Éa II, v1 (initial alpha release)

Converted 20120701 for G&K

Added religions w/ initial beliefs (all religions have fixed beliefs, though some beliefs gained later by policy)

Added GP class Devout with subclasses: Priest, Paladin, Druid

Added GP class Arcane Practitioner with subclasses: Witch, Wizard, Sorcerer. Druid is subclass of both Devout and Arcane Practitioner. Note that magic will be very limited in phase 2 with a simplified mana system and just enough spells to make the victory conditions work.

Re-enabled GP AI and it is working!, at least for merchants. Not sure what happened. All AI movement was broken in 20120701 (post-patch vanilla) but it is no longer broken in G&K-converted mod. (This is good because I can now finish base GP AIs, Artist and Warrior, and start adding phase 2 GP AIs.)

Added Pantheism and Theism policy branches

Added alternative Theism policy branch for the fallen (mirrors the normal Theism branch and is displayed in its place for any fallen civilization)

Added Lua logic to determine "fallen" state and dominant civilization religions

Added major prophecies (actions for the Devout GP class) and lots of Lua logic for religion founding (no AI yet)

Added wildlands mechanic for pantheistic civs

Created system to allow GPs to gain experience and take promotions

Deleted almost all base promotions and added mod's own promotions

Added Proselytize and various Druid rituals to allow active religious conversion

Major overhaul of GP AI (again) to allow AI to learn all of its "values" for an action based on action definition (an action is defined in an EaActions table and by a few optional action-specific methods). The system is getting really generic now, which is good. Basically, anyone who can code Lua should be able to add a new action (including a spell) without opening up the AI code file. You still have to write some code for your action to calculate the potential payoff (or you can just supply a proxy fixed value).

Added Heal Spell

Added GP "individual modifier" system. mod = (5 + level/3) + applicable promotion bonues, rounded down. This value is used to determine the effect of almost any GP action, whether it be the instant effect of a spell or the permanent effect of a Wonder just built.

= (5 + level/3) + applicable promotion bonues, rounded down. This value is used to determine the effect of almost any GP action, whether it be the instant effect of a spell or the permanent effect of a Wonder just built. Added "Wonders, Epics & Artifacts" popup window. It shows all world-unique objects that exist, whether owned by human or AI player. It can be found in the "diplo corner" with Religious Overview, Victory Progress, etc. screenshot

Split off "Éa Media Pack" into a separate mod. This contains all art assets (the biggest part of the mod by size) and will need to be updated much less frequently then the main mod.

GP popup screen now working. It scales image based on your screen resolution and is quite cool. screenshot

Converted and added all GP portraits for Man and Sidhe for alpha release (103 total).

GP aging and experience (passive and active) are fully implemented as described here.

All buildings and resources added and double checked against doc specs.

Pedia: Units categorized by race rather than era

Added Naphtha resource

All units added and double checked against doc specs. Many units currently use placeholder graphics, e.g., Keshik for all horse-archer line. I'll start to fill in unit graphic types (after alpha release) using some of the fantastic ethnic variants available. These can work for Man and Sidhe, but Heldeofol will remain on hold until we get some Orc/Goblin/Ogre-type units.

Slaves added (see detailed Slavery system here). Slaves are maintenance free worker replacement, and also the "capture" unit for workers, settlers or slaves. Settler/worker/slave capture is now limited to those with this policy branch only.

Slave Raiders policy added. Slave Raider promotion (earned) causes slaves to be generated from unit kills and population killed on city capture. Policy generates slaves during city razing.

Slave Armies policy added. Slave Maker promotion (earned) allows land military unit capture (captured unit has Slave promo which hurts strength and experience gain)

Slave Breeding added. With Slave Breeding Pen you can build settlers no matter the unhappiness, and cuts food loss from unhappiness in half (base GlobalDefines penalty has been reduced overall: Unhappy, -50%; Very unhappy, -75%)

Servi Aeternam added. Interment Camp converts nearby revolting units to slaves under your control

Debt Bondage added. With Debtor's Court you can convert city pop to slaves

Ea 20120701

Added popup when a civ takes a name (will be civ-specific image later but for now it is just a placeholder image).

Added a generic "time-discount" system for the AI to understand and compare future or per turn payoffs vs costs. See here and here.

Merchant unit AI is now working.

Added National Treasury (merchant city build). Requires Coinage and gives 5% interest on treasury.

GPs now gain a title as part of their name when they become leader. For now, it is just King _ <name> _ or Queen _ <name> _. Any GP can be given a special (override) title via a simple edit of the EaPeople table.

_ or Queen _ _. Any GP can be given a special (override) title via a simple edit of the EaPeople table. Added Tomes

Sage AI now working

Added wonders with effects (all are built in city by Engineer or Sage)

Engineer AI now working

Collected ~300 images for GP portraits and Civ-naming popups (see Credits section below)

The Civ AI that picks techs and policies is now working. Some description in this post. It initially picks from 0 - 3 techs to get some capital growth, then actively and aggressively goes for a civ name.

You cannot have diplo interactions with a civ unless both you and they have a leader. (You can still declare war by attacking or violating borders with a unit. But you will then be stuck at war until you can initiate diplo interactions.)

You do not even see a civ in the diplo list until it takes a civ name.

Changed GP generation spawning function. You now need some GP points to have any chance of spawning.

Ouch! The new patch has broken AI GP movement! For the current build, I have disabled all GP AI (except that they will still take leadership).

Ea 20120416

Hooked up civ naming traits to actual effects. About 80% complete.

Added Academy and Trade House (still need foreign trade UI)

GP spawning chance now accounts for Civs with "favored GP class" (see*) and the 3 policy openers

Added code debugging feature that verifies that all SQL files read to end-of-file

Three policy openers spawn GP now (Militarism, Commerce, Tradition). If this is your civ's naming event, then you get a specific GP (Nemed, Partholón, or Theano) as initial leader and your civ's namesake.

First to Mathematics or Masonry spawn specific GP (Lagad or Sophroniscus) as initial leader and civ namesake.

Randomly spawning GPs are now of the appropriate race.

Heldeofol now spawn a Warrior GP upon their first kill. This GP is automatically made leader and the civ takes an associated name (all are now "Clan of <leader name>"; perhaps we can get more creative later).

Ea 20120412 (initial release):

The naming system is is working, for the most part, at least for Man. If you are first to a "naming" condition, then your civ will go from "A Tribe of Men" to "Ikkos", "Fir Bolg", etc. Most of these are just empty names, however. I'm currently hooking them up to actual effects. There will also be a popup (similar to a era change in base) with civ-specific image.This works. Any GP can "take leadership" if you don't currently have a leader. The only way to undo this is to disband that unit, which will make you go back to "No Leader" and allow another GP to become leader. Currently, all GPs except Warrior have an effect. For now, they add +10% production, gold, science or culture (depending on GP class) to all cities.Generation is in, and you can see UI in the top bar telling your %chance for spawning each turn (note that this is 0 until you have civ name). It also shows points for each of the 5 classes, which gives you the relative likelihood of generating each type (dependent on specialists and unit xp). GPs can do a lot of the listed stuff but I still have a lot of work to do here.The tree is in with a vertical scroll bar. I still need to add toggle arrows so that small screens can access high tier techs on the right. Knowledge Maintenance is in. Diffusion is in but not currently working right (it's popping techs when it is only ever supposed to give you 95% of a techs research cost).The "Cultural Level" system is in and seems to work. I like the timing of the 1st policy (about turn 60 if you do nothing, much faster if you build a monument, much much faster if you build a fair and assign an artisan).Recently added and they seem to work (it's an action for Merchant GPs). I still need to add UI to city screen. It will be a separate area on the right, showing each trade route for this city and any modifiers.These can be built by a GP joined with a worker or slave. Unfortunately, the graphics never update from "under construction" state to "finished" state. More importantly, I haven't added effects for Wonders yet.Yikes! Some of the core machinery is in, but not really working yet. All tech and policy decisions will be entirely Lua controlled and tailored (i.e., "hard wired") to the mod's specific techs/policies. This provides better AI performance than any "generic" system, and easier to code too, though it means that any modmoder has to do some AI work for the AI to "see" and properly pick any new techs or policies. There will also be separate AI guiding GP generation (specialist focus by civ agenda) and a separate "unit AI" for each GP class or subclass.