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changelog.txt
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CURRENT VERSION:
Version 2.1
Additions:
Etruscan UHV
Persian UHV
Nubian UHV
General changes:
Holy cities are no longer moved to cities owned by civilizations without the appropriate state religion
Improved Nubian city name map
Some changes to Nubian terrain
Removed Troy from the 900 BC scenario
Fixes:
Various minor text display fixes
Removed useless Ambush promotion
Fixed a C++ bug in the Mycenaean UHV
PREVIOUS VERSIONS:
Version 2.0.2
Fixes:
Fixed independents being able to win score victory
Fixed incorrect civilization name keys
Fixed goody hut spawning algorithm
Version 2.0.1
Fixes:
Fixed Lydia bug
Version 2.0
Additions:
Added Naqsh-e Rustam
Added Ashurbanipal's Library
Added Great Bath
Added slave markets
Merged Sevopedia (was in previous versions as well, it just hadn't made it into the beta version of the rewrite)
Re-added holy city relocations
Added new diplomusic for Satur and Hiram
Assyrian UHV
Israelite UHV
Athenian UHV
Spartan UHV
Scythian UHV
Carthaginian UHV
Celtic UHV
Re-added 900 BC scenario
Added city name, settler map and province area editors to worldbuilder
Added civilization editor to worldbuilder
Added province editor to worldbuilder
General changes:
Athens now starts with Deification
Increased stability hits for losing cities
Adjusted some technologies
Adjusted some mercenary values
Open borders are now available with Spokes
The culture slider is now available with Spokes
Building research is now available with Philosophy
Changed Leaning Tower/Stone Tower of Jericho to Trajan's column
Oases may now be improved or settled
Added UHV titles to victory screen
Improved the mercenary screen
Added notifications for available mercenaries
Removed Angkor Wat
Removed Notre Dame
Replaced Moai Statues with Great Cothon
Salt is now revealed by Urban Settlements
Removed railroads
Implemented city renaming on conquest
Changed Assyrian selection sounds (from Arabian to Babylonian, since both Babylonians and Assyrians spoke Akkadian)
First Mycenaean UHV condition now requires four Tholoi
The Hunnic and Germanic civs now receive 2-3 units for capturing cities
Renamed Olympic Parks to Olympic Games
Adjusted Phoenician modifiers
Improved most settler maps
Macedonia can now raze cities above culture threshold
Moved Thebes to the eastern bank of the Nile
Buffed Elamite starting units
Moved and added some Dye resources
Changed some province areas, added provinces
Technical changes:
Moved some hardcoded mercenary values to XML
Replaced Sanguo Mod Performance labels to make a future merge easier
Disabled some python callbacks
Removed some obsolete XML stuff
Split worldbuilder saves into two parts
Removed a few unnecessary assertions
Moved a couple of objects off the stack to avoid some memory-related errors
Provinces now consist of specific plots instead of rectangle-shaped boundaries
Fixes:
Fixed some UHVs
Holy cities no longer relocate in case they're in a civilization's capital
Fixed replay screen showing wrong colors
Independent city spawns are no longer blocked by culture
Fixed some asserts
Fixed being able to negotiate peace, war and trade embargos concerning Independents
Fixed the defeat message
Escape key no longer kills the player during autoplay
Fixed CtD and other strange behavior when selecting 900 BC
Fixed units spawning on top of cities
Fixed some civs starting at incorrect turns
Fixed a bug where civilizations could declare war on themselves
Fixed a few UHV bugs
Version 2.0 beta
Additions:
Added historical leaderhead swapping
Added David leaderhead for Israel
Added Hiram leaderhead for Phoenicia
Added platybuilder
Added multiplayer support (only hotseat with 2 players was tested, you might run into OOSes in network games). It's still quite unstable, opening a save during autoplay results in a crash. To access multiplayer, press the Go Back button after the mod has loaded.
Added conditional spawns: Byzantium will only spawn if Rome's stability is under very solid and controls Constantinople. The Sassanids will only spawn if Persia is dead.
General changes:
Changed the Dido leaderhead
Moved Dido to Carthage
Significantly altered the stability system
Re-enabled random barbarians. Most historical, "regional" barbarians still spawn, albeit that's semi-random as well.
The Hittites now start with Beer Making
The Hittites no longer start with Iron Working
Increased amount of Hittite starting units
Reduced amount of Nubian starting units
Reduced amount of Babylonian starting units
Reduced amount of Assyrian starting units
The Babylonians now start with Mysticism
Nerfed Athens's modifiers
Increased Nubia's inflation modifier
Lowered Rome's inflation modififer
Worsened Egypt's research modifier
Removed plagues
New Spartan diplomusic
Colonies civic now reduces negative economic stability
All culture of a civilization is completely removed from the map in case of a collapse of a civilization. This might be changed in the future.
Hittite UP now applies to everyone and adds +3 attitude points instead of +8 (so that it isn't completely useless)
Adjusted Elamite settler values
Goody huts are now randomly generated
Changed third Egyptian UHV condition
Changed second Sumerian UHV condition
Byzantine UP now requires Christianity
Removed 1.8 religion mechanics except holy city relocations. I still like the idea, but it was badly implemented and I'd like to focus on other things for now instead of rewriting that as well.
Changed Minoan unique building to Anaktora, a replacement for walls which reduces city maintenance costs by 20%
And other things I've already forgotten about...
Map changes:
Changed lots of stuff in Egypt, including the Nile's flow
Removed peaks around Egypt
Added a tile to the Sinai peninsula to prevent building the Suez canal
Removed flood plains from the Nile delta and added a wheat resource in exchange
Changed some coast tiles to ocean and vice versa
Completely remade Nubia, now it looks somewhat less weird
Technical changes:
Almost all RFC mechanics were completely rewritten. These are:
- Dynamic rise of civilizations (in DLL). A notable advantage of the new implementation is that all playable civilizations are independent from player slots. This means that any number of civilizations can be added, so long as the number of alive players never exceed the maximum number of slots.
- Appropriate starting techs, starting units, starting wars and historical independent cities (stored in WBSave, handled by DLL)
- Stability and collapse of civilizations (in DLL)
- Pre-defined areas (stored in WBSave, handled by DLL). These are now called provinces and their names are displayed when hovering over a tile (green = core province, red = not core province).
- Modifiers (stored in WBSave, handled by DLL)
- Leader swapping (swap dates are stored in XML, handled by DLL)
- Historical settler values (stored in WBSave, handled by DLL)
- City names (stored in WBSave, handled by DLL)
- UPs (now all of them in DLL)
WBSaves are now stored in json format to make all of this easier to handle
Removed some modifier categories that didn't really make sense (and weren't properly implemented in previous versions anyways)
Removed many XML comments (they were triggering annoying asserts)
Reduced the amount of slots by 1 as a proof of concept. Reason being that if there are any bugs related to my new Rise and Fall implementation (which is quite likely), this should be the easiest way to discover them.
Civilization IDs are now hardcoded in CvEnums.h (as opposed to the previous version, where they were in CvRhyes.h and Consts.py).
Fixes:
Fixed quite a few problems related to the previous RFC implementation
Fixed some dynamic name TXT keys
Fixed some diplo messages
Fixed Byzantine UP
RFC music isn't played after starting the game
Fixed some leaders' favorite religion
Known issues:
Economic stability is terribly unbalanced
AI chooses stupid civic combinations regarding civic stability
900BC scenario is broken
AI settling patterns are weird since the compact empire modifier has been fixed
Version 1.8
Additions:
New art/names for religions
New art/names for great shrines temples and monasteries
New art/names for missionaries
Wonder movies for all shrines (except the Maabed, I couldn't find any for that)
Mycenaean UHV
Diplomusic for Assyria, Nubia, Mycenae
New religion spread mechanism
Changes:
Doubled almost all unit's building cost
Changed Hittite, Athenian, Spartan, Persian starting techs
Changed Persia's starting date to 680BC
Changed starting civics for Assyria, Egypt, Sparta, Athens
Restored older Assyrian core, shrunk Babylon's core
Reduced walls' city defense modifier to 25% and Lion Gate's modifier to 10%
Roman legions can no longer build roads
Revamped religious civics
Technical changes:
Removed unnecessary eras from XML
Moved civ starting years to the WB save
Moved UP txt keys to XML
Fixes:
Fixed order sounds (no more chinese speaking greeks)
Coal, aluminum and uranium can no longer appear in mines
Fixed civilopedia
Fixed 900BC autoplay (I forgot to test it before the previous release)
Other small bugfixes
Version 1.7
Additions:
Babylonian UHV
Hittite UHV
Experimental city plundering: the idea is that you should be able to sack cities without keeping them. Only available to the player. WIP, might remove it later
Bronze age collapse: civs randomly receive a -2 to 0 stability malus every turn from 1200BC to 1000BC
Changes:
Changed Patronage cost to low
Changed Temple Economy building modifier to 25%
Increased Sea People strength to 5
Increased amount of Sea People almost everywhere
Removed UHV checks from AI civs
Barbarian archers don't spawn anymore as they just pointlessly wandered around the map anyways
Civic stability overhaul: the stability system was still using old values for checking civic compatibility, now it checks for RFGW civics; still WIP
More severe stability penalties for losing cities
Changed Egypt's and Persia's starting civics
Persia starts with Fortification and Bread Making
Changed Numidian starting plot (desert hill) to plains hill so that they can settle their capital
Halved culture city defence modifiers
Reduced walls' city defence modifier to 30%
Technical changes:
Removed a lot of useless vanilla leaderheads from the XML
UHV strings moved to XML
Removed a bunch of constants from the DLL
Fixes:
Removed Great Depressions
Fixed starting expansion civics for some civs
Removed unit stacking limit (I still don't know if it was intentional, a bug, or both... it was certainly annoying and didn't work anyways)
Some starting units of the AI are immobilized at their spawn
Fixed 900BC starting cities and units
Fixed settler maps
Version 1.6
Additions:
Added Elam
They are intended to boost Persia by building up infrastructure in their core and collapsing before their spawn. Still needs balancing for this to work well.
Changes:
Altered some core areas
Buffed:
Rome:
Their UU now has 2 movement and 15% city attack instead of 10%
More starting units
Persia:
Larsa is now in their core
More starting units
This makes them expand somewhat better, although they still get trampled by their older neighbors way too often
Nerfed Hittite starting units
Nerfed Assyria's core
Changed the unit AI of some civs' starting units
Moved Hadrian's Wall to Military Science
Moved Temple of Artemis to Record Keeping
Technical changes:
Removed vanilla RFC constants
Removed most non-researchable techs and other XML garbage
Replaced building and tech constants with functions
Temporarly disabled mercenaries, as the game was still using the old civ groups to determine their location
Fixes:
Removed leader traits as they were quite random and broke a few things (eg no anarchy on some civic changes)
Players' first city can now be founded in enemy territory: Babylon and Sparta can found their capital
Fixed the Hittite core
Fixed Greek civs' languages
Fixed religion buttons
Possibly fixed late-game CtDs (not sure though)
Completing three UHVs trigger victory
Known issues:
The Hittites no longer collapse by 1000BC because they have a core now
Old civs can still become way too powerful
The mod attempts to spawn units with an extremely high id sometimes (probably doesn't affect anything but I will have to look into it)
Vanilla RFC unit stacking bug
Vanilla RFC "dumb AI moves out of starting city with their entire army" bug
Version 1.5 (EdmundIronside):
Fixed Egypts Nubia UHV
Edited City names to be more consistent as appropriate
Added more city names for Celts and Bactria
Modified Egypt UHVs to be slightly harder
Added UHVs for Sumeria
Made civs names consistent in scenario screen
Added UHVs for Indus Valley
Fixed Caanite religion video
Added more marshes to the game, and improved marsh graphics
Fixed Metal Casting so it is listed in the correct era.
Added UHVs for Minoa
Added UHV for Phoenicia
Changed in the dll how dynamic Civ names work
Fixed the dynamic civ names for all Civilizations
Added more conditional barbarian spawns
Increased strength of Byzantines and Sassanids
Version 1.4 (EdmundIronside):
Medieval era changed to Early Medieval Era
New music added to ancient, classical and early medieval eras
Some barbarian spawns modified so they can spawn inside civ territories
More barbarian spawns in 5th century AD
All historical barbarian spawns have unique units
4 new independent cities and 1 new barbarian city added (includes Massila, Thebes and Cyrene)
German unique unit and heavy swordsman have unique art
Historical wars, and additional civ spawns added for greater historical looking empire (includes Peleponesian wars, Punic wars, and Gallic wars)
Initial strength of unit spawns increased for various civs including Babylonians, Assyrians, Macedonians, Romans, Sassanids, Byzantines, Persians, Huns, and Goths
Initial strength of unit spawns decreased for Athens and Sparta
Changed some mountains to hills in Southern Spain and Northern Africa
Added Numidia as a new playable Civ
Modified and added several new civics
All civics are now researchable
All default starting civics have features
Added 4 new techs (Manorialism, Keel, Paper, and Advanced Agriculture)
Changed Crossbow to an Early Medieval Tech
Changed Story telling tech icon
All resources need techs researched before being revealed
Re-arranged what techs civics need in order to be playable
Slightly slowed tech rate down
Gave Sumeria and Indus Valley 1 extra tech each
Victory Screen fixed to display historical goals
Unique Historical Victories now functional
Goals completed for Egypt
Cultural victory enabled
Sphynx image fixed
Archery Range build sound changed
Zulus removed from mercenary names
Version 1.3 (EdmundIronside):
Unique Powers for Civs
Sassanids added
AI Settler map fixed
Civelopedia being finalized
Increased techs new spawning civs get
Changed Macedonia spawn date so that start after the period the spent as a Persian vassal
Slowed tech rate
Version 1.2 (EdmundIronside):
*Features include:
Unique units for all civilizations
Unique buildings for all civilizations
2 new wonders
A 900 BC Scenario
Historical spawn for historical events like Hannibal & Alexander the Great
More barbarian spawns
New images for main screen and loading screen
AI War Maps updated
*Fixes include:
Making all the old Settler maps compatible
Being able to irrigate flood plains
Statue of Liberty no longer on tech tree
Version 1.1 (EdmundIronside):
Spawn dates on main menu fixed
Spawn order changed
Revamped Tech tree (again)!
Added 3 new civilizations
Revamped Barbarian spawns and invasions
Fixed fog of war
Added multiple new units
Variety of changes made to the map
Version 1.0 (EdmundIronside):
-Fixed date display
-Added Mycenaeans
-Added new techs
-Added new buildings
-Made changes to map
Version 0.9 (EdmundIronside):
Increased mod length from 375 to 500 turns.
Added Minoa
Added Aryan barbarians
Added some new minor cities
Restored dynamic names
Worked on making civilizations be more historic in empire sizes
Version 0.8 (EdmundIronside):
Added Sumerians
Changed mod time span to 4000 BC to 500 AD.
Started fixing the main menu.
Changed some graphics on menu and loading screen.
Version 0.7 (Spaceman98):
Civs:
Added Bactrian Civilization with a leader, dynamic names, etc.
removed Athens from the Athenian city name list. It gets built in odd places. Same for Rome for the Roman city lists
Rome can now produce units slightly faster
hanged some of Persia’s dynamic names
Remove Socialist names now that they can show up. Replaced them with the names of late dynasties (like the Sassanids and the Kushans)
Carthage no longer becomes a caliphate if it converts to Egyptian mythology
Civics:
renamed “Nationhood” to “empire”, and make it accessible with the citizenship tech
Made Vassalage available with Aristocracy
Renamed Free Market to Trade (available with Trade)
Renamed State Property to Centralized Coinage (available with Currency)
Made Bureaucracy available with its own tech: Record Keeping, which is also a prereq for Education, that requires mathematics and alphabet
Made mercantilism available with Record Keeping
Techs:
made river trade accessible with fishing. Otherwise, you can currently trade along the coast earlier than along rivers, and trade is an OP tech
Added record keeping tech (see bureaucracy note)
give starting nations technologies for the appropriate starting religions.
Moved drama into the tech tree, make it researchable
Map
Replace Kashgar mountains with land for Bactria
Units:
Make Merchants a national unit (limited to three of them at a time). They are overpowered otherwise
Background Fixes:
Fixed the “tuple index out of range” error associated with the Indus Valley by adding another 0 to the end of tBirths in consts.py. Not sure why this helps, but for some reason it does. Not sure what the consequences would be. They still collapse, which is ok, I guess.
Fixed a tuple index out of range exception related to AI Wars
Version 0.6 (Spaceman98):
Units:
Made Pirates not go on Ocean
Gave triremes and Quinqueremes anti-pirate bonus
Make pirates also require trade.
Added battering ram unit as an early siege weapon, with logging
Merchant unit added. Functions like the great merchant, but its trade mission produces much less gold. I’m not sure if the AI knows how to use them.
Raised the strength of hoplites to 5. If they are suppose to be a technological upgrade of spearmen, then they have to actually be better than spearmen
Terrain Features/Resources
Made jungles passable
Made Jungles chopable with Iron Working
Fixed bug for the paved road
Added olives and pearls and salt resources
Pearl Resources are near: Bahrain (replace a clam), Red Sea, South India, Persia, Algeria (replace a clam)
Olive resources are near: Phoenician spawn zone, South Italy, Greece, Macedonia, North Iraq
Salt Resources are near: The dead sea (Israel), Romania, Salzburg, the Sahara, and Ethiopea, Venice
Added Sheep to Sardinia and Forests to Corsica
Added hills to Somalia
Expanded Arabia into the Ocean
Made Socotra smaller
Untrimmed Iberia
Shrunk Isle of Man, Moved Ireland to the South
Moved England West, adjusted it considerably so that its outline is better
Fix British Resources
Improve geography of Wales, added more hills, forests and rivers
Fixed bug: Wine was previously “enabled” by the tyranny tech, which meant that the resource was unobtainable… It is now enabled by the amphora tech, the same one as allows wineries and tabernas
Buildings:
Added trading post, which has the ability of the customs house, and art from the Viking trading post
Add Elder’s Council with storytelling, which gives a small science bonus
Fix the name of the Yazilikaya
Add Taberna building, with amphora and wine, which gives +1 happiness and culture, but -1 health
Fix Olympic park TXT_KEY
Fix Leaning tower TXT_KEY
Fix Flavian Amphitheatre TXT
Barbs and Independents:
Move Yemen City 3 South and 1 East
Give Saana starting archers
Added Libyan barbarian armies to weaken Egypt. Currently, 4 spawn on Monarch level, and this seems to be the optimal number, as Egypt sometimes survives, and is usually overwhelmed. I may want to decrease this later, as I still want Egypt to survive more often than it actually does
Adding Numidian Barbarians to pressure Carthage.
Civs:
Give Rome storytelling at start
The Nubian starting units are now Medjay instead of archers, and there are now 4 of them instead of 3. This should make Nubia harder to steamroll (before, an Egyptian player can take over them in a few turns)
Version 0.5 (Spaceman98):
Map:
Fixed Black Sea Coastline
Fixed terrain of the Indus valley
Moved Indus valley civilization onto Indus valley
Renamed Aleppo to Halab
Restore terrain yields of plains and grasslands to what they originally were
Added island of Socotra
Removed Tundra Jungle in Ethiopia
Added some hills to Ireland and Scandinavia
Added Isle of Man, and a river in Ireland
Move Nubian capital
Iron + hills to Nubia
Copper to Israel (http://en.wikipedia.org/wiki/Timna_Valley)
Added marble to Create
Game Balancing:
Gave Etruscans fishing and Archery and Agriculture
Gave Sparta Archery and agriculture and fishing
Gave Gauls Archery
Gave Israelis, Athenians, Macedonians, Persians, Romans, Carthaginians Agriculture
Archery to Germanics
Remove warrior +25% city defense
Gave Huns Strength 9 UU
Gave Germanics Strength 8 UU
Bugfixes:
Fixed Sparta/Rome Dynamic names issue
Fixed cotton and camel txtkeys
Add two movement to the Phoenician galley, which was currently slower than the normal galley
Fixed Byzantium typos (though they will just be replaced next patch so)
Copy RFC text for expansion civics
Other:
Add shipwright building
Add pirate unit
Add explorer (unit form civ 4, with Cartography)
Replace future tech with medieval tech, and make it researchable so the tech tree does not end
Move representation civic to republicanism
Gaul empire -> Gallic Empire
move medic promotion to Herbalism
add Paved Roads tile improvement
Version 0.42 (Spaceman98):
Idk what I changed with this since the changes were made many years ago (sorry :p) but apparently some bugs were fixed and camels were added
Version 0.41 (Spaceman98):
Civilizations: Nubia no longer collapses
Adding Indus Valley Civilization
Better Etruscan LH
Map:
I have expanded the map to fill in the blank areas. This added Ethiopea, Scotland, India and ussless Saharan and Siberian land. The reasons for this is are 1: to give the IVC more room. 2: To give Nubia more room. 3: To make Brittan worth colonizing. 4: For a future Vandal civ or barbs.
The red sea coast is now more fertile.
Religion: General bug and error fixing.
All religions now have holy shrines.
Other modifications were made.
Version 0.2 (Spaceman98):
Added Nubian Civilization. Leader: Taharqa, UU: Medjay, UB: Vaulted Granary
Fixed some city names
Gave Phoenicians UU: Briem
Gave Israel UB: Kotel
Replaced David with Solomon for Israel
Removed Swamp on Nile Delta (Egypt is stronger in the North Nile but weaker in the South Nile)
Moved Hittite spawn point
Israel now starts with Pottery since all neighbors are stronger
Phoenicians get fish instead of Sheep
Adjusted some city names
Changed some dynamic names to distinguish between large and small empires
Gave Hittites Animal Husbandry so it takes longer for barbs to overrun them (they are still overrun, as they historically should be, but they have time to become a threat to the South empires and a player can lead them easier (no chariots against warriors and swordsmen against chariots)
Britan is now one Island
Version 0.1 (Spaceman98):
City Name Map Working
Missionary renaming
All Python exceptions fixed
Added Cannanite Missionary to Carthage
Adjusted Hittite and Spartian starting units
Added copper to Greece and Cyprus
Added leaderheads for Germanics and Etruscans
Moved starting religions to earlier techs, which I will give to starting civilizations in next patch
Removed Spiritual Burial tech
Removed Archers from Hun and Germanic starting stacks (they were slowing the horde down) and replaced accordingly
Changed some dynamic names to distinguish between large and small empires
Version 0.05 (Spaceman98):
Religions: Cannanite Mythology, Egyptian Mythology, Mesopotamian Mythology, Judaism, Hellenism, Zoroastrianism, Christianity.
Readded Missionaries
Leaderheads for: Phoenicia, Israel, Hittites, Sparta, Huns
Dynamic Names for all civilizations
Healers Hut Building
Added technologies: Herbalism, Spiritual Burial (the first is for the Healers Hut, the second for Egyptian Mythology)
Strengthened Byzantine, Hun and Germanic starting armies greatly
Added City Name Maps from the forum
Added Settler Maps from the forum
Added City Lists (temporary)
Minor Bugfixes
Version 0.028a (Arkaeyn):
CHANGES:
Tech tree significantly altered.
New additions - Trade, Logging, Herbalism, Storytelling, Amphora, Citizenship, Democracy, Aristocracy, Naval Warfare, Standing Army, Republicanism
Moved up or down the tree - Code of Laws, Philosophy, Military Science, Medicine, Education, Music, Drama
Renamed - Monarchy to Tyranny, Meditation to Mythology
Map changes - several resources were on mountains, and have been moved to workable land.
Translation - French translation partially available.
New Units - Quinquireme (with Naval Warfare), Hoplite (with Military Science), Legion (with Standing Army), Noble Cavalry (with Aristocracy), Javelineer (with Military Science)
Leaderheads - Assigned temporary leaders to civs which will need custom leaderheads (Washington for the Hittites, for example).
Rhye's War Maps have been implemented
Since we don't have new buildings yet, the ability to built Wealth, Culture, and Research has been moved up the tech tree, to Trade, Storytelling, and Writing.
Version 0.025a (Arkaeyn):
CHANGES:
First public release