Is that character a variant? (I just love getting asked that in channel.) - Charis

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  [spoiler] Q Returns to Quest Once More
Posted by: Qgqqqqq - January 21st, 2023, 01:32 - Forum: Erebus in the Balance PBEM LV - Replies (100)

No players!

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  [Spoiler] OW PBC1 Chaotic Neutral
Posted by: Bruindane - January 19th, 2023, 21:20 - Forum: Old World Play by Cloud 1 - Replies (131)

The old world manual: https://drive.google.com/file/d/1hb4dmDK...2yrz1/view

https://www.thegamer.com/old-world-noble...landowners
https://www.oldworldwiki.org/index.php/Laws

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  [Spoiler] OW PBC1 Canada and Egypt again?
Posted by: Kaiser - January 19th, 2023, 14:32 - Forum: Old World Play by Cloud 1 - Replies (96)

Luckily there is no Canada in this game, else we would be tempted :D

here is a fail for the first game I hosted:

If this game sticks (Bruindane seems to have already connected, not sure if it was succesful there was just a prompt) then we can already analyze the starts.

We are relatively far apart, me on the western border of the map, so our enemies are very likely East of us. Coastal rain basin has typically one map edge fully coastal, it seems it is the southern edge in this case.
CMF will be a bit closer to his mirrored enemy than me, so a quicker scouting to his East might be necessary.

The map script typically has 2 or 3 city sites located on the center line of the map and is otherwise mirrored. There might some unmirrored ressources around the centered city sites.

CMF
[Image: YdHM5OR.png]

Two farm ressources and a coastal start. The farm ressources combine well with a Landowner families start, even thought their bonus today is 20 income instead of doubled yields.
The coastal start could mean more coastal sites so Hunter families might be a good choice, but it remains a gamble to pick for that, so I would go with a Landowner based CIV here.

Landowner starts would be:



Kaiser
[Image: mbQIYlt.png]

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  [PLAYER THREAD] Brian's Awesome Thread of Awesomeness
Posted by: Brian Shanahan - January 17th, 2023, 14:12 - Forum: Erebus in the Balance PBEM LV - Replies (98)

For the moment this is mostly a placeholder to get my own thread up and running before I forget.

Usual rules apply. Other players if you open this thread (even by accident), you've just agreed to resign in my favour on turn 42 neenerneener .

Gameplay thoughts and naming schemes will be revealed when I think of them.

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  Surplus food no longer turned into money?
Posted by: Desertfox - January 12th, 2023, 11:35 - Forum: Caster of Magic for Windows (CoM II) - Replies (3)

EDIT: I was wrong. If you assign more farmers and thus produce more food, and get more surplus, your money income goes up.
This thread can be locked and removed.

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  Please consider AI difficulty scaling with turn number additionaly/alternatively
Posted by: carn - January 11th, 2023, 02:26 - Forum: Caster of Magic for Windows (CoM II) - Replies (3)

Reasoning for this request is a bit complex. Therefore, first explained by another game, Civilization.

What is to some extent a relevant part of the various Civ games?

Building wonders.

But only the first to build gets the wonder.

On low difficulties, it is possible to build nearly all or all wonders.

What happens with increasing difficulty, or in other words increasing starting bonuses and increasing constant percentage bonus (to production, research, gold, etc.)?

It is more and more difficult to build wonders, because the AI bonuses are more and more likely to ensure, that one cannot finish ANY wonder first, neither the early (cause the AI has simply enough cities for building wonders, and you need 1 per wonder) nor the late (cause AI has a constant tech lead and therefore a head start on any one)

That does mean that with certain starting/percentage bonuses it is not only less likely to succeed in building wonders, but actually trying to build them turns more and more into a WRONG decision.

Hence, with increasing constant and especially starting bonuses, the game play element "building wonders" fades out into irrelevance (at maximum difficulty, you conquer them, if you want them).

On the other hand, the build options "settlers" and "military units" do not fade out. While on low difficulty on a continent with 1 AI, one might end up getting 2/3 of the good spots, and then face the AI with a 1,5 to 1 military advantage, and on high difficulty same map one might end up with just 1/3 of the good spots and face AI outnumbered 1 to 3, you still have to build "settlers" und "military units" and put them to use - it just got more difficult.

So with some game mechanics, both constant and especially starting bonuses can fade out some game play elements. Namely, the ones with "winner takes it all".


On the other hand, if instead of fewer starting and constant bonuses, the Civ AI had an increasing bonus (e.g. (formula[number of turns])% to production, research, etc.) at least in the early game "building wonders" would still be an option, and maybe even in the later game, if you managed to keep up with the improving AI advantage. 

So a bonus scaling with turns has a different effect on "winner takes it all" elements.


In CoM the treasure from lairs, towers, nodes is "winner takes it all".

Hence, there is also in CoM an effect that constant AI bonuses (are there any starting ones?) on higher difficulties at least reduce the relevance of the game play element treasure hunting - cause while one can still use units and settlement decisions to compete with the AI, if AI is nearly guaranteed to have the units necessary to knock out powerful lairs, nodes, towers, one can do not that much (but certainly the issue is far less as in Civ wonder building, as even on highest difficulty you can do some  treasure hunting).


And this is not meant as an instead, but alternatively/additionally.

It could be rather easy to implement, e.g. an option to select a starting difficulty, a maximum difficulty, and an interval after which difficulty goes one up (I think Civ4 mod fall from heaven had that option). Of course, there might also be other options (for new MoM i am currently trying out how AI fares with 2*turn food and 1*turn power bonus from fortress, cause new MoM AI is horrible at defending his settlements).

Also, it could give an alternative game experience with an easy start, which has to be put into good use for the dire end.

(and if you know civ iterations, which on highest difficulty still have wonder building - that is because the AI is designed not to use his advantage to grab all wonders; but making AI not make optimal use of his resources is not CoM design)

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  Redesigning Conjunctions?
Posted by: Seravy - January 5th, 2023, 19:36 - Forum: Caster of Magic for Windows (CoM II) - Replies (16)

See https://www.realmsbeyond.net/forums/show...#pid822091

Also, I feel the current effect of these events is all over the place with no overall theme whatsoever.
I actually see no reason why owning a specific type of node should be rewarded by the event as it's pretty random who gets which type of node, the correlation between the player's realm and their nodes is fairly weak. It's a leftover from the original game but we can probably do something better.

Whatever we decide, this change won't be in the next update, it's a discussion for the update after that.

How about this :

Sorcery (conjunction)
Obtaining Casting Skill from power is 2x effective
Fantastic creatures have +2 resistance
Sorcery, Global enchantment spells are 33% cheaper

Nature (conjunction)
Obtaining Mana from power is 2x effective
Fantastic creatures have +2 defense
Nature and Summoning spells are 33% cheaper

Chaos (conjunction)
Obtaining Research from power is 2x effective
Chaos and Combat spells are 33% cheaper
Fantastic creatures have +2 attack

Life (good moon)
Obtaining gold from cities is 2x effective
Normal units have +1 hp
Life and Unit Enchantment spells are 33% cheaper

Death (bad moon)
Obtaining production from cities is 2x effective
Normal units have -2 resistance (and/or) +1 movement
Death and City Enchantment spells are 33% cheaper

This gives Chaos, Nature and Sorcery a theme of "magical" realms - those with nodes - they buff summoned units and improve the usage of magic power. Meanwhile Life and Death are the "mortal" realms - those without nodes - they affect normal units and improve cities instead.

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  Next test game?
Posted by: Seravy - January 4th, 2023, 19:28 - Forum: Caster of Magic for Windows (CoM II) - Replies (17)

I'm done with the updates for the new version so it's time for testing. (as usual 1-3 weeks of playing a few hours every day, then I'll send the update to the publisher)

Any recommendations what realm, race, score modifiers or strategy to play? Anything that might have balance issues or undiscovered bugs? I can't really think of anything in particular, as far as I remember though I mostly played Chaos before the previous few updates so definitely not that.

Maybe Sorcery and flying boats? That's the only specific thing in the update that's not AI related or generic. Perhaps combined with another realm like Life or Nature?

(the current changelog)

Code:
1.4.7
Bug fixes, gameplay, general
-Holding the SHIFT key while targeting an overland unit enchantment spell will automatically start casting the same unit enchantment spell again.
-Added new option "Stand Still" to the combat auto menu. When selected, all units will pass their turn without acting.
-NEW GAMEPLAY FEATURE : The city curses of banished wizards have half the normal dispel resistance.
-NEW GAMEPLAY FEATURE : During wizard's pacts and alliances, AI players will cancel their own city curses that have been cast on the treaty partner's cities over time.
-Fixed bug : Visibility wasn't immediately updated when the human player's city produced a building such as an Oracle.
-The AI will not cast Transmute on city resources if the city is unable to use Mithil or Adamantium (disallowed Library or Alchemist Guild and no access to Philosopher's Stone)
-Fixed bug : The AI sometimes fails to mark an unmelded node as a reason to summon additional Magic Spirits.
-Fixed a bug in the AI's target priority formula on the Mislead spell.
-The AI's combat casting priority of Wall spells in combat decreses based on the percentage of the AI's units outside the city tiles protected by the wall.
-Fixed bug : Frozen status is not removed from units when casting Raise Dead
-Fixed bug : Dead units were not skipped when calculating the visibility of overland tiles.
-Fixed bug : When Nightshade removed a city curse from an AI city, an incomplete message was shown in the monthly report.
-Fixed bug : Clairvoyance failed to grant Forester to non-fantastic units.
-Implemented Raise Volcano animation for the Legacy Tileset setting.
-Added a sound effect when the human player casts Disjunction.
-Each AI player will now use different hero names for their heroes.
-Vials of Noble will no longer appear in treasure after turn 120.
-Fixed bug : Warrior Leader type heroes were able to roll Mage hero abilities as random abilities instead of Warrior Mage type heroes.
-Fixed bug : Dispel report windows show 1 fewer spells being dispelled than they should.
-Fixed bug : Normal units gained +3 MP instead of +5 MP at Elite and higher level.
-Adjusted cloud terrain area size in naval combat involving a flying transport
-When flying and non-flying ships enter the battle together, up to 4 of the non-flying ships will be placed behind the cloud area instead of on top of it.
-Fixed bug : Guardian Spirit fails to provide the bonus combat stats for the defender.
-Updated the Intro animation (thanks, Suppanut!)

Modding
-Added DResist.CAS, this script calculates the dispel resistance of spells.
-Removed the spell specific dispel resistance settings from Modding.INI, these can now be changed in DResist.CAS
-Added DPower.CAS, this script calculates the dispel power modifier of spells.
-Added ToDefend stat to Levelbonus.INI
-NoHealing is no longer a hardcoded effect, but a proper unit flag available in Units.INI.
-GetStat and Setstat can now read/write the NoHealing flag.
-GetStat and Setstat can now read/write the maximal figure count of a unit.
-Added GetDamage() Script function to check how much damage is already on a unit.
-The amount and probability of cancelling a city curse during a pact or alliance can be changed in Modding.INI
-It's also possible to enable cancelling city curses during a peace treaty the same way.
-Hero names are now read from Heronames.INI to provide 14 different names for each hero, however, if the file does not exists, the old heronames.txt file will be used.
-Added GetHeAb() script function to check for a hero having a specific hero ability and the amount of bonus granted by it.
-Added SetHeAb script command to grant/remove a hero ability from a hero.
-Added Heroabi.INI file to modify hero abilities.
-It is now possible to define an earliest and a latest turn count for finding vials of certain abilities.
-The amount of hero abilities can be changed in Modding.INI. It is now possible to add new hero abilities.
-Minimal required food for starting capitals is now adjustable in Terrain.INI.
-Maximal ore quality allowed for starting capitals is now adjustable in Terrain.INI.
-Custom unit abilities can now be added to units in Units.INI by adding the line CustomX=Yes where X is the ID of the ability (1-20).
-AI priorities for settler destination selection are now available in Modding.INI.

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  Future of CtH
Posted by: Charriu - December 20th, 2022, 09:38 - Forum: Close to Home Mod - Replies (15)

As you can see I just uploaded version 4.0.0 of CtH. I plan this to be the final major release of CtH. Reason is that I have nothing more that I would like to change, which would not explode the scope of the mod. Don't worry I won't run away from the project immediately. I will still stay around for bugfixes, but like I said I don't plan to initiate any discussion about further changes. Of course you can still do so and I will participate in the discussion.

For now I just want to say thank you to everybody who contributed to the mod over the development time and for all the feedback you gave me. heart

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  Close to Home 4.0 - Download thread
Posted by: Charriu - December 20th, 2022, 09:33 - Forum: Close to Home Mod - Replies (1)

You can download the mod here: Close to Home 4.0.1

CtH on Github

Note that all the changes here are additions to what you already find in BtS unless otherwise stated as NEW

Changelog version 4.0.0

Tile Yields and Improvements

  • Jungle: does not grow on resources
  • Lumbermill:
    Available at Metal Casting instead of Replacable Parts
    +1 commerce with Machinery
    +1 commerce with Electricity
    Buildtime decreased to 5 turns from 8
    Always gets +1 commerce next to a river no matter which river tile
  • Workshop:
    +1 base hammer
    remove +1 hammer from chemistry
Game Mechanics
  • Toroidal maps: City maintenance is the same as cylindrical maps.
  • Fail-gold: No fail-gold awarded if you complete the wonder somewhere else yourself
  • Spreading religions: Spreading never fails in your own cities
  • Apostolic Palace Resolutions: Removed the following resolutions:
    Declare War
    Force Peace
    Religious victory
    Assign City
  • Circumnavigation:
    Can be achieved by everybody
    Optics is additionally required, but code will only trigger the turn after Optics is researched
    Harbor receives +50% additional trade yield instead of +1 movement
  • Drafting: Rifleman cost 2 pop instead of 1.
  • Global warming: Removed
  • Espionage: Active missions removed
War Weariness
  • In MP games gained WW is halved
  • Reduces the same way during war as in peace time. Reduction also increased.
  • Colosseum: -25% war weariness
  • Statue of Zeus: Obsoletes at Gunpowder
Techs
  • Agriculture: Cost decreased to 40 from 60
  • Fishing: Cost increased to 50 from 40
  • Mysticism: Cost increased 60 from 50
  • Metal Casting: Cost decreased to 300 from 450
  • Alphabet: Cost decreased to 250 from 300
Buildings
  • Aqueduct: Cost decreased to 80 from 100
  • Castle: Obsoletes at Corporation instead of Economics
  • Customs House: Cost decreased to 120 from 180
National Wonders
  • West Point:
    Cost decreased to 550 from 800
    +5 XP instead of 4
    Requires a level 5 unit instead of 6
  • Red Cross: Cost decreased to 200 from 600
Wonders
  • Resource modifiers: All production modifiers from resources for wonders reduced to +50% instead of +100%
  • Great Lighthouse:
    +1 trade route in coastal cities instead of +2
    Obsoletes at Paper
  • Mausoleum of Mausolos: Obsoletes at Nationalism
  • Chichen Itza: Cost decreased to 400 from 500
  • Angkor Wat: Cost decreased to 400 from 500
  • Hagia Sophia: Cost decreased to 400 from 550
  • Versailles: Cost decreased to 600 from 800
  • Space Elevator: No latitude requirements
Barbarians
  • Never attack your stack if it includes a settler and a unit that is giving military happiness
  • Never raze a city even on autoraze. On recapturing such a city you too do not trigger an autoraze.
Unit mechanics
  • Flank attack: Flank attack strength of all units reduced by 50%
  • Upgrade: Units do not lose XP when upgrading
  • Coastal blockade: blockaded cities can still work blocked tiles
  • Air units Can bombard road networks
Land units
  • Scout:
    No tech requirement, everybody starts with a scout
    +100% vs Animals with Hunting
  • Swordsman: +25% city attack instead of +10%
  • War elephant:
    Strength 7 instead of 8
    Requires Ivory or Iron instead of just Ivory
  • Explorer: Gains Flanking
  • Airship: Cannot see submarines
  • Paratroopers: can attack tiles without combat units after the drop
  • Tactical Nuke:
    Cost increased to 750 from 250
    Blast radius reduced to impact tile itself
    Does not create fallout on strategic resources
  • ICBM:
    Cost increased to 1500 from 500
    Does not create fallout on strategic resources
Naval units
  • Refrigeration: Remove +1 sea movement
  • Work Boat: No tech requirement (still require Fishing to work water tiles).
  • Galleon: Requires Paper and Astronomy instead of just Astronomy
  • Privateer:
    Requires Gunpowder and Astronomy instead of Chemistry and Astronomy
    Remove hidden nationality
    Can still plunder during war time
Corporations
  • Executive: Researching the required tech earns you an executive of that corporation for free. To settle the HQ you still need a great person.
  • Sid's Sushi Co.:
    Available at Refrigeration instead of Medicine
    Food per resource decreased to 0.333 from 0.5
    Culture per resource decreased to 1.5 from 2
    Maintenance costs 3/4 of original,
  • Cereal Mills: Available at Biology instead of Refrigeration
  • Mining Inc.:
    Hammers per resource decreased to 0.75 from 1
    Maintenance costs 3/4 of original
  • Creative Construction: Available at Steam Power instead of Combustion
Civics
  • Serfdom:
    Available at Monarchy instead of Feudalism
    +1 commerce on Farms
    +1 hammer on Watermills and Windmills
  • Emancipation:
    +2 hammers per specialist
    remove unhappiness effect
  • Environmentalism:
    Available at Biology instead of Medicine
    Normal Corporation costs like any other civic
    +1 commerce on water tiles
Traits
  • Financial:
    Remove +1 commerce on tiles with 2+ commerce
    +1 commerce on land tiles with 3+ commerce
    +1 commerce on water tiles with 2+ commerce and lighthouse in the city
    +50% production of bank
  • Expansive:
    +100% production of Aqueduct
    Remove production bonus for Workers
  • Creative: Remove production bonus for Colosseum
  • Charismatic:
    +100% production of Monument
    +100% production of Colosseum
  • Aggressive:
    -50% unit maintenance cost
    Free Barrage I for all siege weapons
  • Philosophical:
    +150% GPP instead of +100%
    +100% production of monasteries
  • Protective:
    +100% domestic trade route yield
    +50% production of market
  • Industrious: +100% production of national wonders instead of 50%
Civs
Some of the described changes here are no direct civ changes, but rather changes to the base unit/building that I wanted to highlight here.
America
  • UB: NEW Carnegie Public Library
    Library replacement
    +2 neutral Great People Points
  • UU: NEW Minuteman
    Musket replacement
    Starts with Guerrilla 1 and Woodsman 1.
Arabia
  • UU: Camel Archer starts with March
Aztec
  • UU: +25% city attack instead of +10%, just like base unit
Babylon
  • UB:
    +10% food storaged on growth
    +2 health
    -25% war weariness, just like base building
Celts
  • UB:
    +1 culture
    Never obsoletes
  • UU: +25% city attack instead of +10%, just like base unit
China
  • UU: max 40% collateral damage instead of max 60%
Dutch
  • UU:
    Only requires Astronomy unlike the base unit
    Strength 5 instead of 6
    Cannot enter rival territory without open border
Egypt
  • UB: Never obsoletes
Ethiopia
  • UB: Never obsoletes
Germany
  • UB:
    Available at Steam Power instead of Assembly line
    +2 hammer
  • UU: NEW Riesengarde
    Grenadier replacement
    Available at Chemistry
    Starts with Pinch
Greece
  • UB: -25% war weariness, just like the base building
  • UU: NEW Phalanx
    Spearman replacement
    Strength 5 instead of 4
    +25% hill defense
Inca
  • UB:
    Makes city act as a source of fresh water
    Cost decreased to 45 from 60
    Remove +2 culture
India
  • UU:
    Movement 2 instead of 3
    Start with Mobility
Japan
  • UB: NEW Tatara
    Forge replacement
    Cost 100
    +2 XP to Melee
    +10% hammer bonus with coals
Khmer
  • UB: Cost decreased to 80 from 100, just like base building
  • UU:
    Strength decreased to 7 from 8, just like base unit
    Requires Ivory or Iron instead of just Ivory, just like base unit
Maya
  • UB: -25% war weariness, just like base building
  • UU: Starts with Woodsman 1
Native America
  • Tech: Fishing/Hunting instead of Fishing/Agriculture
  • UB:
    Available at Archery instead of Mysticism
    Additional +1 XP for gunpowder and melee units
    Never obsoletes
Ottoman
  • UB: Cost decreased to 80 from 100, just like base building
Persia
  • UB: NEW Bazaar
    Market replacement
    +50% trade yield
Rome
  • UU: Cost increased to 50 from 45
Portugal
  • UB: Cost decreased to 120 from 180, just like base building
Russia
  • UB:
    University replacement instead of Laboratory
    Only +1 free scientist instead of +2 free scientist
Spain
  • UB:
    +2 XP for naval units
    Does not require Walls
    Never obsoletes,
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
Double events: Doubles the propability that an event triggers during each turn.
Quests for everybody: Quests trigger for everybody, who fulfills all the pre-requirements. Keep in mind quests available are still drawn at random at the start of the game.
Changed 'No vassals' option: Colony maintenace is removed from the game

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

Combat log now only writes combats in which you participate
City names can no longer include % in their name. This caused a crash
Fix decay not being reset when decaying to 0 production
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.

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