!!!this is still incomplete!!!
This branch uses Intel Threading Building blocks to achieve concurrent AI calculations in order to speed up the AI (inter)turn. Before you start:
copy tbb.dll and tbbmalloc.dll from "Project Files\tbb" to the directory where Colonization.exe resides!
Otherwise the mod will not work!
- Combat Forecast sometimes not shown (#557)
- On very large maps, zooming out might cause the terrain appear completely black (#723)
- Several new terrains
- Many new yields and manufacturing products
- Buildings and specialists for the new yields and manufacturing products
- Buildings require additional different resources (e.g. clay)
- Equipping units now requires additional different resources (bakery products, gunpowder)
- Artillery are now colonist units with equipment (cannons + gunpowder) and have specialists
- Diversified naval units and royal units - note that some ships now have limitations on what they can transport!
- Crime/Law System: Larger cities will cause crime which will need to be countered by judges (producing law)
- New Movement System: Moving through a tile can now require several turns, making slow units much slower in difficult terrain (no more 1 plot/turn)
- Coastal tiles can now be "shallow coast", a terrain type which only small ships can enter
- Oceans now have "currents", increasing movement in the direction of the stream
- City growth now gives different types of colonists depending on the people that work in the city (free/forced laborers, ancestry)
- Slaves will sometimes not run away, but start an armed rebellion against their oppression in the colonies
- Several new units have been added (buccaneer, slave overseer, slave hunter)
- Brave Lieutenants and Capable Captains can be earned in battle (like a "small version" of generals/admirals)
- Your king will now allow you to buy a used ship from time to time
- Other kings will allow you to buy a random colonist from time to time
- Battle damage will now sometimes cause a "negative promotion" which can only be removed by fully healing the unit
- Many new Founding Fathers have been added (especially covering the new yields)
- A huge amount of new events
- Length of game (turns) increased, game speeds adapted. Length of turns in months is now constant throughout the game
- All maps have been revised for the new terrains
- Most of the new terrain is now generated by FaireWeatherTweakEx.py
- Three new maps of fictional continents have been added
- English and German translation have been updated
- Russian translation is quickly progressing
- Other translations might not be completely updated to the current version
- Many AI improvements (including several critical issues that greatly impaired the AI)
- Logging of AI actions (to enable ensure that LoggingEnabled = 1 is set in CivilizationIV.ini, the log itself is found in Logs\BBAI.log
- AI won't get stuck so easily in early game because we start with a period of forced open borders
- Unit sizes harmonized
- Size of buildings on the map harmonized
- Enhanced the soundtrack by many royalty free titles
- We fixed so many bugs we don't remember all of them ... ;)
- Multiple OOS (multiplayer desync) bugs have been fixed
- Ported and adapted Karadoc's pathfinder (originally written for the Civ4 mod K-Mod)
- Parallelized (multi-threaded) the job assigner subsystem and the K-mod pathfinder
- A new class Coordinates to be used instead of x, y parameters
- the fixes from optimizations2
- several changes of variables from int to the more specifix XYZTypes
- some other changes that were convenient to write during the merge of branches coordinate_class/optimizations2 (I did not make separate commits because the merge did not complete successfully without them)