:

Quote:Amphibious: requires D2 or C2
Blitz: requires D3 or C3
Charge: requires D1 or C1
March: requires D3 or C3 or M1
Commando: requires Combat 4 OR Drill 4. Available on Mounted, Gunpowder, Armoured units.
Great General: When settled produces 2XP (no change).
Military Academy: Free Drill 1 promotion, +1XP, +50% military production. Requires Military Science, Great General.



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)

The Wheel, Agriculture, Hunting, Fishing, Mining, Mysticism: cost reduced to 35 base beakers.

Hunting: Enables pastures. No longer enables camps.

Animal Husbandry: Enables camps. No longer enables pastures.

Archery: cost 60.

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.

Divine Right: Cost lowered to 800

Fascism: Require [Military Science] AND [Assembly Line OR Communism]

Corporation: Requires [Constitution] AND [Liberalism OR Economics]

Electricity: Requires [Liberalism] AND [Physics]

Industrialism: Requires [Electricity AND Economics] And [Assembly Line]

Radio: Requires [Democracy] AND [Electricity]


Tech cost scaling: Implement the tech cost scaling feature as per ToW. This changes Fishing to be a 5 turn tech on pretty much every normal speed map. Late game tech costs adjusted accordingly: check in game for alterations.
  • Education: +10%
  • PP: +10%
  • Nationalism: +10%
  • Gunpowder: +10%
  • Astronomy: +10%
  • Economics: +20%
  • Liberalism: +20%
  • Replaceable Parts: +20%
  • Military Tradition: +20%
  • Constitution: +20%
  • Chemistry: +20%
  • Democracy: +30%
  • Rifling: +30%
  • Corporation: +30%
  • Military Science: +30%
  • Steel: +30%
  • Steam Power: +30%
  • Artillery: +40%
  • Assembly Line: +40%
  • Scientific Method: +40%
  • Railroad: +40%

Cost of all subsequent techs increased by arbitrary amounts and are unlisted.

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 Mill: Available at Metal Casting. Requires forest. +1 hammer. +1 hammer with Chemistry. +1 hammer from rail road. +1 commerce from river tiles (not corner plots). Requires 5 worker turns.

Watermills: +1 base hammers, no longer receives +1h at Rep Parts.
Workshops: +1 base hammers, no longer receives +1h at Chemistry.
Mines: +1h at Chemistry.
Quarry: +1h at Chemistry.
Whaling Boats: Enabled at Sailing, not Optics. Otherwise unchanged.
Villages, Towns, are permanent and cannot be pillaged or improved over. Also provide access to Oil, Coal, Aluminium and Uranium

Aluminium: Revealed by Scientific Method[spoiler]


Game Mechanics:

[spoiler]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 row of the tech screen:

Fishing, Wheel, Agriculture, Hunting, Mysticism, Mining,

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

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

Jungle: No random growth

Global warming: removed from the game

No City trades option now available

No Barbs option disallows map trading


Included additional bug fixes:

Trade route turn order bug.

Spaceship launch 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 the following links.

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



Link to RtR mod 3.0.0.5
BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PBEM16, PBEM20, PB5, PB15, PB26, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Games ded lurked: PBEM17, PB16, PB18
Reply

Try again, just had a small hiccup with my internet during the upload process.
BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PBEM16, PBEM20, PB5, PB15, PB26, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Games ded lurked: PBEM17, PB16, PB18
Reply

I saw that moloch nope
BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PBEM16, PBEM20, PB5, PB15, PB26, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Games ded lurked: PBEM17, PB16, PB18
Reply

it looks like the Custom House has been changed to increase ALL trades routes, not just intercontinental foreign routes, but it's not on the list. is that an intentional change?
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
Reply

It wasn't intended as such but I'll double check later today. Iirc it's a pretty benign change with a small cost decrease as well.
BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PBEM16, PBEM20, PB5, PB15, PB26, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Games ded lurked: PBEM17, PB16, PB18
Reply

I didn't check ingame, but wouldn't "villages/town allowing Oil" give access to oil before it was supposed to (before combustion/plastics)?
Reply

Worth double checking.
BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PBEM16, PBEM20, PB5, PB15, PB26, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Games ded lurked: PBEM17, PB16, PB18
Reply

I think it's fine though. Forts give access at the right tech and so do cities on top of the resource. Uranium isn't usable without fission either but can be mined earlier.
BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PBEM16, PBEM20, PB5, PB15, PB26, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Games ded lurked: PBEM17, PB16, PB18
Reply

Also that change to permenant villages and towns help stop the air force disconnecting resources late game in the right circumstances.
BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PBEM16, PBEM20, PB5, PB15, PB26, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Games ded lurked: PBEM17, PB16, PB18
Reply

(August 12th, 2015, 20:41)AutomatedTeller Wrote: it looks like the Custom House has been changed to increase ALL trades routes, not just intercontinental foreign routes, but it's not on the list. is that an intentional change?

It is not intentional, however the change is a general cost reduction to 120 hammers and as you said, is a +100% trade route yield bonus to all trade routes, not just intercontinental trade routes.

The second change I don't actually care about. The first one is the major change, but I don't see it as a huge issue. It wasn't intentional and as I have to release a stand alone version of the mod to disable map trading, I'll adjust the improvement cost back up to 180 base hammers and the effect back the vanilla.


(August 13th, 2015, 08:24)Ichabod Wrote: I didn't check ingame, but wouldn't "villages/town allowing Oil" give access to oil before it was supposed to (before combustion/plastics)?

Basically it's fine. Villages and Towns give access to oil once you get Combustion, and uranium when you get Fision, and Coal at Steam Power, Aluminium when you get Scientific Method (because Aluminium and Coal don't have the separate reveal and use effect that uranium and oil have, they are accessible once they're discovered at SM).
BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PBEM16, PBEM20, PB5, PB15, PB26, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Games ded lurked: PBEM17, PB16, PB18
Reply



Forum Jump: