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@Nightinggale Nightinggale released this 07 Apr 16:20
· 818 commits to Master since this release

Please read install instructions.txt as it now has an extra step.

Major Changes:

  • Several new terrains, terrain features and Bonus Resources
  • 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)
  • (default off) 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)
  • Barracks System and Harbour System, that limit the amount of troops and ships in a city
  • Cargo Overhaul (ships may have now restrictions what they may carry)
  • Ref Overhaul (e.g. Ref comes with more Ship Types, Generals, Admirals, ...)
  • Artillery Units have been rebuilt into Professions that need to be equiped but also have experts
  • Health Overhaul (Terrain, Terrain Features, Bonus Resources, ...) may impact Health
  • Taverns allow Professions to employee Experts for Happiness and Culture

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 and improvements in Event System (e.g. Events may spawn hostile Units)
  • Length of game (turns) increased, game speeds adapted. Length of turns in months is now constant throughout the game.
  • Culture is more important now, it may also produce Political FF points (less than however Liberty Bells)
  • Massive rebalancing of Traits, including changes that give completely new gameplay strategies
  • Domestic Market Events that may heavily impact prices and demand in Cities.
  • Many new DLL Diplo Events (e.g. related to Privateers, Wars with Natives or Royal Interventions)
  • New Plot Improvements that add effects to a City (e.g. additional Storage, bonus on Production, ...)
  • Other new Plot Improvements like Irrigation in Deserts, Salinas or Canals
  • New Goody rewards both on Map Goodies but also when talking to Chieftain of villages
  • Fishing Boats may also build Water Improvements on Bonus Resources (e.g. Fishing Nets and Hunting Stages)
  • Domestic advisor now has new sections for education and happiness
  • Domestic advisor is mostly rewritten to properly use the screen resolution instead of upscaling 1024x768

Maps:

  • All maps have been revised for the new terrains
  • Most of the new terrain is now generated by FaireWeatherTweakEx.py
  • FaireWeatherTweakEx.py can now generate large rivers

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
  • WTP improved version of "Captured City Art Mod".
  • Zooming allows now "Dynamic Scaling" (just try which Zoom / Scale level you like best)

Bugfixes:

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

Internals:

  • Added multi-thread support to certain tasks to use all CPU cores for better performance
  • Improved performance unrelated to number of CPU cores
  • Ported and adapted Karadoc's pathfinder (originally written for the Civ4 mod K-Mod)
  • Brand new logging system intended to find network desync bugs
  • Many hardcoded values in the source code now either rely on autogenerated code or reading xml to make the code maintainable
  • More type strictness to the code (readability/bug avoidance), so far enum types and a new coordinate class
  • Added an "engine" for domestic advisor, which results in one file for each ingame page, making it much easier to add more

Please read install instructions.txt as it now has an extra step.

Checksums WeThePeople-4.0.zip
MD5 98b5ddebf5a553c5b7e39a8bb39de306
sha1 8281d96f82e903966b273fb8af016463b19984ed