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Rhye's and Fall of Civilization changelog - Rhye's Mods Wiki

Rhye's and Fall of Civilization changelog

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vXXX/YYY/ZZZ: XXX is the version for vanilla; YYY for Warlords; ZZZ for BTS

° = for BTS and Warlords
°° = for BTS, Warlords and vanilla
* = for Warlords and vanilla only
** = for vanilla only
[no sign] = for BTS only since BTS is out; for Warlords only before


v1.986/1.486/1.186

CHANGES

  • At last we’ve got a decent Alexander!°°
  • Greece does not start with Metal Casting anymore, but have 1 more phalanx°°
  • In 600AD China and Japan start again with Machinery, taking away Feudalism
  • In 3000BC Arabia starts without Sailing°°
  • Mongolia starts with Mathematics°°
  • Aztecs and Incas start with Monarchy°°
  • Amerindian civs are enabled to hire European mercenaries after 15 turns of the first city of a Euro civ in contact is founded on American soil, rather than immediately at the founding°°
  • American and African civs now collapse to native and barbarian civs instead of independents, for a good part of the timeline. Same with secessions°
  • Civs can collapse into barbarian cities (other than independents and natives) for an extended period (up to 1400 instead of 1000). This will create a bit more of civil-war disorder in the city mixture°
  • Checks for secession are done more often and start earlier. You’ll see many more single cities declaring independence°°
  • Collapse does not imply total death for the human player. Now he can preserve more than one city, depending on the extension of the empire before the civil war°°
  • Civs now can start at war with each other before meeting. It happens randomly with civs that spawn and are supposed to conquer the neighbours. Sometimes it’s enough to see a more aggressive AI°°
  • Russian goal requires now 7 cities in Siberia instead of 3. If the AI can do it, why can’t you?°°
  • More defensive units added to Mongolian start°°
  • Chariots added to the mix of Persian starting units (old immortal replaced chariots, which is inaccurate since we know that Persians used them in battles)°°
  • Bowman causes collateral damage (40%, close to a catapult) instead of bonus against melee°
  • The Immortal, as it's the only completely inaccurate unit in the game, is replaced with a real immortal: a spearman that costs less (25) (for representing the ease of recruiting a constant 10000 men army) and has 100% attack against archers (Babylonian Bowmen included)°°
  • Quechua now replaces axeman (and will get its stats) instead of warrior, and requires mining (so that it isn’t necessary to give bronze working to Inca, like previously did with Aztecs)°°
  • Keshik: instead of +50% against siege, 3 movement to cover Asia's long distances°°
  • Jaguar: attack back to 6°°
  • Panzer: no 50% against tanks; Commando and 25% attacking infantry and riflemen°°

ADJUSTMENTS

  • Updated city names and settler maps°°
  • Discovery of medicine now sets plague to 1 turn left°°
  • AI now refuses “gifts” of plague-infected cities from the human player ;)°°
  • Espionage missions that harm other civs stability slightly more expensive
  • Tweaked Greek research bonus and preferences°°
  • Turkish UP slightly less strong°
  • Constantinopolis is now better defended in 600 AD start
  • UHV text now completely displayed in victory panel°°
  • The Apostolic Palace won’t force peace to civs that are not at war. To be tested, please give feedback
  • Tuned Japanese, Mongolian, Malinese, Dutch and Portuguese strength°°
  • Improved some debug code°°
  • Barbarians are slightly stronger against the AI°
  • Increased research cost in 600AD start
  • Added Cyprus as a mountain°°
  • Retouched Indian and Australian resources°°
  • Collapse checks enabled from earlier (they were following the old timeline)°°
  • Heavy respawn code should now be faster°°
  • Smaller area for triggering conquerors for Inca (workboats wandering in the Atlantic shouldn’t trigger anymore, unless close to the upper coast)°°
  • Europe slightly less receptive of Islamic spreading°°
  • Secessions are possible even in collapsing area, not only between -40 and -20°°
  • On the other hand, collapse checks are slightly less frequent°°
  • Updated a few dynamic civ names. Thanks to star15389°°
  • Fascist dynamic civ names will be more frequent, as now Nationhood, too, can mark a civ as fascist°°
  • More barbarian pressure on Mali°
  • Disabled code that turns barbarian cities into independent°
  • Landsknechts can now be hired
  • Corporations now have less silly names
  • Stability expansion rating should be less easy as Mongolia and Turkey°°
  • Mongolia now expands towards south-west more, leaving Siberia free to Russia°°
  • Natives included in the conquerors group°°
  • Fixed some inaccuracies: Quechua renamed Quechua Warrior, Modern Armor renamed Main Battle Tank, Praetorian renamed Legion (and changed model)°°
  • Numidian cavalry now ignores desert movement cost (added by SDK)°
  • Numidian cavalry costs 40 shields instead of 50°
  • Camel Archer has 25% chance of withdrawing instead of 15%
  • East Indiaman has 4 cargo instead of 5
  • Holkan has +25% against melee in addition to the current bonuses

FIXES

  • Fixed some city and civ names and accents°°
  • Fixed blacksmith and horse whispering events
  • Techs are now correctly assigned to respawning civs, which will now get appropriate garrisons°°
  • Fixed python exception*
  • Fixed stability hit on spawn, which was targeting mostly only Egypt and India°°
  • Egyptian goal gets immediately set as failed instead of waiting next building built°°
  • Restored a part of code lost in the update to 3.19, which was important for triggering the world wars mechanism
  • War declarations chain reaction won’t cause masters declaring war to their vassals°
  • Japanese old UHV disabled*
  • Apollo program-related Russian UHV triggers correctly°°
  • Byzantines won’t build Notre Dame anymore
  • Time left for cottage upgrade now displayed correctly°°
  • France should now have less gold in order to allow Mali UHV°°
  • “First to build a city in America” goal now immediately set as failed when someone else does it°°
  • Corrected coordinates of Viking spawn area°
  • Corrected formulas of stability changes due to GNP variations, because of python division. It should now work as intended. Many thanks to Soda°°
  • Carthaginian goal now correctly counts only coastal plots that are adjacent only to Mediterranean°
  • Dead civs won’t respawn with just one city°°
  • Re-added some low quality icons (due to image compression)°
  • Aztecs won’t flip New Orleans on respawn°°
  • Moai Statues aren’t destroyed on conquest

v1.185

CHANGES

  • Updated to BTS 3.19

ADJUSTMENTS

  • Tuned Dutch and Portuguese modifiers (should be a little weaker; France, Spain and Germany should have some benefit)
  • Less barbarian pressure on Maya
  • All starting civs in 600AD are slightly less advanced. This should hopefully keep euro civs from getting more techs from trade and reach industrial too soon compared to 3000BC starts. To be verified.

FIXES

  • Random events requirements fixed


v1.984/1.484/1.184

CHANGES

  • Added chance of skipping one plague epidemic°°
  • Considerably less units flip during a war with a civ just spawned, but to counterbalance this, new civs’ units are “semi-immune” (that means, there’s 50% chance that a new unit is added every time one is killed) the first 2 turns while they are in the capital plot (prevents the exploit of the early attack, that didn’t trigger the unit flips)°°
  • Tech brokering enabled with mass media°°

ADJUSTMENTS

  • Victory screen now shows land percent without vassal counted too, as it’s necessary for the UHVs°
  • Tuned barbarian pressure in Asia°°
  • Changed Dutch, Portuguese and Turkish starting units so that they don’t leave the capital almost empty, and the exploit of killing Portugal right from the start is no longer as easy°
  • Baltic region now included in the Russian spawn area°°
  • Adjusted area where conquerors can spawn°°
  • Plague can last max 9 turns instead of 10°°
  • During congresses, human player won’t be asked cities based on historical maps°°
  • Tuned barbarians in America°°
  • Less research penalty and instability for giga empires°°
  • Tuned some civs’ strength°°
  • New city renamings°°
  • Barbarian units too close to spawn area of medieval civs in the turns after the spawn now get killed instead of converted°°
  • Vikings sitting and not founding cities issue seems fixed, but it’s not 100% assured (starting units changed too)°
  • Updated tundra textures°°
  • Egyptian 3rd goal slightly easier°°
  • Tuned random events requirements

FIXES

  • Fixed python exception during American UP°°
  • Fixed Persian and Mongolian goal not assigned°°
  • Fixed Roman goal check°°
  • Hidden a few starting stability bonuses that were shown in the advisor°°
  • Fixed name of Seoul in 600AD start
  • Independent cities can’t be founded if the plot is occupied by a barbarian unit°
  • War with independents should no longer prevent vassalage of other civs at peace with them°
  • Greece no longer spawns with an archer without archery (now with a warrior instead)°°


v1.983/1.483/1.183

CHANGES

  • Barbarian pressure tuned again, a middle way of how it was in 1.182 and it used to be in 1.181°
  • America now starts with democracy°°
  • Adjusted Roman and Mayan goal deadline°°
  • Squatting enabled only in “cheat mode”. Press SHIFT+ALT+Q to enable it°°

ADJUSTMENTS

  • Tuned research rate of the ancient civs°°
  • Tuned research preferences of ancient civs°°
  • Adjusted handicap levels°°
  • The Great Wall costs more
  • More city renamings (special thanks to star15389)°°
  • Updated settlers maps°°
  • AI Vikings and Germans may now get free colonists°°
  • Adjusted Viking spawn area°
  • Tuned some civs strength°°
  • Mongol UP now is triggered at the end of the same turn, too, instead of only at the end of the following°°
  • Mongol UP now always applies to independent cities, regardless of the nationality of the city razed°
  • Tuned flood plains stability modifiers°°
  • Starter civs should now suffer less instabilty°°
  • New textures of Frederick, Victoria and of the coast°°

FIXES

  • Milan now spawns and flips correctly°°
  • Indian founding of Judaism now will always be possible°°
  • The African invisible line will move dynamically, so it won’t stop barbs anymore
  • Fixed Mayan goal check
  • Wonders lock for UHV sensitive wonders should now work°°
  • Fixed possible python exception when free colonists are given to AI°°
  • Fixed a bug in the revolts code; may have fixed the odd revolts in cities of the same nationality°°
  • Fixed “D” loading times shown in pedia
  • Barbarian leader not shown in the pedia anymore**
  • Fixed leader backgrounds°°


v1.982/1.482/1.182

CHANGES

  • Wonders required for UHV forbidden to the AI when the human player isn’t yet alive (will make France, Maya and America easier and less dependent on luck)°°
  • Same for Christianity founding, now postponed when Ethiopia is played by a human player
  • Portuguese and Mongol goals slightly more difficult°°
  • Turkish Black Sea goal now has a defined region (all the plots adjacent to the sea) and requires 4 instead of 3 cities°
  • New Japanese goals: they’ll be achievable in different ways, leaving to the player the interpretation of the approach°°
  • Stability values added to the advisory panels°°
  • Attila is back! After adjusting some old code, now barbarians are again a real threat for Rome and Greece, like they were in vanilla times. Tuned in other areas too. They have a stronger effect on the AI thanks to the combat bonus adjustment°
  • Pickle replaced by cPickle, 50% faster! Many thanks to Musicfreak°°
  • Thanks to the loading times cut, America can now start in its proper date, rather than the earliest possible (their 1st UHV pushed later too)
  • New timeline! 500 turns, with a slightly shorter 1900 and a much longer classical age°°
  • UHV deadlines for some ancient civ have changed to fit the new timeline°°
  • No tech brokering enabled by default°°
  • From now on, unlocked versions of WBS are included in the package
  • Leaderhead backgrounds replaced in all the cases of anachronism or when it was looking like they were “floating in the air”°°
  • Leaderhead textures adjusted (especially complexion)°°
  • New realistic terrain graphics (thanks to chuggi and anhu). The enhancement of trees was possible after mastering the DDS configuration, thus avoiding the general darkening and flattening of the texture which happens in other mods, such as Blue Marble°°
  • Retouched some areas (especially Russia, thanks to Ruediger Hesse)°°
  • African logical continent now only comprehends sub-Saharian Africa, causing Middle Eastern AIs to be much more aggressive in the Mediterranean, and Mali and Ethiopia to expand less. Thanks to Verily for the suggestion.°°
  • Restored a part of Warlords code: now AI is much less shy when it’s time to colonise. You probably won’t notice much change however, as this is compensated by the slower tech pace
  • AIs contact less frequently in the late game (they used to pester a lot with useless requests)°°
  • No tech trading the first 3 turns after spawn (this fixes the exploit of giving techs and jumping to another civ)°°

ADJUSTMENTS

  • Smaller Turkish and Mongolian spawn and respawn areas; bigger Viking one°°
  • Mercenaries now spawn in your capital instead of a borderline city°°
  • Tweaked stability cities star°°
  • Adjusted formula for real population (will produce higher values)°°
  • Some cities change name with era (such as Edo/Tokyo)°°
  • Big update of settlers maps°°
  • Giant update of city names°°
  • Tweaked stability (less penalty for palace movement and for anarchy, Interpol, Security Bureaus and Intelligence Agency give stability bonus, more bonus for golden age, more penalty for giga empires and city lost to barbarians, less penalty for desert economies)°°
  • Retuned great depression°°
  • Golden age doesn’t stop anarchy anymore
  • Stability indicators are reset after human player collapse°°
  • Kremlin slightly cheaper°°
  • AI gives less priority to embassies°°
  • Easier defensive pacts between 2 civs allied with the same 3rd party°°
  • in 600AD start, the Christian Crusade aims at Jerusalem rather than Rome
  • The Holy City now is picked differently (the Christian one should no longer be always Milan)°°
  • Bribing now offers choices of 10%, 20% or 50% of your treasury°°
  • Updated estimated loading time
  • More mercenaries are created°°
  • Carthage and Vikings have more starting units°
  • Early colonists assigned to Greek and Carthaginian AI°°
  • Research rate adjusted (now slows down when the human player is alive, because he usually gives it a boost)°°
  • Tuned culture strength, inflation and research rate of many civs°°
  • Holland and Portugal less likely to do suicide attacks to Germany or Spain
  • Tuned difficulty levels°°
  • The Apostolic Palace now provides +25% city defence (will help Rome to stay independent in the 600AD start)
  • Vassals cap now 5 instead of 4, but in that case no defensive pacts are allowed°
  • During spawns, region of conversion of barbarian and independent units is wider°°
  • The plot of Istanbul is changed to Asia under certain conditions: now Turkish AI will take it more easily instead of European civs°°
  • AIs less likely to be vassalised the first turns°
  • Arabia starts without Sailing in 600AD because it’s otherwise too close to caravels
  • Added Roman roads in 600AD start
  • Added Kazan and Baku as barbarian cities, spawning if the area isn’t already occupied°°
  • Continents division now assigns only sub-saharian Africa to the African logical continent°°
  • Long civ name shown when passing the mouse on the civ list°°
  • New Olympic Park and Wembley graphics°°
  • India now has a middle eastern building artstyle°
  • Exploit of triggering conquerors coming back later, when America is discovered too early, is no longer available. The date has slightly moved forward too. Now rushing can be a risk°°
  • The Olympic Park can be built only once (no longer exploitable)°°
  • Human capitals now can flip, as starting location is what counts (makes the exploit of squatting civs more difficult)°°

FIXES

  • Ziggurats now provide stability bonus
  • Ethiopian boat won’t spawn in the lake
  • Fixed pedia entries*
  • War declarations because of a UHV goal achievement won’t break defensive pacts or vassallage°°
  • Incan UP no longer applies to sea ice°°
  • Totem pole removed from pedia
  • The correct amount of money is taken when bribing°°
  • Fixed Russian city renamings°°
  • Conquest victory no longer shown as historical°°
  • Gold/Turn displayed correctly in non-English languages°°
  • Formula for giving free colonists to the AIs now corrected, reducing the risk that the settlers get disbanded°°
  • Fixed bug regarding plague, thanks to 3Miro°°
  • Fixed bug regarding cultural owner formula, thanks to 3Miro°°
  • Fixed bug regarding settlers code, thanks to 3Miro°°
  • Fixed English, Persian and Arabian UHV text°°°
  • Fixed English, Russian and French founding goal (not working when a city was lost, and exploitable through founding only the last city and conquering the others)°°
  • Fixed American, Dutch and Carthaginian resource goal: now they just need to be in their capital. America stills needs to grab them by force, no trade°°
  • Fixed some old code that might have caused some slowdowns°°
  • Last minute fix in stability code, tank to Jet°°


v1.981/1.481/1.181

CHANGES

  • Military Science and Chemistry swapped (Grenadiers are now useful as they were in pre-BTS, and the Industrial age is pushed slightly later, as Military Science won’t be skipped anymore)
  • Modified Byzantine starting techs in 600AD: no Divine Right and Guilds (so they won’t reach musketmen too early) but they have Calendar. However, they will still build Cataphracts
  • Alexandria no longer Christian in the 600AD start, while Athens is again; these tweaks, together with the lock of spreading of Christianity within the Byzantine empire will ensure an Islamic Turkey
  • Great Wall already set in Xi’an in the 600AD start (so that it’s more accurate, and it won’t be always built by Spain)
  • A working boat at start will make Ethiopian UHV easier
  • Added oil in Romania, as Germany seemed to never get oil (because of no colonies), and that place was the main source of oil during the Nazi era°°
  • If you have too many vassals AI will refuse to capitulate°
  • Tweaked timeline to match late game research progress more closely: now the ‘900 lasts longer, and the game ends in 2020°°
  • As a consequence, Russian and American UHV are easier°°

ADJUSTMENTS

  • Number of defensive pacts limited by vassals°
  • AI more likely to sign a defensive pact with a civ that’s allied with another one already allied (in order to complete missing links in coalitions), and during the late game°°
  • AI less likely to declare war during a congress if human has many defensive pacts°°
  • Vassals of the human player never declare war on revolting civs°
  • Tuned Malinese and Carthaginian resurrection odds°°
  • Respawning civs less likely to end up as vassal of the previous occupier°
  • During a respawn, AI doesn’t declare war if the new civ has already been vassalised, and won’t vassalise it if it has been declared war already (will prevent unwanted world wars)°
  • “You declared war on us!” and “You declared war on our friend!” memory cleans faster in industrial and modern age°°
  • On the other hand, close borders now spark tensions more easily (having to deal with tiny European civs, less plots are required to set a -1 modifier). Otherwise, defensive pacts between neighbours would be too common°°
  • SDI intercept rate lowered to 50°°
  • Turkish capital automatically moved to Istanbul by the AI°
  • Islamic civs less likely to adopt Christianity°°
  • Adjusted Mongolian religion modifiers°°
  • Byzantium less likely to be razed
  • Updated Turkish AIWars map (more leaning towards Europe)°
  • Tuned some techs cost, civ research modifiers and the generic rate, for having a 3000BC start on the same level as 600AD, and generally a slower research pace°°
  • Adjusted AI technology preferences°°
  • Adjusted AI estimation of strength of rivals: now they are once more less scared of minor civs and barbarians°°
  • Capitals less likely to flip°°
  • Once again, a big update of city names and settlers maps°°
  • Removed big steps for number of cities based stability penalty, now calculated with a quadratic formula°°
  • Slightly bigger stability penalty for controlling a city in another civ’s core area°°
  • Tuned stability modifiers for China and India°°
  • Added version number, in Civilopedia under “Welcome to Rhye’s and Fall of Civilization”°°
  • Adjusted terrain graphics: less saturation for sea, plains and grass; tundra less snowy°°
  • Tweaked globe view°°
  • Silk under Qufu moved 1 tile right in the 600AD start

FIXES

  • Corrected the mouth of the Danube°°
  • Fixed python exception on the fall of Byzantium
  • Fixed Indian UHV°
  • The exploit of killing a new civ with a gift of a city is now impossible°°
  • Expanded Russian and German spawn areas, so that the exploit of founding a city in western Russia to avoid the flip doesn’t work anymore°°
  • Fixed Viking spawn area*
  • Fixed python exception and re-added RFC concepts in civilopedia**
  • Fixed congress enable/disable triggers*
  • AIwars reenabled°°
  • Updated civilopedia text of golden ages
  • Fixed remaining chance of civs spawning with double units, and at the same time, the spawn mechanism was simplified (no more delay)°°
  • Turkish spawning units should no longer be moved on the Caspius°
  • Updated Greek starting units*
  • Fixed broken plot culture management on civ spawn, which should ensure a total or partial cultural conversion of the surrounding plots (but never as much as the Turkish UP), and instead it was cutting the old civ’s culture without converting anything°°
  • Fixed savegames not loading after civ switch
  • Fixed a heap of Italian weird translations°°
  • Colosseums renamed Amphitheatres in events text
  • Vassal of a vassal bug should no longer happen°
  • Fixed python exception on Great Depression message°°
  • Fixed civil war not happening despite the message
  • Fixed “Unindexable object” bug on city flip°°


v1.980/1.480/1.180

CHANGES

  • New Roman goal, that kills the exploit°°
  • Ziggurat is the new Babylonian UB
  • Milan replaced by Venice in 600 AD start
  • In 600AD, Rome is set with less economic buildings and with no chance of building the Church of Nativity, moved to Jerusalem, but more defensive buildings to make it more resistant
  • Defensive pacts more likely to be signed, and most important, they aren’t cancelled on war declared by any faction (except the case of declaring on a friend or a friend of the friend). This will make the late games develop into a more civ3-style complex diplomacy, and the foreign advisor will be much more useful, but the result will be 2 or 3 strong coalitions rather than a intricate graph. European wars will be common since the Renaissance, and world wars will be common in the late game. Furthermore, there’s a cap of max 3-6 civs per coalition°°
  • Byzantium starts at peace with all Christian countries, so that it isn’t continuously under attack by German and Dutch troops
  • AI research rate slowed down, and adjusted depending on the handicap level (slower research rate on emperor, faster on viceroy)°°
  • Optics requires Guilds and costs more°°
  • Nationalism, Democracy, Military Tradition and Constitution swapped to achieve more realism and push Nationalism much later°°
  • Taj Mahal moved to Constitution because of this°°
  • Research Insitute moved to Electricity and Labs to Computers°
  • Congresses disabled on UN built°°
  • As Congress are now limited to mid 1900 and pushed later by the new position of Nationalism, they require just 1 civ to discover Nationalism (not counting America, who has it assigned at spawn)°°
  • AI will always vote NO to No nuclear proliferation if no nuclear unit has ever been built in the world (this was a lock preventing, when the UN came before Manhattan, nukes to be ever built)°°
  • AIWars routines completely rewritten: triggered less often and skip completely if a world war is already in place°°
  • Collapses now can produce a few barbarian cities, along with independent (not needed in vanilla)°

ADJUSTMENTS

  • Rewritten a part of the code so that it avoids saving and loading data from python often, cos they slow down considerably°°
  • Mainz replaced by Frankfurt and Regio Tripolitana renamed Tripolis in 600 AD start
  • Updated city renamings°°
  • Updated city and settler maps°°
  • Tuned some civ specific stability modifiers°°
  • Tweaked religion generic spread rates°°
  • Added some tweaks that should prevent a Christian Turkey and Mali (but they don’t actually seem to work)°°
  • Cheaper mercenaries maintenance (especially for expensive units and later eras)°°
  • More mercenaries are added each time they are refreshed°°
  • Adjusted hidden modifiers°°
  • AI more likely to do trade embargos°°
  • Refined dynamic names system, now some names (such as the Egyptian New kingdom) will appear earlier°°
  • Slightly improved selection of cities to request in a Congress for the human player°°
  • Hereditary rule slightly less important for the AI (brought back to the level of vanilla and Warlords)
  • Aksum now Christian in the 600 AD start
  • Domination threshold raised for allowing german uhv°°
  • Minor civs can no longer start golden ages°
  • More city razing, BTS should now be more similar to Warlords and vanilla
  • More barbarians in Africa and Europe (thus, more razing)°
  • Revived civs without the original capital available (i.e. if it has been razed) are assigned the most ancient and populated city as capital instead of the most western one°°
  • Byzantine and Celtic cities more likely to flip°
  • European civs less likely to build the Great Wall°
  • Tweaked some AI tech preferences (like the Vikings with Civil Service)°
  • Attitude modifiers for same or different religion vary on the era, with a peak of cohesion for the brothers of faith and hatred for the heathens in medieval times, and a peak of neutrality towards both brothers and heathens in renaissance and industrial°°
  • AI more likely to build the Manhattan Project and nukes°°
  • Slightly reduced the effect of the Turkish UP on the outer city box°
  • Reduced the extra weight AI assigns to units due to the aggressive flag
  • Slightly reduced the generic weight AI assigns to units°°
  • Scientific Method moved to Renaissance (no real important effect on the gameplay except that the graphical era change is pushed forward)°°
  • Added stability normalization per continent°°

FIXES

  • Fixed French and Viking random city lists°°
  • Fixed some python exceptions°°
  • Fixed Mayan UHV
  • Fixed Celtic and Byzantine city renaming in MP
  • Fixed Celtic, Korean and Zulu mercenaries buggy name°°
  • Fixed double Turkish unit spawn°
  • Human player won’t start as vassal anymore°
  • Fixed font size in foreign advisor°°
  • Fixed an error in the Great Depression code, now should be working correctly (and appear more often!)°°
  • Commented some annoying debug prints°°
  • Fixed an error in the calculation of stability expansion modifier°°
  • Victory scripts skipped when historical victory is disabled°°
  • AIwars system won’t make AIs declare war on dead civs anymore°°
  • Rewritten broken Indian UHV code°°
  • Uncompleted goals set to failed when a civ dies°°


v1.979/1.479/1.089

CHANGES

  • Dynamic civ names added!°°
  • Added stability ratings arrows°°
  • Legendary culture moved back to 50000 (no more unwanted cultural victories)°°
  • Culture of major civs now spreads to surrounding minor civs’ cities, so that AI assigns more importance to them or can get them by flip°°
  • Thebes replaced by Memphis in 600AD start, so that Arabian influence can reach it
  • Independent Aksum added to 600AD scenario
  • Zimbabwe removed, as it was preventing European AIs to do a decent colonization of South Africa°°
  • 1 more worker available to Ethiopia at the beginning (will help the 1st UHV goal)
  • Harder Portuguese UHV goals (13 cities, 11 open borders)
  • Easier Incan UHV goals (now South America except Brazil)°°
  • Weaker conquerors event on the human player as the Inca°°
  • Japan doesn’t start with Calendar in the 600 AD start anymore (it was a-historical, and it was allowing a very early discovery of Astronomy)°°

ADJUSTMENTS

  • Statue of Liberty, Notre Dame and Temple of Kukulkan less likely to be built by other AIs preventing the UHV°°
  • Easier Aztec 3rd UHV goal (moved to 1860)°°
  • Refined Russian and American UHV condition°°
  • More tolerant stability for expansion, but more punishing for controlling core areas of other civs°°
  • Anarchy causes a lower stability hit when already shaky, so that switching civics is less risky°°
  • Adjustments of economy-based stability based on growth and terrain modifiers. This way civs that were advantaged like Mali and Egypt are less easy, while China and Japan don’t collapse such often anymore°°
  • A little stability hit is added to all neighbours on civ spawn°°
  • Another big update of city and settlers mapping°°
  • Updated a few things that Firaxis didn’t include while converting to 3.13
  • Milan and Rome less likely flip to France in the 600AD start
  • Hamburg less likely to flip to Netherlands
  • Native cities slightly more likely to flip°
  • Gold added in the Myanmar region
  • Leader name replaced with civ name in one more message°°
  • Vassals more likely to vote for masters in congresses°
  • Vassals less likely to declare war in a congress°
  • Adjusted some modifiers (tweaked tech discounts and some research and inflation)°°
  • Adjusted handicap levels°°
  • Adjusted AI tech rate°°
  • Stronger European barbarian axemen°
  • Less pressure on Byzantine Egypt by the natives
  • More barbarian horse archers in the 600AD start
  • AIs should be more aggressive towards minor civs and barbarians°°
  • Tweaked some AI tech preferences (so that Euro civs don’t always beeline for Astronomy too early) and made slightly more randomised°°
  • Increased Compass and Astronomy cost°°
  • Native cities culture capped at 50°
  • Other caps added, so that independent Rome and Marseille don’t invade too much space
  • Slower celtic/byzantine cities cultural growth°
  • Greece won’t stupidly found Aegae anymore°°
  • Slower Dutch growth (thanks to modifiers and wheat appearing later)
  • Shwedagon Paya assigned to Pagan at the beginning of 600AD start
  • Moai Statues can no longer be built in the 600AD start
  • AI more likely to raze certain cities°°
  • Leader names in victory screen replaced by civ names°°
  • Adjusted the foreign advisor layout to make room for long civ names°°
  • Added a goody hut in New Zealand°°

FIXES

  • More tolerant Turkish UHV°
  • Fixed English UHV area°°
  • Embassy text corrected°°
  • Fixed all the Italian and French civ adjectives in the game°°
  • Fixed Projects pedia text
  • Fixed pedia text still reporting corporation caps
  • Fixed python exception on corporation founded
  • Open border with minor civs by resolution should no longer happen
  • Fixed French name of Berserkers°°
  • Fixed Spanish American civs short names°°
  • Added resource trading bugfix
  • Fixed French UP (was applying on Netherlands and Portugal too)
  • Sheep no longer replaces coal in New Zealand°°
  • Fixed a python exception in Congresses°°
  • Fixed a python exception regarding city flips°°
  • Fixed a bug regarding embassies (in vanilla only)
  • The Great Wall can now be built by China in 600 AD start (cos it’s now available to all medieval civs too)°
  • Fixed enslaving bug (Warlords and BTS euro civs weren’t counted)°


v1.978/1.478/1.08

CHANGES

  • Apostolic Palace already built in Rome in the 600AD start
  • Slightly harder Egyptian UHV°°
  • Easier Malinese, Mongol and Incan UHV°°
  • Updated to the new BTS patch
  • No more annoying greetings when meeting again after a contact decay!!°°
  • Cities can now be directly given to another civ instead of becoming independent (from the F1 advisor)
  • Headquarters cap removed
  • Mercenaries now filtered by continent: can be hired (and displayed) only if any other city of the continent’s civs can build it (having the necessary tech and resource), or in case of an old world civ, if the distant civ is in contact; in case of a new world civ, if a distant civ is in contact and has got a city in America (to prevent elephants hired immediately after the first contact)°°
  • Increased mercenaries pool size to 10°°

ADJUSTMENTS

  • Passage through the Andes now is open at first contact regardless of the conquerors°°
  • Tuned economy star rating°°
  • Great mediator event can’t happen with independents anymore°°
  • Cities belonging to unstable empires are asked with the purpose of dismember the falling empire only if nearly collapsing instead of just instable°°
  • Updated French, German and Portuguese city and settler maps°°
  • Barbarians can’t be voting members of the AP anymore
  • Tuned Malinese modifiers°°
  • China will flip cities more easily from Mongolia during rebirth°°
  • Chinese and Japanese stability helped a bit (their economy rating is lower because of isolation)°°

FIXES

  • Fixed Ethiopian UHV
  • Fixed Roman UHV
  • Enlarged Ethiopian spawn area
  • Corrected a stability issue involving Japan
  • t'Landt corrected to ‘t Landt
  • Fixed a possible bug in city naming°
  • Restored Dye in Britain and France in the 600AD start
  • Paper and Civil Service less important for the AI (too much weight was given by BTS AI because of the sum of all embassies)
  • Fixed python exception in Horse Whispering event
  • AI doesn’t spy on minor civs anymore
  • The Interpol issue should be fixed


v1.977/1.477/1.07

CHANGES

  • Harder Portuguese and Dutch UHV
  • Easier Incan UHV°°
  • AI is afraid of founding more cities if it has already 15, 20 or more (will reduce loading times in industrial and modern eras)°°
  • Capitals aren’t traded in congresses anymore°°
  • Updated to vanilla 1.71, Warlords 2.13 and BTS 3.03°°

ADJUSTMENTS

  • Balanced espionage weight with number of players (no more AI spending 40% on espionage)
  • AI should like more to trade cities°°
  • Commented an assert
  • Less animals around°°
  • Adjusted civics star°°
  • Civs just back alive are more stable°°
  • China less likely to found Christianity°°
  • Increased random factor in settlers map weights, to improve variation°°
  • Optimized random code°°
  • Less chance of sudden AI wars if peace has been signed by a few turns°°
  • Deleted duplicate “marshes” entry in the pedia°°
  • Updated most of settler and city maps°°
  • Cities in “core areas” with culture > 2000 are less likely to be asked in congresses°°
  • AI memory recorded for civs that own a city that’s been asked too, not only the one who asks for it°°
  • Increased AI memory factor in congresses (because of the fix, see below)°°
  • Less AI civs per turn process mercenaries: this way turns are a little faster, especially in Warlords and BTS where it is now scaled to the number of civs°°
  • Increased research penalty for giga empires°°
  • Fixed Greek random city list°°
  • Can make vassal a civ far away if era is Renaissance or more°
  • Estimated loading time corrected as per your votes
  • Russian text updated*

FIXES

  • Fixed a crash (of the epic game)
  • Fixed double vassal bug°
  • Ancient wonders can’t be built in 600 AD start anymore – this time for real
  • “Maya Empire” changed to “Mayan Empire”
  • Fixed Russian UP text in Italian and Spanish
  • Handicap level retained on civ switch°°
  • Fixed a bug that was causing AI memory of your old votes the only factor that matters in their voting°°
  • Adjusted Mesopotamian borders for Turkish UHV°
  • Conquerors event no longer happens on second contact°°


v1.05 (BTS)

°will apply to Warlords too in next patch °°will apply to Warlords and vanilla too in next patch

CHANGES

  • Mod updated to BTS v203
  • Much less natives coming from Africa in 600 AD start
  • China and Japan have Civil Service at the beginning of 600 AD
  • Enabled some events that were never happening
  • Disabled Great Depression event
  • Civics cause anarchy in golden age, as in Vanilla and Warlords
  • Golden ages are triggered by 2 GPs as base, as in Vanilla and Warlords
  • Mercenary cost more than halved!°°
  • Slightly weaker Mayan UP (40%)

ADJUSTMENTS

  • Corporation caps raised to 25 GPT
  • Limited AI spies spam and commerce spent into espionage
  • Statue of Zeus available in the Classical era
  • Byzantine tech advancement slower in 600 AD
  • Stronger Ethiopian, Chinese and Japanese modifiers
  • Tweaked Japanese AI tech preferences (less likely to build caravels first)°°
  • Tweaked Chinese AI tech preferences (to make Babylonian UHV easier)°
  • Added gold in Philippines
  • Updated Khmer city map
  • A bit more barbarians pushing on Rome°

FIXES

  • Portugal open borders goal bug
  • Ancient wonders can’t be built in 600 AD start anymore
  • Fixed python exception on civ collapse°°

v1.975/1.475

CHANGES

  • Harbour and Lighthouse effects switched*
  • Domination thresholds lowered*
  • Easier Carthaginian, American and Viking goals*
  • German goals tweaked*

ADJUSTMENTS

  • Updated city names maps*
  • Adjusted stability*
  • Expanded French resurrection area so that it includes Marseille*
  • Moved some goody huts so that they aren’t covered by barbarian cities*
  • AI builds less units*
  • AI less afraid of independents*
  • Adjusted Judaism auto-founding date range*
  • Adjusted some ships size*
  • Improved some graphics*
  • America helped at the beginning thanks to free lighthouses in their era*
  • Resurrected civs now regain control of some of their colonies*
  • Refined resurrection areas*
  • Adjusted handicap levels*
  • Slightly increased settlers cost in later eras (cos in Warlords there are more civs to compensate the total number of cities on map)
  • Less barbarians in central Europe**
  • Softer modifiers for ancient civs*
  • Dawn of man continue button can’t be pressed until autoplay is over*
  • Nuked opponents will be willing to talk earlier*
  • Updated Russian and German translations*
  • Adjusted 6th civic column AI preferences*
  • Added rice in California (appearing later)*
  • Plague slightly less strong in cities*

FIXES

  • Plague will kill older units first, for real*
  • Fixed the UN: now Minor civs aren’t counted
  • Fixed double era splash for Turks
  • Fixed python exception*
  • Conquerors no longer appearing on jungle*
  • Expansion stability star now works correctly*
  • Removed some unnecessary files belonging to mercenaries mod*
  • Message of end of Mercenaries shown correctly*
  • Mercenary names shown in correct noun adjective order in neolatin languages*
  • “Vassal of 2 civs” situation should no longer happen
  • Fixed Indian UHV*
  • Fixed exile text*
  • Fixed the bug where sea units were placed on land tiles after a congress*
  • AI won’t ask to declare war to independents anymore
  • Capital trading will hardly be approved in a congress*
  • AI shouldn’t consider itself in financial trouble at their birth anymore and probably won’t disband units*
  • Minor civs suffer less maintenance so that they don’t disband so many units
  • Fixed incorrect entries in pedia*
  • GPP birth rate now shown correctly in city screen (it’s the threshold now that changes)*
  • Civs won’t respawn for 20 turns after their death*
  • Cities aren’t razed by mistake if they contain a unit belonging to a civ that collapses*
  • Fixed a bug in great depression message*
  • Player options retained on civ switch*
  • Fixed infinite loop caused by mercenaries mod*

v1.97/1.47

CHANGES

  • Changed English goal (3+3 cities needed in America instead of just 3)*
  • Easier (and faster) emperor level*
  • Removed obsolete files belonging to mercenaries mod. Because of them, many had problems with “You have been defeated” message in case of wrong installation. Now this won’t happen anymore!*
  • Removed contract out and fire mercenary buttons in the unit actions, as without any description they were quite mysterious to a newbie. It’s still possible to do the same things from the mercenary panel*
  • New menus background*
  • Independents now often at war with the AI
  • Rome starts with 1 more settler, but 1 less wheat next to Mediolanum

ADJUSTMENTS

  • Corrected Incan, Aztec and French goal regions*
  • Refined stability and its star indicators*
  • Tuned stability normalization*
  • Silly Fast worker renamed Punjabi worker*
  • Tuned resurrection conditions*
  • AI wastes less money on mercenaries*
  • Added Quelimane in Mozambique and Singapore*
  • Updated settlers maps*
  • St.Petersburg and Caricyn are renamed Leningrad and Stalingrad when AI Stalin takes control of Russia*
  • Extended Canadian city names mapping*
  • Added American airbases in city names mapping*
  • Fixed Viking/Russian city names*
  • Added multiple names for Mexico City*
  • Plague will strike more badly only when human player isn’t yet alive, so that loading times are slightly faster*
  • Smallpox damage halved on old world civ units*
  • Stronger anti-plague exploit measures*
  • Plots next to an ice lake are no longer considered coastal (= no longer settleable)*
  • Minor civs can no longer build spies
  • Some cities (such as Hattusas) are more likely to be razed*
  • On screen messages now are stored in the log*
  • Scores panel more compact
  • Added later barbarians in the Sahara*
  • Added barbarian camels in Arabia too*
  • Stronger Arabia in Warlords, where it’s suffering Turkish presence too much and it’s much weaker than in Vanilla
  • Congress AI refinement
  • Tuned AI research percent bonus*
  • Tweaked Mali AI preferences*
  • Updated Russian translation to 196/146*
  • Spawn area plots are culturally converted on civ birth*

FIXES

  • Fixed a python exception*
  • Fixed Babylonian star*
  • Fixed Greek UP*
  • Fixed gold on city razed / pillage
  • Fixed Spanish and Viking UHV*
  • Fixed Turkish UHV
  • Fixed buildings pedia
  • Fixed concepts pedia*
  • “Vassal of themselves” bug hopefully fixed*
  • Lions and other animals aren’t converted*
  • Turkey can now raze cities*
  • Fixed southern US cotton placement
  • Resurrected civs no longer are set vassal of other AIs if human player is involved (cos otherwise human player can be deceived to declare war without knowing the new master)
  • Techs are now correctly assigned after a resurrection*
  • Conquerors no longer placed on jungle*
  • Minor civs can no longer be set vassal*

v1.96/1.46

CHANGES

  • Heavily retuned stability (more difficult now; much more if you overexpand)*
  • Added “stability normalization”: periodically the values will be normalized so that either all-solid-civs games and barbarian worlds will be avoided*
  • Added “Conquerors” event*
  • On the Incan first-contact event, one passage north and one south of the Andes will be opened*
  • New Persian and Incan flags; Incan and Greek colour swapped*
  • Revision of civ star ratings*
  • Division of landmasses into continents (N. America, S. America, Europe, Africa, Asia). Now a wonder placed in Beijing won’t have effect in South Africa.*
  • Major update of settler and city name maps*

ADJUSTMENTS

  • Optimized some code (should run faster)*
  • Added optimizations by Kael (should run faster)*
  • Updated Russian translation to 195
  • Tuned research percent*
  • Reduced mercenaries maintenance*
  • AI more likely to attack native and celtic cities
  • Updated city names and maps*
  • Monarchy no longer researched by Aztecs and Incas at start (cos they could reach Feudalism too early)*
  • Greek UP toned down*
  • Reduced chance of vassals voting against their master in congress*
  • Improved civilopedia (civs screen)*
  • After resurrections, capitals moved back to the previous one, and culture converted back*
  • Adjusted some civ colours*
  • Added barbarians in America*
  • AI will attack more distant cities*
  • Tuned Japanese strength and reduced its early exploration through caravels*
  • Embassies more expensive, and AI are less loving to build them*
  • Less barbarians in vanilla**

FIXES

  • Fixed name of Odessa*
  • Fixed lock**
  • Unnamed city in congress bug should be fixed*
  • Fixed UHVs where you had to control another civ*
  • Turkish embassy bug fixed*
  • Possibility of Turkish wrong spawn fixed*
  • Fixed Channel Tunnel splash*
  • Fixed pedia wrong entries in other languages*
  • Prevented bug of AI making peace with barbarians*
  • Prevented bug of AI declaring war on itself*
  • Fixed some weird Italian and French localization*
  • Fixed first contact plague bug

v1.95/1.45

CHANGES

  • Added pedia concept entries*
  • Removed a lock for city trading to humans (will it work this time?)*
  • Wang Kon added as Ming Tai Zu as medieval leader of China*
  • Removed a mountain in Norway which was blocking a passage*
  • Turkey moved to 1280AD
  • Moved deadlines of 2nd and 3rd Turkish goals (1760) to 1700 and 1870
  • Metal Casting no longer available to Aztecs and Inca at start*
  • Angkor Wat renamed to its real name (Wat Preah Pisnulok) which does not bear the name of the city*
  • Tweaked many stability modifiers*
  • Added more stability penalties for anarchy to avoid exploits*

ADJUSTMENTS

  • Loading time reduced by 3% thanks to a bugfix*
  • Vassals more likely to vote in master’s interests in congresses
  • Updated American city list*
  • Updated Aztec goal description*
  • Updated Commonwealth icon*
  • Improved AI city selection in Congresses*
  • Added gaelic name of Inverness*
  • Updated AI tech preferences*
  • Disabled automatic (non-scripted) creation of barbarian units*
  • Leader name replaced with civ name in wonder built messages*
  • More AI Wars in Warlods

FIXES

  • Fixed endless plague after a city is conquered*
  • Fixed plague striking after medicine*
  • Fixed missionary creation in American spawn*
  • Fixed Persian and Arabian goals*
  • Fixed Wembley splash*
  • Fixed Congresses not happening**
  • Fixed Olympic Park and Leaning Tower removal on conquest*
  • Various minor fixes*

v1.93/1.43

ADJUSTMENTS

  • Tweaked early research discount*
  • Changed Greek AI research preferences*
  • Updated names map*
  • Limited first contact plague*

FIXES

  • Fixed spawn bug
  • Fixed German UHV*
  • Malinese archers no longer start with Drill*

v1.92/1.42

CHANGES

  • Reduced human plague handicap*
  • Reduced plague strength once again, probably for the last time*
  • Plague immunity threshold raised and not balanced with current era anymore*
  • Added research discounts for small empires and new born civs*
  • Rome starts with 1 more settlers in Warlords, to balance the fact that there isn’t Panormus anymore
  • A missionary will be added at the American birth, depending on the religion of surrounding civs*
  • Arabian UHV changed*

ADJUSTMENTS

  • AI strongly pushed to colonization. It’s now less afraid of distance*
  • Added a random value that will make AI preferred city spots more variable*
  • AI less quick to build embassies*
  • Added more anti-plague exploit measures*
  • Weaker Turkish UP*
  • Updated city names and settlers maps*
  • Roman UHV now comprehends southern France*
  • Updated many modifiers*
  • Updated settlers, city names and AIwars map*
  • Reduced industrial and modern techs cost*
  • Tuned tech cost difference between difficulty levels*
  • Tuned difference of quantity of barbarians between vanilla and warlords*
  • Resurrected civs start as stable instead of shaky*
  • Adjusted GNP formula in stability (less importance to gold)*
  • Toned down occupation civic*
  • Tuned stability modifiers to penalise giga empires (30 cities)*
  • Work rate increases for civs <100% with the eras*
  • AIWars balanced with aggression level*
  • Some civs are more likely than others to attack shortly after their birth*
  • Resurrections happen more often when many civs are dead*
  • Barbarian and independent cities less likely to flip again*

FIXES

  • Fixed Turkish starting position again (sorry)*
  • Fixed rare bug on city birth*
  • Fixed city flipping not working*
  • Fixed plague spreading to new born civs*
  • Fixed resurrected civs made vassal of natives
  • Fixed bug regarding plague*

v1.90/1.40

CHANGES

  • Max number of National Wonders per city is 3*
  • New Turkish and Viking flags
  • Communications with distant empires are cut periodically*
  • Added embassies to prevent losing contacts. One building per civ. When you build another civ’s embassy in your city, your embassy is automatically built in one of their cities.*
  • Embassies can be built only in peace times, and are destroyed on war declared*
  • Just 4 instances of plague instead of 5 – thanks to the loading reduction that communication decay has brought*
  • Plague immunity threshold lowered and balanced with current era*
  • New Turkish UP
  • Reduced number of Turkish starting units

ADJUSTMENTS

  • Updated Russian translation*
  • Updated city names and settlers maps*
  • Tuned handicap levels*
  • Adjusted some graphics*
  • Masters will consider if a civ’s their vassal when they vote in Congresses
  • American immigrants will cause less revolt and stability problems*

FIXES

  • Fixed possibility of never ending plague during resurrections*
  • Fixed possibility of never ending plague during civ birth*
  • Fixed possibility of never ending plague during collapse*
  • Fixed possibility of never ending plague on city razed*
  • Fixed a case of broken resurrection (bug introduced in last release)*
  • Fixed Turkish wrong starting position again*
  • Fixed bug of interference between units helping a new born civ and the human player’s switch*
  • Fixed randomization in congresses not working properly*
  • Fixed division by zero*
  • Fixed bug of multiple additional units added to a new born civs if war is declared more than once*
  • Fixed resurrection of the wrong civ*
  • Fixed exile**
  • Added Bowman formation info
  • Fixed American sea units being placed on the land*

v1.86/1.36

CHANGES

  • Leader switch on resurrection*
  • Leader switch on exile*
  • Leader switch in other circumstances, during the game*
  • New Incan flag*
  • Plague usually doesn’t kill directly but affects unit hitpoints (will kill in 2-3 turns – the game is

now a bit slower) considering unit experience and base strength as well*

  • Added native cities Mombasa and Zimbabwe*
  • 20 turns longer timeline (longer ‘800 and ‘900)
  • Added a research and stability penalty for giga empires. This way there won’t be one leader with 30 cities and far far ahead*

ADJUSTMENTS

  • Updated Turkish random city list
  • Plague duration calculated more correctly*
  • Units more experienced are slightly less likely to be killed*
  • Units description and score screen now show civ adjective or name instead of leader name*
  • Updated settler and city maps. Pretty big update*
  • Great Depression, transition to Democracy and post-Communism instability periods shortened*
  • When a civ is born, the old owner of the converted cities suffers more cultural conversion (still not enough to grant Turkey a decent start)*
  • Attitude shown in bribe popup*
  • Tweaked AI ship train preferences*
  • Tuned stability*
  • Changed GNP formula for stability, now counting hammers and food too*
  • Tuned Congresses AI weights*
  • Adjusted growth and religion modifiers*
  • Updated Russian translation*
  • Less barbarians from Tibet*
  • Reduced research cost*
  • Reduced modern and industrial tech costs*
  • Improved eastern Australia*
  • Tweaked barbarian cities flip back algorithm*
  • Added function for cutting communications – but it will be used in the next release*

FIXES

  • Independents won’t build settlers anymore
  • Fixed broken exile*
  • Removed possibility that human player may be exiled to a vassal state
  • Fixed Spanish and German stressed words added in Warlords that caused bugs in Mercenaries screen
  • After a Great depression now there are 25 to 30 turns of immunity*
  • Fixed random Turkish starting location*
  • Fixed unit conversion on civil war and fragmentation*
  • Many stability checks were done 2 turns out of 3 by mistake, now they are corrected to once every 3 turns*
  • Fixed some bugs in the resurrection system, including one that was making stable empires suffer secessions*
  • Fixed exploit of free immunity from plague gained on city razed*

v1.82/1.32

CHANGES

  • Changed Turkish goal
  • Shorter Greek goal*
  • Easier Carthaginian goal
  • Cities belonging to near unstable empires can now be asked in congresses*
  • Extra-European colonies are asked only if the owner is shaky or worse*
  • Plague slightly less strong, as it now leaves 1 or 2 defenders in the city, affecting only their strength*
  • Units in water aren’t safe from plague anymore*
  • Anti-exploit human handicaps (plague-related) added*
  • Razing an infected city results in an infection (it was happening only on conquering)*
  • Added a stability panel with 5 parameters, inside the financial advisor (renamed Interior advisor)*
  • Improved score screen: distinction between dead civs and civ not yet born; stability label moved in the advisor*
  • Added 30 hints*
  • During agreed civ births, some units outside cities will flip as well, to make sure human player doesn't hold a stack just outside of a city*
  • Samarkand moved south*
  • Added fish in Baltic sea*
  • Added flood plains in the Aral sea region*
  • Added Great Salt Lake*
  • Changed geography of eastern Anatolia. Now there’s more room, allowing more cities and a second passage for barbarians*
  • Salt lakes and generic coast erroneously recognized as fresh water now offer 1 food, like coast*
  • Added some city AI changes inspired by Blake’s ones. AIs now are more builders and train less units (I hope not too much)*

ADJUSTMENTS

  • Plague average duration decreased from 7 to 6 turns*
  • Plague now brings -7 health instead of -5*
  • Plague spread and effect refined*
  • Plague now kills units attached to Great Generals less often than other units
  • Capitals less likely to be allowed to be traded in Congresses*
  • Tuned stability modifiers*
  • Updated city maps*
  • Updated city names correspondences*
  • No more skirmishers or impis in Madagascar*
  • Updated Russian and German translation*
  • No AI declares war though AIWars system during plague*
  • AI instead tries to exploit a situation where another civ has plague*
  • Settlers are never converted to barbarian or independent, they’re killed instead*
  • Free wins against barbs reduced in vanilla**
  • Replaced leader name with civ’s name in many more messages*
  • Added a slight randomization of AI city founding values*
  • AI will assign a higher or lower value in trade, war etc. according to its settlers map*
  • Distance less important in AI decision of its target city*
  • Reduced barbarian pressure on China again*
  • Adjusted Hinduism spread factor*
  • Tuned some techs costs
  • Reduced AI research percent again*
  • Reduced research percent again*
  • Adjusted Civ modifiers*
  • Updated icons*

FIXES

  • Fixed unit ignoring desert movement cost
  • Fixed wrong plague message*
  • The Independent friend must be friendly to an AI to make it bother adding a penalty
  • Fixed double stability hit on city razed*
  • The Leaning Tower isn’t destroyed on conquest anymore*
  • Fixed possible (but very rare) crash*
  • Added missing civic strategy paragraphs*
  • No more barbarian and independent cities flipping back immediately after having declared independence*
  • Fixed Greek UP*
  • Human player not immune to plague at the beginning should be fixed*
  • Fixed redcoats and musketeers not being automatically created after a city switch after a congress*

v1.77/1.27

  • Fixed German goal bug*
  • Fixed Persian and Arabian goal
  • Refined some goals check*
  • Easier Carthaginian and Turkish goal*
  • Harder English and Greek goal*
  • Fixed Great Depression bug*
  • Fixed Demographics screen bug
  • Fixed hidden CANCEL button in civic screen*
  • Fixed top civs screen bug*
  • Reorganized score screen*
  • Added stability icons*
  • Added cotton icon*
  • Added more code optimizations*
  • Weaker Persian UP*
  • No health checks for stability (now moved to Plague checks only)*
  • Conquering an independent city gives less stability than a major civ’s one
  • Tuned other stability modifiers*
  • Optimized code again*
  • Permanent stability modifiers now decrease (in absolute value) as time goes*
  • Triumphal Arch no longer shown in city build screen*
  • Corrected distance formula*
  • Asharittu Bowman no longer available as mercenary
  • Resurrection will happen only if there are at least 2 cities revolting*
  • Updated tech and buildings AI preferences*
  • Tuned Babylonian, Turkish, English and American modifiers*
  • Reduced tech costs from 103% to 100% in order to balance out the slowed down growth (102 to 99 in vanilla)*
  • Reduced AI research percent from 85% to 80%*
  • Reduced Renaissance tech costs*
  • Less barbarians in Tibet
  • Updated city name correspondences*
  • Resurrections happen with different probabilities from civ to civ*
  • Colosseum, Channel Tunnel and Mt.Rushmore aren’t destroyed on conquest anymore*
  • Colosseum effect reduced*
  • Fixed Natives and Independent cities sharing the same borders
  • Independent cities more likely to flip, this time for real*
  • Deleted some useless debug logs*
  • Updated settlers maps*
  • Fixed a wrong Italian translation*
  • Leader names replaced with civ names in messages about vassals
  • Added Plague! Major plagues happens 5 times, limited plague happen in America to native civs. Duration and strength is influenced by health only***
  • Thanks to plagues, loading times in late game are HALVED!. Killing a lot of obsolete units (built during a time when AI has nothing better to do because early buildings aren’t enough), there are now no more than 600 units around*

v1.73/1.23

  • Flying camera key changed to ctrl+f (because it may interfere with other applications)*
  • 6th civic column! (AI management)*
  • Added instability caused by transition to democracy*
  • Rebalanced stability modifiers*
  • Limited Great Depression effect to max 12 turns and reworked its conditions*
  • No more permanent alliance stability bonus*
  • Optimized some stability code*
  • City and civics checks for stability are done every 3 turns instead of every turn*

Fixed wrong distance calculation*

  • No more memory hit for having declared war on an independent friend
  • GPP modifier limited to GPP rate >2*
  • Independent leader shouldn’t be elected anymore
  • Added a few descriptions of the effects on stability in the civics screen (there are too many of them, I just added the effects that last more than 1 turn)*
  • Updated Spanish settlers AI*
  • Fixed wrong Arabian (and Turkish) city name*
  • Updated city names correspondences*
  • Easier Persian, Mongolian and Carthaginian goals*
  • Barbarian and independent cities more likely to flip, this time for real*
  • Revised some handicap levels parameters*
  • Tweaked some modifiers that will reduce the number of units on the map*
  • Edited city AI trying to stop the longbowmen spam (probably unsuccessfully)*
  • Added Quechua transliterations*
  • Fixed bug in American UP*
  • Renaissance, Industrial and Modern techs cost reduced again*
  • Research percent reduced again*
  • Research percent smaller in Vanilla than in Warlords, because there are less civs that trade with each other**
  • During a civil war, the capital is retained if it was moved too, instead of another random city
  • Updated middle eastern city style
  • Fixed invisible African cottages bug
  • Fixed French and Babylonian UHV bug*
  • Human player no longer gets free cities during another civ’s collapse*
  • Aztec territory less rich*

v1.69/1.19

  • Reduced stability hits on city loss because of a civ spawning*
  • Resurrecting civs' stability set to shaky as intended (it wasn't working and they were often solid)*
  • Fixed wrong stability hit on city razed*
  • Jail now brings stability*
  • Combat results effects now temporary*
  • Added GNP growth check*
  • Master and Vassal influence each other’s stability
  • Periods of great depression and post communism crisis are now notified to the player*
  • Fixed negative permanent modifiers snowball effect*
  • Deleted a double entry in stability civic checks*
  • Removed onImprovementDestroyed stability check, which was malfunctioning
  • Great Depression during a golden age is no longer possible*
  • Great Depression can spread to other civs*
  • Tuned the rest of the stability modifiers*
  • Updated Russian translation*
  • No more vassalage for independent civs
  • Resurrected civs won’t be set as vassal of more than one civ
  • Fixed inverted vassalage
  • Fixed possible crash to desktop*
  • Fixed a possible bug in the exile function*
  • Reduced Babylonian respawn area
  • Updated Congresses AI
  • Checks of collapse when out from motherland more frequent
  • Fixed possible bug in American UP*
  • Reduced and rebalanced renaissance, industrial and modern tech costs*
  • Improved some UHV checks*
  • Major update of city names maps and correspondences*
  • Resurrections less frequent
  • Moved a resource in Germany that will make room for another city*
  • Harder Greek UHV*
  • Updated Roman, Arabian, English, French, settlers map*
  • Tuned AI research modifier*
  • Great people birth no longer notified in the replay*
  • Tuned some Greek, Aztec and Inca modifiers*
  • Lower inflation for everyone*
  • Barbarian and independent cities more likely to flip*
  • Added Mesoamerican and African city art

v1.58/1.09

  • Corrected wrong entry in the readme*
  • Industrialism mistype fixed*
  • Slightly better modifiers for Babylonia
  • Fixed pedia bug
  • Fixed spanish goal
  • Fixed japanese goal*
  • Fixed Arabian and Persian shrine goals (getBuildingClassCount() is broken in Warlords)
  • Easier Roman expansion goal (western Empire only)*
  • Easier Turkish vassal goal
  • Easier Persian and Mongol domination goals*
  • New American goal: Secure 10 oil resources by 2000 AD. In Warlords version resources can be controlled by vassals too
  • Babylonian UU now has strenght 3
  • Fixed ”Zulu:zulu” bug
  • A couple of modern techs slightly cheaper
  • Added gold in Mali*
  • Turkish/Greek war more likely to happen
  • Persepolis no more in Arabian flip region
  • Mongolian flip area reduced*
  • Chinese, Aztec and Incan flip area expanded*
  • Viking, Babylonian, Carthaginian and Turkish flip area expanded
  • Updated Persian settlers map*
  • Updated Viking city names map
  • Added Malaga
  • Changed AI Era Modifier in Emperor difficulty (should make the game a bit faster and easier in modern eras)*
  • Units cost more (a bit in maintenance, and especially in hammers) in later eras. Both for realism and speed.*
  • Settlers have different values: they are discounted in all the discovery era*
  • ICBM a bit cheaper to counterbalance this effect*
  • Research slightly faster*
  • Tuned some research modifiers*
  • Slightly weaker Greek military production*
  • Slightly stronger Turkish culture
  • Lighter barbarian pressure on Tibet and China
  • More barbarian pressure in Africa
  • Fixed Carthaginese trireme AI
  • Added Samarkand as independent city*
  • Carthage can no longer jump to Japan
  • Lovely worlds should be less likely to happen: attitude shift for different religion, close borders and rival defensive pact has been twiced, while positive shift for same religion is halved*
  • On the other hand, signing a defensive pact and vassallage has been made much easier
  • Reduced starting units for many civs (as the workers disband bug seems unfixable)*
  • German AI will build cities closer*
  • Added Cyberchrist’s independence code*
  • Tuned autoplay slider speed formula again*
  • Updated Hammurabi icon

v1.53/1.04

  • France starts with just 2 settlers*
  • Carthage starts with one more archer
  • more attitude bonus for French UP*
  • Stronger Persian UP (now cities up to 8 population can flip)*
  • Carthaginian goal now 5 dyes
  • AIs will capitulate or become vassal more easily
  • Changed Turkish flip region
  • Vassals and masters can’t ask the other one’s cities in Congress
  • AI won’t ask a city to the civ whom has been bribed*
  • Vassals favour masters when voting in Congress
  • AI wars between a vassal and a master’s friend less likely to happen
  • Mercenaries maintenance slightly cheaper*
  • Less mercenary super-units available*
  • No more anti-... promotions assigned to mercenaries if era doesn’t fit*
  • Mercenary generic names*
  • Added a second independent civ, to avoid creation of super independent states (fragmentation instead!)
  • Fixed Babylonian UP bug
  • Fixed Aztec victory bug*
  • Fixed Carthaginian and Viking victory bug
  • Japanese UHV changed to just Honshu (the central island, so that it doesn’t include Kagoshima)*
  • Mongolian UU bug fixed
  • Fixed Chinese victory bug*
  • Fixed German victory bug*
  • Spanish iron moved deeper into spanish territory*
  • Hammurabi music theme bug fixed
  • Bordeaux as French capital bug should be fixed*
  • Fixed ”city captured by” text
  • Updated Japanese settlers maps (will affect Japanese requests in congress)*
  • Sid’s tips disabled as they’re just a brake to moddability*
  • French and Russian colonization goal slightly easier*
  • Wars to unknown civs bug should be fixed*
  • Fixed Hammurabi blank text
  • Added shades of grey when victory goals are failed – by CyberChrist*
  • Removed incense in Mesopotamia and swapped a few resources (the area is a bit improved)*

v1.50

  • Lion bug fixed
  • Mali birth bug fixed
  • No tech on birth bug fixed
  • Lutetia now changes name correctly
  • The Mali UP bug doesn’t surrender, so the UP has changed: +1 commerce in every land tile
  • Civs in Congresses retain memory for human votes
  • Mali UHV bug fixed
  • Jungle can be mined with Iron Working but mining won’t clear jungle
  • Updated german text
  • Fixed some mispells in italian text
  • Fixed civ adjective text bug in non-english texts
  • Fixed civ short name text bug in non-english texts
  • new Wembley graphics
  • Fixed first Spanish UHV bug
  • Corrected a coordinate affecting Spanish and English UHV
  • Corrected some obsolete code in Congresses.py
  • Higher open borders threshold for Saladin will create a middle eastern bloc that will force alternative routes like in History happened with both Arabia and Turkey
  • Cossacks strength reduced to 15, as in Warlords
  • Fixed a bug during unit automatic relocation
  • Corrected bugs in french and persian city names
  • Added more city name corrispondences
  • Fixed third Spanish UHV bug
  • Fixed third Arabian UHV bug
  • Fixed second Japanese UHV bug
  • Hokkaido added to Japanese UHV. Chinese and Mongol settlers maps updated accordingly
  • Fixed Triumphal Arch bug
  • Improved code for civs that spawn in the middle of owned territories
  • Fixed a bug appearing when Arabia doesn’t start in Mecca
  • Barbarian culture of the plot is deleted on city founding
  • Reduced pirate ships in the Mediterranean
  • Added some barbarian cities
  • Reduced American starting units a bit
  • Fixed bug of Judaism founded on Persian birth
  • Updated Incan, French and English settlers map
  • Trading Company cost reduced
  • Updated Russian text
  • New aztec victory goal: enter industrial era by 1820AD (date of independence from Spain); replaces ’make Tenochtitlan the most populous city in the world’, which was impossible
  • Tuned autoplay slider speed formula again
  • Third Mongolian victory goal made easier
  • Fixed bug of AI not attacking on flip refusal
  • Fixed Congress malfunction
  • Greatest civilizations popup now contains only major civilizations names (instead of leader names and possibly minor civs)
  • Fixed double bug of Christianity never founded by script and Judaism founded twice in Jerusalem
  • Updated AIWars maps
  • Reduced a few techs costs
  • Refined collapse conditions (checks less often, but more strict motherland conditions)
  • Refined revolution areas
  • Corrected a possible issue in revolutions system
  • new Colosseum graphics

v 1.42

  • Removed malus for human player in Congresses (added bonus instead)
  • Cities distant from homeland less likely to be asked in Congresses by European powers
  • AI doesn’t ask cities to ”pleased” civs too, instead of just ”friendly”
  • Increased weight of considering friends and foes in AI voting
  • War is not always declared when human player refused to trade cities in Congress
  • Pyramids and Stonehenge effect swapped
  • Chinese goal #3 will detect if failed
  • ”Civilopedia” will be shown at the top of the pedia instead of Sevopedia
  • Mali starting date moved back to 980AD
  • Cheaper mercenaries
  • Jaguars can’t move on marsh anymore
  • German text updated
  • new English UHV: Found 3 cities in every continent
  • Spain will carry Conquistadors to the new world sometimes
  • Removed marsh in a wrong tile
  • Civ flag shown in military advisor instead of leaderhead
  • Fixed a thing that will speed up a little loading
  • City traded message no longer shown when it is actually conquered
  • Fixed bug of city names not shown correctly on popup
  • Catapult on English birth bug fixed
  • Capital collapse bug fixed
  • ”OnProject” bug fixed
  • Fixed American goals
  • Fixed Spanish goals
  • Fixed crash on American birth
  • Added turn number to early victory goals description
  • Tuned autoplay loading bar formula
  • Changed some civ modifiers
  • Fixed some errors in the modifiers DLL code
  • Cleaned obsolete German UP code from the DLL
  • Fixed AI founding of cities in forbidden areas
  • Fixed Malinese settlers map replaced by Hungarian by mistake

v1.35

  • Fixed bug of sea units moved on land tiles
  • Weakened French production
  • Stronger barbarians on Emperor, weaker on viceroy
  • Lighter barbarian pressure in Africa
  • Egyptian, Persian, Mongol, Chinese and Arabian goals made easier
  • Updated German translation to 1.30
  • Added 1.30 Spanish translation
  • Fixed Mali UP bug
  • Fixed a bug affecting German, Greek and English goals
  • Indian goal bug fixed
  • Japanese goal bug fixed
  • When player reaches 2/3 goals, it gets an attitude shift from all the civs, and probably 2 of them will declare war
  • Triumphal Arch added: it triggers a Golden Age
  • National Epic and Heroic Epic, as imaginary buildings, removed
  • National Epic old effect assigned to a new wonder (Leaning Tower)
  • Heroic Epic old effect assigned to a new wonder (Flavian Amphitheatre)
  • Chichen Itza wonder renamed Temple of Kukulkan
  • West Point renamed Bastille
  • Versailles renamed palace of Versailles
  • Hermitage renamed Louvre
  • Added static wonder movies

In other words, all the changes about wonders listed so far don’t change the game at all. I just got rid of imaginary or silly wonders.

  • Pyramid enables Religion civics instead of government, to preserve more Egyptian UP
  • Forge no longer needed to build Colossus
  • Aqueduct no longer needed to build Hanging Gardens
  • Lighthouse no longer needed to build The Great Lighthouse
  • Library no longer needed to build The Great Library

v1.29

  • Units wrong flips on resurrection bug fixed
  • In Congress city aren’t asked to civs just born (first 20 turns of life)
  • Updated German translation to v124==
  • Fixed bug of end of Mercenaries era multiple notifies
  • Now many units (including some Uus) can’t be Mercenaries
  • ”Mercenaries available earlier than their tech is widespread” bug fixed
  • Slightly smaller unit graphics (in size)
  • Added Unique Historical Victory
  • Cities won’t flip during civ resurrection if they’re during We Love The King Day
  • Fixed a possible bug during Congresses
  • Fixed a bug in squareSearch() utility function that will affect many other things

v1.24

  • Kublai Khan and Qin Shi Huang Di leaderheads swapped
  • English UP: Drill I&II
  • German UP: free upgrades (cost 0) of all the units after discovering Industrialism
  • Mongol UP: when a city is razed, any old owner’s city in a 4x4 area surrenders if approached within the following turn by a Mongol unit.
  • Persian UP, Mongol UP and Capitals collpase limited to cities which size is lesser or equal to the conquered city
  • Persian UP limited to cities which size is <= 6==
  • Russian UP slightly less strong
  • Tuned Indian modifiers
  • Lighter barbarian pressure on China
  • Collapse cities surrounding capitals bug fixed
  • American cities requested in Congress because of immigrants bug fixed
  • Attitude counts slightly more in Congresses AI votes
  • Cottages slightly more expensive (in time)
  • Double ”new civ” popup bug fixed
  • Mercenary unit types are selected by tech prerequisites (at least half of alive civs must have the prerequisites) rather than by era
  • Cities won’t join a resurrection if they are free from unhappiness or unhealthiness
  • Revolts from barbarian rule start earlier
  • AIWars begin from around Classical age, no more earlier
  • Updated Roman and French city names maps
  • Back to static birth dates, because it was causing a crash to desktop on civ switch for unknown reasons

v1.19

  • Reduced American and Aztec flip areas
  • Updated all AI Wars maps
  • Fixed bug of units being put on water
  • Aztecs and Incas don’t have construction at start anymore
  • Aztecs don’t have iron working at start anymore
  • Jaguar can be built with Bronze Working
  • Tweaked Aztec and Inca AI tech preferences
  • Greek birth date moved to 1600BC
  • Persian birth date moved back to 850BC
  • French date corrected to 750AD
  • American date moved to 1733AD* American starting units and tech changed accordingly
  • AI Birth dates now have modifiers that will make it vary within a range of a few turns
  • Slightly modified research percent modifiers for China, Arabia and Persia
  • AI now sometimes will declare war if another civ spawns and get its cities
  • Added Russian translation
  • Barbarian cities will be easier to take later as they can’t build longbowmen anymore
  • Acqueduct cost reduced
  • Congress enabled with 2 more conditions: if player is alive and after 1200==
  • Mali UP bug fixed
  • Updated German city list
  • Updated city renamings
  • Panzers don’t require oil anymore

v1.13

  • Antarctica bug banished
  • PlotListEnhancement mod removed
  • Mercenaries mod added.
  • Mercenaries active since human civ birth until the discovery of Nationalism
  • Mercenaries have less promotions and higher self-preservation promotions are weaker
  • Dear mercenaries cost a little less, cheap mercenaries cost a little more
  • Mercenaries come more quickly (just 1 turn delay)
  • Mercenaries pool is less rich and updated less frequently to save game speed
  • Major reorganization of the code
  • Less unrest from immigrants in American cities
  • AI will give attacking capitals a little more priority
  • Updated AIWars maps
  • Conquistadors can be transported by Caravels
  • In Congresses AI don’t ask human player cities if he has got just 3 cities
  • National wonders are deleted on city traded
  • City trade notified in replay
  • Updated some city multiple names
  • Free units to western European civs now can include a worker or a musketman
  • Lighter barbarian pressure on China
  • Less food in Bordeaux area
  • City list shown on flip popup

v1.08

  • AI Wars not trigerred in the first 60 turns
  • Added southern Iraq to Arabian flip area
  • Reduced barbarian pressure on Egypt (slightly)
  • Lyon now renames correctly
  • Betrayal threshold when resisting civing a city to a new civ lowered to 66 (so that’s 1/3)
  • Diplomacy is reset to peace after resurrection
  • More garrisons (4 instead of 3) in resurrected cities if it’s the second time they revolt
  • reset numCities after resurrection
  • Some Carthaginian cities now start with population 2==
  • Exile! Human player can collapse with conditions similar to the AI...but doesn’t die. It is exiled to a weaker civ. If you manage to retake its capital within 30 turns, you’ll have your empire back.
  • Lowered research percent for viceroy level
  • Added loading bar as in Warlords Barbarian scenario. Only difference is bar progress speed: it isn’t linear. It’s nearly linear for early civs, and up to squared for late civs (cos in their case half of the turns doesn’t correspond to half of the time: the bar now will show the time progress)
  • Camera not centered at start when playing Egypt bug fixed
  • Romans will found cities in southern Germany
  • Ship scale adjusted in a similar fashion to Elhoim’s mod, but with a more conservative approach to avoid overlaps
  • Up to 6 spies now allowed per player
  • Resurrection triggered less frequently
  • Nukes now do more damage
  • Fixed bug of some flips not happening
  • Fixed bug of units not converting in a flip
  • 1 more Roman and German starting unit
  • Added PlotListEnhancements Mod, together with a bugfix
  • Added a modded version of Sevopedia
  • Added new flag buttons
  • Many correction to the Congress texts

v1.01

  • Units in Antarctica bug fixed
  • Old owner garrisons should be sent out correctly when cities are traded via Congress or Indipendence
  • Russian units in Mongolian spawn bug fixed
  • Corn in Bordeaux moved
  • Fixed threshold for resurrection not being reached ever
  • Debug mode in resurrectionFromBarbs() disabled
  • Dead civs can’t resurrect until 50 turns from their birth
  • Capital/Persian collapse no longer triggered when cities are traded
  • Bribe threshold slightly less dependent on human player’s gold
  • Fixed an error in Congresses
  • Raised numCitiesMaintenance modifiers
  • Updated English city names map and some renamings
  • Betrayal threshold when resisting civing a city to a new civ raised from 60 to 70==
  • Reduced barbarian pressure, which with no reason is stronger than in older versions
  • Slightly lowered value AI assigns to cities again

v1.00

  • Mining jungle is allowed with Biology again
  • Tundra offers 0 food
  • Added Rusadir, Cartagena, Bordeax and Lyon (barbarian cities to help Rome)
  • Seoul moved 1 tile north
  • Added a tear of oil in Alberta
  • Improved Caribben area
  • Changed position of some resources in England, France and Spain to achieve a better city placement
  • Weakened China and Greece, helped India (through modifiers)
  • Keshiks now have +50% versus melee units
  • Updated Roman, Spanish, German and English city names map
  • Added a few French city names (and updated settlers map accordingly)
  • Fixed some city renaming not happening
  • Arabian and Russian flip area slightly larger
  • BASE_UNIT_UPGRADE_COST set to 10, UNIT_UPGRADE_COST_PER_PRODUCTION set to 2
  • AI Civs immune to any type of collapse in their early life (first 25 turns)
  • Fixed ruins bug – banished forever! Now human player will always start in a free region and convert surrounding cities later. If there were anything in the starting plot, it’ll be erased. The same for the AI until the human player is born. After that, no changes for the AI (can be born in foreign borders as usual)
  • Fixed American ships on land bug
  • Fixed bug of capitals flipping if the human player is the owner
  • Added rebel civs system! AI Civs can now resurrect after the discovery of Constitution or Liberalism, in large empires, when there are 4 or more dead civs. Both AI and human player, as the owner, are sent out with their troops of the cities, and can decide to repress or make peace.
  • [AI tweak] Workers now won’t build roads in empty tiles

v.097

  • Fixed crash caused by a conflict between AI autoplay and unit flipping. This bug didn’t show up earlier because flipping wasn’t working correctly . Now AI autoplay keeps creating/killing a unit in (0,0), while unit flipping creates temporary units in (0,67)
  • Persian UP limited to one free flip per turn to avoid snowball effect

v0.96

  • Added barbarians in Africa
  • Increased time needed by worker to perform some jobs in order to reduce loading times
  • Added 2 camel archers to Arabian starting units and 1 archer to Roman
  • Final update for the city maps
  • Updated random city lists
  • Updated Russian and Mongolian settlers maps
  • Russian names now all adopt GOST Romanization standard
  • Number of turn now added in the savegame name
  • Barbarian shouldn’t raze cities anymore
  • AIWars more random
  • Tuned vote formula, now much less influenced by world rank
  • Normalized votes points for more balanced results
  • Player now can always refuse Congress decisions
  • No more than 9 civs in a Congress
  • Human player can refuse to partecipate to a Congress
  • Human player can bribe an opponent, who if accepts, will vote like him. If it’s very annoyed with the proposal, it might even vote against any human decision.
  • To bribe another civ, human player can offer 25%, 50% or 75% of his gold
  • For Congress flips, new garrisons are placed instead of flipping units
  • AI no longer asks American cities with foreign population
  • When not invited, flips are notified
  • Flipping cities have now more culture so that they shouldn’t be choking anymore
  • Tuned research percent depending from handicap
  • Changed Dawn of Man text
  • Fixed human cities not flipping to a new civ bug – now they flip all at once with just 1 popup rather than 1 popup per city
  • In that case units now all flip instead of being replaced
  • New possible collapse condition: if a civ is completely kicked out of its motherland
  • If a capital is taken, all the surrounding cities in a 3x3 area flip to the new owner
  • New Persian UP: any city conquered make surrounding cities in a 2x2 area flip to Persia. Capitals still 3x3.

v0.93

  • Several bug fixes
  • 3 civs with nationalism now required to trigger Congresses
  • Refined city selection in Congresses: now cities far from borders are selected only if considered colonies or if in the core land of the settlers map
  • Date now hidden until the discovery of Calendar: you can only see Stone, Bronze, Iron, Medieval or Renaissance Age
  • Raised open borders refusal threshold: now you must be Friendly with Tokugawa, Pleased with most of the others and Cautious with the few remaining leaders
  • Tuned amount of free galleons to Euro AIs in order to achieve the aggressive colonization that was happening in 090 due to a bug (but that bug has been fixed)
  • AIWars now balanced with attitude
  • Added modifiers that will make some civs prefer certain wonders rather than others

v0.90

  • Rebalanced Persian and Arabian starting units
  • Rebalanced some Persian and Chinese modifiers
  • Randomized some AI wars variables (now still based on the map but less predictable)
  • Capitals won’t ask to flip anymore
  • Inverness added
  • Fixed Roman UP
  • Added a part of French UP * Euro civs will be more likely to vote for France
  • Only 40% of human player units will flip in case of war with a new civ
  • Added the Congresses system!!!!!
  • Added Soma’s Russian and Mongolian city maps while waiting for RedThreat’s revision

v0.84

  • Greece popups now appear again
  • Removed that American debug popup
  • Improved Greek and Incan UP
  • Fixed Arabian and American UP
  • Updated some UP descriptions
  • Updated no founding areas
  • Mongolian and German flip area expanded
  • Updated some city name corrispondences
  • Adjusted handicap values
  • Amount of barbarians now appropriate to the handicap level (now Viceroy and Emperor behave similar to Monarch)
  • Increased barbarians in some regions
  • Tweaked some modifiers
  • Knossos removed
  • AIWars system added: AIs now may declare war each other judging from a specific map
  • Message warning about flipping units added
  • Fixed double notification bug in replay
  • Got rid of some messages about city founding and civics in replay
  • RoC naval movement (a kind of): cost halved in ocean

v0.80

  • Scouts now have movement 1 (but can still enter marsh and jungle)
  • Betrayal mode (when saying NO to a popup) will last some turns. Storing a stack of units elsewhere and attacking later may not be enough to exploit the mechanics this time
  • Collapse now more likely to happen
  • Helped Greece with one more Phalanx and the city of Knossos
  • Celtic barbarians now appear much later
  • Slightly stronget barbarians later
  • France flip area expanded to (56, 46) and (57, 46)
  • Tweaked some modifiers (China, Egypt and India have less heavy unit and research cost)
  • Oasis now produce 2/0/1 instead of 3/0/2 (Egypt and Arabia rebalanced again)
  • Added all the remaining city names maps except Russian and Mongolian
  • Updated old city names maps
  • Updated all random city names
  • Updated city rename corrispondences
  • Updated settlers maps for better corrispondance with city names maps
  • Military traits dropped
  • Unique Powers added
  • You’ll no longer get new civ popups for civs too close to the birth year
  • Leader names replaced by Nation name in score displays
  • Reorganized a part of the code
  • Taoism moved to Calendar
  • Greeks now start in 1800BC
  • Tweaked AI tech preferences again to avoid Greece founding Confucianism

v0.69

  • Reenabled religion founding through tech
  • Tweaked AI tech preferences
  • Taoism moved to Writing
  • Confucianism moved to Mathematics
  • Barbarian XP cap lowered to 12
  • Rebalanced some starting units
  • Hopefully fixed Spanish preference of moving the starting settler to the coast
  • New AI tweak that will stop AI from building settlers if there are no „appropriate” locations available (rather than building and storing them: settlers spam bug should be even less likely to show up)
  • Updated some no-founding areas
  • Added 5 parameters rating in startup menu
  • Added one „military bonus” for each civ: a free promotion for one unit type. Each combination is different
  • Added civ specific unit support costs modifiers
  • Added civ specific inflation modifiers
  • Removed leader traits
  • Tuned modifiers to rebalance trait changes
  • New main menu logo
  • Added Arabian city names map
  • A few passages through Andes now open

v0.65

  • Added population bonus and improvements upgrade speed modifiers
  • Plains graphics slightly changed
  • Added free buildings for late starts: USA in particular will benefit from this change
  • Limitations for ancient wonders production by late starting civs set active
  • Updated some founding areas to fix japanese settlers spam
  • Reduced settler production weight in city AI for Egypt, Japan and Aztecs, increased for some European powers after Astronomy
  • Barbarians warriors can’t appear on partially impassable terrains anymore
  • Slightly reduced amount of some starting units
  • Shrines can produce max 20 commerce. This way Arabia will be a little less rich (being Christianity so widespread, its income was huge)
  • Aggressive AI game option enabled
  • Tuned some modifiers
  • Hinduism and Taoism founding bug really fixed this time
  • Removed multiple new era splash screens
  • Jungle can be mined with just Bronze Working
  • Improved Incan terrain
  • Removed some jungle in Brazil and Papua
  • Removed some food from Japan, China, Egypt and Arabia
  • Removed some flood plains from Egypt
  • First 6 city name maps updated by Red Threat
  • City rename correspondances expanded

v0.62

  • Buddhism founding bug fixed
  • Updated some founding and no-founding areas
  • Added button for marshes
  • Removed swamp entry in the pedia
  • Added support for localization
  • Fixed wrong difficulty level labels pedia
  • New globe preview
  • Desert now costs 2 movement but War Chariot and Camel Archer ignore it
  • Removed conditions for flip popup (now will always appear)
  • Reduced Islamic spread factor
  • Removed starting techs from civ selection screen
  • War declaration after a popup bugs fixed
  • BC, AD localization
  • Added starting year in civ selection screen
  • Added civ-specific religion spread modifiers
  • If you say no to a flip, half of your land units will betray you and join the new civ. So, more the units you store to win a war, more you risk to lose them

v0.60

  • Minor changes to the map
  • Tuned handicap values
  • Hinduism and Islam founding bugs should be fixed
  • Added random modifiers for some founding dates
  • Adjusted land area for domination victory
  • Tweaked domination victory formula
  • Legendary culture threshold reduced to 20000==
  • No more 50 culture in new civs’ capital; 50 culture in each plot surrounding every flipped city instead
  • Barbarian culture grows slower (so that Cadiz won’t cover Madrid location)
  • Moved Sanaa and Lhasa position
  • Reorganized some code
  • Corrected barbarian spawn regions to lighten barbarian pressure on Byzantium and England
  • Fixed revealed plots at 0,0 bug

v0.59

  • Updated some founding and no-founding areas
  • Human flip popup slightly more likely to show up
  • Marshes impassable to every unit except air units, sea units, animals, settlers, worker, scout, explorer, spy, missionaries, jaguar, queucha, conquistador, marine, navy seal, gunship
  • Jungle impassable to every unit except air units, sea units, animals, settlers, worker, scout, explorer, spy, missionaries, jaguar, queucha, conquistador, marine, navy seal, war elephant, gunship
  • Cheaper SS components
  • Fixed TXT_KEY_etc. bug
  • Minor changes to the map (india, persia, south america, mali)
  • Farms on flood plains allowed just with biology.
  • Tuned handicap values
  • Increased some renaissance, industrial and modern tech costs
  • Automatic founding of religions. If the birthplace city doesn’t exists, founding occurs in a broader area
  • Culture bug partially fixed (it’s necessary to keep it alive for having culture modifiers)
  • A new born civ gets 50 culture in its capital
  • Changed French starting units

v0.57

  • Increased war probability
  • Found value areas system changed to a better model that uses Soma’s maps
  • Fixed archer on the sea (corrected Susa position)
  • Reduced barbarians once more
  • The help script for France, Spain and England now also replaces some galleys with galleons
  • Settlers spam bug reintroduced (!!!: it’s necessary to keep it alive at least up to the discovery of compass)
  • Save, load and exit game bugs should be finally fixed
  • Some code has been reorganized and simplified
  • Marshes added
  • Rocketry requires Industrialism too

v0.54

  • Dropped the ’B’: from now on it goes without saying
  • Lutetia bug fixed
  • Japanese citymap added
  • Tuned Arabia and USA
  • BARBARIAN_MAX_XP_VALUE raised to 17 (let’s try..in case we’ll switch back)
  • Catapults pushed back to Mathematics
  • Cannons strength lowered to 10 and pushed back to Gunpowder
  • GreatWorkCulture reduced to 2000
  • Great Persons modifiers retuned
  • Dawn of Man now displays correct starting date
  • Areas that AI should value more for sending settlers now working
  • Settlers spam bug now should really be fixed
  • Removed uneffectives old fixes
  • Timeline slightly reduced (460 turns)
  • Increased cost of some industrial and modern techs
  • Caribbean area slightly improved

v0.52B

  • Tuned barbarians again
  • Added new coastal graphics that should have been in from the beginning – no idea why they were lost
  • Minor additions (resources) to the map
  • Added Susa
  • Changed many city names and expanded city renaming system
  • Any human city can flip if discontent OR with no military units OR under occupation OR with foreign culture (threshold 20%) OR all of the following conditions: (enough distant from capital, AND that isn’t a government center, AND the civ has got a decent amount of cities)
  • If it can flip, a popup will appear. If player says no, the new civ declares war and it’s reinforced.
  • Galleons gift now will happen twice
  • Tuned French modifiers
  • Culture and Great Persons civ-specific modifiers
  • Added Persian cities

v0.49B

  • Tuned barbarian strength
  • Barbarian raze probability lowered
  • Enlarged Egypt (starting location moved south 1 tile)
  • Tuned American handicaps
  • Added City naming engine
  • Added Egyptian, Indian, Chinese, Greek and Roman city tables
  • Added Norse (barbarian) galleys to prevent early settling of England
  • Bonus colonists for England, Spain and France in the appropriate era
  • Civs not spawning bug hopefully fixed

v0.46B

  • Python exception when founding cities fixed
  • Greek spawn popup fixed
  • Replay wrong messages (civ destroyed and city names) fixed (deleted)
  • Exit to main menu bug (probably) fixed
  • Handicap levels renamed
  • Customized civ growth
  • AI should no longer store more than one settler in the same area
  • Fixed lion fog of war
  • Minor changes to the map (Crete, Russia)
  • Keshiks now replace knights
  • Increased city distance for India, Russia, Mali, Incas, Mongolia, China
  • Slightly increased cost of many Renaissance and Industrial techs; reduced cost of Astronomy and Calendar

v0.45B

  • Tuned modifiers and added more for production and workers work rate
  • Dynamic switch through a popup: the human player will have ONE possibility of taking control of a new born civ
  • Victoria replaces Elizabeth
  • Tech icons bug fixed
  • Tech assignement bug fixed and moved back to python

v0.43B

  • Resources system * some resources will appear later, such as horses in America. It's very close to how RoC was.
  • Got rid of the lion
  • Tech assignment moved to the WBS. Unfortunately the bug is still alive, and then I really don't know what should I do.
  • Minor changes to the map
  • Minor tweaks to the spawning method, to make it fit the lion issue
  • Tuned tech rate
  • Slightly increased prince level
  • Shorter soundtrack
  • City distance should be back to how it was in 038 (but I'm not actually sure that's happening)

v0.40A

  • Customized difficuly levels: just 3 (which names will be decided later) but will be different from civ to civ. Your reports now will help tuning these values, both for the AI and the human player (but for the human it depends on the choice of 3000BC or late start).
  • Customized AI unit weight from civ to civ (more than just the XML modifier)
  • Corrected tech rate
  • Added barbarians in north America
  • Minor changes to the map (including Byzantium)
  • Fixed Arabian spawn bug
  • Removed a condition for city flipping
  • Added fishing and sailing to France, England and Spain
  • Buddhism and Hinduism moved to better match founding date

v0.38B

  • Late human player start

v0.38

  • Fixed American spawn
  • Tuned barbarians again
  • Added resources and rivers in Europe
  • AI now isn't just limited in those coordinates when searching where to settle, but will assign a higher value to those regions and a lower value to others
  • Added modifiers that hopefully will make Greece and England like more Byzantium and Ireland
  • Changed unitAI type of starting galleys of Greece and England (transport instead of attack)
  • Refined fall of civs system, now including a trigger for losing more than half of the cities to any civ, in addition to more than 1/3 to barbarians
  • 500 turns timeline: what used to be 1800 is now 1610==
  • Added religion founding events, that will be triggered only if the religion hasn't been founded yet

v0.34

  • Ireland, Greece, Turkey, Germany, Denmark, India, resources moved
  • Fall of civs reenabled! But in a different way: now if half of a civ's cities fall into barbarian hands, the rest will collapse too. Unfortunately this doesn't count razed cities, only captured
  • All improvements except plantation require Biology to be made on jungle
  • More balanced barbarians
  • Civ spawn related bugs fixed

v0.32

  • AI more tolerant to founding if another cities already takes some tiles
  • Egypt, Greece and India rebalanced
  • Code for spawn of civs rewritten and reorganized, should work better now (please report any error)
  • Cutting jungle postponed to Biology

v0.29

  • England and France regions changed
  • postponed France, Germany and Mongolia
  • new timeline: 400 turns, ends in 2050AD, very similar to the RoC one. Remember to select normal speed
  • barbarian hordes in late ancient age enabled
  • a couple of coordinates and handicap adjustments

v0.26

  • Handicap levels that differ from AI to AI
  • Tech assignment bug fixed
  • More barbarian cities
  • More barbarian units (will break contacts at the beginning)
  • Jerusalem might found Judaism (please report if it happens)
  • Prefered distance from city to city customized from civ to civ (standard distance for China and India, much shorter for all the euros)
  • A couple of fixes here and there

v0.2

  • AI tweaked for all the civs: each one has its region and won't spam other territories. After some techs (like Astronomy) the regions will change. be sure that especially Euro civs get those techs
  • some more barbarian cities
  • some bugfixes including the correct spawn of units after flips and of sea units

v0.11

  • new DLL (check if cities are closer now, though I guess they don't)
  • updated map (Baltic, Indonesia, East Africa, Greece)
  • some barbarian cities spawn (to be expanded)
  • barbarian units spawn in Mongolia
  • fall of civs temporarily disabled
  • fixed Russian skirmishers