* Made water oil wells require the Refrigeration tech
Oil wells can now only be created on water with the refrigeration
technology.
This is not the ideal solution: it would be preferable to support
multiple improvements for a single resource, to add offshore platforms
as a separate improvement for coastal oil that requires refrigeration
and to disable building oil wells on coast. Allowing multiple
improvements for a resource would however be a much more significant
refactor.
* Added back "terrainsCanBeBuiltOn": ["Coast"]
* city-state bonuses graded depending on friend or ally
* siam militaristic UP, cleaned up presentation
* fix strings
* move city state modifiers to json
* city-state bonuses graded depending on friend or ally
* siam militaristic UP, cleaned up presentation
* fix strings
* move city state modifiers to json
* Restructure eras.json
* reduce indentation in DiplomacyManager.kt
* Add fallback values in cas of missing json definitions
* review edits
* fix conflicts???
Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
Helicopters are implemented as land units, so the anti-air units (land
anti-air and fighters) did not yet have this bonus.
Also corrected the damage bonus of triplanes and removed a redundant
"6 tiles in every direction always visible" unique.
* Implemented Zone of Control
* Implemented "move after attacking" ZoC exception
Units that can move after attacking are not affected by zone of control
if they move because of defeating a unit.
* Implemented all missing special ZoC cases
As described in:
https://forums.civfanatics.com/resources/understanding-the-zone-of-control-vanilla.25582/
* Slightly optimized ZoC logic
* Modified the "possible optimization" comment
Added the knowledge gained from SomeTroglodyte's tests.
* Added "Ignores Zone of Control" unique
Implemented the unique and gave it to the Helicopter Gunship.
* Implemented religious pressure: cities now can have more than one religion in them and religions spread between nearby cities over time.
* Implemented proposed changes
* Implemented requested changes & minor changes I forgot to include last time
* All pantheons not founded by you are now removed when you gain a new city (found this somewhere in the source code of the original, don't know if it's documented anywhere online)
* Ruins now have their own file
* Added religious rewards
* Added an option for only enabling rewards after a certain amount of turns
* You can now weigh rewards making some more likely than others
* Cleaned up some code
* Make new changes compatible with old mods
* Implemented proposed changes
* Implemented requested changes
* Implemented requested changes
will this break a hypothetical save where someone is now researching a tech and has all required techs for now but not the new to be added requirement?
* Added missionairy units, which can spread religion and bought with faith
* Forgot an include, minor additions
* Forgot credit for the missionary image
* Large refactor, enabling buying with almost all stats, split IConstruction into IConstruction & INonPerpetualConstruction
* Does this fix the tests
* Fixed accidentally removing all trailing spaces in template.properties
* Thanks to someTroglodyte for paying more attention than I do :)
* Implemented requested changes
* Fixed large amount of question marks
* Missing space, of course
* Fixed function name change
* Fixed merge problems
Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
- Deserts are a little bit more common (but now have higher chance of being stripes)
- Slightly reduced range of Tundra.
- Slightly reduced amount of Snow.
- Grasslands can now appear next to desert tiles and huge plains areas are much less likely.
* Added globalization tech
* Added united nations and backbone for diplomatic victory
* You can now vote with the united nations every 20 * gameSpeed turns, and the results will be displayed the turn after
* You can now win with diplomacy
* AI will now vote in the united nations
* Added the amount of turns till the next diplomatic vote in the diplomacy overview
* Added translatable strings
* Implemented most of the requested changes (rest coming soon)
* Implemented further requested changes
* Split off unitTypes to its own json, only containing the domain it can travel in for now
* Updated translationFileWriter to handle this file correctly
* Updated promotions file
* Implemented requested changes
* Units without a sprite use the sprite of a first unit with the same type
* Implemented proposed changes
* Fix Hagia Sophia and CN Tower not giving civ 5 bonuses
i got the information about Hagia Sophia from @ravignir and CN Tower from civ wiki. i will also add faith to buildings that give faith in G&K but will do it as a commit, that so that it would be easily revertable if faith doesnt just get ignored when religion is disabled
* Create Buildings.json
* Delete Fix Hagia Sophia and CN Tower not giving the bonuses it gave in civ 5
This should make the map look more like a civ5 map:
here is a spreadsheet i've created and used to make these changes: https://drive.google.com/file/d/18uacHvZlh4FoM8xEVH4J9jaAmtHomutr/view?usp=sharing
What it does:
- makes center of a map mostly Grassland with some bits of Plains
- next biome is Desert and Plains with a rare patches of Grasslands.
- next biome is again Grasslands and Plains (in about equal proportions)
- final biome is Tundra that turns into Snow towards poles.
- makes the whole map look less stripy.
It looks kind of messy, but i tried to make it as compact as i could.
* Deprecate "Can only be built on Coastal tiles"
* Deprecate "Cannot be built on bonus resource"
* Deprecate "Can only be built on Coastal tiles" - bump 'as of'
* cellular automata for mountains and hills
* cellular automata for mountains and hills
* tweaks
* spawn location algorithm
* consolation prizes
* improve city state spawns
* AI settle in place if possible
* make heightmap generation mod agnostic
* wonder splash screens
* wonder splash screens atlas
* reset to master
* Add Sweden
* add translations
* translations
* implement first part of UP
* add icons to atlas
* implement second part of swedens up
* implement first hakkapeliitta unique
* implement second hakkapeliitta unique
* gifted GPs are removed
* update sweden symbol
* translations
* review Hakkapeliitta unique
* removed unneccesary parameters
* hakka UP review
* Hakka UP part 2
* yairm's reviews
* translations for fixes
* removed [great person generation] parameter as it's hardcoded anyway
* Moved check for stacking unit bonus outside great general logic
* Minor things
* Added a few follower beliefs
* Implemented follower beliefs when founding a religion
* Added missing follower beliefs as much as possible
* Religion screen now scrolls correctly
* Buttons for chosen religions are now disabled instead of removed, idea couresty to someTroglodyte
* Implemented requested changes
* Fixed crashes on loading save games with religion
* Added missing credit
* Religious cities now show religion icons in the city button
* Add icons for religions
* You can now found beliefs, with snazzy icons!
* Fixed bug which made prophets impossible to generate
* Added missing translatable strings
* Fixed translation tests properly
* Implemented requested changes
* Implemented part of the requested changes
* Removed SplitPane in favor of Table
* Removed unused code
* Capped the amount of foundable religions to the amount of religions
* Added all remaining pantheons
* AI now choose pantheons, AI no longer tries to get mutually exclusive policies
* I don't know why this was changed
* Implemented requested changes
* Add a very simple display for the religion in a city
* Added missing credits for shrine
* Added Great Prophet unit
* Great prophets can now be generated using faith
* Great Prophets can now construct holy sites
* Great Prophets can now spread their religion to friendly cities
* Holy site can only be constructed if the great prophet hasn't spread religion yet
* Added missing translation string
* Fixed more translation problems
* Implemented requested changes
* Added the nation of the Netherlands
* Added Sea Beggar, Dutch unique unit
* Added polder improvement, Dutch unique improvement
* Added national ability
* Fixed Air Targetting not having icon
* Fixed the huns not having battering ram unique unit
* Plundering with multiple levels of coastal raider no longer creates multiple notifications
* Implemented requested changes
* Fixed carriers in mods no longer working
* Fixed scouting prerequisites
* Fixed surivialism not having icon or prerequisites
* Fix logistics in mods not working
* Added image for supply promotion
* Added Era.json and imported the data to the ruleset
* Units at start are now also determined by eras.json
* Research agreement costs now determined by json file
* Gold and Culture provided at the start are now awarded
* Can no longer build wonders that are more than two eras older than the starting era
* Default population and buildings for settlers can now be added
* Added checks for validity of eras.json file in mods
* Colors for the icons of technologies are no also saved in eras.json
* Removed constants for all era's as they have been generalized away by this PR
* Removed spurios println's
* Added compatibility for mods
* Updated the military unit you get from ruines to be the military unit you received at the start of the game
* Generalized "[1] extra interceptions may be made per turn"
* Generalized and rephrased Cover promotion (requires #4311 to work)
* Generalized Logistics
* According to the civilopedia the defence value of cover has also risen, apparently
* Updated Ambush strength values
* Split up Targeting and Air Targeting (different strength bonus)
* Generalized Haka War Dance
* Added Supply promotion
* Renamed a unique so it matches other uniques
* Implemented May heal outside of friendly territory better
* Implemented requested changes
* Added privateer unit
* Privateers can now capture other naval units
* Updated Coastal Raider promotion to include the gold gained from damaging cities
* Added missing translatable notification
* Implemented requested changes
* Implemented requested changes _but better_
* Forgot to update a variable name
* Added the nation of The Huns
* Added unique units of The Huns
* Removed MountedRanged unitType
* Implemented requested changes
* Fixed some typo's, split up a very long function for redability
Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
* Added a few simple beliefs for testing
* Moved CityReligion to its own file
* Created a picker screen for choosing pantheons
* Pantheon uniques are now calculated only for cities with the specific pantheon
* Added all the pantheon beliefs that can easily be added and commments for the ones still missing
* Games only have religion if either the user specifically asked for it, or uses a mod with religion
* Implemented requested changes
* Fixed bugs where nukes don't work due to capitilzation issues
* Renamed existing translations
* Fixed crash happening when nuking tiles without an owner
* Added notifications to attacker for civs that have declared war as a result of the nuke dropping
* Changed some interception-related uniques
- "Can not be intercepted" -> "Cannot be intercepted"
This really irked me, and the new version is also how it is written
in the wiki.
- "Reduces damage taken from interception by 50%" ->
"Damage taken from interception reduced by [50]%"
* Added "Cannot be carried by [unitFilter] units" unique
* Added an icon for Stealth
* Added Stealth technology and the Stealth Bomber
* Possibly fixed incorrect rounding for interception damage bonus
* Various code style changes
* Made Stealth Bomber interceptable, but with 100% damage reduction
* Implemented Nuclear Submarine and Missile Cruiser units
* Information Era -> Atomic Era; Future Era -> Information Era, conform G&K
* Fixed deprecated uniques still working
* Implemented requested changes
* Generalized building of improvements
* Readded support for the deprecated unique "Can build improvements on tiles"
* Small code quality changes
* Implemented requested chagnes
* Added the addPopulation() and setPopulation() functions to add population to cities and automatically reassign them
* Added the Telecommunications tech
* Added the CN tower
* Implemented Bomb Shelter
* Added icons for new buildings
* Implemented requsted changes
* Improved nukes
* Fixed build error (probably)
* Implemented reocmmended changes, fixed some other stuff, the usual
* Implemented requested changes
* Fixed Tech connections
* Fixed nuclear missiles and guided missiles being interceptable
* Missiles are no longer air units. This is, as they cannot be stationed on carriers and cannot be intercepted.
* Reordered units
Consistently ordered units based on, in decreasing priority:
- Tech tree column
- Height in tech tree column
* Added Nuclear Fusion technology and GDR
* Fixed open terrain bonus working in rough terrain
Fixed#4139 - The open terrain combat bonus no longer works in rough
terrain.
Deprecated "Open terrain" and "Rough terrain" uniques and undeprecated
"rough" property of terrains.
* Minor simplification
* Replaced "rough" with "Rough terrain" unique
* Empty commit to re-run the build checks
* Created Patronage policy branch -- draft
* Patronage branch is now functional
* Added images for the policies
* Temporarily bandaged backwards compatability, added incompatabilities
* Implemented recommended changes
* Fixed acquirement of 'patronage complete' not being saved
* Reverted change I was unhappy with
* Implemented requested changes
* Fixed build errors
* Implemented recommended changes
* City States can now give any great person, including unique ones, conform Ravignirs tests
* Corrected building construction costs
Full changelog:
(Changes marked with a "!" deviate from the surrounding pattern)
Lighthouse 100 -> 75 (!)
Great Lighthouse 250 -> 185 (!)
Temple 120 -> 100
Burial Tomb 120 -> 100
Mud Pyramid Mosque 120 -> 100
Market 120 -> 100
Bazaar 120 -> 100
Mint 120 -> 100
Aqueduct 120 -> 100
The Oracle 300 -> 250
Petra 300 -> 250
Great Wall 300 -> 250
Monastery 160 -> 120
Workshop 160 -> 120
Forge 160 -> 120
Hagia Sophia 400 -> 300
Chichen Itza 400 -> 300
Machu Picchu 400 -> 300
Harbor 200 -> 120 (!)
University 200 -> 160
Wat 200 -> 160
Castle 200 -> 160
Mughal Fort 200 -> 150 (!)
Armory 200 -> 160
Angkor Wat 500 -> 400
Alhambra 500 -> 400
Notre Dame 500 -> 400
Observatory 250 -> 200
Opera House 250 -> 200
Bank 250 -> 200
Satrap's Court 250 -> 200
Hanse 250 -> 200
Theatre 250 -> 200
Sistine Chapel 625 -> 500
Forbidden Palace 625 -> 500
L. Tower of Pisa 625 -> 500
Himeji Castle 625 -> 500
Seaport 300 -> 250
Windmill 300 -> 250
Taj Mahal 750 -> 625
Porcelain Tower 750 -> 625
Museum 360 -> 300
Public School 360 -> 300
Arsenal 360 -> 300
Military Academy 360 -> 300
Louvre 920 -> 750
Big Ben 920 -> 750
Brandenburg Gate 920 -> 750
Hospital 500 -> 360
Stock Exchange 500 -> 360
Eiffel Tower 1250 -> 1060
Statue of Liberty 1250 -> 1060
Kremlin 1250 -> 625 (!)
Neuschwanstein 1250 -> 1060
Nuclear Plant 750 -> 500
Solar Plant 750 -> 500
Sydney Opera House 2000 -> 1250
Manhattan Project 2000 -> 750 (!)
Apollo Program 1500 -> 750 (!)
* Corrected Hanging Gardens
10 food -> 6 food.
Now provides a free Garden.
* Corrected Statue of Liberty
Now provides a free social policy.
* Corrected Angkor Wat
Now unlocked with Education instead of Chivalry.
* Corrected Cristo Redentor
Now unlocked with Plastics instead of Flight.
* Corrected Kremlin
No longer gives 12 city strength (this was removed in G&K).
* Corrected Manhattan Project
Now unlocked with Atomic Theory instead of Nuclear Fission".
This does buff nuclear missiles quite a bit, since you no longer need
Nuclear Fission, but that's only because the last part of the tech tree
is very incomplete, and provides nuclear missiles too early. We need to
start correcting it somewhere.
* Corrected Leaning Tower of Pisa
Now provides +25% great person generation in all cities.
* Corrected Kremlin some more
Now unlocked with Metallurgy instead of Railroad.
* Fixed Arsenal production cost correction
It is now actually 300, as was stated in the previous changelog.
* Reordered many buildings
Reordered many buildings to conform to the tech tree order.
In order of priority:
left to right, top to bottom, buildings to national wonders to wonders.
* Corrected production cost for Colossus
Colossus was wrongly ordered in the json file, so its production cost
was unknowingly changed from 300 to 250 (this was not noted in the
previous changelog), however, it should be even lower: 185. This commit
corrects this.
tl;dr 250 -> 185
* Corrected Hermitage
Now unlocked with Architecture instead of Archaeology.
* Corrected National Treasury
Now unlocked with Guilds instead of Currency.
* Reverted incorrect corrections
Kremlin:
Provides 12 city strength again.
Statue of Liberty:
No longer provides a free social policy.
* Added the Utopia Project for the culture victory; AI will now build it
* Forgot to credit the icon
* Fixed a few minor issues
* Improved code quality; added translatable notifications
* Fixed mistakes; improved quality
* Changed a label
* Revert a small change which is no longer necessary
* Reverted the revert of a small change which is no longer necessary
* Made requsted changes
* Updated Tradition branch to G&K
* Small performance boost for calcualting maintenance; fix crash on next turn
* Fixed a bug where maintenance-free buildings would still cost maintenance
* Simplified some code
* I am unable to read
* Fixed a few broken uniques, including #4109
* Implemented requested changes
* Updated Liberty branch to G&K, improved modularity of uniques
* Updated meritocracy to only affect non-occupied cities
* Implemented requsted changes
* Updated some unit obsoletions
* Added a missing unit upgrade
* Added some missing commas in units.json
* Replaced Military Base icon with a simpler one
The original had a bit too much detail for the size at which it is
shown.
* Enabled Arsenal and added a new Armory icon
The old icon for Armory was much more appropriate for Arsenal, so I
added a new icon for Armory instead.
* Enabled Military Base and added an icon for it
* Enabled Petra and added an icon for it
* Enabled Composite Bowman and added an icon for it
* Enabled Mobile SAM and added an icon for it
* Enabled Jet Fighter
* Made Machine Gun upgrade to Mechanized Infantry
* Removed "Will be added in G&K" comments
Since we are now targeting G&K, these comments are no longer required.
* Fixed Aluminum/Aluminium inconsistencies
* Added the paratrooper unit
* Reverted accidental reordering of action table
* Fixed Github build errors
* Hopefully actually fixed the build errors
* Added a Dutch translation, finally fixing the error
* Paratroopers can no longer actually paradrop on a tile they shouldn't be able to paradrop onto
* Removed double update action
* Add global alerts for certain constructions
In the original game, certain constructions alert all players upon
their completion. This commit introduces a new unique for this behavior
and adds this unique to the relevant constructions.
The code that implements the new unique is placed in
Building.postBuildEvent, so it can only be activated by buildings. If
other kinds of constructions require a global alert as well, the code
could be moved to CityConstructions.constructionComplete.
* Removed redundant line in template.properties
* Moved global alert logic to CityConstructions
Moved the implementation of "Triggers a global alert upon completion"
from Building.postBuildEvent to CityConstructions.constructionComplete,
close to the similar Wonder notification logic.
* Technology and construction bars no longer extend past their maximum
* Fixed compile errors
* actually fixed the issue
* Added the marine unit
* Moved amphibious promotion effect to unique
* Added icons for Amphibious promotion and Marine unit
* aaah
Previously, the buildings and wonders that should boost spaceship part
production (Forge, Spaceship Factory and Hubble Space Telescope) would
not provide this boost (#3952). This commit fixes the issue.
The problem was caused by the fact that the spaceship part-boosting
uniques would only boost spaceship part UNITS while spaceship parts are
currently buildings.
The added comments serve as a reminder to change the uniques if
spaceship parts are ever changed into units.
* changed hill to terrain Feature
* Update Terrains.json
* Update Terrains.json
* Snow with capital S
* Fixed tests failing
* Added check for ruleset supports hill as terrain feature
* no message
* Revert "no message"
This reverts commit 9ece60bd58.
* Renamed Haka War Dance effect to Intimidation, to make it more applicable to non-Maori Warrior units.
* no message
* Parameterized civUnique for extra experience from combat
* Update build.gradle.kts
* Update BattleDamage.kt
* Update Policies.json
* Update Battle.kt
* Fully parameterized nationwide XP gain
* New parameterized uniques for border expansion - "-[]% Gold cost of acquiring tiles []" and "-[]% Culture cost of acquiring tiles []"
* Parameterized uniques for acquiring new tiles via either culture or gold
* Parameterizing expansion unique - improved calculation method
* Improved parameterization for border expansion uniques
* no message
* Revert "no message"
This reverts commit 9ece60bd58.
* Renamed Haka War Dance effect to Intimidation, to make it more applicable to non-Maori Warrior units.
* no message
* Parameterized civUnique for extra experience from combat
* Update build.gradle.kts
* Update BattleDamage.kt
* Update Policies.json
* Update Battle.kt
* Fully parameterized nationwide XP gain
* try to implement korean ability
* Corrected typo error
Coreect camel typo errror
* updated new korean feautre translation.
* edited korean unique text to get right sentence.
* merge duplicated code into addScience(Int)
Their entries were kept in the json files so as to not break pre-existing save files.
-Units and buildings that are unbuildable are not shown in the pedia or tech picker as being unlockable by tech
* -Consolidated unit kill bonus uniques.
Syntax is "Earn []% of [] opponent's [] as [] for kills" for both units and nations.
Ex.
"Earn [10]% of [military] opponent's [Cost] as [Gold] for kills"
or
"Earn [100]% of [Barbarians] opponent's [Strength] as [Culture] for kills"
Only Culture and Gold are supported as rewards now, but it can be expanded later. The pictish warrior unit in G&K gets 50% of opponent's strength as faith, so we can have the function edited to allow for faith when we get to that point.
Only Strength or Cost is supported as what the reward amount is based on.
-Policies.json and Nations.json were changed to fit the new syntax. The old syntax still works for mods for now.
-matchesCategory MapUnit function can now check if the unit is a barbarian
* -Compatibility for depecrated unit kill bonus uniques done more efficiently and counted only once (since prior to this PR, it was also counted only once)
* -Changed it to "Barbarian" instead of "Barbarians", added "Barbarian" to template.properties
* space after translation template
* -New unit unique "Bonus as Defender []%". "+25% Combat Bonus when defending" now deprecated, but kept for now for mods. Json promotion changed to fit new syntax.
Defender Bonus modifier "Defender Bonus" added to template.properties for translation.
-"All newly-trained [] units in this city receive the [] promotion" now uses unit category checking.
-New building unique "New [] units start with [] Experience in this city"
This can used by Poland's stable unique replacement in BNW, as it gives extra xp for mounted units.
"New [] units start with [] Experience" is the new nation wide version of this.
"New military units start with [] Experience" is now deprecated, but kept for now for mods. Json policy changed to fit new syntax.
-Unit category checking can now check for "non-air", "military", "military units" and uniques.
Added "military" to template.properties for translation.
-New unit unique "No defensive terrain penalty". Admittedly this is for a mod I'm making.
* translations must have spaces after!
* -Attacker Bonus unique changed to "+[]% Strength when attacking"
Changed Units.json and and Wolf Pack from UnitPromotions.json to this syntax
-Defender Bonus unique changed to "+[]% Strength when defending"
Armor Plating promotions were changed to this syntax
* Starting unified unit category checking. This will increase flexibility with uniques as well as cut down on uniques that have only a slightly different way of checking unit categories.
Things currently checked by the category checking method are:
Type of unit
Name of unit
Whether unit is wounded
If the unit is land, water, or air
"Bonus vs City y%" still works currently.
Uniques that have been changed/added to use this category checking method so far are:
"Bonus vs x y%"
"[] units deal +[]% damage" (parameterization of "Wounded military units deal +25% damage")
"[] units gain the [] promotion"
If PR approved, using this method for more uniques would be a good idea.
Commented as depecrated are these uniques
"+[]% Strength vs []" (this has not been used in json files)
"Wounded military units deal +25% damage" (policies json file was updated to use parameterized version)
The following was added to template.properties for translating modifiers:
Air
Wounded
* translation ending with a space
* -Changed matchesCategory method for CityCombatant to what was suggested
-Changed matchesCategory method for MapUnitCombatant to what was suggested
-Use type.name instead of type.toString().toLowerCase()
-Lowercasing is no longer allowed for type names and unit names.
I kept the lower cased versions of wounded, land, water, and air for compatibility as several of the uniques are phrased like "Bonus vs land units 25%" and such and have entries in template.properties (ie. land units = ).
* -Lowercasing is no longer allowed. For wounded, land, water or air, you have to either use the capitalized version (ie. "Wounded") or lower case with units (ie. "wounded units"). This lets preexisting uniques that use "wounded units" etc still work while also letting people use the singular capitalized word (ie. "Wounded") for other uniques.
* fixed missing check for wounded units
* Redid things with help from HadeanLake:
-"+[]% combat bonus in []" Unit Unique
-"+[]% combat bonus for units fighting in []" Nation Unique
-Both of these can check for terrain or Friendly Land or Foreign Land
-Function to add stacking modifiers
-Himeji Castle and Foreign Legion had uniques changed to fit this syntax
-Old way still works for now, but deprecated
* fixed comments about deprecation and the new syntax
* Renamed some quests to better ones (Kill Camp -> Clear Barbarian Camp and Kill City State -> Conquer City State)
* Quests names are hardcoded in a enum class
* Quests.json translations automated
* City State quests
* Flag to log two civ ever been friends
* Utility functions in GameInfo
* Created Diplomacy Action for notifications
* Utility functions for map
* Can be specified a custom color for surroundWithCircle
* Translation placeholder utility
* Added Quest model
* Utility function: number of researched technologies
* Image atlas rebuilt
* Localization
* Updated DiplomaticFlags and added EverBeenFriends
Slightly reworked nextTurnFlags() for code clarity and introduced the new flag EverBeenFriends that is set as soon as two civilizations are at least friends. It never expires.
* Removed quests not implemented yet from json
* parameterized "Culture cost of adopting new Policies reduced by [10]%" and "Each city founded increases culture cost of policies [33]% less than normal"
* removed old fix for abcense of "Mass Media" tech so mods can have this tech
Windmill provides "+[10]% Production when constructing [Buildings]" (only regular buildings) instead of 10% to everything
Oxford University does not provide 50% science boost - it was a copying error from National College
* tweaked techs
Implemented "Reveals the entire map" unique ("Satellites" tech)
discovering a tech can trigger unique
"Remove Marsh" unlocked with "Masonry"
* fixed translation of "Owned: [amountOwned] = " line
* Tweaked culture from killing
Aztecs get melee strength of the unit killed in culture and honor opener does the same thing.
They stack. So you get culture equal to 200% of the dead unit's strength (not ranged strength).
* removed hurryCostModifier from units that should not have it
Default value of HurryCostModifier is 0
List of units with non-default HurryCostModifier:
Settler (20)
SS parts (-1) (cannot be hurried)
Frigate (20)
Ship of the Line (20)
Caravel (30)
Turtle Ship (30)
Catapult (20)
Ballista (20)
Horseman (20)
Companion Cavalry (20)
Swordsman (20)
Mohawk Warrior (20)
Legion (20)
Berserker (20)
* added missing definitions from vanilla (commented out)
added missing obsolete tech tags, etc
* tweaked hurryCostModifier, added missing vanilla buildings (commented out)
* added promotions and parametrized uniques
Morale (+[15]% Combat Strength)
Great Generals I ([Great General] is earned [50]% faster)
Great Generals II ([Great General] is earned [100]% faster)
Quick Study ([50]% Bonus XP gain)
Unretired Mass Media icon
Added Heroic Epic, National Epic and National Treasury national wonders
Heroic Epic has unique "All newly-trained [non-air] units in this city receive the [Morale] promotion" - "non-air" is valid param now
[Raising The Flag on Iwo Jima silhouette, Marine Corps War Memorial Raising the Flag on Iwo Jima Battle of Iwo Jima Washington, D.C., memorial free png](https://www.pngfuel.com/free-png/opgid) for Heroic Epic and Morale promotion
[Arc de Triomphe](https://thenounproject.com/search/?q=Arc%20de%20Triomphe&i=2936011) by iconfield for National Epic
[Bank](https://thenounproject.com/term/bank/213472/) by By P Thanga Vignesh for National Treasury
reused general icon for Great Generals and Quick Study promotions
* implemented "Cost increases by [30] per owned city of cities" unique
All vanilla national wonders that require something in all cities have it
* added uniques
"Nuclear weapon" - Game option "nuclearWeaponsEnabled" enables units with this unique
"Requires [building]" - Apollo Program, Manhattan Project etc
"Requires adopted [policy]" - in expansions Statue of Zeus will require "Honor", Prora - "Autocracy", Landsknecht - "Mercenary Army".
* merged "Requires adopted [policy]" with "Requires [Wonder]"
* Separated unique.params[0] to val filter
* Changed National Epic image
Fixed Moai
Wonder overlay will remove terrain overlay in default tileset
Oasis, Marsh and Atoll now have "Rare feature" unique, rare features can be added by mods
implemented TileInfo.fitsUniqueFilter(filterText:String): Boolean
parameterized uniques:
* "Must have an owned [Mountain] within [2] tiles"
* "Must be on [River]" - not to be confused with "Must be next to [River]" - the tile city on must have river at its border, not the adjacent tile
* "Must not be on [Hill]"
* "Must not be next to []"
* "Must be on [seacoast]" - next to "Coast" tile
* "Must be on [tile adjacent to source of fresh water]"
* "Must be next to [Water]" - next to any water tile, including "Lakes"
* "Must be next to [terrainFeature]"
* "Must be next to [unique]" - e.g "Must be next to [Rare feature]" - next to terrain or terrain feature having this unique
* fixed KotlinNullPointerException crash in chooseMilitaryUnit
random() is not to be used in predicate
* GodmodeCheckbox is not lockable and unchecked by default
* no great people actions if no movement points left
* unique "Can start an []-turn golden age" now has parameter and 8-turn golden ages will last 8 turns instead of 10
golden age can be started if unit is on own territory (even embarked)
* "Golden Age length increased by [50]%" - now has parameter
* tweaked changed fort and terrain defence bonuses
fort can be built on forest and jungle (vegetation will not be removed)
any open flat land gives 10% penalty
marsh gives 15% penalty
only top terrain counts, improvement bonus will be added to that
flatland + fort = 40%
hill + fort = 75%
hill = 25%
forest/jungle on flatland = 25%
forest/jungle on hill = 25%
forest on flat + fort = 75%
forest on hill + fort = 75%
forest on hill + citadel = 125%
fixed 20% penalty for attacking over river - will be displayed if unit is standing on the other side of river
"Amphibious" unique removes this penalty
* Farms near freshwater
* Farm now has unique "Can also be built on tiles adjacent to fresh water"
https://civilization.fandom.com/wiki/Farm_(Civ5)
Even snow: https://www.reddit.com/r/civ/comments/11qtko/farms_on_snow/
Hill+Farm, Snow+Farm, Tundra+Farm sprites by THE BUCKETEER and Ravignir from discord
* fields improvingTech and improvingTechStats converted into uniques
e.g.:
"[+1 Production] once [Scientific Theory] is discovered"
"[+1 Food] on [fresh water] tiles once [Civil Service] is discovered"
"[+1 Food] on [non-fresh water] tiles once [Fertilizer] is discovered"
* ai will build trading posts and farms in snow and tundra if it has no better tiles to work on
* "Provides a one-time Production bonus to the closest city when cut down" unique for forest
* update template.properties
* Added icons
* [temple](https://thenounproject.com/search/?q=temple&i=28256) By Fabio Meroni for Temple of Artemis
* [Canoe](https://thenounproject.com/term/canoe/402285/) By Viktor Fedyuk (Tim P) for Floating Gardens
* [Garden](https://thenounproject.com/search/?q=garden&i=1478380) By Bharat
Aztecs by Séan https://discord.com/channels/586194543280390151/633733497277775884/727255962754351104
Jaguar by Red11
Reused slinger icon for Slinger Withdraw
* Added buildings and uniques for them
garden - bonus building of the Medieval Era. City "Must border a source of fresh water"
Temple of Artemis - World wonder of the Ancient era
Floating Gardens - Aztec unique building, replaces Water Mill
"[+1 Science] Per [2] Population in this city" - for Library and Public School
"+[]% great person generation in this city" - for garden
"Must border a source of fresh water" - "fresh water" provided by river or tiles with "Fresh water" unique. Added "Fresh water" unique to Lakes and Oasis
"+[10]% growth in all cities" - now has parameter - for Tradition Complete policy and Temple of Artemis
"+[10]% growth in capital" - now has parameter
"+[15]% Production when constructing [ranged units]" - "ranged units" now valid param
"[stats] once [tech] is discovered" - Petra and Mughal Fort have it
"[+1 Production] from [River] tiles in this city"] - now can use "River" - for Hydro plant
* Added Jaguar - Aztec unique unit
New unique - "+[]% combat bonus in [param]" unique - Norwegian Ski Infantry, Jaguars and Mohawks have it. param can be terrainFeature or baseTerrain, in case of baseTerrain it implies there are no features like vegetation her
Implemented "Culture for the empire from each enemy unit killed"
tweaked honor policy - it should bring half as much culture, and same as Sacrificial Captives
Fixed penalty for terrain if unit do not have "No defensive terrain bonus" unique
* Added Aztecs
* Update template.properties
* update template.properties
* update template.properties
* update template.properties
* "[+1 Gold] for each adjacent [Road]" Roadstatus can be used now in tile improvement uniques
* Added hasViewableResource check to "[stats] from every [Resource]"
* Fixed translation of nation uniques
* Eras with no researchable techs will not appear in dropdown menu in new game options
* Implemented startingUnits, aiMajorCivStartingUnits and aiCityStateStartingUnits fields in difficulty
* reassignRemovedModReferences will also reassign if nation is a City-State in current ruleset
e.g. Venice will be unselected if player unselects Civ5ExpansionMod which has it as playable civ
* "Cannot be purchased" - new unique for non-wonders and units. SS parts have it
* Update template.properties
* Update Difficulty.kt
* scenario editing mode improvements and new uniques
* Fixed Russian nation unique - it is civ-wide bonus
* genericized "+[]% Production when building [] in this city"
* genericized "All newly-trained [] units in this city receive the [] promotion"
* changed some uniques to be able to have list of filters separated by comma as unique param
* scenario editing mode improvements:
Resource requirements when buying buildings and units are ignored
Limit for selling buildings is ignored
Workers improve tiles instantly
Units will not be disbanded if civilization has negative gold
* fix crash in scenario editing mode due to PerpetualConstruction not having a GoldCost
* undo comma separation
* implement All newly-trained [relevant] units in this city receive the [] promotion
relevant as in 'units that can receive'
* upadte template.properties
* unnecessary parentheses
* Not being annoyed by this vs less chance of forgetting to set gold before releasing scenario
* update template.properties
* add missing spaces