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Civilization World 7.9.9D
07/23/09
-Updated Briefing, Map Properties and other places to indicate the correct version.
-Fixed the Top Right typo in briefing about the tutorial changing it to say ...
Civilization World 7.9.9D
07/23/09
-Updated Briefing, Map Properties and other places to indicate the correct version.
-Fixed the Top Right typo in briefing about the tutorial changing it to say Top Left instead.
-Removed a computer Supply Ship (Hero Overlord) in the Amazon that I had missed removing previously.
-Disabled Overlord production for the computer to avoid those huge masses of overlords it liked to build last version.
07/24/09
-Enlarged and greatly de-uglified the bridge over the Mississippi in North America so that ultralisks (knights) are no longer unable to cross it.
-Added in a trigger to kill warships that attempt to run past the No fly Zone markers to attack Overlords before players can use them and when they are stored at the bottom of the map.
07/28/09
-Critters now continue to spawn during the Imperial Age and only stop spawning during the Industrial Age. Previously critters began to stop spawning during the Imperial Age.
-Added in Observer Mode Function for Player 1 and adjusted defeat triggers accordingly with Switch 92 being activated to prevent defeat for players that choose observer mode. Mode is chosen by lifting your Science Facility at the top of the map and not picking a Civilization.
08/04/09
-Kill all cities (Supply Depots) trigger delayed from 8 seconds to 12 seconds to hopefully remove the chance that extreme lag makes beacons not build-overable.
-Computer Calvary can no longer lay mines.
-Moved the Neutral units given to player 7 triggers from All Players to under Player 7, hopefully this will help reduce that Player 6 crash sometimes when brown leaves.
-Consolidated multiple triggers involving neutral units being given to Player 7 into one hopefully more stable trigger.
-Players who leave will now have their tribute units removed.
-Tribute units are now delayed until 20 seconds remain on the countdown timer.
-Tassadar (Templar) renamed to Lag Banner and given 10 seconds into the game. If 3 players move their Lag Banners on to a beacon then that player will be banned. This offers an easy way to quickly remove laggers at the start of a game and helps discourage the activation of hacks to remove laggers. The Lag banner only works during the first 4 minutes and 40 seconds of the game timer to prevent late game abuse (lag banning people who are owning everyone).
08/05/09
-Added in Observer Mode Function for Player 2 and adjusted defeat triggers accordingly with Switch 93 being activated to prevent defeat for players that choose observer mode. Mode is chosen by lifting your Science Facility at the top of the map and not picking a Civilization.
-Added in Observer Mode Function for Player 3 and adjusted defeat triggers accordingly with Switch 94 being activated to prevent defeat for players that choose observer mode. Mode is chosen by lifting your Science Facility at the top of the map and not picking a Civilization.
-Added in Observer Mode Function for Player 4 and adjusted defeat triggers accordingly with Switch 95 being activated to prevent defeat for players that choose observer mode. Mode is chosen by lifting your Science Facility at the top of the map and not picking a Civilization.
-Added in Observer Mode Function for Player 5 and adjusted defeat triggers accordingly with Switch 96 being activated to prevent defeat for players that choose observer mode. Mode is chosen by lifting your Science Facility at the top of the map and not picking a Civilization.
-Added in Observer Mode Function for Player 6 and adjusted defeat triggers accordingly with Switch 97 being activated to prevent defeat for players that choose observer mode. Mode is chosen by lifting your Science Facility at the top of the map and not picking a Civilization.
-Added in Observer Mode Function for Player 8 and adjusted defeat triggers accordingly with Switch 98 being activated to prevent defeat for players that choose observer mode. Mode is chosen by lifting your Science Facility at the top of the map and not picking a Civilization.
-Added in the Lag Banner function triggers, a player can now be banned during the first 4:40 of the countdown timer if 3 other players more their Lag Banner templar onto that player's tribute beacon.
08/06/09
-Fixed some un-buildable terrain in Southern Asia east of Babylon.
-Removed some random Civilization switch triggers so that each Civilization has a completely equal shot at being picked on random, previously four civilization had 2 in 16 odds (Americans, English, Aztecs, and Australians) and while the rest had 1 in 16 odds. With 4x hypers this shouldn't slow down random noticeably at all unless maybe your the last person to random (then only 5 of the 16 possibilities would work). Combination's are setup to give 4 per game second though so it should still be fine.
-Reduced Democracy Income in Industrial Age from +18 to +16, and reduced Republic Income in Industrial Age from +16 to +14.
-Sports Stadiums (Citadels of Adun) now reduce Corruption in addition to Unrest.
-Galleons (The Slow Variety) and now allowed during the Medieval Age, previously they could not be used until the Imperial Age. This makes islanders not as "safe" for as long and gives continentals more options for seizing trade routes early.
-Statute of Liberty Wonder cost raised from 3,000 to 3,500.
08/07/09
-Finished up changes to triggers for Galleons (Overlords) now being allowed at the start of the Medieval Age.
-Updated messages on Age Info to indicate that Galleons are now allowed during the Medieval Age.
-Galleon speed upgrade is now a gas only cost during the Imperial Age--previously it cost 550 Minerals.
-Added in a Game Turn Indicator to Mission Objectives, in addition to Forum URL (minus http//www stuff it finally let me put it in there :P) currently the game counts up to Turn 30 with a special message for any over-achieves that last that many turns :P.
-Moved Trade Pacific Closer to the Central American Coast, updated game start Fog of war, etc.
-Moved Trade India (South of Africa) Closer to the South Africa, updated game start Fog of war, etc.
-Moved Trade Malaysia (S.E. Asia) North so that it is East of China, updated game start Fog of war, etc.
-Re-shaped North Korea so that the Trade Route formerly in Malaysia fit properly into it's new location.
-Updated the map connectors on the side to account for the new locations of Trade Malaysia and XEA2 so that people are not moved to the wrong part of the map when crossing.
-Added audio from Civilization II for when your government has a revolt brought about by it's government building being destroyed or any other kind of revolt.
-Added audio from Civilization II for when you pick a new government.
-Added audio from Civilization II for when you get a Wonder.
-Replaced Hydra (Archer) on Madagascar with a Zergling (Warrior).
-Fixed a problem where Observers still got a Stone Age DT and could advance/get Wonders.
-Medium Tank Armor increased from 17 to 21.
-Mobile Machine Gun (Turns into Mobile AA Gun Later) gas cost increased from 0 to 10.
Enjoy :-)!
Change Log
Civilization 7.5 Changes
11/23/06
-Removed ALL comments from the map saving 100's of strings for use on other fixes/changes to the map.
-Completely reworked the Mission Objectives and Mission ...
Civilization 7.5 Changes
11/23/06
-Removed ALL comments from the map saving 100's of strings for use on other fixes/changes to the map.
-Completely reworked the Mission Objectives and Mission Briefing to reflect accurate material and remove some dubious credits from very old/early versions of the map.
-Redid Map Properties Box and Title Property to reflect new version information.
-Removed Both mountain walls seperating North Africa and South Africa as it didn't make much sense to be honest.
-Minor Terrain cleaning up done in Africa, also gave Egypt another sliver of land to make building/moving in Egypt slightly easier.
11/25/06
-Moved some Frigates farther north and south of England to give English player more options to safely expand with their slow overlords to.
-Increased Babylonian Crossbowman HP by +10 and attack by +1
-Changed cash for Big Game kills. First 30 give 25 Minerals, next 30 give 30 minerals and the last 60 give 35 minerals as before.
-Changed cash for Buffalo kills. First 30 give 25 Minerals, next 30 give 30 minerals and the last 60 give 35 minerals as before.
-Changed cash for Predator kills. First 30 give 25 Minerals, next 30 give 30 minerals and the last 60 give 35 minerals as before.
-Changed cash for Wild Game kills. First 30 give 25 Minerals, next 30 give 30 minerals and the last 60 give 35 minerals as before.
-Reduced all critters HP to 70 in the name of equality, and also to reflect the fact they start off worth alot less.
-Terrain improvements in California and Central America allowing for more access between places there. (Most notably the mineral next to the bridge doesn't block access between N.A. and S.A. Continental)
-Removed two high ground sunkens in California, cleaned up some stray high ground to make entering California easier.
Civlization 7.6 Changes:
12/27/06
-Fixed Invunerable Auto Cannon Between Russia and Mongols.
-Reduced Redcoat HP from 150 to 142 to better balance Redcoats. Their +3 attack and longer range than Musketmen give them enough of an advantage without extra HP.
-Computer Frigate guards at overseas trade locations reduced to one per to minimize damage to new players stumbling around with transports and to make them easier to take early in the game.
-Added Preserve Trigger to the Drone Buyer Trigger for all players. (whoops, dunno how that has been missed so long).
-Changed delays and order on non chosen civs hatcheries getting replaced to hopefully avoid placement errors.
-Changed Tribute/Donation so that you get a message when someone donates to you and its not just annoynomous as it was previously. (It was kinda tricky since any attempt to change locations in a trigger currently crashes the editor, but I managed ;-))
-Fixed Player Six Triggers for giving tribute, was previously broken (Both for giving Oil and Minerals).
-Reduced the cost of buying drones at the top from 250 to 100 to give people a better chance to come back when they lose their workers.
-Removed rocks in Greenland allowing for space to build in all of that isle.
-Removed some rocks in northern Canada so that in late game you can make a CC up there for harvesting the oil more effectively. Also allows for building up there early potentially. Still mostly rocks in that region though.
-Made the revolution triggered events more consistent. A revolt based on having 8 civil unrest now drops your civil unrest back down to four after the revolt takes effect. Previously it removed all eight of your Civil Unrest when a Revolt Occured.
-Removed Fanatics from the consequences of a Revolution (Suiciders).
-Fixed Corruption Revolt, previously it only caused a revolt once, now it can happen multiple times. When Corruption triggers a revolt all Corruption is reset and government is sent into anarchy.
-Made Hanging Gardens more efficient and set to expire as soon as ANYONE gets into the industrial age.
-Made Cure for Cancer work MUCH more effectively!
-Temples (Remove Civil Unrest) expire once you reach the industrial age.
-Stadiums and Cathedrals work more consistently now.
-Fixed Bug where having 3 Cathedrals or 3 Stadiums would allow you to eliminate your Civil Unrest one per second until it completely disappeared.
-Corrected a bug with donating oil that required you to have 700 oil in order to donate 500 oil. You now only need 500 oil in order to donate 500 oil. Also the player your donating too will now receive a message telling them what you have donated to them.
-Your government, not just getting your special every turn, is now collapsed when you lose your government building. The consequences of collapse are...catostrophic... your thrown into anarchy government for starters. You lose 18 men to the computer, and have six buildings taken by the computer as well.
-NOTE Communism is not immmune to this form of revolt... you MUST have two factories to keep your Communist government from revolting. It requires two because you get a free one up top that is impossible to lose. So be careful not to switch to Communism when you only have one factory or you'll just be paying alot of money to lose alot of units and buildings and switch to anarchy.
-Made some minor fixes to critter spawns. 10 Seconds between critter spawns at locations now.
-Invincible Medic Bug is FIXED!!! (Yes, for real this time)
-Fixed an issue with Republic and what building is required to get and maintain it.
-Removed a random +4 minerals a second for not having anarchy as it really served no point.
-Made the Forum Link/Ladder Plug thing appear four times during the game so people are more likely to see it and check it out :-).
-Added in a few sunkens and some autos at places they were missing.
-Changed it so if you start the game with no opponents you can now play around for 10 minutes before winning. (For those who want to practice their start strat.. or just look at a side).
-Shifted Babylon and Egyptian farm locations so there is more room for a second hatchery should those players desire to make one early.
Op Manetheren - Channel for [7] Echoes of Evil Final
7.7 Changes:
01/02/07
-Fixed beacons missing because of a map protector error by using a better and different map protector.
01/04/07
-Deleted one Hydralisk from Iceland
-Switched to using SCM Draft 2.0 Editor in hopes of avoiding some of the errors encountered currently in X-Tra editor.
-Added a Hydralisk to Boreno Island
-Removed a Hydralisk from Switzerland
-Disabled COP's so that tribute beacons cannot be moved onto the map.
-Factories can now be moved from East to West using the "teleporters that connect the map making it round. A factory being a building that produces units. (Obviously the only buildings that will fit in this category to move are cc's, barracks, factories and starports).
-Optomized some of palace and courthouse corruption reduction triggers.
-Modified Version Information in Briefing.
-Doubled the number of Space Colonies allowed from 30 to 60.
-Additional 30 second delay now before Chinese and English get their extra 200 minerals.
-Cost of Isaac Newton College Reduced to 4,000 from 5,000.
-Switching to Anarchy will now cost you 1,000 so it is no longer free to "cheaply switch" to anarchy to avoid a pending revolt.
-Anarchy switching also no longer eliminates existing corruption and unrest.
-Collosus cost reduced from 3,000 to 2,500 hopefully making it more worthwhile sometimes.
-Corrected Radar Tech cost Information.
-Manhattan Project wonder cost fixed, should have been 5,000 but it was actually 6,000.
-Fixed Great Pyramids so that they expire as soon as someone enters the Imperial Age. (Anyone, not just the owner of the Great Pyramids).
-Increased the time players see new player information help at start so it is easier to read.
-Buffalo near Sioux start location are now more adept at avoiding hunters.
-Removed some rough terrain from Australia so that more can be built on it.
-Removed Frigates from southernmost beacons to cross the map on since they are rarely used and to offer one way to cross map without getting hit by white frigates.
-Removed the high ground terrain on Madagascar.
-Hydralisk Den (Temple) build time cut in half.
-200 Seconds taken off hatchery, Lair and Hive build times.
-Sunken Mineral cost reduced from 175 to 150.
-Added some more map revealers along the top so whole tech tree was clearly visible.
7.7B Changes
-Player Six had burrow default researched... that problem is now fixed.
-Fixed the Infantry spawning in Egypt occasionally bug. It was caused by two triggers using the same location at the same time... this resulted in units being created in Egypt (dead center on map) but the bug is fixed now as I managed to re-use the nation picking start locatons to replace the over-used trigger when Musketmen are replaced by Infantry. EDIT: Was even more complicated than that.. their was a 3rd overlapping simultaneous trigger but it is now not simultaneous thanks to a fix by me. The Infantry in Egypt bug is now officially squashed for good :-) (Was a bug for players 5, 6, and 7 apparently editor locked a while back when I was halfway fixing that bug initially and I never re-fixed it for the last few players.)
-Updated Version Information in Appropriate places on the map to reflect it being 7.7B
-Removed the information on Civ World Ladder that showed 30 seconds in as that time is usually too chaotic to read it anyway. The message still plays at 2, 6 and 12 minutes.
-Computer's Transports are now disabled (destroyed) if they attempt to head to the top to get the invunerable medic into the action on the world map.
-Belgium Beacon range to build in for control of that territory is now extended.
-Star Cruisers (5), Star Fighters (5), and Starships (5) can destroy a space colony every 20 seconds provided the Target Selector in the Tribute area is on the target's tribute beacon and the target has no nano-age warships of their own to defend their colonies.
-China and England's extra 200 cash is now delayed 60 seconds, giving everyone essentially a fair shot at the Pyramids.
-Fixed the Russian MiG special which previously wasn't upgrading to Star Fighters when the Russian player reached the Nano Age.
-Fixed bugs with Space Colonies not warping into space in an always expedient manner.
-Widened path from Turkey to Europe for logistical reasons.
-Replaced vespene guysers so that their locations to build on them show exactly over them and their not off center anymore.
-Replaced alot of beacons in an attempt to keep the protector from removing some of them when its compressing. (Mainly seemed to be an issue with some capital beacons (territories)
-Moved Vulture near China farther away from it so it very unlikely any chinese player will accidentally get a free critter to scout with.
-Fixed disappearing issue that a few beacons (territories) were having.
-Removed a long pointless message when entering modern age about a feature the game has never had. (Ability to remove creep stuff and get refunded 1/2 being the mentioned feature).
-Various Minor fixes thanks largely to my testers :-).
-All Countries now only have one special at most. This freed up some locations and put specials even more in the background... where they should be except for the times (if you make it to them) when they are useful.
Specials Removed Include: American F22, Russian MiG, German Stuka, Babylonian Fanatic, English Man'O'War.
-Fixed Marco Polo's Bug where it didn't expire until you went to Modern. It now expires when anyone does.
-Selectors at the top are now removed when a player exits, this includes selectors in the tribute area and will prevent people's guys from becoming stuck in units the computer controls.
-Fixed Errors on Government Info about when your army size caused a revolt.
7.7C Fixes:
-Updated Version information to reflect 7.7C.
-Selector in Nano Age Problem Fixed which was caused by the removal trigger for comp selectors to help clear up the top when people surrender.
-Collosus text on cost corrected to show the new cost of 2,500 on the Info.
-English Man'O'war Unit is now removed as it was previously thought to be (Forgot to remove one of the triggers relating to it before).
-Fixed a Bug with the Pyramids they now expire in the correct age (Imperial) when anyone reaches it.
-The Collosus now expires when anyone reaches the Imperial Age.
7.7D Fixes:
-Fixed a bug with British where their warships didn't upgrade into Frigates.
7.8 Changes:
-Fixed a bug where having enough corruption and unrest could prevent you from getting the defeat screen at the end.
-China and England's extra 200 Cash is now delayed 1 Minute and 20 seconds after they pick their country so that everyone now has a fair shot at the Pyramids again.
-All Countries now start out with 2 Farms.
-Cleaned up some high ground terrain near Mongolia making the area in general more accessible.
-Removed one Sunken from the California area.
-Made Florida bigger in part so the auto-cannon in Florida is not quite so deadly.
-Cuba is now big enough to build on.
-Iceland is now big enough to build on.
-Appalachian Mountain range moved farther east to give americans a decent amount of "start area"
-Minor changes to South America terrain.
-Removed a few doodads from Tibet allowing more buildings to be placed up there.
-Terrain changes in Siberia region...trees removed as well as some of the jungle, replaced with more realistic dirt terrain.
-Cleaned up terrain in the tech area... less dots and more uniform now.
-Some of the rocks in Africa west of Egypt were removed to allow players more places to build on that continent and potentially offer a cramped Egypt some extra space early.
-Fixed problem where sometimes wonders were not -rebuyable by anyone after someone left the game that had them.
-The Overlord Speed Upgrade now takes five seconds to research, allowing drops much earlier once you hit the Imperial Age.
-All Nine hunting critter areas will now spawn once every 25 seconds at all hunting locations equally (Unless their are 10 or more of them their already).
-Critters at all location roam AI: Junkyard Dog upon a player sendings a unit into the location where they breed (spawn).
-Burrow removed to Prevent Stack Exploiting, hero units burrow was also removed, thanks to Moogle for the tip on getting it removed.
-Updated Version Information at Appropriate places in the Briefing.
-Base Communism Income is now +4 (+12 essentially once you have your eight factories) so that getting to Industrial and Communism first won't give quite as huge of a cash advantage as early. (In addition to its large army max size allowance)
-Anarchy now has an army limit of 100 and similiar penalty for going over it to other governments.
-Farms now blow up even once someone reaches the Industrial Age as it was unfair to give everyone else farms that didn't die for being behind in tech.
-Fixed some errors in the text about army max sizes in 7.7D.
-American Marines stats changed to 225 HP, 8 Armor and 25 Damage giving them a solid edge over normal marines (firebats 170/5/24).
-Removed a few doodads from Tibet.
-Minerals south of Egypt are now slightly closer to it.
-Germany has been moved south so that they start in what is more like Central Europe. This is to put some distance between them and Russia and to offer them more options for expansion and defense.
-Terrain changes in Africa, West Africa is no longer blocked up from Egypt area by High Ground/Mineral wall.
-Paristan (Lurker) Unit removed from Techs as with burrow disabled it is now completely useless.
-Turret stats changed, HP reduced from 500 to 400, armor up from 2 to 10 and Damage up from 65 to 80.
-Indo China/Vietnam area is now not as narrow of a choke point since realistically it shouldn't prevent any units from going through on it.
-All Civs start sunkens (Forts) start at 50% HP.
-English cash bonus at 1:20 changed to 400 since they now have very hard odds to get Pyramids, and due to their economic specilization.
-Removed Diplomacy from the Mission Objectives title because I always thought it was a dumb thing to have in front of the title since this isn't a diplomacy map per say. (Just always forgot to change it)
KNOWN ISSUES:
-2nd Queens Lair after first and can get into Mono?
-Do something with "Fertile" Nations?
-If have Pyramids and someone gets Industrial Age then you don't lose farms anymore.
Civilization World 7.9.3
05/10/07
-Fixed Fog of war, correct start area for Germany is now revealed on Fog and the old one is under fog of war.
-Removed a small mineral (80) in California so a passage was not completely blocked. The 80 minerals were transffered to its neighbor mineral (now at 680).
-Made the Civil Unrest Revolt Message more specific as to the cause and mention in it how to prevent Civil Unrest. Revolt message is purple, note to prevent it is red.
-Added a Clause on Unrest revolt trigger so that it doesn't trigger if you are in anarchy government as your already in anarchy. Gives you a chance to remove your unrest in anarchy before switching to a better form of government.
-All government revolt messages are now in red because it seemed like they should be.
-Hopefully resolved the issue with people living after they should be dead. (Changed an Exactly to an at least)
-Removed Collosus Wonder Triggers (Step One of Replacing Collosus Wonder)
05/11/07
-Remove Collosus, placed down new building for Farming Improvement tech in Iron Age and Flags, renamed locations for the new improvement.
-Removed some markers in the first age area to reduce crowding and Iron age tech getting blocked.
-Started farming Improvement Triggers.
05/14/07
-Extended terrain in Asia allowing walking access to Singapore area giving another beacon option on the Euro-Asia-Africa land continent.
-Made New Guinea slightly bigger to accomodate a few more buildings.
5/21/07
-New Zealand is now big enough to build something other than a turret on.
-Wild Game Spawn 3 (Also a territory beacon, west of Mongolia start) size reduced to avoid cheap way to take it
over without attacking it.
-Moved 2 Zerglings, 2 Hydras and an Auto Turret on left side of minerals west of Mongolia to the right side to delay China/Mongolia warring through that back route.
-Removed Beacon at the bottom which is no longer needed for Collosus Wonder.
-Replaced Location 70 guards with a bunker (SE of Mongol Start) to help delay China/Mongolia warring rush and offer a potential sunken expo for Mongolia.
Replaced Location 38 guards with a bunker (SE of China Start) offer a potential sunken expo for Mongolia.
-Added an AI Script to ensure new bunkers are loaded properly.
-Updated the Version Info in Map Profiles to 7.9.0
-Added the website URL into the properties page of map and removed the messages about ladder in game which had been called annoying by some.
5/23/07
-Added in Hyper Triggers to speed up a number of game processes including normal units converting to hero units so you won't have to wait for your men to upgrade. This should in general allow for more streamlined gameplay.
-Added a 4 second wait on some of the space colony income triggers to counter hypers effect somewhat on income.
-Removed the 620 Start Minerals, a new start amount will be determined later.
-Updated the Version Information in the briefing Objectives area.
-Hyper Triggers Removed due to all the income issues they create, instead swordsmen will be removed so that hypers are not needed.
-Removed a worthless Gureilla Fighters trigger (unit was removed last version).
-Removed the Peacetime warning on army size (was never really a factor in games anyway, unless you allied all to mass a large army waiting for tech to get a gov that allowed that army size).
-Iron Working replaced by Early Engineering which allows government buildings and zergling/hydra speed upgrades by default. Changed the text messages for Iron Working to Reflect the new Early Engineering Tech.
-Fixed a bug where building a palace when you didn't have Early Engineering (formerly Iron Working) allowed for a 1,000 refund for your 500 dollar Queens Lair that was lost from not having the tech.
-Swordsmen have been removed, due to above mentioned reasons.
-Shortbowmen (Hydralisks) renamed to Archers and Archers (Normal Marines) renamed to Crossbowmen.
-Renamed Babylonian Special (Babylonian Shortbowmen) to Expert Archer. It's only advantage over regular archers will be attack range.
-Removed flying critters as they too often end up controlled by players who wait a long time to pick their Civilization.
-Decision made to remove Civilization based specials and replace them with generic specials built by morphing lurkers that change depending on what age your in.
-Changed Defeat triggers to having no buildings after a certain amount of time...to avoid hiding tactics with units...you will now need a structure as well.
-Removed the English Cash Bonus.
-Removed the Chinese Cash Bonus.
-Fixed a Creep Bug near Americans start that made some of their land unbuildable on.
-Modified Start buildings units for all Civilizations to be more balanced:
In additon to a hatchery, sunken and scv Civs start with:
Americans -> 2 Farms, Two Drones
Mongolians -> 1 Farm, Hunting Grounds
Egyptians -> 2 Farms, Two Drones
English -> 2 Farms, 1 Frigate
Aztecs -> 1 Farm, Hunting Grounds
Babylonians -> 2 Farms, Extra Sunken, No Drones
Germans -> 1 Farm, Hunting Grounds
Chinese -> 2 Farms, Two Drones
Indians -> 2 Farms, Two Drones
Russians -> 2 Farms, Two Drones
Sioux -> 2 Farms, Two Drones
5/24/07
-Communist Police (Dark Templar) now Spawn at Capital (If under Communist Government) every 150 seconds instead of every 100 seconds giving Communism the slowest spawning government special.
-Republican Guards (Hero Archon) now Spawn at Capital (If under Republic Government) every 80 seconds instead of every 100 seconds giving The Republic the fastest spawning government guards.
-National Guards (Hero Duran Ghost) now spawn at Capital (If under Democracy) every 120 seconds instead of every 100 seconds giving Democracy the 2nd slowest spawning government guards.
NOTE: Monarchy Guards Spawn time left at 100 Seconds as it is in 7.8
-Removed all the annoying center views and information messages related to the artillery spawner. the information will be put in help disk info that will be created for that age.
-Modified the You have built too many farms message to not appear if the person has the new Farming Improvement Researched.
-Modified the Farming has replaced industrialization message, noted in the message that Factories that gain income are Armories to avoid confusion for newbs.
-Changed the Corruption warning message at 7 Corruption to show at 5 corruption and list what may be built to help reduce corruption.
-Reworded the Corruption Revolution message to be easier to read and more specific of the cause of the revolution.
-Changed the Hanging Gardens Obsolete message and fixed it so the Gardens become Obsolete when anyone enters the Industrial Age and not just when the owner of them enters the Industrial Age.
-Various Minor text fixes in a number of messages fixing verb tense and some other things.
5/25/07
-Chemical Warfare (Science Vessel) renamed to Think Tank.
-Lurker has been re-enabled and will become a chariot (Broodling) when built which will be stronger than the Egyptian Chariot previously seen in the game (Added it to Iron Age Info).
-Reduced The Pyramids Cost to 650 Minerals because of the new Farming Improvement Technology.
-Stone Age Info Help Datadisk trigger is now complete offering all info on that age so that other disks could be removed and locations can be saved to be used elsewhere.
-Marco Polo's Embassy cost reduced from 4,000 Minerals to 3,600 Minerals so that in a full house game it will make your money back in ten game time minutes and be more viable in non-full house games.
-Fixed a bug in the Monarchy Information which said Monarchy's Army Max size was 140 when it reality it is only 120.
-Fixed a bug in the Republic Information which said Republic's Army Max size was 110 when it reality it is only 90.
-Fixed a bug in the Democracy Information which said Democracy's Army Max size was 90 when it reality it is only 80.
-The Defiler (Scout) has been removed as a start unit and will be renamed and used in a much later age as a sort of biological weapon. This may or may not be done by the next version's release.
-Start Spawn location for DT's in 1st age moved down a row to hopefully make it impossible to have your DT blocked in now.
-Reworked terrain in all ages and moved preview units/buildings for next Age farther down so that it is now near impossible for teams to block a players advance to the next age with their DT's.
-Moved the Advance Info Locations for all ages to adjust for the shift of units and buildings.
-Fixed a typo in the Nano Age advance Info where a Reaver was called a Railgun, it is now correctly called Plsama Artillery in the text.
5/26/07
-Fixed Marco Polo's Embassy to expire when anyone reaches the Modern Age instead of just when the owner of Marco Polo's Embassy reaches the Modern Age.
-Renamed Iron Working Tech Locations to Early Engineering names and compacted Researched Flags so they don't block movement in that age so much.
-Removed the Kill All Galleon Trigger for when you have no buildings left. It is now uneccesary since no buildings will automatically lead to defeat.
-Added in Information about how to prevent Unrest in one of the Unrest near critical (6 unrest) messages.
-Removed three early game messages detailing information about farming, hunting and some other basic stuff. All this information is now included in the Data Disk for the first age should you choose to move next to it to get the info.
-Removed roughly 20 triggers that were related to civilization specials so that Civilization specials are no more. This should help with balance and also will help eliminate some wierd errors as a few locations were being used multiple times in an improper way.
-Add Iron Age Wonder/Improvement Information is given out by one data disk now so that some locations can be used elsewhere and new players can more quickly get an overview of the options in that age.
-Removed Airports (Starports) At the top since they really served no purpose.
-Various Text/Color adjustments to make important Help messages easier to read when desired.
-Added in Single Player Option that is playable as long as desired. To enable Single player mode simply host a game with only you and the computer and wait five seconds to choose your country and single player mode will be enabled disabling victory conditions.
5/28/07
-New start cash will be set at 480 Minerals for all players three seconds into the game.
-Modified the defeat condition to not apply until one minute into the game.
-In order for the start to be more fair you now receive your country after 20 game seconds essentially allowing everyone 20 seconds to choose a Civilization without being at a cash disadvantage.
-Removed an Archer (Hydralisk) on High Ground guarding a route to China and replaced him with 3 Arches (Hydralisks) on low ground.
-Minor Terrain Change in Peru area so minerals are easier to get at, also removed a sunken guarding the said minerals so the guards more reflect the value of the minerals.
-Added in some Additional gas exploit prevention triggers to make more certain players cannot can unfair advantage of additional gas they should not have in their current age.
-Changed Chivalry Information, it now cost 1500 and in addition to allowing knights it also allows you to command 40 more troops per government because of increased loyalty.
-Updated Chivalry Cost and Information when purchased.
-Four Factories are now required to switch to and maintain Communism Government.
-Revamped the Government Information, Colors, and mention of Chivalry Improvement's affect on Government Army size maxes. Allowed for more time to read Information about governments.
5/29/07
-Western entrance to India the sunken and guards were removed replacted by a bunker giving India an early sunken expansion option.
-Minerals south of Egypt moved down two squares so they are just in range of the archers stationed at the territory below forcing Egypt to work a little bit for its Minerals.
-Removed guards at Southwest expansion and replaced with a bunker to give Egypt a sunken expansion option aside from breaking down the one between them and Babylon.
-Weakened guards at the expansion NE of Germans removing some units, throwing in a bunker and making it a more viable early expansion target. Other guards moved to the bridge East of it.
-Changed unit positions guarding the NE bridge over Aztecs and moved Aztec farm so it is in an ideal place to make a sunken and help expand faster to gain control of the bridge.
-Removed a mix of 5 Hydras/Lings that were guarding California area.
-Removed a mountain square in Canada offering a third path to the West Coast Area.
-Removed a Sunken in the Seattle area replacing it with an auto cannon and removed an auto cannon north of the Sioux giving them a shot at clearing a nearby mineral fairly early via sunken/unit luring to put them on par with other countries that have early bunker expo options.
-Fixed a bug where units and sometimes white buildings would be created in your base upon someone leaving because of a location being overused.
-Reduced the cost of Republic to 1500 (Same as Monarchy) allowing it to compete with Monarchy as a viable government option.
-Changed the units that are lost from a revolt specifics slightly.
-Modified all governments to take into account the new Chivalry Military Tech addition that allows an additional 40 troops per government before having a revolt caused by your army being too big.
-Communism now requires 4 factories (Armories) to switch to and also requires you maintain 4 factories (Armories) to prevent a revolt.
-Fixed a bug with Republic income where it was giving +4 a second instead of +5.
-Democracy now gives +12 Minerals per second noce your in the Industrial Age offering another viable government option to Communism in the Industrial Age on game.
-Fixed an error in the Communism information about Income. Communism starts out at +4 and is +12 with eight factories.
-Farm HP moved up from 160 to 200 and Hunting Grounds HP moved up from 300 to 500 still making them soft targets but not quite as soft as before.
-Added in the Farming Improvement Tech so that when you have it you only lose seven farms each season instead of losing all of your farms. Very useful for increasing farming income and not making farming require as mucho micro.
-Chariot Stats: 180 HP, 2 Armor, 14 Damage. Mineral Cost: 90 Build Time: 170 Added it in as an Iron Age Special
Unit buildable by all. It takes some hits but also takes some time to build and costs.
-Adrenal Glands now cost 16 Gas and build instantly, you can get the gas by getting the Early Engineering tech in the IRON Age.
-Made a slight change to the way critters spawn which will either work perfectly or require a 7.9.1 version fix.
-Revamped the briefing and version information :-)!
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7.9.1 Tracker Log: (May 31 2007, 12:58 AM)
05/31/07
-Moved the Hydralisk that was on the research beacon for Early Engineering that made tech selection a pain.
-Fixed a bug where Sioux were not playable (one little bring command I somehow missed changing).
-Pyramid cost changed up to 900 Minerals for balancing purposes.
-Fixed a huge farming bug resulting when a player had Pyramids and then choose to get the farming improvement.
-Fixed another farming improvement bug...there were two farm losing conditions resulting in 14 farms dying with farming improvement upgrade. Now fixed so only seven farms die.
-Made Iron Age and Stone Age Improvement/Wonder Info easier to read splitting it over more messages and moving the data disks more out of the direct path of the choosers.
-Fixed various location sizes to avoid people getting cheap colonies they don't actually control.
-Reduced the Tip of India from 2 sunkens to 1 sunken.
-Moved Auto Cannon up north more so that Egyptian mineral needs to be sunken expanded on to use early.
-Medium Tank cost reduced to 750 Minerals and 350 Gas with an 850 build time.
-Goliath unit cost reduced from 650 minerals to 500 minerals.
-Replaced Center Views with Minimap pings in many triggers to avoid the annoyance that Center Views cause.
-Fixed an airport bug where building them would get you money without the building being removed (wrong world location was used).
-Fixed Typo about Farming Improvement...seven farms die not six.
-Fighter Mineral Cost Reduced by 200.
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7.9.2 Tracker Log: (Jun 1 2007, 05:20 PM)
06/01/07
-Farming bug is fixed where farming Improvement could sometimes allow for farms to never die.
-Removed one last annoying map center that you got when you had 800 minerals to advance to 2nd age, replaced it with a minimap ping notice for newbs.
-Moved units back near minerals to the NorthWest of Germany to guard the mineral spot as the guard there had been made to weak causing some unbalance.
-Chariot stats changed, 20 damage, 180 hp, 125 mineral cost.
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Version 7.9.3/.4 Fixes: (Jun 2 2007, 12:39 AM)
-Game time at least 120 game seconds (two minutes) now until computer hatcheries start to be replaced by sunkens and zerg units.
-Fixed a bug where Mongols could end up with the Alien Mothership.
-Fixed a farm bug where farms didn't always die like they were supposed to in certain situations.
-Chariot stats changed, 24 damage, 200 hp, 125 mineral cost.
-Updated Version Information.
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Version 7.9.5 Fixes: (04/07/09)
-Updated Version Information on Map Description.
-Updated version Information in Briefing.
-Disabled all beacons along the top for wonders, age advances and improvements as well as governments to help avoid computer AI confusion in selecting advances and wonders.
-All Computer Swordsmen replaced with Warriors and computer has been given the warrior attack upgrade.
-Removed the Republic government indicator, intend to use it as new capitals indictaor. Trying to find something to replace it for marking Republic.
-Adjusted the location of Anarchy indicators slightly to make it easier to tell what government someone is in.
-Updated government indicator unit in Republic trigger for when a revolution is caused, templars (formerly capitals) will now be used to mark Republic Government.
-Reduced wait time on cycling between Colonies/Men/Resources to five seconds instead of ten seconds during Pre-Nano Ages.
-Updated Republic triggers to take into account the new unit representing The Republic Government.
-Updated Republican Guard trigger so that it isn't triggered by templar built on the World Map as well as updating the Trigger for switching to Republic Government.
-Removed the center view after Courthouse is built on the government chooser area.
(04/08/09)
-Fixed up the final stats sheet for Season 1 and prepared google documents for stat sheet for Season 2. Updated all the appropriate links on the forum and renamed the 7.9.4 Civilization Ladder forum to 7.9.5 one.
-Got Bot MGGL up and running and added in some custom commands on him again.
(04/09/09)
-Set P7 owned Capital Indicators at all locations which are zerg cacoons in the air so that capitals will not get in the way with movement. A player's capital will be indicated by the cocoon at that location becoming there side's color. Capitals should be placed to prevent any placement errors from things spawning at a player's capital.
-Added in a new trigger to account for when a player has no capital under the new capitals system for P1-P8.
-Fixed a bug that could prevent someone playing as England's crossbowmen from upgrading into Musketmen.
-a Communist Government now has a revolt triggered if they have less than four factories (armories). Previously it was too hard to collapse a Communist government by getting them down to one factory.
-Increased Republic income from +5 per second to +6 per second.
-Removed the center location trigger when someone builds a Democratic Assembly (Spire) changed to a minimap ping.
-Army size unrest spawn once a timer for a player with over 50 men on the World Map. Previously it was for 10 men, later unrest spawns for armies over 100 and 160 Men. Doesn't apply to non-anarchy governments.
-All critter (hunting) spawns now spawn equally and work. Problem previously was when a string limit was hit in an older editor causes some of the triggers to stop working.
-Reworked all of the Force 1 Triggers involving Republic.
-Reworked P1, P2, P3, P4, P5, P6, and P8 Capital Triggers.
-Removed unreliable exactly from some triggers causing size corruption penalties.
-Added a preserve trigger to the penalty for having 7 Civil Unrest.
(04/10/09)
-Fixed the mysterious P6 bug where P7 musketmen and a calvary sometimes spawned at P6 barracks trying to make more marines.
-Archer Range increased has been pushed back to a Medieval Age improvement by increasing the gas cost instead of the Iron Age.
-Added some Industrial Age looking wheels next to the beacon before you advance to the Industrial Age.
-Reduced the Nano Age Leaderboard wait time so that game stats will cycle through more quickly.
-Fixed a minor Modern Age Information typo.
-Removed annoying map re-centers when you advance to the Iron Age, Medieval Age, Imperial Age, Industrial Age, Modern Age, Space Age and Nano Age replacing them with mini-map pings.
-Fixed the bug where farms didn't die once any player got to the Industrial Age. They will now continue to need to be re-planted until you personally get to the Industrial Age.
-Fixed a minor bug that might allow someone to finish a palace slightly early.
-Renamed buildings adding in information to show what they give in resources or explain if they help against Corruption or Unrest to help new players and forgetful vets alike.
-Changed Force 1 Group name to distinguish this version from older versions and ensure games on the proper version are being reported.
-Option to select a Civilization randomly added. A bonus will be given on ladder score for choosing to take a Random Civilization.
-Protected the Map using ProEdit.
Civilization World 7.9.6 Log:
04/22/09
-Updated Briefing version information and Map Description and name information and colorization.
-Fixed Up terrain in the Age Selection area to look nicer.
04/23/09
-Cleaned up some terrain perviously covered by creep and worked on improving the South America terrain to make it more realistic.
04/24/09
-Finished updates on South America Terrain, Improved Canada terrain and England terrain (made larger).
04/25/09
-Fixed up some unit placement errors that resulted from terrain modifications.
-Placed Industrial Age Factories closer together and also put a 7th factory. Previously if 7 players had reached the industrial age the last one of them would have been out their free factory.
-Shortbowmen range upgrade reduced back to 16 gas as delaying the upgrade to the next age had the effect of rendering it obsolete in most cases.
-Fixed a Fog of War error in Florida.
-Did some major terrain work, moving of mineable resources and re-distribution of guards in the California/Texas Border area.
04/26/09
-Created more realistic jungles in Central America, and South America.
-Finished polishing up the North American terrain, features more mountains which are easily accessible, bridge over the Missippi, Appalacians enlarged, more placeable areas in northern Canada (less rocks) and generally better terrain with less unit headache causing spots.
-Started work on polishing up/re-doing the Africa terrain.
04/27/09
-Finished terrain work in Europe, Asia, and Africa.
EDIT: My map file appears to have corrupted and my last back is 7.9.5 so it looks like I will have to re-do all of the above work :-(.
04/28/09
-RE-Fixed Up terrain in the Age Selection area to look nicer.
-RE-Updated Briefing version information and Map Description and name information and colorization.
-RE-Cleaned up some terrain perviously covered by creep and worked on improving the South America terrain to make it more realistic.
-RE-Fixed up some unit placement errors that resulted from terrain modifications.
-RE-Finished updates on South America Terrain, Improved Canada terrain and England terrain (made larger).
-RE-Created more realistic jungles in Central America, and South America.
-RE-Shortbowmen range upgrade reduced back to 16 gas as delaying the upgrade to the next age had the effect of rendering it obsolete in most cases.
-RE-Placed Industrial Age Factories closer together and also put a 7th factory. Previously if 7 players had reached the industrial age the last one of them would have been out their free factory.
-RE-Fixed a Fog of War error in Florida.
-Re-Finished terrain work on Africa.
-RE-Did some major terrain work, moving of mineable resources and re-distribution of guards in the California/Texas Border area.
-RE-Finished polishing up the North American terrain, features more mountains which are easily accessible, bridge over the Missippi, Appalacians enlarged, more placeable areas in northern Canada (less rocks) and generally better terrain with less unit headache causing spots.
-RE-Finished terrain work in Europe, Asia.
04/29/09
-Added in a check on artillery spawner so that it will only spawn when someone still owns a Capital Indicator. This was to prevent it from spawning indefinitely at someone's last capital location when they no longer have a capital remaining allowing that person an easy way to boost their kill ratio.
-Reduced the max number of critters at each spawn location at a time by four to help eliminate CCMU situations during the early game.
-All triggers under Player 1 have been cleaned up and colorized.
-Fixed a potential bug where Player 8 donating Minerals to Player 1 might have been charged twice in quick succession.
-Added visual letters CO and UR written in bridge palette to help players more easily identify where to check their Corruption and Unrest levels.
-Added some more colors into the main briefing text.
-All triggers under Player 2 have been cleaned up and colorized.
-All triggers under Player 3 have been cleaned up and colorized.
-All triggers under Player 4 have been cleaned up and colorized.
-All triggers under Player 5 have been cleaned up and colorized.
-All triggers under Player 6 have been cleaned up and colorized.
-All triggers under Player 8 have been cleaned up and colorized.
-Updated all of the countries start information correcting a few typos and colorizing text.
-Deleted a potential exploit involving trying to build more than five spies.
-Switched Democracy government requirement to a Courthouse and The Republic Requirement to a Spire. This should help balance out those governments and make The Republic a more viable early option.
-Added in an additional Corruption penalty of Democracy that was supposed to be present previously but was not. Text now correctly lists a Democracy's corruption as High.
-Added observer explosion effect for Early Engineering Upgrade so that it matches other upgrades.
-Finished cleaning up all text and updating/colorizing as necessary under Force 1, Force 2 and in all other areas as well.
-Removed some units from a few places with lots of guards to help with preventing CCMU. Just a ling here and there and a few hydras on islands without beacons, etc. Nothing real major.
-Used Shadow Protector.
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Civilization World 7.9.7 Log:
04/30/09
-Reduced the size of the Village Remover Location.
-Fixed a bug where chariots expired in Industrial Age. Chariots no longer expire until I get more locations to add in other Age Specific specials in the future.
-Fighter interceptors armor upped from 17 to 30 and damage from 5 to 22.
-Renamed Zerg Queen to Frigate so it will seem less out of place before it converts.
-Fixed a text error in Republic Information when you researched it.
-Removed some rocks near Babylonian start spot for more farm space.
-Removed the warrior to footmen update for comp that was causing some placement errors and also caused some endless spawning bug in Africa at middle of map in 7.9.6.
-Moved a farm in Egypt to a better location.
-Changed some minerals that were accidentally player 7 to player 12 (neutral).
-Age Specific Unit Special (Lurker) renamed to Chariot Training as there is only one age specific special (the Chariot) which you can get once you are in Iron Age.
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Civilization World 7.9.7B Log:
04/30/09 Used a different map protector as the old one I used for the last two versions (Shadow Protector) crashes Mac users on the briefing screen.
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Civilization World 7.9.8 Log:
05/03/09
-Fixed a bug with Republican Guard and National Guards where they both required the wrong government building to spawn. Republican Guards now spawn if you are a Republic and have a Democratic Spire and National Guards now spawn if you are a Democracy and have a Courthouse.
05/04/09
-Replaced one devouring one (old Swordsman) that I somehow missed before next to China with a Warrior.
-Replaced one devouring one (Old Swordsman) that I somehow missed before south of Egypt with a warrior.
05/05/09
-Updated the Fog of War removing view of southern part of the map (Part of South America, and Various Oceans). Also removed the Fog of war view of the Northern strip of the map previously seen (Northern Canada, Greenland, Iceland, and part of Northern Russia.
-Revealed South Asian island in fog of war whose beacon was previously not revealed.
-Moved The 'Capitol Indicator' over London to the right so that it does not get in the way of selecting recently bred units and units.
-Fixed alignment of all buildings and wonders that needed it fixed so that they are properly aligned with the map grid.
-Re-adjusted tech information datadisks so that they are aligned to the grid properly and in some cases moved them to be more easily accessed
-Moved the island location south of South America to Australia. Island was probably too small to warrant a beacon and Australia needed another one. Also updated the fog of war to show this new spot.
-Renamed Diamonds to Precious Metals.
05/06/09
-Aligned the Civilization Selection indicators and changed terrain in the Civilization Selection Area so that the country indicators are on lower ground and you can't see who everyone else is from that area once you pick a Civilization.
-Renamed Diamonds to Precious Metals so that Gold can be renamed to Cost and used in the Ages Area.
-Changed Mountain Ranges to P12 for Minimap Purposes.
-Renamed Gold to Cost:, will use it at the top next to improvements/wonders encase people have trouble reading the cost in the info text boxes.
-Changed the Village Remover location size again to attempt to prevent the unplaceable sunken colonies replacing hatcheries early on.
-Re-positioned Capital Cocoon of Morocco to allow better unit spawning.
-Fixed the chariot dying at the Iron Age Info location up top.
-Early Fort (Auto-Cannon) armor dropped from 6 to 5.
05/07/09
-Fixed the text information for Advanced Flight removing the inaccuracy when you got it which said it allowed control tower which you could already build.
-Democratic Assembly and Palace Gas cost increased to 16 so that you need Early Engineering before you can build either and to prevent people from building them and then having them destroyed because of them not having the correct research done.
-Modified the Early Engineering Tech saving a location and using Goliath Turret Death Counter (Four Triggers Modified).
-Moved the Iron Age Datadisk and location so they are more easily seen.
-Removed all "Technology" along the top and renamed Technology (Psi Emitters) to Australians.
-Added Australian Civilization as selectable, also added Australians to the potential Random Civilization list. Australians start with 2 farms and a Frigate.
-Added in a trigger where once Australians conquer there Islands 2nd beacon they get early access to Overlords to expand.
-You have built more than 8 farms message now only comes every 60 seconds instead of every 6 seconds. Hopefully this will still help new players and prevent annoyance of that message by old ones.
-Updated the Alien Mothership path to include Australian start location.
-Updated Map Fog of War to reveal Australian Start location like it does all other start locations.
-Color Coded the buildings with what they do being in green and a () number in red at the end of name indicating max.
-Updated briefing to explain new color coded system.
-Added Minerals (Cost:) at the top next to all Improvements, Wonders, and Age Advances indicating cost.
-Updated briefing to explain what the Minerals at the top are for.
-Moved the computer units in Turkey back some to make them less likely to come down and attack units mining the Mineral south.
-Moved American Sunken south a couple squares to avoid conflicts with the Hatchery.
-Enabled Defiler Energy Upgrade Default (Apparently its on a small list of non-disable-able upgrades so I just enabled it to save everyone from potentially researching it and wasting resources.
-Increased Mobile AA Gun Ground Attack from 48 to 60 Damage. This should compensate for it having a shorter range than Machine Gun Goliaths of the previous age. Also upped its armor from 14 to 20.
-Zergling Attack Upgrade time cost reduced from 350 game seconds to 175 game seconds. Mineral Cost also reduced from 500 to 400.
-Hive build time cost reduced from 1590 to 1290.
-Earthwork Fort reduced from 6 armor to 5 Armor.
-Added back in warrior to footsoldier conversion for the computer by re-using Start Australia location (No more unplaceable footsoldiers and no location conflict as before. It's working fine now as it did before 7.9.6 :-).
-Adjusted the amount of computer guards on Australia (1 less sunken, few less units than before).
04/08/09
- Fixed some terrain blockiness in the selection area walls between Ages.
- Changed the you have built more than 8 factories message to only showing every 60 seconds instead of every 6 seconds.
- Changed Space Colony's to Space Colonies on the leaderboard for Nano Age.
- Added in a fail-safe for Stone Age gas, just encase there is some way to exploit it not having been there (Mainly thinking if someone had some kind of resource hack).
- Modified Australia terrain having land go to the edge of the map so that Australians can fit more farms and other structures on their island.
- Updated Farming Improvement to use a death counter (Alan Turret) allowing falgs to be removed and saving a location (25 Triggers Modified).
- Added in a trigger causing defeat for players who do not choose a Civilization after 240 seconds eliminating the bug where a player not selecting a Civilization could previously make the game not end in victory for anyone.
- Added another Oil Field in Northern Russia (Siberia).
- Added in government special healer for cost of 850 minerals all of your government units can now be healed in the government selection area.
- You can now build on top of beacons at all Civilizations start locations.
- Removed +1 Minerals per second triggers for 64 locations and above...apparently there were two sets of them so you got double money once you got over that many colonies. No surprise this wasn't noticed before :P.
- Updated Government Information to reflect changes in Army Maxes and Industrial Age Income for governments.
- Added in messages for players with a selector over a government location they don't have the tech for.
- Dropped all government army maxes by 20, and also dropped all government with Chivalry maxes in 20. This is to make people consider more the government they pick for a certain time. In addition government incomes have changed to the following with the first number being the max without chivalry and the second number the max with chivalry:
80-120 Anarchy
140-180 Communism +12 Industrial Income
60-100 Demo +18 in Industrial Income
100-140 Mono +5 Industrial Income
70-110 Republic +16 Industrial Income
- Added in messages telling players who stand over a government beacon that they can't get yet what buildings/resources they are missing to get it.
- Updated government incomes to go up in Industrial Age (See Chart Above).
- Changed some terrain to prevent the medic from walking around in Iron Age (Always move to command created an annoying visual of medic movement).
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Civilization World 7.9.8B Log:
04/08/09
-Fixed a Mineral that was on a cliff and un-mineable.
-Re-protected map without that annoying invulnerable auto cannon glitch (Checked every auto cannon in Single Player to be sure).
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Civilization World 7.9.8C Log:
05/13/09
-Added Ohio beacon area to the Fog of War revealed map. Previously a mountain to its right was revealed instead of Ohio.
-All display units at the top switched to Player 11 to prevent unwanted unit wandering.
-Added a city over Russia's start beacon killed two seconds in so they can build over it like everyone else can build over there's now.
05/19/09
-Fixed Asia Minor (Turkey) terrain so that it is not such a hard area to get through.
-Added cities (Supply Beacons) over every beacon that are destroyed two seconds into the game so that all beacons can now be built over.
-Changed Saudi Arabia location sizes so that a supply depot can't be used easily to claim both beacons at once.
-West Africa Terrain extended it so that you can get behind the Vespene Guyser near river.
05/21/09
-Terrain between Caspian Sea and Mediterrean enlarged so it is not such a chokepoint. Moved guyser farther to the right.
05/25/09
-Resized the Stone Age Info Location so that players going to buy an scv as less likely to run into it.
-Resized the Medieval Age Info Location so that players aren't spammed with text upon advancing to that age. Also moved the location and data disk south more.
-Players can no longer donate money to themselves (which gained them no cash before but could be used to inflate a players resource score).
05/26/09
-Moved Warriors back a bit west of Egypt so they are less likely to be accidentally lured.
-Moved Warriors back a bit south of China so they are less likely to be accidentally lured.
-Moved Warriors back a bit south of Mongolia so they are less likely to be accidentally lured.
-Resized the location of the critter spawn south of Germanic Tribes so that lings there are less likely to get caught up in the junkyard dog script.
-Added 600 Minerals to England north of Scotland that are mineable Pre-Industrial Age to better even out the England and Australian start options.
-Moved up auto-cannon south of Russian start location into sunken range and moved zerglings/hydra south back farther.
-Removed some high ground in Central Asia which created some ai movement confusion.
-Removed an auto-cannon and 3 warriors east of Russia to allow easier access to critter hunting in Siberia.
-Moved a mineral that was east of Russia to south.
-Moved mineral covered until Industrial age near Russia farther south so it is in a less akward spot to mine.
-Replaced a Sunken west of Mongolia with an auto-cannon which is farther south that the sunken allowing potential sunken expoing of it.
-Removed one Hydra north of Sioux guarding mineral patch there.
-Moved 400 Mineral patch south of Americans up near bunker and changed it to 1000 Minerals.
-Removed auto cannon, warriors and crossbowmen that formerly guarded mineral patch south of Americans that was moved.
-Moved a hydra, auto-cannon and mineral patch north of Americans to other side of bridge allowing a potential Sunken expansion there.
-Spot south of India sunken and guards replaced by a bunker with three marines to allow another sunken expo spot.
-850 Mineral patch north of India moved farther south. Two warriors removed from area guarding it. Sunken replaced by an auto-cannon.
-Removed some High Ground in Southern Tip of South America so scv's don't get trapped there so often.
-Moved auto-cannon east of Aztecs over closer to that it is sunken expandable. Added a mineral (700) to that spot as well.
-Moved jungle in Central America farther south so that it wouldn't give cover to the auto cannon that was moved closer.
-Added a 3rd entrance to Switzerland to make it more accessible and prevent scvs from being trapped there early making a depot.
-Enlarged high ground pass from Southern China to Babylon Area to make it more passable.
-Enlarged high ground entrance to Tibet area from Southern China to make it more passable.
-Fixed a bug allowing Australians and English to build and use overlords before they conquered their respective islands to gain early access to them.
-Changed the indicator for Space Age so that Zerg Scourge can be used.
-Enabled Zerg Scourge (Fireships). Fireships: 35 HP 500 Build Time 80 Mineral Cost 2 Gas Cost 0 Armor 70 Damage.
-Made the briefing a little more concise and 10 seconds shorter.
-Updated the Government Healer to heal buildings as well as units making it more useful than before.
05/27/09
-Added in Hyper Triggers (under P7).
-Removed all waits from P7 triggers replacing them with a P7 Tank Turret death counter.
-Added in Scanner Sweep Death counter to attempt to normalize farming, Anarchy Income and beacon income with the addition of hyper-triggers so that income is not too fast.
-Added a Medic next to the government heal trigger to better indicate what that beacon is for.
-Slowed down the timer so that it is not too fast as a result of hyper triggers.
-Fixed a bug where two temples would stop functioning after you hit the Industrial Age.
-Corruption at 3 warning now happens once a timer instead of an annoying once every 8 seconds.
-Removed waits from all building related triggers generating corruption and unrest replacing them with a death counter. (All Players Triggers)
-Corruption at 5 warning now happens once a timer instead of an annoying once every 12 seconds.
-Finished removing all but one wait on All Players Triggers and Adding in death counters.
-Added in death counters on Space Colony, Farms, and Factories income to adjust for hyper triggers.
05/28/09
-Removed P1 Government Special Unit waits replacing them with death counters.
-Delayed government warnings with death counters to avoid as much message spam.
-Removed the gas reset for Modern Age and changed the Industrial Age one to work for Modern. So highest gas will reset is at 199 and after that you have to get some oil refineries.
-Added in death counter waits on income for beacon control, Marco Polo's Embassy, and Cure for Cancer to adjust income for hyper triggers.
-Reduced window on some triggers to prevent repeat due to faster death counter than the wait previously used.
-Switches added to prevent double messages on government info which previously happened with the first government building you built.
-Republic Special wait time reduced from 80 seconds to 70 seconds. Monarchy wait time reduced from 100 to 75 Seconds.
05/29/09
-Cuba natural resources spot moved up to Alaska and island of Cuba resized to be closer to scale.
-Terran ship and vehicle weapons upgrade base costs increased by 100 Minerals.
-Adjusted the 20 second wait until game starts so that it is 20 seconds on the countdown timer again as before.
-Fixed a small un-buildable area in southern India that should have been buildable on previously.
-Removed the Overseas Trade location Southwest of India. Location 222 is now used as another colony in North America, added in appropriate triggers.
-Updated Fog of War to show two newly added colonies in Americas.
-Fixed some terrain glitches from map crashing while I was trying to save it.
-Improved Overseas trade profit potential. For your first unit at the trade you get +2 minerals per second and then an additional +1 one per second for each ship after up to your fourth. Overseas Trade spots can be shared with other players.
-Updated Chivalry tech to use death counter "Australians" removing flags for that tech and saving a location. Also updated all government revolt triggers to account for new chivalry indicator.
-Added in a you have already researched chivalry message encase someone gets it and forgets since you can't check via flags anymore.
-Tech Advanced Flight Research replaced by Aztecs Death Counter.
-Added in a you have already researched Tech Advanced Flight message encase someone gets it and forgets they have it and moves a civilian back on the beacon for it.
05/30/09
-Added in Recycling Structure (Sprite), beacon and triggers using the two most recently freed up locations for the task. It allows the salvaging of materials from razed structures and killed units which reduces the cost of future units. 100 minerals salvaged per 1,000 points.
-Recyling uses "Americans" unit as death counter.
-Protected the Map.
-Checked to make sure the map protection didn't mess up any early forts making them invulnerable.
----------------------------------------------------------
Civilization World 7.9.8D Log:
05/30/09
-Changed the leaderboard triggers from All Players to Force 1 to prevent a huge glitch on the countdown timer.
-Added a mineral showing cost next to the Recycling Tech.
Edit: Turns out my hypers were not firing properly before due to the leaderboard triggers in all players adn thus a lot of timing for a lot of triggers is of. I am fixing it and still planning to released 7.9.8D today.
-Updated government special triggers to work properly with hyper triggers.
-Fixed the timer to now work correctly on hyper triggers.
-Fixed Space Colony Income, Farm Income, Corruption Income Penalty, Factory Income and government incomes to work properly with Hyper Triggers.
-Updated all Unrest and Corruption Buildings to work properly with Hyper Triggers.
-Fixed Natural Resources Income, Marco Polo Income, United Nations Income, Artificial Oil, to work properly with Hyper Triggers.
-Updated forces names and briefing information.
----------------------------------------------------------
Civilization World 7.9.8E Log:
06/01/09
-Updated briefing and forces version information.
06/02/09
-Updated Recycling Tech triggers so that it now gives you additional 5,000 unit score points after taking away 5,000 killed/razed points so that getting the tech will not negatively affect your total score anymore.
-Updated critter spawn triggers adding in a death counter (Babylonians) wait so that they spawn as they did before hyper triggers. 8-9 Critters now spawn per location per timer with a max of 8 allowed at any location at a given time.
-Replaced the Auto-Cannon east of Sioux replacing it with a sunken (at half hp because it's on a ledge) to avoid the occasional invulnerable cannon glitch caused by too many critters on top of the auto-cannon when it tries to pop up.
-Changed the window on Unrest spawns for army size that had been one second too long resulting in some issues maintaining a government in later ages with the addition of hyper triggers.
-Re-ordered triggers so that all of the unrest/corruption related ones are close together to help with future editing.
-Fixed a bug with revolts where the army men counter correctly showed your army size but the revolution indicator triggers erroneously counted selector units in your army size causing revolts before people actually had broken the army maxes.
----------------------------------------------------------
Civilization World 7.9.9 Log:
06/10/09
-Updated Version and Forces Information.
-Adjusted terrain at startup area so that Russian and Chinese players can't see each other's indicators.
06/11/09
-Changed Target Selector to Hero Zergling (from Infested Terran) since you can kill an invulnerable Infested Terran.
-Replaced Researched Flags for Tech Advanced Space Location with China Death Counter.
-Updated all P1 Triggers which had Tech Advanced Space Flag Conditions (35 total) replacing with China Death Counter and updated Target Selector.
-Updated All Player triggers which had Tech Advanced Space Flag Conditions replacing them with China Death Counter and updated Target Selector.
-Updated all P2 Triggers which had Tech Advanced Space Flag Conditions (35 total) replacing with China Death Counter and updated Target Selector.
-Updated all P3 Triggers which had Tech Advanced Sp
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Related
Meta
- Map Style:
- Custom (UMS)
- Categories:
- Strategy
- Author:
- -BW-Map_God 32
- Filename:
- (7)CivilizationWorld 7.9.9D.scx
- Latest Version:
- (7)CivilizationWorld 7.9.9D.scx
- Type:
- StarCraft Map
- Size:
- 468.2 KB
- Overall Rating:
-
3 / 5 (8 votes, ranked #82) - Tags:
- civilization, multiplayer, strategy, ums
- Players:
- 7
- Teams:
- 1
- Tileset:
- Jungle
- Dimensions:
- 256x256
- Favorites:
- 0
- Downloads (Total):
- 2,955
- Downloads (Daily):
- n/a
- Submitted By:
- -BW-Map_God 32
- Discovered On:
- Aug. 8, 2009
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- JavaScript Widget:
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(7)CivilizationWorld 7.9.9D.scx
(7)CivilizationWorld 7.9.9D.scx (468.2 KB)
- Released:
- Aug. 8, 2009
- Downloads:
- 1,964
- Direct Link:
Rating
- Opinion:
8 votes considered -
- Good
Good
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Achievements
- Top 100 Aug. 9, 2009
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User Comments
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What map protection is used on this?
173.19.244.xxx
Thanks SkedarLord! You should check the forum sometime and offer any suggestions you might have for the next version if I ever get around to finishing it---7.9.9E.
lol This map is very tricky if you suck at managing lots of units. 5 stars.
Man... you need the spa more then anyone else i know. directed at (fake bw god) lol this map is good and you know it
That is a Brown Player error that occasionally happens in Starcraft games where the game crashes when P6 leaves. It has the same likelihood of happening on this map as any other map. Anyway I haven't had it happen in 20+ hosts so far. The other potential problem is if your b.net cache corrupted in which case just delete it and then log back on to b.net and you should experience less errors/lag in general playing online.
Anyway 7.9.9C should be out soon, found a couple of bugs to fix. If anyone else finds anything post about it on the site forum.
http://z14.invisionfree.com/Civ_World_League/
it keeps crashing when someone leaves ... fix this.
64.231.92.xxx