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Uploaded on:Mar 17 2008, 6:40 am
Uploaded by:-BW-Map_God
Author:-BW-Map_God
Downloads:552
File Description
Edit: Due to a character limit I had to remove the change log from some of the older versions, you can view the map's change log history in it's entirety on my forum: http://z14.invisionfree.com/Civ_World_League/. Also I keep trying to update the screenshot for this map but it keeps giving me an error. Terrain looks much better than the current screenshot shows.

Start in the stone age with your tribe and advance through the ages researching technologies and building wonders you deem necessary for your cause. Engage in farming, hunting, mining, trading and pick a good government to maximize income. I wasn't sure how far back to go on the logs so I just went with 7.5 which was when the first changes were made to turn this map from crappy into good (see forum for this log now, due to size limits I've had to cut earlier days change log from this list). I've worked on it on and off through the years and for over a year we had a successful online (b.net) ladder system for the map which over a thousand players participated in. Unfortunately I had a Law Academy in the Summer and time dwindled and things died down a bit with it. Oh yea, worth noting the original map was very crappy/buggy and not placed much when I noted the maps potential and began to rewrite basically the entire code reading through it countless times in my quest for perfection. A few others took the liberty of modifying an out of date version of the map and creating some version 8 and 9 10 maps which completely sucked. The original creator also attempted to fix his mistakes with the Legacy Series a few years back and a few people also modified that. But yea, my map has nothing to do with the Legacy series.

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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.

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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:
-Used a different map protector, the one used in the previous two versions apparently made the game crash when a player who had a Mac OS was in game.

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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 flags 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:
05/08/09
-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 7.9.9 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.

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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.

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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 Space Flag Conditions (35 total) replacing with China Death Counter and updated Target Selector.
-Updated all P4 Triggers which had Tech Advanced Space Flag Conditions (35 total) replacing with China Death Counter and updated Target Selector.

06/12/09
-Updated all P5 Triggers which had Tech Advanced Space Flag Conditions (35 total) replacing with China Death Counter and updated Target Selector.
-Updated all P6 Triggers which had Tech Advanced Space Flag Conditions (35 total) replacing with China Death Counter and updated Target Selector.
-Updated all P8 Triggers which had Tech Advanced Space Flag Conditions (35 total) replacing with China Death Counter and updated Target Selector.
-Replaced Research Flags for Tech Espionage Location with Egyptians Death counter and updated all appropriate triggers (10 total) freeing one Location.
-Changed synchronized start triggers to use elapsed game time again removing the now unneccesary backup trigger that was causing a redundant map re-center shortly after you got control of your Civilization.

06/13/09
-Changed the elapsed game time until Cities are destroyed making beacons build-overable so that they will still be build-overable even in very laggy games.
-Replaced Research Flags for Tech Radar Location with English Death counter and updated all appropriate triggers freeing one Location.
-Replaced Research Flags for Tech Mobile Warfare Location with Germans Death counter and updated all appropriate triggers freeing one Location.
-Replaced Research Flags for Tech Conscription Location with Indian Death counter and updated all appropriate triggers freeing one Location.
-Replaced Research Flags for Tech Gunpowder Location with Mongolian Death counter and updated all appropriate triggers freeing one Location.
NOTE: All Research Flags have now been eliminated from the map :-).


06/15/09
-Added Sieged Mode P11 Tanks to Artillery area so it is more obvious what the selector is there for in that box (Spawning Artillery).
-Finished up all the "You have Already Researched this tech" Messages that will now be the way to tell if you have a tech already or not since flags are gone.
-SCV (Settler) Cost at top changed from 250 Minerals down to 150 Minerals with appropriate messages and triggers changed.
-Updated Space Colonies Income Triggers using exactly instead of at least and some other changes to lower the number of triggers running every second once people are in the nano age while maintaining the same income per second from space colonies (+1 per Colony). (Instead of 60 triggers running--one per colony now if you have 2 Space colonies one trigger runs giving the income of 2... and if 3....then one runs giving income of 3...etc. on up to 60. This change should help reduce overall lag.


06/17/09
-Changed Farming Improvement from making only 7 farms die to making only 6 farms die (to help balance out Pyramid wonder edge and to make Farming Improvement more efficient).
-Changed Farming Income Triggers using exactly instead of at least and changing them from add 1 to add 1,2,3, etc. based on the number of farms. 8th farm still uses at least to prevent income farming errors from having more than eight farms. This should help reduce overall lag.
-Changed Corruption Negative Income Triggers using exactly instead of at least and changing them from add 1 to add 1,2,3, etc. based on the number of Corruption. This should help reduce overall lag.
-Changed Factory Income Triggers using exactly instead of at least and changing them from add 1 to add 1,2,3, etc. based on the number of factories. 8th factory still uses at least to prevent income factory errors from having more than eight factories. This should help reduce overall lag.
-Removed 1 Australian that was mistakenly left in the Modern Age Area.
-Changed the automatic defeat for players not selecting a Civilization after 240 game seconds to a forced random Civilization selection (Still defeat at 300 game seconds encase someone finds a way to get out of forced Random Civilization).
-Changed Natural Resources Income Triggers using exactly instead of at least and changed them from add 1 per to add 1,2,3, etc. based on the number of Natural Resources controlled. This should help to reduce overall lag.
-Added in a Trigger Failsafe to prevent Junkyard dog critter scattering from effecting the Alien Mothership's flight path causing it to get lost.
-Removed a bug where a player could accidentally gain control of the Alien Mothership brought about by changes from a few versions ago.
-Removed Trade Indicators from Bottom right which hadn't been used in triggers for quite a few versions renaming them to mines in preparation for the potential addition of mines to the game.

06/18/09
-Trade Route Locations now only recognize air units (ships).
-Updated trade routes adding in some sprites, and land under the Overseas Trade Beacon so that troops can be landed and one bunker can potentially be placed. This makes overseas trade represent more island stops along trade routes collecting income and gives islanders a slight advantage to taking routes as they get overlords earliest and can land ranged units to help guard spots they take. Air Units (Ships) or floating buildings are still the only way to get trade income.
-Trade routes now give only +3 (two ships) if your from a Euro/Asian/African country while countries in the Americas and islanders (England/Australia) can still gain +5 from trade routes provided they have four ships and have built a Seaport (Zerg Spire).
-Democratic Assembly (Zerg Spire) renamed to Seaport. Build time reduced to 1200, Minerals to 500 and Gas Cost to 0. Armor Reduced to 3 and Hit Points reduced to 900.
-Zerg Greater Spire renamed to Democractic Assembly replacing the Zerg Spire as the building required for Republic. 1800 Build Time, 800 Mineral Cost, 16 Gas, 1 Armor, and 2500 Hit Points.
-Hive (Imperial Capital) build time reduced to from 1290 to 400.
-Chariot training time reduced from 165 to 55.
-Archer cost reduced from 35 minerals to 25 minerals.
-Updated top selection area moving Seaport to enabled by Iron Age and moving the new Democratic Assembly to enabled by Early Engineering as well as indicating courthouse is enabled by Early Engineering.
-Increased the cost to switch to Republic from 1500 to 2000.
-Updated triggers to reflect the new Democratic Assembly building (Greater Zerg Spire) as requirement for Republic (30 triggers).
-Cost of Republic changed from 1500 to 2000.
-Added in messages telling players with 3 or more ships over a Trade Route about the new Seaport requirement to get the additional +2 Bonus. These messages are only specific to the palyers eligible for this additional trade income (Americas and Islanders).

06/20/09
-Democratic Assembly renamed to Representative Assembly--updated appropriate triggers to reflect the name change (6 Triggers).
-Fixed player notifications of what government buildings allow what when you build them adding in switches so that each player receives the messages. Previously only the first player to get it received the message which was most likely the player who least needed the message.
-Enlarged Start Mongols position so that it could be used with Overseas Trade Route Starvation Triggers.
-Added in Overseas Trade Route Starvation (Russian, Soiux, Random, and Target Selector Death Counters Used) so that when you have a trade route guarded by troops and lose all air units on the route if you don't get more air units there in 50 seconds your troops at the trade route will run out of supplies and starve (die). This is to make sure it doesn't become too difficult to take a Trade Route.
-Used switches (77-80) to avoid Overseas Trade Route Starvation message spam to people without any trade routes currently.

06/22/09
-Changed the Switch to Government reminder to once a timer instead of one time during the game so that new players will be more likely to pick up on the fact they should get a government.
-Reduced the cost of Hanging Gardens from 1500 Minerals to 1000 Minerals.
-Oil Refinery Cost Reduced from 800 Minerals to 400 and from 100 Gas to 0 Gas and Build time from 900 to 600.
-Updated Oil Refinery message including a refund if you try to build it too early as it is now possible to try and build a refinery too early.
-Oil Refineries (Terran Refineries) now Generate +1 Oil Per Second (Max of 4) and in addition they can still be mined as before.

06/23/09
-Efficient Oil Refineries (Protoss Assimilators) now generate +2 Oil Per Secon (Max of 4) and in addition they can still be mined for gas as before.
-Updated Artificial Oil Wonder from +8 Oil per second to +16 Oil per Second to make it more like a wonder in light of Refineries now generating oil automatically.
-Updated Refineries and Oil Refineries names to indicate they give gas income and that a max of 4 of them help in this area.
-Added an Oil Refinery on an Indonesian Island giving Australians potential to access Oil even if they can't get a hold on a continent.
-Fixed a potential bug involving space colonies.
-Added in Death Counter Randomizer which adds +1 Randomizer deaths for every +1 Overseas Trade Income Made.
-Death Counter Randomizer used to add in Trade Route Corruption which occurs every 4800 Randomizer deaths (4 Minutes with all four trade routes at (+5) and roughly 7 minutes with all four trade routes at (+3), adding 1 corruption to the top for the player in question.
-Updated Version Info to Indicate Private Test Version (For when we test it before releasing it to get out any final kinks).
-Removed the need for Whole World 2 Location and Updated Appropriate Triggers.
-Extended the No Fly Zone across the top more.
-Reduced the cost of Artillery (Unmoveable Sieged tanks) from 600 Minerals to 400 Minerals.
-Added A Science Facility with a Covert Op's Add on for the Manhattan Project so that you can immediately make ghosts for launching nukes upon getting Manhattan Project.
-Fireships cost increased from 80 Minerals to 120 Minerals.
-Added in more protection against air units flying around the top area.
-Renamed Hero Mutalisk to Industrial Age (7000) and using it as Industrial Age Indicator.
-Added in a Mineral Cost Indicator for Pyramids.
-Removed the Gas Gained for advancing to Industrial Age. Now when you reach Industrial Age all gas gained must come from refineries or mining aside from the 99 you start with when you enter Industrial Age. Industrialization makes old buildings that used to not require gas require it (Read, gas costs are like oil costs now since you don't get your oil automatically returned to a certain level.
-Potential for Gas Exploitation removed completely.
-Standardized all Civilization start Greetings to You have risen to become leader of the " ". Also standardized and shortened the text following which described what your Civilization starts with.
-Renamed Souix to Sioux.
-Fixed some text consistency issues brought up by MiniMoose2707's careful check of the strings.
-Updated The Basics (Information Disk to the left of start spawn) to include more information spread out in a more readable manner. Topics now include farming, hunting, Trade Routes, Governments, as well as dealing with Corruption and Unrest.

06/27/09
-Fixed some more text consistency issues brought up by MiniMoose2707's careful check of the strings.
-Updated government Corruption messages to be activated in the 4 minute range on timer so that you only receive the messages about accumulated Corruption when it is still there after your Civics remove Corruption from the previous turn (NOTE: It still will tell you about corruption being generated as before, you just get the overall corruption warnings later).

06/29/09
-Finished fixing more text consistency issues brought up by MiniMoose2707's careful check of the strings.
-Frigate attack bonus reduced from 3 to 1 damage.
-Added in Option to upgrade Zerg Air Armor 2 levels. 250 Minerals for the first level and 500 minerals for the second level, 80 game time seconds cost for both as well as zero gas cost.
-Factory (+1M) (8) (Terran Factory) stats changed with HP reduced from 2400 to 1600, Build Time from 2400 to 1600, Mineral Cost from 1200 to 800 Minerals, Armor from 6 to 4, and Gas cost from 100 to 50.
-Reduced Infantry HP from 155 to 140, increased build time from 150 to 300 (only slows healing since unit is created via trigger) and damage reduced from 20 to 18.
-Reduced Marine HP from 170 to 160, increased build time from 330 to 420 (only slows healing since unit is created via trigger).
-Machine Shop build time reduced from 600 to 500, Mineral cost increased from 100 to 200, Gas Cost reduced from 200 to 50.
-Medium Tank build time reduced from 840 to 640, Minerals from 750 to 600, Gas from 350 to 175 Gas, from 18 Armor to 17 Armor.
-Radar Station HP reduced from 1800 to 1200, Build Time from 3750 to 1800, Mineral Cost from 2500 Minerals to 1500, and from 300 Gas to 150.
-Reduced Airport Gas cost from 200 to 100, and Build Time from 1200 to 800.
-Reduced the Cost of Tech Radar from 2800 Minerals to 2000 Minerals.
-Reduced the Cost of Fighter Build Time from 1200 to 800, Minerals from 1000 to 1200, Gas cost from 470 to 235, Armor from 17 to 20.
-Refund costs updated to reflect the changes to various building costs.
-Hero Overlords renamed from Steamships to Supply.
-Terran Airdrop Transport (Dropship) renamed to Steamship and replaces Steamship in triggers. Now when you get Industrial Age all Overlords are replaced with Dropships and you are given 5 hero overlords "Supply" in the bottom left corner so that you can continue to build with zerg. (NOTE: This means once your in the Industrial Age Radar is your earliest option for cloak detection).

06/30/09
-Removed buildable terrain under Nuclear Missile Area so that nobody can make SCV's in that area.
-Removed ground terrain from under the Overlords Area in bottom left as it was no longer needed.
-Renamed Nydus Canal to "Great Wall" which has been added to the Medieval Age.
-Renamed Hero Queen to Imperial Age (5000) and updated things at the top.
-Renamed two of the free locations for use in Great Wall Trigger (and Info).
-Great Wall Info added, it will expire when the player who gets it reaches the Industrial Age.
-Added in triggers for The Great Wall.
-Enabled building of Nydus Canal (for Great Wall Wonder).
-Whoever gets Manhattan Project now starts off with a free Nuclear Missile to use.

07/01/09
-Great Wall (Nydus Canal) cost set at 50 Minerals, 100 Build Time, 3 Armor and 500 HP.
-Nuclear Weapon build time reduced from 900 to 300, Mineral cost from 450 to 900 and Gas Cost from 450 down to 150.
-Added enough terran supply for P7 at bottom to allow initial Nuke Production (Supply Killed once someone gets the Manhattan Project to make sure it doesn't help lead to CCMU).
-Nuclear Silo Build Time Reduced from 1500 to 1000, Mineral Cost up from 2000 to 3000 and Gas cost from 650 to 300.
-Great Wall replaced on World Map with earthwork forts (sunken colonies) until the player who controls it reaches the Industrial Age. (Earthwork forts cost 230 Minerals, Great Wall costs 50 Minerals per Nydus build so The Great Wall pays itself off once you make more than eight sunkens via the Nydus Canal Method. It is also a faster way to get sunkens up than the farm to sunken method.
-Disabled EMP Tech by default (formerly it cost 9999 Minerals and Gas).
-Added in Personal Cloak Research for Ghosts. Cost 1,000 Minerals, 100 Gas and 50 Energy to Activate with a Build time of 120.

07/02/09
-Moved the Tech Recycling from the Modern Age to the Space Age.
-Added Nuclear Silo to units next to Espionage Tech as some didn't realize before that it allowed you to produce Nuclear Silos.
-Added in the triggers for Statue of Liberty Wonder in Industrial Age and Information about it (Eliminates the Mineral Cost when switching between governments--does not expire!).
-Death Counter Kyadarin Crystal Formation used for Statue of Liberty.
-Modified appropriate government triggers to account for Statue of Liberty.
-Added in triggers preventing production of Mobile Machine Guns (Goliaths) until the Modern Age (previously allowed in Industrial Age).
-Reduced the Energy cost of cloaking for Stealth Fighters from 230 down to 50 Energy.
-Changed conditions for getting Mobile AA Gun to a tech in Modern Age using deathcounter Cost:.
-Added in the Tech "Rocketry" (Cost: 1,000) including Info on it (in Modern Age). Tech enables Hero Goliath Upgrade.
-Added in 500 refund for having Rocketry tech if you have Isaac Newton's College.
-Jim Raynor (Vulture) renamed to Mine Layer.
-Added in triggers to switch Calvary to Mine Layers once Mobile Warfare Tech is researched via the germans death counter.
-Enabled Spider Mines by Default.
-Added in Mine Layer re-supplied trigger (cost 100 Minerals) via moving Mine Layer to capital. Used switches to avoid spam, must send one Mine Layer at a time to re-supply.
-Setup triggers to prevent National, Royal Guards, and Musketmen from cloaking now that cloak is enabled for Ghosts.
-Added Mine Layer to the list of units enabled by Mobile Warfare on tech Info.
-Modified Mine stats 300 HP, 10 Armor, 200 Damage.
-Steamship (Dropship) Build time 600, Mineral Cost 100, Gas cost 0 with 400 HP and 5 Armor (Cheaper than making overlords and twice as fast for getting dropships from making them at a starport).
-Frigate (Valkyrie) Build time reduced from 750 to 600, Minerals to 300 and Gas Cost to 0. (Frigates from starport cost 100 more minerals but have no Gas costs...which makes a difference in Ages where oil doesn't get restocked from Industrial and beyond, they also have a build time 300 faster.
-Enabled Valkyrie build by default for everyone.
-Removed two tree doodads on Australia to allow more building room there.
-Made some changes to the briefing.
-Added Fighter to list of units with energy set to 0%.
-Added Airport Control Tower to list of things enabled by Radar Tech (previously advancing to Modern Age enabled it).
-Bomber (Battlecruiser) stats changed from 60 damage to 90, Air damage from 30 to 20, Mineral Cost from 1700 to 1500, Gas cost from 500 to 250, and build time from 1350 to 1100.
-Think Tank Build Time Changed from 1620 to 1300, Mineral Cost from 600 to 800, and Gas Cost from 500 to 250.
-Research Vessel HP changed from 400 to 500, Armor from 12 to 15, and 500 Mineral Cost (No Gas Cost to Repair).
-Science Laboratory build time reduced from 1200 to 1000, cost reduced from 200 Gas to 150 Gas, and mineral cost raised from 350 to 400 minerals.
-Sam Site cost reduced from 200 Gas to 100, and build time from 750 to 600, with Damage increasing from 80 to 100.
-Reduced Modern Age Advance cost from 10,000 Minerals to 7,000 Minerals.
-Reduced Space Age Advance cost from 15,000 Minerals to 8,000 Minerals.
-Reduced Nano Age Advance cost from 16,000 Minerals to 10,000 Minerals.
-Cure for Cancer cost reduced from 7,500 to 6,000 Minerals.
-Engineer (Probe) HP changed from 150 to 300, and damage from 15 to 30 with a mineral cost of 100.
-Heavy Bomber (Hero Battlecruiser) ground damage raised from 78 to 138, Armor raised from 24 to 30, and Build Time dropped to 2400 (faster repairs).
-Stealth Fighter (Hero Wraith) air damage raised from 92 to 122, Armor raised from 17 to 30, HP raised from 450 to 550, and Build Time dropped from 1500 to 1000 (faster repairs).
-The United Nations Cost reduced from 7,000 to 6,000.
-Apollo Program Cost reduced from 6,000 to 5,000.
-Artillery Shell damage increased from 100 to 150.
-Cyborg Infantry HP increased from 200 to 400, Shields from 100 to 200, Mineral cost from 200 to 300, Gas cost reduced from 80 to 40, and attack damage increased from 37 to 78.
-Howitzer Artillery HP increased from 450 to 600, Armor from 15 to 30, Build Time decreased from 825 to 600.
-Modern Tank HP increased from 850 to 950, Armor from 22 to 32, Build Time reduced from 900 to 600, Gas Cost Reduced from 500 to 250, and attack increased from 108 to 138.
-Plasma Artillery HP increased from 650 to 800, Armor from 24 to 44.
-Battle Mech HP increased from 950 to 1250, Shields from 350 to 500, Armor from 24 to 44, and damage from 125 to 165.
-Satellite Gas cost reduced from 450 to 225, and Build Time Reduced from 900 to 600.
-Carrier Fighter HP increased from 300 to 400, Shields from 200 to 400, Damage from 85 to 115, mineral cost increased from 200 to 300 and gas cost lowered from 250 to 200.
-Armored Transport HP increased from 500 to 600, and Armor from 25 to 95, Mineral cost increased from 300 to 400 and Gas Cost reduced from 150 to 100 and build time reduced from 900 to 600.
-Modern Fighter Increased from 700 HP to 800 HP, from 18 Armor to 38 Armor, from 45 Ground attack to 90, from 58 air attack to 136, Build time reduced from 1275 to 975, Mineral Cost from 1500 to 1200, and Gas Cost from 525 to 255.
-Star Cruiser Armor increased from 70 to 110, Build Time Reduced from 2100 to 1800, Mineral Cost from 3,500 to 3,000, and Gas Cost from 1100 to 800.
-Cloaking Vessel Armor increased from 35 to 100, damage from 100 to 130, Mineral Cost reduced from 2000 to 1800, Gas cost reduced from 800 to 500, and Build Time from 1650 to 1300.
-Star Fighter HP increased from 1,000 to 1,400, Armor Increased from 25 to 65, Ground Damage Increased from 80 to 140, Air Attack Increased from 110 to 160.
-Starship HP increased from 1600 to 2400, Armor from 36 to 126, Build Time Reduced from 2400 to 1600, Ground Damage increased from 240 to 440, Air Damage increased from 160 to 320.
-Updated Rocketry Tech Info to note that Mobile Machine Gun upgrades to Mobile AA Gun.


07/03/09
PRIVATE TESTING BUG FIXES:
-Fixed a bug where Port Starvation Message would spam players saying there men were being starved simply because other players had control of a port (Switches 88-91 Used).
-Put hypers back on bottom of list (a few triggers were below them on overall list due to recent changes).
-Delayed the AI Script that makes the computer build a Nuke for Manhattan Project enough that scvs and drones won't be randomly scattered before the start and that the AI won't try to build out of hatcheries before they are given over to Human players.
-Some Minor fixes related to Marco Polo's Embassy.
-Renamed Supply to Supply Ships.
-Scattered some Supply Ships for computer to make scourge patrolling a bit harder. A supply ship starts out at each overseas trade port.
-Updated briefing and other parts of the map to indicate 7.9.9 version so ready for public release.
-Reduced speed of Protoss upgrades by half on time increase per level.
-Fireships now require 16 gas and are unlocked by Early Engineering, this will slow down the race to trade routes a bit.
-Fighter Interceptor Armor changed from 30 to 50, Air Attack from 5 to 40 damage, Mineral cost from 1500 to 1000, and Gas Cost from 500 to 250.
-Medieval Age is now required before you can build fireships (Scourge), gas cost of scourge has been updated to 18.
-Fixed a bug where a player could get multiple artillery spawners that might cause some confusion when deploying artillery.
-Reduced Musketman Armor from 2 to 1, and HP from 142 to 132.
-Reduced Infantry Armor from 3 to 1.

Civilization World 7.9.9B
07/04/09
-Fixed a bug where computer Royal Guards, Musketmen could cloak if owned by the computer.
-Fixed a bug where a player could accidentally destroy there Great Wall or could make it connect to another area of the tech zone (which was pointless since only zerg can go through a nydus anyway).

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Civilization World 7.9.9C
07/05/09
-Fixed a bug where The Great Wall didn't work and nydus stayed nydus without turning into a sunken colony that was brought on by the 7.9.9B Patch (whoops).
-Fixed a terrain bug where you couldn't fit a command center on Indonesian island that had a Guyser on it.
-Updated version information to indicate 7.9.9C
-Removed the Overlord "Supply Ships" given to the computer on the map as they resulted in some odd computer behavior and were moved around enough they didn't really succeed in making it harder to micro scourge to trade routes.
-Re-worked triggers on bottom so that Supply Ships are stuck down there once you are in the Industrial Age and so that you don't get so many everyone's don't fit (2 now instead of 6 as before).
-Replaced Auto Cannon East of Mongolia with a sunken to eliminate the occasional invul error.
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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 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.

All Images

Comments
Jesusfreak wrote on Apr 18 2010, 4:51 am:
Best Civ map around. I have friends host this for me all the time since I can't host effectively, and I try to distribute the map as much as possible :) .

deltreen wrote on Sep 23 2009, 11:25 pm:
The best UMS map by far in starcraft. Thanks Map god!

-BW-Map_God wrote on Jul 4 2009, 3:07 am:
Tons of changes from 7.9.8E, I think everyone will enjoy it even more than the previous version--definitely suggest you check it out and host this now instead of 7.9.8E!

Arvendragon wrote on Nov 9 2008, 4:55 pm:
I played this yesterday night.
All I can say is...

THIS IS EPIC!!! (Read that SLOWLY)

-BW-Map_God wrote on Oct 22 2008, 10:02 pm:
Stay tuned... I might be updating this again, though I am VERY close on my strings max so I might not be able to make all the changes/additions I want to make...will see.

[06:51 pm]
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[06:50 pm]
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[06:45 pm]
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[06:41 pm]
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Members Online: Roy