Skip to content

We-the-People-civ4col-mod/Mod

Repository files navigation

Beta Release We The People v4.0-beta1

!!!this is still incomplete!!!

Important Installation Instructions

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!

Known Issues

  • Combat Forecast sometimes not shown (#557)
  • On very large maps, zooming out might cause the terrain appear completely black (#723)

Changes compared to We The People v3.x

Major Changes

  • 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)

Other Gameplay Changes

  • Coastal tiles can now be "shallow coast", a terrain type which only small ships can enter
  • Oceans now have "streams", 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

Maps

  • 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

Translations

  • English and German translation have been updated
  • Russian translation is quickly progressing
  • Other translations might not be completely updated to the current version

AI

  • 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

Graphics & Sound

  • Unit sizes harmonized
  • Size of buildings on the map harmonized
  • Enhanced the soundtrack by many royalty free titles

Bugfixes

  • We fixed so many bugs we don't remember all of them ... ;)
  • Multiple OOS (multiplayer desync) bugs have been fixed

Performance & Internals

  • 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)