RoCX Change log

Changes in v1.23:

- AI to AI trade rate slightly increased
- Removed the chance of getting a settler from a goody hut, as it was too unbalancing. Now you can only get a warrior (Earth map only)
- Removed some build never flags for the random map
- Removed "build never science" flag for Portugal
- Helicopter operational range now 8
- Tank attack decreased to 15
- Modern Armor now costs 160
- Modern Armor defense decreased to 11
- Modern Armor renamed Main Battle Tank
- Mech. Infantry defense raised to 13
- Paratrooper attack now 5
- Jaguar Warrior cost decreased to 15
- Eagle Warrior and Clubman now both cost 35
- Fixed AI Strategies flags for Clubman, Elephant Archer, Musketeer, Swiss Mercenary, TOW Infantry, Spearman (5), Firelancer, Cossack
- Turtle Ship now can bombard but can't load units
- Mobile Tower can be loaded and can't load
- Carrier moved to Flight
- The Slave Trade now expires with Mass Production
- Oil appears with Combustion in random maps
- Deleted artificial lakes of Kahovka, Cimljanks, Rybinks, Kremenchug
- Edited Azov sea and Ladoga lake borders
- Added Marsh near Caspius and Azov sea
- Added one river in Peru
- Tuned German (+) strength
- Fixed crash occurring when building a carrier. Eastern civs now have the carrier with the standard animation
- Fixed Egyptian description
- Updated civilopedia

Changes in v1.21:

- Fixed European worker civilopedia pictures and description
- Old savegames (game started with v1.1) now compatible
- Fixed stealth attack targets for Submarine, Nuclear Submarine, Stealth Fighter, Stealth Bomber, Kamikaze, B-52
- Atomic Bomb no longer triggers a golden age
- Fixed Impi (now in the spearman-to-pikeman upgrade chain)
- Jaguar Warrior now available from the beginning. Aztecs no longer build warriors
- Jaguar Warrior now has blitz and its cost is increased to 20
- Armoured Warfare renamed Armored Warfare
- Updated Civilopedia entry for Jaguar Warrior and Armoured Warfare
- Fixed Leaning Tower civilopedia entry
- Tuned Aztec (+), Mayan (+) and Iroquois (+) strength

Changes in v1.2:

- Palace Guards now immobile
- Trebuchet no longer available to Rome
- Partisan no longer wheeled
- USMC now has ranged attack animation
- Added Ship of the Line, available with Naval Tactics
- Galleass now upgrade to Ship of the Line
- Changed Galleass, Cog, Frigate, Gallivat, Galleon, Man-o-War, Privateer, Turtle Ship, Ironclad and Carrier stats
- Increased cost of all the industrial and modern ships except Transport
- Secret Police HQ now causes an unhappy citizen in all the cities
- Raised culture per turn for some wonders (Pyramids, Artemis, Mausoleum, Izumo)
- Alchemy now requires Siegecraft too (so that Metallurgy is discovered later)
- Physics moved to the top of the medieval tech tree, after Humanism
- Humanism now requires Printing Press
- Military Tradition now requires Magnetism too
- Naval Tactics requires Mercantilism too
- Reduced Education, Firearms, Military Tradition, Flintlock and Naval Tactics cost
- Increased Banking cost
- New Totalitarianism icon
- Tuned Portuguese (+), Austrian (+), Arabian (-), Indian (+), Russian (-), Egyptian and Babylonian strength
- Deleted one barbarian unit near Babylon and changed one near Rome
- Deleted two horses in Russia and one in Spain
- Deleted two oil near the Baltic and Norther sea, and added one in England and two in Norway
- Deleted two rubber in Africa and two in South America
- Moved North American Mustangs locations
- Slightly decreased disease and plague strength (80)
- Tuned victory conditions (13k/35k, 25%/40%)
- Set new tech rates for random maps
- 4 turns now the minimum research rate for random maps
- Reassigned starting techs for random maps for Inca and Maya
- AI now has 2 starting units (warriors) in random maps
- Fixed Civilopedia entries (Mustangs, Galleon)
- New Middle Eastern Lancer animation
- New American, African and Middle Eastern Horse Archer animations
- New European worker animation

Changes in v1.1:

- England now Exp/Sea; Rome now Mil/Ind
- Expansionist civs now can build cheaper medieval and modern settlers
- Balloons now cannot be loaded
- Fixed USMC abilities
- Galleys and Dromons now can carry 1 unit
- Fixed Axeman orders
- Axeman, Oromo Horseman, Zeppelin, Bomber, Frigate, Destroyer, Dreadnought and Carrier now can upgrade
- Fixed Urban Militia-Partisan-Shifta-Guerilla upgrade path
- Fixed double Portuguese rifleman
- Rifleman now has only the defensive role flag, and it is available to Ottomans, too.
- Urban Militia, Partisan and Guerilla now don't require support, but suffer -2 hit points penalty. Shifta suffers only -1
- Urban Militia costs 50; Partisan and Shifta cost 75; Guerilla costs 100
- Frigate now has defense 4
- Gallivat now has attack 4, defense 3
- Fixed Ironclad-Dreadnought-Battleship upgrade path
- Reduced Ironclad, Carrier, Submarine, Destroyer, Battleship, AEGIS Cruiser, Nuclear Sub., Cruiser, Modern Destroyer and Modern Carrier cost
- Reduced all the nuclear weapons cost
- Crossbowmen can no longer be drafted
- Ansar Warrior now costs 80
- European Ironclad now rotates before attack
- Fixed Gallivat and War Chariot enslavement result
- Increased Cog ocean movement points
- Changed Gallivat movement points
- Changed USMC stats
- Monument now produces 3 culture per turn
- Fixed the Monastery: now produces 3 happy faces
- The Terracotta Army now have a frequency of 7 turns
- Magellan's Voyage now increases by up to 3 points naval movement
- Reduced Magellan's Voyage and The Statue of Liberty cost
- Democracy now required for era advancement
- Enlightenment no longer allows draft, MPP and embargoes
- Reduced Mesoamerican Cults cost
- Increased Chivalry, Education, Banking, Metallurgy, Firearms, Military Tradition, Flintlock and Naval Tactics cost
- Terrain domination victory condition reduced to 30%
- Tuned Chinese (+), Japanese (+), Iroquois (+), American (+), Roman (+), Greek (-), Arabian (-), Egyptian (-), Portuguese (+), Babylonian (-) and Viking (+) strength
- Flood plains tiles now crippled later (with Invention)
- Moved a goody hut in Eastern Europe location
- Removed one barbarian chariot
- Moved Mustangs locations
- Fixed Civilopedia entries (Religious Traits, Draft, Mantenance, Fortress, Barricade, Iron Working, Construction, Trench Warfare, Scout, A-Bomb, Phoenician Bireme, Gallivat, Privateer, Shifta, The Slave Trade, The India Trading Company, The Statue of Liberty, Hanging Gardens, Art of War, The Great Wall, The Oracle, Forbidden Palace, Secret Police HQ, Mustangs)
- Bonus for seafaring civs is now mentioned
- Replaced "are building" with "are starting to work on" in the Cultural advisor report
- Fixed CW Elephant Archer, Slinger and CossackSpakh sounds
- Fixed Junk attack animation
- Fixed Tu-95 (heavy bomber) bombing animation
- New Terracotta Army wonder splash

Changes in v1.01:

- Fixed European Ironclad (now ignores ocean movement cost)
- Updated flavour warrior "available to" list (Fixed Israel, Carthage, Korea)
- Updated flavour scout boat "available to" list (Fixed America)
- Updated flavour musketman "available to" list (Fixed Ethiopia and Iroquois)
- Swordsman no longer available to Aztecs (as it is inferior to the Eagle Warrior)
- Fixed Bireme and Trireme attack animation
- Tech rate now 254
- Added Axeman sounds
- Updated Civilopedia (Absolute Monarchy, Moai Statues, Epic of Gilgamesh)
- Updated script.txt. Now the science advisor says the correct phrase

RoC Change log

Changes in v2.69:

- AI to AI trade rate slightly increased
- Removed the chance of getting a settler from a goody hut, as it was too unbalancing. Now you can only get a warrior (Earth map only)
- Deleted artificial lakes of Kahovka, Cimljanks, Rybinks, Kremenchug
- Edited Azov sea and Ladoga lake borders
- Added Marsh near Caspius and Azov sea
- Added one river in Peru
- Updated civilopedia

Changes in v2.68:

- Fixed stealth attack targets for Stealth Fighter and, Stealth Bomber

Changes in v2.67:

- England now Exp/Sea; Rome now Mil/Ind
- Secret Police HQ now causes an unhappy citizen in all the cities
- Tuned victory conditions (10k/35k, 25%/40%)
- Slightly decreased disease and plague strength (80)
- Updated Egyptian, Mongol and Japanese colours to enhance the differences with Incan
- Updated Russian and Zulu colours to enhance the differences
- Updated marsh graphics
- Updated civilopedia

Changes in v2.66:

- Fixed Camel sounds
- Replaced "are building" with "are starting to work on" in the Cultural advisor report
- Updated script.txt. Now the science advisor says the correct phrase
- "Constitution" is now called "The Constitution"

Changes in v2.65:

- Deleted some goody huts near Austrian starting location
- Moved some barbarian camps into better strategic locations (to make access to Siberia more difficult)
- Barbarians removed from Sardinia
- Changed some units in the camps in Asia and Africa
- Deleted the special barbarian warrior. This will re-enable the possibility of obtaining a mercenary from a goody hut
- African spearmen now wheeled
- Legionaries now have 100 worker strength
- Curragh now have the naval transport flag. With no flags, AI never builds them
- Frigate and Man-o-War no longer require iron
- Privateer no longer require resources
- Ironclad now upgrades to Battleship instead of Destroyer
- Fortress cost decreased to 10; barricade cost decreased to 12
- Deleted the 2nd type of wines. Updated luxuryicons.pcx
- Added gold in Wales, oil in Nigeria, whales in New Zealand, aluminium in the Caribbean, uranium in New Zealand
- Added Malta
- Carrack now ignores ocean movement cost, just like Caravels
- Explorer no longer upgradeable
- Tuned victory conditions: 40000 points for Cultural victory; 40% for population and territory dominance
- Corrected a river in Congo
- Tuned many civs' strength
- New camel resource and civilopedia graphics
- New civilopedia icon for Napoleon, David and Menelik
- New graphics for the Holy War
- Updated ntp25.pcx (Ethiopian palette)
- Updated Camel Rider small icon
- New Enlightenment tech icon
- Updated wcso.pcx and deltarivers and floodplains graphics
- New mech. infantry attack animation
- New SDI animation
- New Elephant Archer animation; updated units_32.pcx
- Updated civilopedia

Changes in v2.62:

- Deleted some goody huts (near English, Viking, Iroquois and Carthaginian starting location)
- Fixed English horses (they were of the American type, again)
- Deleted the sea corridor from Britain to Iceland, to prevent galleys belonging to seafaring civs from crossing the strait
- Moved the Oromo Horseman folder (deleted any reference to Shifta, which will be re-used in the Xpack)
- Deleted any reference to Grenzer in pediaicons and civilopedia
- Added two passages to the American west coast (near Seattle and near Salt Lake City)
- New barbarian system: no more uprisings. Static positioning of barbarian units coherent with historical units. Loading times halved in industrial and modern age.
- Added a dark-skinned spearman unit, which populates African barbarian camps
- Updated camel rider animation
- Updated script.txt (the message of the uprisings was deleted)
- Increase tech rate a bit (255 now)
- Increased some late Medieval techs cost; decreased some early Industrial techs cost
- Removed the draft flag to mech.inf.
- Tuned Egyptian, Hebrew, Babylonian, French, Portuguese, American, Iroquois, Ethiopian, German and Roman strength

Changes in v2.61:

- Added Menilek leaderhead by CivArmy
- Ethiopian UU now the Oromo Horseman. The Shifta will be back in the Expansion pack, with a new animation.
- Menilek renamed Menelik. Both are correct, but the latter seems more used
- Marseilles back into the French city list, as there aren't the Celts
- Deleted Iznik (Nicaea)
- Japanese, German and Viking city order slightly changed
- Reduced The Colossus and The Temple of Artemis cost
- Removed some build never to Aztecs, Mayans, Incans, Zulu, Iroquois
- New marsh and plains irrigation graphics; updated grassland irrigation and flood plains graphics
- Muslim fanatic animation replaced with the Saracen Infantry animation by DomPedro II
- Swapped position of one iron and one aluminium in Greece
- Redrawn Britain, Ireland, Iceland, Italy. Some changes to France and Libia
- Added incense near Japan, Korea, Aztecs and Mayans
- Removed a forest hills in central America
- Tuned Egyptian, Babylonian, Persian, Arabian, American, Viking and Ottoman strength
- Tuned Dutch research speed
- Babylonian starting location moved back one tile NW

Changes in v2.60:

- Added Israel. It replaces Sumeria. See civilopedia for details
- Modified some tiles in the Middle East
- Swapped Hebrew and Babylonian colour
- Babylonian traits now Sci/Agr to be different from Israel
- Impi now ignores deserts and mountains cost
- Ethiopian capital moved to Aksum, the ancient capital
- The whole Abyssianian region has been redrawn
- Ethiopian traits now Agricoltural (instead of Militaristic) and Religious
- New Ethiopian city list
- Removed "build never" flag for air units and workers, for Ethiopia
- Removed "build never" flag for workers, for Austria. How I didn't catch this mistake sounds incredible
- Chinese city list replaced with the one made by Chukchi Husky, containing Pinyin romanizations. The order was slighly changed
- Removed Lutetia (Paris), Caesaraugusta (Zaragoza), Hispalis (Seville), Trebizond (Trapezus), Hearclea (Herakleia), Brusa (Bursa), Iconium (Konya), Tokyo (Edo), Ta-Tu (Beijing). Many thanks to Chukchi Husky
- Added some Indian, German and Zulu city names; removed Taormina from Byzantine list
- Slightly changed German and English city lists
- Raised some late Middle Ages techs cost
- Reduced Magellan's Voyage, Copernicus' Observatory and Sistine Chapel cost
- The sea corridor through the Atlantic has been made thicker. In this way Caravels should be able to reach America without risking to sink
- Some mountain/plateau swaps
- Tuned American, Incan, Indian, Roman, Dutch, French, English, German, Babylonian, Iroquois, Indian, Persian, Ottoman, Arabian, Zulu, Ethiopian and Egyptian strength
- Tuned Ottoman, Mongol, Indian, Viking, Russian, German, Austrian and American research speed
- Removed some hills in the eastern Himalayas, so that India will build cities in the south, acting as a barrier for the Persian invasion
- Added coal in Uralis, Ucraina, England and Spain
- Removed a forst hill near a grassland in the Uralis
- Deleted 2 barbarian camps near Mongol starting location; moved barbarian camps in South Africa farther from Zulu starting location
- Updated civilopedia (fixed the Hussar)

Changes in v2.51:

- Updated hills, plateaus and mountains graphics
- Removed all the forests hills from the tiles reacheable by the city radius. In this way the weird effect after cutting the forest will hardly happen. Changes in the Americas, Siberia and China
- Some mountain/plateau swaps
- Berserks in the warrior to guerrilla upgrade path
- Elephants now with +2 hps, upgrade to NONE
- Keshiks cost 50 shields instead of 60

Changes in v2.50:

- Added R8XFT's Napoleon leaderhead. Once for all, we got rid of Joan of Arc!
- Updated French scienfic leaders
- Updated the French entries in the civilopedia
- Added Steph's Dutch 18C Officer unit. It looks exactly like Napoleon: it will be the new French king unit
- Updated Fusilier civilopedia pictures
- Replaced some forests with pine forests in Eastern Europe
- Man-at-Arms renamed Man-At-Arms. Updated civilopedia
- Removed Grenzer; Austrian UU now the Hussar (new stats: 7/2/3)
- Cavalry and Cossacks moved back to Military Tradition. Sipahi stats back to original.
- Cavalry path leads to NONE, as in the standard rules. No more "obsolete but not upgradeable" because older units could instead bypass and upgrade (even if cavalry couldn't upgrade to tank, a knight could!)
- Camel Warrior, Elephant Archer and War Elephant upgrade to Cavalry
- Frigate and Privateer upgrade to Destroyer
- Free Artistry now has Printing Press as prerequisite. Updated the science advisor pcx
- Babylonians traits back to standard (Rel/Sci). Updated civilopedia
- Removed one goody hut in China
- Corrected some rivers in Alaska, Poland and Siberia

Changes in v2.49:

- Updated hills, plateaus and plains forests graphics
- "Ancient Settler" renamed "Settler"; Medieval Settler renamed "Settler "; "Modern Settler" renamed "Settler ". The space won't be seen ingame
- "Ancient Cavalry" renamed "Heavy Horseman"; "Medieval Infantry" renamed "Man-at-Arms"; "Flintlock Infantry" renamed "Fusilier". That's because nobody at that time call them in that way
- Halved cultural victory limits (10k, 50k) as they were unreachable
- Population and terrain limits for Domination victory reduced to 51%
- Clean wetlands now really allowed
- Tuned Incan, Roman, Egyptian, Arabian and Sumerian strength
- Update civilopedia with the new names

Changes in v2.48:

- Updated Mongol colour (ntp26.pcx) and plains forests graphics
- Spearman, Pikeman, Medieval Infantry, Longbowman, Musketman, Flintlock Infantry, Rifleman, Hoplite, Impi, Immortal, Numidian Mercenary, Swiss Mercenary, Samurai, Musketeer, Grentzer cost back to standard (pre-2.45)
- Galleon now upgradeable
- Corruption decreased to a range from 40% to 50%
- Optimal number of cities now in a range from 50% to 85%
- AI default difficulty setting back to Regent: now AI should be stronger
- Reduced Chivalry cost; raised Middle Ages, industrial age and modern age techs cost (due to the new corruption settings AI has to face)
- Slightly changed Carthaginian city order
- Changed Ottoman city order: changed capital (Sogut); added Bilecik (former capital); removed Edrine (it is Adrianople)
- Invisible resources +1 food and +1 food, shields will appear with Invention instead of Astronomy
- Tuned American, French, English, Spanish, Carthaginian, Korean, Persian, Greek, Dutch, Indian and Portuguese strength and research speed
- A couple of forests hills replaced in America and India
- Madeira no longer settleable because sometimes it was blocking the passage to Americas
- Open a sea passage in Quebec
- Repositioned goody huts in South America
- Clean wetlands allowed (in 120 turns) with the discovery of Electricity: the colonies in Africa and America now will have a faster development. Updated civilopedia
- Updated civilopedia with the new governments unit support settings and French traits

Changes in v2.47:

- Tuned French, Spanish and Portuguese strength
- Removed a barbarian camp near Iroquois starting location
- Removed sea next to Ireland (replaced with ocean)
- Fixed Hussars and Cavalry upgrade path to Tank. Now they become obsolete but not upgradeable

Changes in v2.46:

- Worker shield cost: 24; food cost: 1
- Fixed Archer to Longbowman upgrade path
- Emperor now default difficulty level in "general settings"

Changes in v2.45:

- New plateau and mountains graphics (green borders now can be barely seen), new pollution graphics (brighter)
- Fixed Immortal attack animation (new .ini file) and Elephant Archer run animation
- Fixed Elephant Archer and Camel Rider "Available to" list
- Elephant Archer and Camel Rider obsolete (but not upgradeable) with Cavalry (first gunpowder mounted unit, first unit with 3 movement)
- Frigate and Privateer obsolete with Combustion; Explorer obsolete with Advanced Flight; Cavalry and Hussar obsolete with Motorized Transport
- Rifleman no longer require saltpeter
- Medieval Infantry and Longbowman upgrade to Rifleman instead of Guerrilla; Rifleman upgrades to Guerrilla instead of Infantry; Flintlock Infantry upgrades to Infantry instead of Rifleman (there still are two upgrade lines)
- Berserk has new stats (5/2/1, amphibious, +10 cost), requires iron and replaces Medieval Infantry instead of Longbowman and upgrades to Marine instead of Guerrilla
- Spearman, Pikeman, Medieval Infantry, Longbowman, Musketman, Flintlock Infantry, Rifleman, Hoplite, Impi, Immortal, Numidian Mercenary, Swiss Mercenary, Samurai, Musketeer, Grentzer cost increased by 5 (except Spearman, by 4) because they were over-produced units
- Worker cost now 2 food
- Holy War cost reduced to 32; Knigths Templar cost reduced to 36; Sun Tzu's Art of War cost reduced to 45; Shakespeare's Theathre cost reduced to 40; Smith's trading company reduced to 50; Theory of Evolution reduced to 56; the united Nations reduced to 80; Apollo Program; Battlefield Medicine and Strategic Missile Defense cost reduced to 30
- New timeline: 40/50, 50/25, 87/20, 41/10, 45/8, 33/4, 54/2. Now the game develops in 400 turns and loading times are much reduced in Industrial and Modern Age.
- Almost every tech cost has changed to fit the new timeline, because of the shrinking. The changes consist in -2 to -14. The new ranges can be found in the readme
- Minimum research time decreased to 5
- Horses no more available in deserts
- Camel appearance = 160
- Added some forests in Africa: the spots for cities are reduced, to better reflect poor density of population and help massive colonization of Americas
- Moved a goody hut, spices and sugar one square farther from Persian cities (now they're more likely to be under Indian territory
- Moved a couple of barbarian camps and added two barbarian camps in Indonesia
- Replaced some LM forests (in Greece, Mongolia and Norway)
- Added a sugar in Madeira and an oil in Iraq
- Redrawn some pacific islands and added two southern islands with the help of bjorn
- Redrawn Philippines
- Deleted oasis in South Africa and some flood plains in South Africa and near the Caspius sea
- Added some mountains and plateaus in Andes in order to make Incan escape more difficult
- Added some rivers to separate some islands from the main land
- Added more sea in the Atlantic
- Major changes to the map: thinner Africa and eastern Europe; larger Greenland
- This caused a redrawing of Zimbabwe, South Africa, Congo, French Atlantic Coast, Baltic region, Scandinavia, Greece
- Moved Russian starting location one square SW
- Fixed a major mistake: English now have standard horses instead of the American type; in America there are only American horses
- Tuned Babylonian, Sumerian, Japanese, Russian, French, German, Viking, Persian, American strength
- Tuned Japanese, Viking, German, Indian, Portuguese, Russian and Dutch research speed
- Tuned plague grace period (500) and variance (40)
- Updated civilopedia with the new changes


Changes in v2.4:

- Renamed Horseback Riding to Riding
- Renamed Ivory to Elephants
- Add Elephant Archer available with Riding (3/2/2, +1hp, requires Elephants, cost:50)
- War Elephant available with Riding only for India (3/2/2, +1hp, requires Elephants, cost:35 (as Indian elephants were smaller and easier to tame))
- Elephants a strategy resource instead of luxury, as it is required for some units
- Remove HP bonus for Ancient Cavalry for balancing reasons
- Add Camel Rider (2/1/2, requires Riding, cost:25, ignores desert movement cost)
- Camel a new strategic resource only available in some deserts
- Redistribution of oasis (less), horses (less), elephants (less and far from the coasts to make exportation in Europe more difficult), wines (less), dyes (less), wheat and cattle (more in America)
- Reduced number of barbarian camps in America; added a camp in southern France
- Moved all the camps by lakes or closed seas to avoid them producing ships that would be stuck
- Removed the goody hut in the Azores; moved some goody huts from plains to forest to avoid bonus settlement
- Added a couple of rivers near Carthage
- Redrawn some islands in the Pacific and in Indonesia
- Added some gems and aluminium
- Added more plains in Canada
- Tuned Babylonian, Viking, Indian, Iroquois, Incan, Chinese, Korean, English and Dutch strength
- Tuned Japanese, Viking, Carthaginian, English, Incan and Arabian research speed
- Removed Lugdunum, as it's Lyon (double city)
- Slightly changed Egyptian city order
- Updated floodplains.pcx and marsh.pcx
- Updated ntp02.pcx (lighter Dutch cities and borders)
- Updated rice civilopedia icons
- Updated luxuryicon.pcx and units32.pcx, due to the changes
- Corrected Legionary ini file
- Camel rider animation made brighter, resized (95%), fixed vertical offset, fixed default animation
- Elephant Archer animation resized (90%), fixed shadow, saturation (-10), offset and the archer)
- Tuned volcanos eruption and plagues period
- Fixed the wrong Ottoman Civilopedia entry
- Updated civilopedia with the new units and resources complete with icons and description


Changes in v2.33:

- Fixed a wrong icon of an invisible resource
- Updated xdpc.pcx, xdgc.pcx and xcso.pcx
- Added dyes in Mexico and Peru, removed some in Europe (in Germany, Austria, Denmark and Ireland)
- Removed the 2nd type of dyes because it caused an odd dye-for-dye trade (European dyes back to standard); updated luxuryicons_small.pcx
- Unblocked a passage in Scandinavia
- Some changes to the American map: added the Salt Lake City region (the lake + two hills) and the Black hills; modified Hudson and Atlanta regions; modified the Missouri
- Moved barbarian camps in Florida, Suez and southern France
- Tuned Egyptian and Portuguese strength
- Tuned Mongol research speed
- Minimum number of turns decreased to 6
- Swapped Persian and Carthaginian colours (Persia is more yellow, like Cyrus' golden eagle)


Changes in v2.32:

- Privateer has 8 movement points, like the Frigate
- Barbarian warrior wheeled again (I made the mistake of thinking that they might be stuck in the mountains in case they were wheeled, instead they can descend from it) and don't exert zone of control anymore: they remain with their +1 hp
- Advanced barbarian now again standard swordsman
- Raising all units hps by 2 has made artillery units even more useless (especially the ancient ones); so bombard strength of all units was raised by 2 except Archer and Bowman (by 1)
- Tomahawk warrior have 0 bombard strength


Changes in v2.3:

- New graphics: new desert irrigation (modified version of standard); new flood plains (modified version of Yurt's)
- Updated graphics to correct some wrong particulars: more blurred coast in xdpc.pcx; modified some plain irrigation, plain forests, jungles (no more "trees in water" effect), grassland-desert, desert-plain, plain-plain, desert-coast, desert-desert, grassland-grassland, grassland-coast, coast-sea-ocean connections, delta rivers
- New luxuryicons_small.pcx because of the addition of more invisible resources that messed up the index
- Fixed Privateer: now ignores ocean movement cost
- Ansar Warrior, Hussar and Shifta exert Zone of Control
- Modern Paratrooper no longer wheeled (to avoid being stuck on mountains). Updated civilopedia
- Fixed a problem with American horses: they were bonus resources! Now I've corrected to strategic resource, and Americans, Mayans, Incans, Iroquois and Aztecs will be able to build Hussars and Cavalry since their discover of Military Tradition (I've added two units for them)
- Tuned optimal cities and unit support bonuses for each level
- Now Demigod level can be played without the risk of higher loading times (cost factor=9). Now cost factor is 9 for Regent level, too.
- In Emperor level AI won't have an additional settler anymore; instead in Demigod AI will have an additional worker (and this will help crippled civs: still to be tested)
- In all the levels the human player begins without worker. This will definitely make an early rush impossible. However, a worker will be produced by 3000BC
- Reduced additional starting units because more than 2 of them are useless for making AI stronger. 2 warriors will always stay in the city, while all the others will move towards the closest barbarian camp. This caused too many contacts between continental civs at the beginning (Japan and England were excluded), and the distruction of strategical barbarian camps
- Modified ancient tech costs: Bronze Working 7; Masonry 4; Alphabet 5; Pottery 5; The Wheel 4; Warrior Code 7; Cerimonial Burial 4; Iron Working 10; Writing 8; Mysticism 10; Mathematics 13; Philosophy 12; Code of Laws 11; Literature 14; Map Making 16; Horseback Riding 10; Politheism 14; Currency 17; The Republic 26; Monarchy 20; Construction 26
- Feudalism cost increased to 28; Education cost decreased to 48; Democracy cost increased to 54; Economics cost increased to 56; Physics cost decreased to 48; Military Tradition cost increased to 50; Free Artistry cost increased to 40; Enlightenment cost increased to 56
- Steam Power cost decreased to 54; Medicine cost decreased to 56; The Corporation cost increased to 58; Replaceable Parts cost increased to 60
- Astronomy requires Gunpowder instead of Invention: otherwise, how can Caravels shoot? Updated tech advisor
- Tech rate: 254
- Golden Age back to 20 turns
- Communication trading enabled with Electricity
- Completely removed flavours. While they had no effect, they probably caused a bug (techs not showing up in the diplomacy screen)
- Turns to complete railroads reduced to 24
- Palace bonus defense in its city increased from 20% to 25%
- Removed "Increases luxury trade" from marketplace to reduce the number of happy faces, which is already too high for some civs, due to high number of luxuries
- The Great Wall requires silks, as it was build to protect the Silk Road; Sun Tzu Art of War requires silks as in China books were written on silk; The Colossus requires iron as it had some parts made in iron; Knights Templar, Sistine Chapel and Bach's Cathedral require wines
- Reduced some wonders cost: The Colossus 30; The Great Lighthouse 22; The Great Library 25; The Temple of Artemis 30; The Great Wall 22; Sun Tzu's Art of War 50; Sistine Chapel 55; Coprnicus' Observatory 45; JS Bach's Cathedral 55; The Statue of Zeus 18; Knights Templar 40; Holy War 35
- Raised Holy Way, Knights Templar, Copernicus' Observatory and Magellan's Voyage cost
- Added iron in Greece; added wines in Eastern Europe; added Ivory in North Africa and Persia; moved dyes in Middle East
- Dyes in Eastern Europe changed into dyes type that will appear later, like the rest of European dyes
- Added some horses in Argentina that will appear at the beginning of Industrial Age
- Redrawn Japan, Denmark, Scandinavia, Baltic Sea
- Moved Viking starting location a tile SW
- Opened blocked passages and added some plateaus in India and South America
- Added more forests in Eastern Europe
- Added some coast tiles near Taiwan to allow Japanese passage without a ROP (otherwise it may halt Japanese expansion)
- Added or moved some barbarian camps in Siberia, India, France, Africa
- Barbarian units aren't standard warriors and swordsmen anymore: they aren't wheeled (to be able to move when randomly generated upon mountains), exert zone of control, and warriors will have +1 HP (this will stop early expansion and is one more difficulty)
- Redistributed goody huts in Europe, Middle East, Siam and South America. There are less of them around now
- Slightly changed Viking, Roman, Greek, Egyptian and Ethiopian city order
- Added many new invisible resources that help to balance civs strength
- Fixed English and Japanese development problems introduced when difficulty levels were changed
- Tuned Greek, Chinese, Korean, Japanese, Roman, Spanish, Austrian, Russian, French, English, Portuguese, Ottoman and Dutch strength
- Tuned Japanese, Carthaginian, Austrian, English, Dutch, Ottoman, Chinese, Mongol, Viking, Arabian, Russian, Egyptian, Iroquois and American research speed
- Crippled again all European civs except Rome and Greece until Feudalism, Astronomy and Navigation
- Crippled Rome and Arabia until Polytheism
- Crippled Ottomans until Monotheism
- Changed Ottoman starting tech
- Changed some build often and never for Persia, England, Japan and Babylon
- Raised Persian and American aggressiveness level
- Re-enabled irrigation in flood plains (but not in desert); for this reason a balancement was needed: flood plains will produce 2 food instead of 3 without irrigation
- LM desert now has the same terraform bonuses as desert
- Forest Hills now has 1 shield as terraform bonus instead of 2
- Disease strength caused by flood plains increased to 100
- Updated and corrected civilopedia


Changes in v2.21:

- Fixed the bug of incorrect luxury resource shown in the city screen with the inclusion of corrected luxuryicons_small.pcx
- Fixed the bug of double resources in cities connected to wines. Now American wines are only a bonus resource instead of luxury
- Opened the passage between India and China, now blocked only by a barbarian camp
- Tuned German strength


Changes in v2.2:

- Some new terrain graphics: lighter rivers, less grey (more brown) mountains and lighter plains forests. Some plains forests and volcanos jungles tiles have been corrected
- New irrigations graphics: a mix of previous graphics and danielopez's and Cordy's, the best user-made irrigations
- New modern advisor background graphics with red arrows instead of blue
- Added science_industrial_new.pcx: now the industrial advisor is compatible with Conquests v1.22
- English cities have a little darker shade of red while Spanish a little lighter to enhance distinction; Carthaginian cities lighter to enhance distinction with Mongol; Persian cities darker to enhance distincion with Austrian; Mongol cities more grey to enhance distincion with Incan
- Scouts and explorers now can be airlifted but can't pillage
- Scouts now have movement 1 to make globalization slower. They still aren't wheeled, so they can cross mountains, jungles and marshes
- Shifta, Keshik, War Chariot and Ansar Warrior now ignore desert movement cost. Updated civilopedia
- Modern paratroopers no longer need rubber
- Grenzers are part of the upgrade chain
- Riflemen now require saltpeter
- Modern settler costs 300/5
- Ocean movement costs 2; all units ignore its cost except galley and dromon: this will make crossing the oceans "by mistake" with a galley more difficult
- Galley and dromon don't ignore sea movement cost anymore (otherwise they could cross the Bering strait)
- War Elephant out of Knight to Cavalry upgrade path
- Upgrade path now leads Knight to Cavalry instead of Hussar
- Corrected some entries in the civilopedia
- Cheaper upgrades (1) and barracks (3): I'm tired of seeing galleys around in 2000AD!
- Minimum research time: 7 turns. Tech rate: 251
- Monarchy cost decreased to 12
- Invention cost decreased to 48; Printing Press cost increased to 42; Gunpowder cost increased to 48; Astronomy cost decreased to 50; Democracy cost decreased to 52; Physics cost decreased to 50; Metallurgy cost decreased to 50; Theory of Gravity cost decreased to 48; Magnetism cost decreased to 48; Enlightenment cost decreased to 54
- Nationalism cost decreased to 56; Steam Power cost decreased to 56; Ironclades cost decreased to 54; Industrialization cost decreased to 58; Repleaceable Parts cost decreased to 58; Advanced Flight cost decreased to 58
- Fission cost decreased to 64; Genetics cost increased to 72
- Enlightenment moved to the end of the Middle Ages, prerequisite to Democracy. Communication trading enabled with Nationalism
- Industrialization now requires Nationalism: now researching Repleaceble parts before Nationalism won't happen. Espionage requires only Nationalism
- Radio removed to follow Conquests last patch changes; updated civilopedia
- Changed some wonders cost: The Colossus (35), The Temple of Artemis (40), Knights Templar (35), Leonardo's Workshop (50), Hoover Dam (70), Manhattan Project (60), the United Nations (90)
- Swapped internally Rocketry and Fission (no effect in the tech tree: the only effect is that AI researches Fission first and Manhattan Project will be built some turns earlier)
- SS Engine cost increased to 56; SS Exterior casing cost increased to 48; SS Planetary Party Lounge cost increased to 16
- To discourage massive use of Republic and Democracy: Republc has 1/1/1 free units; Democracy unit support costs 2; Changed some shunned governments to Republic
- Corrected the timeline (now 20-25-42-80-68-94-79)
- Tuned max eruption period (24000 years)
- Tuned plagues earliest start, variance and grace period
- "No barbarians" activity: camps shouldn't appear now, but it seems that there's a bug in Conquests, because they're still appearing.
- Redistributed barbarian camps in America, Vietnam, Mongolia, Australia, Afghanistan, Uralis and Congo. Now there are less around but in strategical positions, in order to stop civs expansion in some areas
- Removed jungle tiles that obstructed passage in India, Congo, Peru and central America and a plateau tile that obstructed passage in Mongolia
- Blocked northern passages through Uralis and Ethiopian passage to the lakes
- Replaced an unreachable goody hut in Florida
- Added a river to divide Corsica and Sardinia
- Added some more rubber in Brazil; added coal and gold in Japan
- Korea and Arabia will "build often" naval units
- Reduced 'build never' penalties for some crippled civs
- Increased Arabian aggression level to make Sumerian or Babylonian elimination quicker
- America, France, Germany, Netherlands, Austria, England, Russia, Spain and Portugal have been made weaker in Ancient and Medieval age: thanks to a hidden resource they will reach their full strength later
- Added some invisible +2 commerce, +1 shields resources in the American East Coast and in Russia. They will appear before entering the Industrial Age
- Added invisible commerce resources next to the civs with a too slow research
- Tuned American, Korean, German, English, Persian, French, Egyptian, Carthaginian, Russian, Japanese, Ethiopian and Zulu strength (changing LM terrains and resources near their starting location)
- Removed the word "LM" to make LM terrains invisible to the user
- Removed some horses, oasis, tropical fruits and fishes in excess, substituted with invisible resources
- Dyes and Sugar will appear in northern Europe only from Middle Ages
- Tobacco will appear in the old world only some turns after the discovery of America
- Cattle, sugar, wheat and wines will appear in America only about some turns after the arrival of the Europeans
- Horses will appear in America only at the beginning of Industrial Age


Changes in v2.14:

- Redistributed starting techs: now early rush will be much more difficult as archers aren't available for any civ at the beginning
- Updated civilopedia and corrected some entries
- Added some new colours: no more silly shades of pink! New RGB combinations for Austria, England, Greece, America, Russia, India, Rome, Germany, Persia, Mongolia, Spain, Carthage, Ethiopia, Inca, Zululand, Maya, Sumeria and the barbarians
- Added some luxury resources in Middle East
- Added one barbarian camp near India: all the other camps had their way to India blocked
- Tuned max eruption period (70000 years)


Changes in v2.13:

- Medieval settler costs 190/4; Modern settler costs 290/5: this should fix some speed problems introduced with v2.1
- Palace gives a 20% bonus defense in its city instead of 50%
- Increased steal technology cost (6)
- More barbarians in South America
- Tuned American, Zulu, Incan, German, Carthaginian, Russian and Japanese strength
- Added a hill that allows a passage through California
- Removed marsh in Virginia
- Radio cost decreased to 52 and not required for tech advancement (these settings are a compromise between as it is now and Conquests patch v1.20 (Radio will probably be removed))
- Sanitation cost decreased to 54
- Included missing civilopedia files


Changes in v2.1:

- Updated some settings to Conquests v1.15BETA.
- Ancient settler costs 120/3; Medieval settler costs 180/4; Modern settler costs 260/5: AI should be less hampered while game speed should not be affected
- Changes to the map: added and removed many resources and LM terrains to rebalance the game after the settlers settings change
- Modifiez Suez region
- Added maize and rice bonus resources (same as wheat: 2 food)
- Fanatic stats changed to 5/1/1
- Edited difficulty levels (now the game is more difficult and the AI is more protected at the beginning)
- Feudalims government cost/unit: 1
- Updated civilopedia Forbidden palace and Secret Police HQ entries to v1.15
- Fixed some errors in civilopedia
- Corrected civilopedia resources and terrains entries
- Corrected civilopedia entries for wheeled units
- Palace gives a 50% bonus defense in its city
- Town/city/metropolis bonus defense: 20/40/60
- Cheaper upgrades (2)
- Colossus requires Iron Working (it had some parts made in iron)
- Pyramids require incense; Holy War requires incense; Oracle requires incense (needed in cerimonies); Hanging Gardens require wine (the gardens contained vines)
- Pyramids cost decreased to 20 (it was the first wonder to be built); Hanging Gardens cost decreased to 20; Colossus cost increased to 30; Oracle cost decreased to 20; Statue of Zeus cost decreased to 15; Holy War cost decreased to 25
- Swapped internally Feudalism and Monotheism (no effect in the tech tree: the only effect is that AI researches Feudalism first and Medieval Settlers enter in the game some turns earlier)
- Mathematics cost decreased to 6; Monarchy cost decreased to 14; The Republic cost decreased to 16; Construction cost decreased to 18
- Feudalism cost decreased to 26; Monotheism cost decreased to 34; Chivalry cost increased to 44; Printing Press cost increased to 40; Astronomy cost decreased to 54; Military tradition cost decreased to 48
- Shifta no longer wheeled
- Hussar 5/3/2/80 + blitz; requires Military Tradition
- Sipahi 7/3/2/80 (no blitz as it's heavy cavalry); requires Military Tradition
- Shifta 5/2/2/80 + blitz + ignore hills/mountains; requires Military Tradition
- Changed some favourite or shunned governments (Byzantines, Portugal, Arabia, France, Germany)
- Republic free units changed from 1/3/4 to 1/2/3
- Plant forest turns increased to 32





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