Changes and/or "things to do" to improve Cradle 3.0 (the AE version):
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Next steps:

1) Cattle Slic - Make the slic file and test it in game - NOT IMPLEMENTED

2) TIMPS - Need more more variety for Land TIMPs, especially Mines and Commerce (CCXIII) (CCCLXXXIII, 
CCCLXXXIV, & CCCLXXXV) - DONE

3) Complete review of Tech tree to make sure all Buildings and Tile Improvements and Wonders are listed with the correct Advance (LIX) - DONE

4) 

5) More City Sprite styles (LXXX & CCCXXXVI) - DONE

6) Make the AI more aggressive, w/o using "frenzy" (CCCXXXVIII) - NOT POSSIBLE

7)

8) 

9) Other Remaining things?


10) Run a test: Start game, cheat mode, switch to Barb, then "Chat Window" (apostrophe), /rnd x (where x is the number of turns you want it to run automatically)

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I) Running Cradle as a Scenario:
- Long story short....you can't. Well you CAN, but it's a huge PITA, and the issue is resolved by setting up Cradle in it's own folder. There are two main issues, which I'll note below:

1) Civ Selection Scenario Issue: The biggest problem with the "Scenario" version of Cradle (not the AE version per-se, but getting it to run as a scenario) is that it lists all the "standard" civs. I have not been able to figure out why, but the game appears to default to at least some of the files which are in the ctp2_data/default folder instead of the equivalents in the "Scenarios" folders. Until THAT can be solved, it's impossible to troubleshoot anything else in the scenario (mainly because you can't even launch a new game). 

The files which control this are:
- default/gamedata/civilisation.txt: This has all the civs, personalities, and the "code names" for all the civ cities. Note that EVERYTHING in this file is a code name that is interpreted in another file.
- english/gamedata/civ_str.txt: This is where the code for civ name, personality, leader name, and city names is "interpreted".

WORKAROUND SOLUTION: The issue is the game ALWAYS defaults to the base game "civilisation.txt" file when presenting the list of civs to choose, and presents them in alphabetical order. This has several effects, none of them good (although you can work around the problem):
- You will ALWAYS see "Aborigine" first, even though that is not a "Cradle" civ
- The default file has 72 civs while Cradle has 33
- If you choose any civ that is numbered 34 or above, the game will CTD (f/e Aborigine is #60)
- NOTE: See the excel file which compares the list of AE civs to Cradle (with my planned civ-shift)
- KEY POINT: So long as you correctly choose the starting civ (based on the Civ# from the Cradle list), the game WILL use the civ lists in the scenario folder.

2) Great Library Scenario Issue: Another weird thing. The Great library works on new games, but when loading a save game it reverts to the vanilla GL. But I just loaded a save game where it does work, and again, not sure why. In this case i tried loading a fresh campaign first, and *perhaps* that "activates" the correct GL for the next game? Needs a lot of testing. Also, the save game was created using the "Cradle-Kull" folder while i reopened it using the (unmodified) "Cradle-AE" folder (which the one from BureauBert).

WORKAROUND SOLUTION: Tested this and yes, if you start a new campaign (using either my folder or BB's) and immediately load a Scen-Cadle game, the Great Library works. So it's an effective work-around, but not optimal.
- INFORMATION

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II) Running Cradle 3+ in it's own directory:
- Wrote up a long dissertation on this and posted at Apolyton. To reiterate, NO SCENARIO FOLDER for Cradle, but rather this alternate system.
- Key point is that in userprofile.txt, this line RuleSets= (that's right, nothing comes after the = sign) changes to this: RuleSets=..\..\Cradle3
- TASK COMPLETE

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III) SLIC files:
- scenario.slc "includes" 23 of the 30 slc files in the default/gamedata folder.
- Another 4 are specifically "remarked out" (because they are no longer required in the apolyton edition, such as goods and frenzy)
- The remaining two which are NOT included in scenario.slc (culture_funcs.slc and culture_msgs.slc) are specifically included in culture.slc (which is in scenario.slc)
- And of course, "scenario.slc" does not include itself, but just runs
- So, that accounts for all the slc files.
- INFORMATION

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IV) Font Problem: For some reason, all versions of the letter "C" have a gap which makes the text look really crappy. This only happened with the Cradle Scenario version (doesn't happen with the Mod version), but even then not always. Not sure why, but it may be a memory issue.
- SOLUTION: A memory issue - restart the computer and the problem is gone.
- NOTE: See page 64 of "SLIC Kung-fu" for how to change the game font (another option to solve the "broken C" problem).
- NO ACTION

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V) Epic of Gilgamesh did not provide "Patriarch". Either the SLIC code is wrong (doubtful) or there's something screwed up with the availability of the Patriarch unit.
- SOLUTION: The problem was that the SLC file did NOT have the Patriarch (and several other units). Solution is to replace the "wonderunits.slc" file with CRASLC_wonderunits.slc. Also have to rename it (delete the CR* prefix), and likewise have to /reloadslic in any ongoing test games. NOTE: Not a Cradle problem, but a "BB Cradle Scenario Issue".
- TASK COMPLETE

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VI) Yamato Diplomacy CTD:
- Rec'd proposal from Yamato and Babylonian game CTD'd (When i clicked to counter the offer)
- Had another CTD when contacting Yamato as Sumer. The Diplomacy screen opens normally, and you can check the "Intelligence" screen, but "Create Proposal" causes the CTD. I *think* it's related to the Japanese unit that replaced the small B&W pic in the upper left of the parchment.
- SOLUTION: My guess was right! The parchment pic was referenced without the ".tga" extension, so the game couldn't find it and CTD'd. Easy fix (change the reference in "civ_str.txt") that also works in existing games.
- TASK COMPLETE

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VII) Had a CTD when attacking a certain Han city (not the Scen version, but in 1185 AD of the AE game that uses the mod version of Cradle 3.03). After a fair amount of testing, i believe it's because there are too many "nomads" positioned on the "third row" (behind the front line and the missile group). I was able to defeat the CTD by wiping out all but two of the Nomads in one battle and on the next attack there were "only" three nomads in the city and the battle proceeded normally. Other battles that worked had no more than three nomads on the back row, so my theory is that if that row has 4 or more nomads in it, the game will CTD (which it does at the moment of attack, before it shows the battle screen)
- FOLLOW-UP: I used cheat mode and confirmed there were 6 defenders - 1 Spearman and 5 Nomads. However, the first test (to replicate the CTD) produced several "training-related" errors, so it's possible this has nothing to do with "Nomads on the back-row" and involves the training slic code. Later tests with Debugslic=No did NOT CTD, and showed the 6 units deployed properly (three in front, 3 in the rear). So....no certainty as to what caused this.
- INFORMATION

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VIII) Arquebusier sprite is the Infantryman (seen in the non-Scen version, but probably there too). Issue is that in Cradle IV the arquebusier used gu161.spr, but that is not included in Cradle3, which was using a variant of the infantryman.
- SOLUTION: Copied in the sprite file from Cradle4 and then altered the link in newsprite.txt from 119 to 161 (same fix for the Elite Arquebusier unit)
- TASK COMPLETE

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IX) "Liberate City": If you conquer a city and choose the "liberate" option (an AE feature), the city is given to the barbarians. However, your units are trapped in the city and can't leave. I think it's because the city extends a ZOC on all sides (including the city hex itself), so that prevents them from leaving. The only "solution" is that if you want to give a city to the Barbs (if it's too large to raze and you don't want it in your empire), you have to wipe out all but one garrison unit and then conquer it with a single unit that you can then disband.
- POSSIBLE SOLUTION: All the Cradle ground units have the "NoZOC" attribute, but that still means they are subject to the ZOCs from units which have them...such as cities! So the solution would seem to be, add "IgnoreZOC" to the attribute list so they can escape from Barbarian-owned cities. Test this first, before implementing!!!
- UPDATE #1: There is one less invasive solution. If it's a coastal city, the units can be loaded onto transports. I was hoping that if you place a unit next to the city, that wuld allow you to move the garrison units into that hex. But it doesn't work.
- UPDATE #2: There is a simple solution, but it changes a core mechanic. If you add "NoZoc" as an attribute for "UNIT_CITY" in units.txt, that solves the problem, and the entire army can leave without any difficulty. The problem is that cities have a ZOC specifically so that units and armies can't just waltz past them. As a possible alternative, I removed "NoZoc" from the Cradle Militia units (which are immobile city garrisons), but that didn't make any difference. Their ZOC effect is countered by the lack of same from the city. Anyway, that comes with risks of it's own, all in order to preserve the functionality of a little-used human player option, and one which the AI will NEVER use.
- At this point I'm going to keep the system as-is, but will put a warning into the GL and identify the "load into a ship" workaround for coastal conquests. ALSO: Can re-conquer the city with a different army, and that will allow you to choose raze or occupy. Which is the ONLY way to get units out of an inland city.
- UPDATE #3: Added "City Capture Options" and "Liberate City" concepts to the GL, so the player understands the issue.
- TASK COMPLETE

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X) Great Wall is not a visible wonder in Cradle3. Why?
ANSWER: It wasn't added until Cradle4.
COMMENT: Easy enough to make it part of Cradle3+, the real question is should it have all the wall sections of the "Full" Great Wall? It would be worth experimenting with that code to see how it works, and what the the result looks like on map.
UPDATE #1: Great Wall Code was also kicking out errors, but these were fixed (see CLXXXII). New 3D art was created and this is now a "Visible Wonder"
- TASK COMPLETE

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XI) "KillCityOption.slc" - Appears to be largely redundant with the new "City Capture Options" button on the new AE Rules tab. In my Sumer game the AE options appeared first, and then the ones from the SLIC file appeared. Probably cleaner to eliminate this slic file (at least for testing purposes).
- NOTE: I commented out this SLIC file and there has been no problem in several test games, BUT, none of those have involved city captures so I can't confirm that it works perfectly.
- NOTE2: Have run several test campaigns now, and can confirm it works fine. The old SLIC file is definitely not needed anymore. Removed.
- TASK COMPLETE

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XII) "tileimpicon.txt": This file has 29 tilimps listed, and appears to be "kind of" duplicative with several of the entries in "uniticon.txt". The key point is that it was NEVER altered, either by Cradle or even the AE source code team. It's not even present in my "Cradle3" folder, and yet the game seems to work. Bottom line? Ignore it!
- INFORMATION

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XIII) "uniticon.txt": For now, I moved the "ICON_GOOD_*" section from the bottom of the Cradle file into the alphabetic listing format used by the AE file, strictly to make it easier to compare the two.
- NOTE: MoT changed the format so each linkage has it's own row, rather than being all glommed together in one row-per-icon. This makes the file VASTLY easier to understand. A lot of work to do this for Cradle, but something to consider. 
- UPDATE: Completed a re-work of the file so it matches the MoT format. HUGE amount of work, but it is soooo much easier to spot problems.
- TASK COMPLETE

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XIV) "tileimp.txt": This is going to be a big project, for several reasons:
- This is where the links are to the on-map tile improvement graphics (including visible wonders)
- It also has the "in-process" construction icons which are mostly not used in Cradle, other than by forts, and I want to "bring them back"
- The order in which the "same" improvements are listed in Cradle and AE is completely different, but there doesn't seem to be a good reason for doing that. I want to "re-order" the Cradle list as part of a "merge" with the AE file so it's easier to compare the two.
- AE added the soundfile links to this file (it used to be done in a SLC file), and it make sense to use that same system for Cradle. Among other reasons, it allows each improvement to have a unique sound (many of them are shared in the SLC file), plus it's cleaner to have one file instead of two.
- The REALLY TRICKY part is that all these graphics are held inside the "gtset555.til" file, and although it's theoretically possible to add new ones, "it's complicated". Plus, the Cradle .til files are different from those used by AE and any of the mods, AND all the numbers higher than TILEID 200 are invisible in the "Tile Edit" program (at least those in the Cradle file), so it's not going to be easy to add new ones.
- UPDATE: See section C for more info on this part of the project. BIG changes!
- INFORMATION

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XV) Sounds in "tileimp.txt":
- The new AE tileimp.txt has sounds associated with building tile improvements (the 5th line of text for every entry). By contrast, the Cradle version (CRARR4_tileimp.txt) follows the old CTP2 format and does NOT have this, but relies instead on CRASL_soundfix.slc which was the old workaround for adding sounds for this specific purpose. Not a critical change but it would be far better to ditch the Slic file and alter CRARR4_tileimp.txt in accordance with the new system.
- Two Cradle improvements that did not have construction sounds are Stone Roads and Watchtower - FIXED
- UPDATE: Made the necessary changes and have now removed the "sound.slc" file link since all the sounds in that file are now controlled by "tileimp.txt". 
- TASK COMPLETE

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XVI) "tilerefund.slc" gives you a PW bonus from pillaging or building over an existing improvement. Two issues with this:
- The PW costs have not been updated to reflect the costs in Cradle (not necessarily a bad thing, as it reduces the amount of PW from pillaging)
- There was no entry for "Stone Roads" (now fixed)
- UPDATE: Added an entry for "Trawlers".
- No decision yet on whether to update the costs...
- UNDER REVIEW

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XVII) Natural Wonders: Added the "natwonders.slc" from MoT and modified "tileimp.txt" to include the tile info for all seven (also copied from MoT). Also added the sound link (tf_mountain.wav) to "sounds.txt" and the sound file itself to the "sound" folder. Lastly (I hope!) I copied the ICON_TILEIMP_NWONDER setting from MoT to the bottom of "uniticon.txt. Also copied 8 NW-related graphics over from the MoT mod into the Cradle3 "pictures" folder.
- Had to modify the slc file since BB puts all his global variables in the main.slc file, but after copying in the relevant globals, the slic file works!!
- Didn't have names, so also added entries to "gl_str.txt"
- TBD: Great Library entries (by name, concept, etc)
- NOTE: MoT only had a "Concept" entry for the GL. It's in German, but i added it as a placeholder. FIXED (now in English)
- To get it to appear as a concept entry in the GL, I also had to add a line in "concept.txt".
- NOTE: The slic code only takes effect after the first end-turn button (confirmed).
- ISSUE #1: The code requires a single water "lake" to exist and be overwritten by the "Lake Baikal" NW, except the improved AE map generation does not create those anymore! So the SLIC code will have to be re-written. Maybe a double shift - find a plains tile, change to ocean, then change to Baikal? FIXED! Additional Fix: Baikal is noteworthy for it's high altitude and being surrounded by mountains, so the code now places it in the middle of mountains (looks better this way, and more unusual)
- ISSUE #2: Almost as bad is the Reef code. It requires an existing reef to spawn from, but those are VERY rare. Many maps don't have even ONE reef hex! Probably better to just spawn somewhere in shallow water (or from Kelp!)
- Reef Fix: See item XXI below.
- ISSUE #3: The "Canyon" graphic is terrible. New one added. FIXED
- ISSUE #4: The "Falls" often spawn in a location where they dont look natural. FIXED!
- ISSUE #5: Added no-rivers & no-goods code (so the natural wonders don't appear in hexes with those items)
- ISSUE #6: Added a modified version of the "no pillage" and "no overbuild code" which BB used in MoT (from monuments.slc) 
- ISSUE #7: Code to pop goodie huts? Issue is the Lake Baikal fix (terraforming a land tile to ocean) happens after goodie huts are placed on the map, so - rarely - you could have a goodie hut appear in the middle of that lake.
- ISSUE #7 UPDATE: Determined that this is NOT AN ISSUE. Goody Huts do not appear on "mountain" terrains, and that's where the code creates the new "Baikal", thus it's IMPOSSIBLE to have a goody hut appear on top of the lake. I did see a goodie hut on the lake once, but - thinking back - that was from the original code which created it on a Plains tile.
- ISSUE #8: Ayers Rock graphic extends into neighboring terrain on the left, and looks awful next to the ocean. Code re-written so it appears only when completely surrounded by Plains tiles.
- OPTIONAL: Create a "Mt. Fuji" Tile Improvement, based on the existing Tiles from the Samurai scenario.
** To use tiles as "alternate improvements", it *might* work if you use code to terraform a piece of mountain terrain into the Mt. Fuji terrain and then overlay that with a pure alpha file that has the tile improvement benefits and the name. So all you would see is the underlying terrain, but the improvement benefits would effectively apply to it.
** Or, just provide all the stats to that piece of terrain, since it's unique anyway. Would have to make sure that it can't be terraformed or have improvements (like mines) applied.
** Complication: Mt. Fuji is actually FOUR tiles. The mountain itself is Tile Number 301, the shoulders are 300 (lower right) and 302 (lower left), and the bottom is 299. None of these appear in the editor but are visible in Tile Edit.
** STATUS: A 1-tile Fuji graphic was created (but not tested). No plans for this yet, but assuming it looks good, it would be nice to have this appear next to the Yamato starting city in every game (perhaps the "Visible Capital" code from MoT could be altered to do this?)
- ISSUE #9: The new "Grand Canyon" graphic is crisp, but it looks strange on the map, probably because the proportions are all wrong when compared with other terrain features such as mountain, hills, and most of the other "land" natural wonders.
- POSSIBLE SOLUTION: Since this is supposed to be the "Grand" canyon, try changing the code so it lays down a group of graphics (3-to-5), thus providing a more dramatic effect. The "reef code" does something like this, but it should work even better since there's a lot more contiguous "Plains" terrain, versus the strings of reef tiles. The first thing would be to write new code but use the existing graphic, and only come up with a new graphic after we know the code works.
- The new code places a string of 3-to-4 "canyon tiles" in a sequence running SE-to-NW. Ran 10 different tests, and they ALWAYS follow that orientation. That means a new graphic which seamlessly flows along that line should look good.
- Edited an existing "canyon" graphic found on the web, and it does EXACTLY that - gives the appearance of a very long canyon with a river running through the middle of it. A bit cartoonish, but overall it looks MUCH better!
- UPDATE: I revised the colors of the Grand Canyon, changing the heavy orange tint to something more yellowish, and also adding rapids to the central river.
- The revised graphic has been added to the .til file, and a corresponding change was made to the "Natural Wonders .tga file in the GL.
- UPDATE #2: While testing the new "CanHarvest" unit attribute, I noticed that the commerce benefit (BonusGold) of these natural wonders (32) is kind of a strange number, since it doesn't fit the "factor of 5" which applies to all other TIMPs. Accordingly I'm going to increase it a little bit, up to "35" - DONE
- UPDATE #3: Since the "Grand Canyon"vis usually 3-4 tiles in a row, that's potentially a very large Commerce benefit if each one provides 35 Gold. Accordingly, that will be reduced to 25 each. No change to the Reef since it rarely has more than two tiles, and often only one - DONE 
- TASK COMPLETE

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XVIII) Warrior/Swordsman: This is a Native American with headress. Cradle4 has a much better ancient-looking sprite, the "Swordsman" (gu157.spr). There are two ways to "fix" the problem.
- Keep all the warrior text but just change the "newsprite.txt" and "uniticon.txt" references from 124 to 157 (for elite warrior too). Also bring over the upup157 series of art from Cradle4.
- Keep the warrior as-is, but just add all the text and pix necesary to create the new "Swordsman" unit
- FIX: Kept the Warrior text but changed the graphics
- NOTE: Be careful if/when changing unit names, as the old names may still exist in various SLIC files (f/e "UNIT_WARRIOR" is specifically called out in traits2.slc)
- UPDATE: Decided to bite the bullet. Changed the in-game name to Swordsman and adjusted ALL necessary files. Tested extensively, no problems
- TASK COMPLETE

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XIX) Scout: This is a Zulu warrior. There isn't a great ancient option here (although some variation of the Spearman would be a generic look), but one problem is that Cradle3 has it coded as "Swordsman". Meaning that changing "Warrior" to "Swordsman" will cause a conflict unless both of these are renamed. Interestingly, there is a "hot" (no other word for it) female Amazon warrior (w Spear/Shield) that would spice this up. The "quick fix" is similar to what I did for the warrior.
- Kept all the underlying "swordsman" code but changed the "newsprite.txt" and "uniticon.txt" references from 72 to 102
- SOLUTION: Changed the in-game name to Scout and adjusted ALL necessary file.
- Need the Solarius "Mistress" sprite (has to be de-constructed and idle added) - DONE
- STILL PENDING: The "mistress" sprite has been fixed and put in-game, but I'm not happy with the look. I may keep it in my game, but will need to sub in a replacement for the release version of Cradle 3+. Choices are the Zulu or the "chief" (warrior), but something unarmed would be better.
- UPDATE #1: Extensive testing shows that the AI rarely builds this unit in Cradle 3+. It was built and used in "old Cradle". I looked closely at the aidata folder files, and there's no obvious reason - the unit has low build priority in original Cradle, so it is probably related to changes I made in units.txt (making it gov-specific, no upgrade path, etc). 
- UPDATE #2: With the removal of the "Trade Emissary" from the game, that sprite (the CtP1 Diplomat) is now available. It is definitely a civilian unit, and is ancient in appearance. If it is given a small "attack" (for example, "Investigate City", which the AI DOES perform) there's a chance the AI will be more likely to build and use this unit. Another option is to give it an upgrade to "Diplomat", and give it similar stats (move 2, see 1, is stealthy but can't see stealth), just not the full range of diplomatic options. I am REALLY starting to like this idea. The upgrade path to Diplomat fits perfectly now that Diplomat has been re-statted as a stealth unit, plus it makes use of an ancient-era civilian sprite that is currently not used.
- OTHER SCOUT SECTIONS: LXIII (Older Scout Concept); XCIV (Mistress Sprite); CXXXII (Rationale for Scouts); CLXXXVI (Getting AI to build Scouts)
- UPDATE #3: See section CXXXII for another really good option - Using the plunder unit as scout and settler. Although I also like the option laid out in "UPDATE #2" above. It may come down to this - having the Scout/Settler use the same sprite while the emissary sprite isn't used at all. Tilts things toward the emissary, especially if he gets the investigate city option.
- UPDATE #4: The scout will be removed from Cradle 3+, replaced by the "modified emissary" as per XIX. 
- TASK COMPLETE

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XX) Sprites don't Move! Not sure why, but many of the newer sprites do NOT move, even though they appear to have normal movement when viewed in SpriteEdit. So far it's a mystery......
- I edited BluO's Amazon spearwoman to remove the first graphic in the sprite (standing with arms and legs spread), so now it "starts" with the walking graphic and looks MUCH more normal (although the sprite still doesn't actually walk).
- UPDATE: The problem has been identified and many older sprites have now been rebuilt (including the Amazon described above) to include the missing "Idle Animation" which is the source of this problem. See Section LI below for details.
- ISSUE RESOLVED

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XXI) Kelp Beds vs. Coral Reefs: The former are everywhere, while reefs are VERY rare. Why? "Const.txt" controls how maps are built, but does not include code for Reefs or Kelp. The other alternative seems to be a setting in "terrain.txt". Looking into that....
- Looking at random maps, kelp beds almost always appear offshore from Swamp, Jungle, and Forest terrain. HIGH correlation!
- Reefs so far spotted near Glacier and plains? Very rare, but only there. Maybe 75% of maps have ZERO Coral Reefs!
- As an aside, I was testing out the tutorial in the base AE game, and the map was midsize AND reefs were nearly as common as kelp. Possibly the problem is tied to using "Gigantic" maps, since those were not part of the original CTP2 code, and although they are now workable in the AE version, you can't make any adjustments for Kelp or Reef deployment. Would have been nice if the source code project made those selectable in "const.txt".
- PARTIAL FIX: I added code to natwonders.slc which alters portions of some of the larger Kelp Beds to Reefs.
- ISSUE RESOLVED (as much as that's possible)

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XXII) "terrain.txt": The AE version has new code called "HutTilesetIndex" (A or B), and that controls which type of goody hut appears in each of the terrain types! That could be a GREAT way to  alter the look of these. Tents or ruins in Deserts, igloos in polar terrain, villages in grass/plains/hills, etc.
- UPDATE: New graphics added, see Section CLXVI
- INFORMATION (Task Complete)

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XXIII) Great King: This was a new feature from Cradle 4. I think the intent was to have a "wonder" buildable by all civs that provided a "Great King" unit that enslaved, except - like all Wonders - it can only be built by one civ. My concept would be to find a way to make it buildable by everyone - and much earlier in the game - so that you finally begin to see AI cities with slaves (currently very rare). Might even make sense for this unit to become obsolete with the discovery of the first "modern" gov (i.e. after Tribunal Empire). Details to follow:
- Use the "slavemaster" record in GL (and units.txt & gl_str.txt)
- Need the unit pre-req entry in GL (granted by the building, same as with wonder units)
- Changed the sprite and pix from Legion to Chariot (more appropriate)
- Possibly have it expire after Tribunal Empire? (wonder and unit)
- PROBLEM: When one civ builds it, not available for others
- TRY THIS: This might only work in buildings.txt, so try that option 
- Set it up in buildings.txt and created a small SLIC file to generate the Great King unit. The Great Library links don't work, and I can't figure out why. *Could be* from "too many buildings", as this new one is number 70. Also haven't tested to see if other civs can build the same building (probably so) AND get a Great King of their own. Will have to set this building as top priority in the appropriate aidata file.
- FIRST TEST: All civs built the Dynastic House, but only one rec'd the "Great King" unit. Also, for some reason the Human civ lost the ability to build the dynastic house after others built it. Still no luck with the GL entries for either the building OR the unit!
- 2nd TEST: This time I waited several turns and it did let me build it, but no GK. The GK unit had a "GLHidden" entry, and removing that fixed the GL problem for the unit (but not the building). It *might be* that the building and wonder have the same name, so i'll try changing the name of the building.
- PARTIAL SUCCESS!: Removed the "DisableTrigger" line at the end of the slic code which grants the Great King unit, and now it is given to ALL civs that build the building. Also, the building can only be built once....BUT....if it is in multiple build queues, it is NOT removed from any of them after the first one is built, so it's possible to have more than one, AND each one grants a Great King unit. So kind of a bug. Also, even though there is a "Dynastic House" entry in the GL Improvements section, the pic and the description are for the "Advanced Naval Tactics" Advance. Strange.
 - BUG FIX: I made the "Capital" building (which is automatically created in every civ's capital city when the first city is founded) a pre-req for the "Dynastic House" building, and now it can only be built in that capital city! So that solves the multiple build queues issue. Still no idea on the GL problem, but that aside this new system now works as intended.
- GL FIX: While looking at the building bonuses, I realized that two of them are "Wonder-only" and don't work for "Improvements". Which is what caused the GL disappearance issue! After replacing these with a pair of "improvement" attributes, the Dynastic House now appears in the GL! FIXED!
- The new attributes: These better reflect what this building would historically have represented:
 1) LowerPeaceMovement -0.2 (to reflect that War was endemic in this period and anti-war feelings were muted at best)
 2) GoldPerCitizen 1 (to reflect that the citizens of the capital city would be the recipient of much of the gold and loot acquired in the various wars)
- Gave it the new Great King chariot sprite (see LXXXV below)
- UPDATE: Created a different Great King chariot sprite (see CXLI below)
- UPDATE: Gave unit the same "mounted archer/chariot" sounds as Sargon (plus Alexander's Acknowledge & "Can't move")
- UPDATE: Added code to also deliver one Chariot Unit (buildingunits.slc) and it now becomes Obsolete with the discovery of "City State" (buildings.txt). This was done in order to prevent situations were later in the game where a civ might lose its capital and build another in a different city, which would allow the Dynastic House to be built again, thus delivering ANOTHER Great King unit, probably in a very inappropriate time frame. This prevents that from happening.
- FINDING: This is the ONLY structure in buildings.txt with the "ObsoleteAdvance" setting, and I've never seen it in any other mod (or the base game). It DOES work, but in an unexpected way - the building disappears from "city inventory"!!
- FULLY IMPLEMENTED

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XXIV) Veteran Stacking Bug! The code which controls whether a unit grants veteran status to all those stacked with it is in the "wonderunits.slc" file, which is a copy of that used in the Alexander scenario. HOWEVER! The important code is on line 34, and states that it applies to all units numbered between 107 and 122 (from the units.txt file). The problem is that - presumably over time - those numbers were reassigned to normal units, specifically all those between Elite Spearman and Warrior in Cradle3. Which means the game has been completely bugged! In Cradle3 the Wonder Units lie between 128 (Alex) and 150 (Sun Tzu). So the question is, should ALL of them get this attribute?
- For now I'll apply a temporary fix and change the code to go from 128 thru 150
- WRONG: So the code actually PREVENTS those between 128 and 150 from LOSING veteran status.
- What I don't know (yet) is how the game knows that Unit X is the one which controls whether veteran status is given
- NOTE: I confirmed that it DOES work properly in the Alex scenario. At the start of every turn in which a non-veteran unit is stacked with Alex, all those units gain the "veteran" flag. And lose it if they start another turn in which they are NOT stacked with Alex!
- PROBLEM: Looking closer at the code, I think that it toggles all Veterans back to non-veteran, every turn they aren't stacked with a "special unit". If so, there's no way to make this work, since veteran status would no longer be a "fixed" status, but simply something that is only controlled by the presence of a special unit.
- RESULT: This means it can't be made to work, so I'll remove all the Wonder unit text which says they "Raise units to Veteran status" (DONE)
- ONE MORE CHANGE: On further consideration, I'm concerned that this "Alexander" code in the "wonderunits.slc" file will still operate in one way - removing vetern status from units that some of these wonder units are stacked with. So I just cut out the whole section.
- FULLY IMPLEMENTED

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XXV) Slaver Unit Graphics:
- Since Cradle does not use the "Slavemaster" unit, why not change the sprite graphics to use the Slavemaster instead of the red-shirted slave? A much more "ancient" look that would fit better in Cradle. To do that, two steps are necessary:
- NOTE: this task was performed prior to changing the file names, in which the CRARR4C prefix has been removed from all Cradle 5 file names
- Unit Sprites are listed in "CRARR4C_newsprite.txt" (according to "gamefile.txt") and "SLAVEMASTER" is 4 while "SLAVER" is 190, so all you have to do is change the 190 to 4. HOWEVER, this is another instance (like with "Great Library") where somehow (probably via Modswapper) the Cradle file has been renamed to "newsprite.txt", and so you have to modify THAT file.
- Unit Icons are listed in "CRARR4C_uniticon.txt", and you need to copy the 4 tgas from the ICON_UNIT_SLAVEMASTER section into the ICON_UNIT_SLAVER section.
- Non-military unit "icons" in Cradle have a "grey" background, so the slavemaster icons are the wrong color. But that's a small issue and can probably be fixed rather easily if/when I find a graphics program that allows TGA file mods - DONE
- FULLY IMPLEMENTED

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XXVI) Slaver-related issues: Originally discussed in #13 below.
- AE made the following change to the code (need to figure out how to implement it in-game): "Changed:  Removed War from slave attacks now just regard cost (Must be modified)"
- In one of my test games, a slave capture of a settler automatically started a war, so perhaps the comment that "Removed War from slave attacks" only applies to city slave attacks? Will have to test that out eventually.
- Will change the "regard cost" in "Diplomacy.txt" (see XXX below)
- Capture of settlers still starts a war...
- PROBABLY UN-FIXABLE

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XXVII) SLIC Coracles & Caravans: Tried to give these to the human faction using SLIC, but no luck. Caravans seem especially problematic since they are aren't *really* units - you build them like units but they are deployed in a pool, not a specific city.
- NOTE: "Tut_str.txt" has a "One Free Caravan" message which implies that the player is given a caravan during the tutorial, but I ran a tutorial test game and never triggered that message. Also looked at the tutorial SLIC code and couldn't find any code which appears to grant this.
- NOTE2: That's an old message from Ctp1, and the "create caravan" code IS in CTP1 (see tutorial.slc and tutorial_triggers.slc). However, it doesn't seem to work in Ctp2.
- PROBABLY UN-FIXABLE

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XXVIII) "Const.txt": Did a "compare" of the Cradle file vs. the AE version, and shifted the Cradle file over to the AE format. There are 8 new AE settings at the bottom of the file. Although I kept a majority of the Cradle settings (most of which seem to have been original or borrowed from MedMod), in a few cases I went with the AE settings or my own (f/e rivers - there are now more of them using my settings)
- FULLY IMPLEMENTED

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XXVIX) Sounds: I added a lot of new goods sounds, using naming format similar to "ti_whales" and also some for units (in particular those used by religious units). See #9 & #9a below for details and comments on some of them.
- Since I'm using a female spearman as the Scout sprite, I switched most of the sounds from "Samurai" to "Empathic Diplomat"
- Fixed an error in "goods.txt" ("Dye" was using the sound for "Glass")
- ISSUE: Sound file names of 12 characters or more will not "play". Names have to be 11 or less.
- NOTE: There are TWO sounds.zfs files, and many of the unit sounds come from the one in the default ctp2_data/english/sound folder (so it doesn't have to be added to the Cradle3 folder).
- UPDATE: Big project to clean these up and get them working. See Section CXXVI.
- INFORMATION (Task Complete)

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XXX) "Diplomacy.txt": The Cradle version is broadly similar to vanilla CTP2 version and the AE version, and I will keep the Cradle version but will revise the regard costs as they apply to slaver/cleric type actions. AE made these less offensive, which seems appropriate since they are supposed to be "hidden" units anyway, so how would the victim know how to fully assign blame? Also:
- AE made the following change to the code: "Fixed: AI-AI-Diplomacy actually happen now." That matters because Cradle has an entire AI-AI section at the bottom of Diplomacy.txt, but it is missing from the AE version. That implies it's not needed, but the AE changelog comment *could* be interpreted to mean that the AI actually uses that data now. Without knowing the answer, it probably doesn't hurt to just leave it in place.
- UPDATE #1: Deleted the "AI vs AI" section from Diplomacy.txt and there seems to be little impact on the AI (see "AE Cradle (AI Files).txt" for details)
- UPDATE #2: Made additional changes as described in sections CCXLVIII (Expel Unit Reputation hit) and CCXLIX (Lawsuit Reputation hit).
- UPDATE #3: Made further changes as described in section CCXLVIII (Expel Unit Reputation hit) and CCXLIX (Lawsuit Reputation hit).
- INFORMATION.

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XXXI) African City Sprites: Mot has these and they look pretty good. Should use in Cradle for the Zulu/Nubia/Kush factions. (gc220 thru gc230) Not sure how these are assigned. Future project.
- FULLY IMPLEMENTED.

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XXXII) Sumerian City Sprites: Cradle 4 has these and they look OK - definitely better than using Mesoamerican sprites as is done in Cradle 3. (gc244 thru gc246) Not sure how these are assigned. Future project.
- NOTE: These are the Civ3 city sprites, and they are not activated in Cradle 4. Decided not to use these styles in Cradle5.
- Created a full set of 19 "Mesopotamian" city sprites. See Section LXXVIII below.
- FULLY IMPLEMENTED

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XXXIII) Camel Unit: See write up in separate text file. ALSO....
- STATUS: "Camel" works but has also been used as the graphic for the Camel Good. Not a realistic unit for the delivery, but for my games:
- Finalize the numbers. Realistically the player reaches 10-12 cities fairly quickly and then stays there for a long time so it should be 35-40 turns (until NLT 2600 BC).
- Also need a message box that explains the mechanism when it kicks off roughly around T3. Probably not, but it's worth learning how to do it!
- KEY POINT: The whole reason for the camel was to give the human player an early ability to have Trade Routes, but once built they are a MAGNET for AI pirates! Who then discover your coast and start dropping off Slavers, etc. etc.
- BOTTOM LINE: This whole mechanic is actually a bust! Especially if human early access to Trade speeds up AI research elsewhere. It adds complexity, so at least that, but all told it's probably cleaner to just start off with a big pile of gold and then learn to spend it wisely.
- UPDATE #1: Although it's no longer associated directly with early access to Trade (via slic), I'm still using the camel as a repository of shields which is gifted to new cities for the first 40 turns. Accordingly, a 5-direction sprite is still desirable. Plus I may find another use for it, and either way it's preferable to have a different graphic than the one used by the Camel Good.
- UPDATE #2: As described in CCXVI, a new 5-direction" Camel Sprite was created and implemented
- INFORMATION (Task Complete)

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XXXIV) Slave workers: There are sprites for farmers and miners left over from CTP1. Could these be generated in battle and increase the yield of farms/mines? I suppose it could be something like the "Wandering Cattle" slic, but see if there is any new AE code which can give tile bonuses without having to do the convoluted terraforming. Getting the AI to use them properly is problematic unless they can be teleported to fixed locations and given zero movement.
- ISSUE: They don't have any movement besides "working the land". So one uses a hoe and the other swings a pickaxe but there's no walking. Even the existing animations would rarely be seen, because how would you get them to play? Idle would show that movement but only briefly. Maybe it's the "Work" animation? Look at the Goods sprites to see what their animation is called.
- IDEA CONCEPT

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XXXV) Stone Roads:
- The GL entries for "Stone Roads" refer back to the "Roads" entry. I have no idea why, since Stone Roads have their own entries in "CRARR4_tileimp.txt", and I confirmed that they are using the SAME entry as "Roads" (edit the roads text and the same edit appears under Stone Roads, so it's not a duplicate). I looked at a Cradle 4.0 save game, and it has the same problem, so this is not something that Hex was ever able to fix, unfortunately.
** Following the files: gamefile.txt references "CRARR4F_strings.txt", and THAT is where the list of "to be loaded" string files are found. In this case, it is "CRARR4C_gl_str.txt", and that did NOT have an entry for Stone Roads! However, even though I added it, the problem didn't go away.
- The TileImp graphic (the tiny one which you see when clicking the "Tile" tab in the menu on the bottom right of the screen) for "Stone Roads" (on row3) is the same brown color as the one for "Roads" (row1). There is a different graphic available, but the game isn't using it.
** Following the files: "CRARR4C_uniticon.txt" did NOT have an entry for Stone Roads! However, even though I added it, the problem didn't go away.
!!!!!! THE PROBLEM: It took DAYS to figure out, but the problem starts with the "CRARR4_tileimp.txt" file. Line #2 of the "Stone_Road" entry links to the icon entry used by the "Road" (Icon ICON_TILEIMP_ROAD). If (for example) you change that to "ICON_TILEIMP_MAGLEV", not only does the Graphic change, but now Stone Roads uses the Maglev entry in GL (instead of Roads), and it ALSO shifts the tiny graphic (the second problem noted above) from the road to the maglev. Even though the code for the line starts with the word "ICON", that isn't a link to a specific graphic, but rather a link to the "Icon" file.
- SOLUTION: Create an entry for "Stone Roads" in "CRARR4C_uniticon.txt" and link that to a corresponding "Stone Roads" line in "CRARR4_tileimp.txt".
- In addition, the GL picture showed the Purple Maglev, but I edited the color to match that of the stone road (and changed the link in uniticon.txt to the new pic)
- UPDATE: Switched graphics over to the "Tellius Stone Roads". See section CXV below.
- TASK COMPLETE

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XXXVI) "Units.txt": This file was altered in AE, but most of the changes affected modern-type units that aren't present in Cradle, so this is one file that didn't need to be "converted" over to Cradle. That said,  I did make a few changes:
- Wonder Units are appended at the end of the file, which is fine, but they were not in alphabetical sequence, which made it hard to find the ones you are looking for. FIXED (now alphabetical)
- ARRRRGH!!!! Turns out that at least some of them are in that order for a reason! The plunder/unit capture code (see the "plunder.slc" file) applies to all units between 128 and 139......so I'll have to put them back in the original order....der
- "Plunder Bug" - I looked at all the units which were in the original 128-139 sequence, and all those numbered 136 and above did NOT have GL mentions of "plunder and recruits", plus most were modern and clearly shouldn't have that ability (like Dwight Eisenhower!). FIXED CODE in plunder.slc.
- POSSIBLE BUG: Not sure how the code "counts units", but since the first one in Units.txt is "0", that could mean Unit #128 is REALLY #129. If so, will have to test and see if Alex has the plunder/recruit capability. HE DOES.
- IsMounted Attribute: This comes up in relation to Wonder Units (see section XXXVII below), but there were a few pure cavalry unit which did not have it (now fixed): Cataphract (#14), Horseman (#44), Knight (#58) & Teutonic Knight (#116). NOTE: Elephants and Chariots don't have this, and I didn't change that .
- TASK COMPLETE

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XXXVII) Wonder Units: A lot of issues here, ranging from typos ("Atilla") to incorrect listing of powers in the GL. Here's what was fixed and/or changed:
- Alexander the Great: GL didn't mention the bonus against mounted units or the ability for Amphibious assault
- Genghis: GL didn't mention the bonus against mounted units or the ability to Enslave or the ability to Bombard
- Sargon: OK
- Hannibal: GL didn't mention the ability to Bombard
- Caesar: GL didn't mention the bonus against mounted units
- Atilla: The code uses the incorrect spelling "Atilla" (which is ok since that's invisible) but the display needs to show "Attila". Fixed multiple entries in the GL and in gl_str.txt. GL didn't mention the bonus against mounted units or the ability to Spy or the ability to Bombard.
- Saladin: GL didn't mention the bonus against mounted units or the ability to Enslave or the ability to Bombard.
- Charlemagne: The code uses the incorrect spelling "Charlemange", but all the displayed spelling is correct. GL didn't mention the bonus against mounted units and incorrectly says the unit can Bombard (it can't). Also did not have the "IsMounted" attribute (now added)
- Hernan Cortes: GL mentions the ability "Raises units in the same stack to Veteran status", but per the analysis in XXIV above, that code does not appear to work so I'm going to remove all such references from the GL. GL didn't mention the ability to Convert Cities or the ability to Bombard. As an aside, this unit did have the "IsMounted" attribute and that got me looking more closely at which units had or didn't have it.
- Ulysses Grant: Removed "Raises units to Veteran status" from the GL and added the ability to Bombard and Amphibious Assault. Although portrayed as a Cavalry Unit, it does not have the "IsMounted" attribute nor did I add it since Grant was not "special" because of his cavalry ability!
- Dwight Eisenhower: Removed "Raises units to Veteran status" from the GL and added the existing ability to Bombard and Amphibious Assault.
- Norman Schwarzkopf: Removed "Raises units to Veteran status" from the GL and added the existing ability to Bombard.
- David: OK
- Hammurabi: A number of issues here. In addition to the incorrect "Veteran status" claim, the GL says it can Enslave, but that is not an attribute in the Units file (now added). In addition, this unit had the "IsMounted" attribute, but I removed it since this would be the only Chariot-type to have it.
- Khufu: OK
- Leonidas: GL didn't mention the bonus against mounted units
- Marius: GL didn't mention the bonus against mounted units or the ability to Bombard
- Muhammad: GL didn't mention the ability to Bombard
- Nebuchadnezzar: GL didn't mention the ability to Bombard
- Pacal: OK
- Ramesses: The code uses the incorrect spelling "Ramses" (which is ok since that's invisible) but the display needs to show "Ramesses". Fixed multiple entries in the GL and in gl_str.txt. This unit has no "special powers", but historically Ramesses II was a powerful pharoah who was quite successful in demanding tribute (so that skill will be given).
- Scripto: This represents a Gladiator (you get Scripto after building the Colosseum) so his ability to Bombard (not mentioned in the GL but an attribute in Units.txt) seems incongruous and will be removed.
- Sun Tzu: GL didn't mention the ability to Bombard
- UPDATE: Since most of these units can last forever, there's a real disconnect with both their appearance and ability to enslave once the game enters the Industrial Era and beyond. See section CCLXXX for details on how that was addressed.
- TASK COMPLETE (at least those mentioned above)

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XXXVIII) There are two Emerald Sprites - consolidate down to one:
- NOTE: Per the GL entry, there are two types of Emeralds, "green beryl" & "green corundum". Research to see if the appearance of these are different and look like the two different Emerald graphics in CtP2. Also - are Emeralds EVER found in the Arctic?? Answer? NO!
- MGGP029L.tga is the GL picture, and shows the triangular bluish Emerald (160x120)
- MGGI029.tga is a small triangular picture (23x18)
- UPGP009L.tga is the GL picture, and shows the green gem Emerald (160x120). This is included in the ZFS file, so is probably the original
- UPGI09.tga is a small green gem picture (23x18). This is included in the ZFS file, so is probably the original
- GG09.spr is the square green emerald
- GG29.spr is the triangular bluish emerald
-- Uniticon.txt has two listings which link to the MGGP029L & MGGI029 icons (Arctic Mountain and White Hill)
-- Uniticon.txt has one listing which links to the UPGP009L & UPGI09 icons (Mountain)
-- goodsID.txt has three listings:
* TERRAIN_ARCTIC_MOUNTAIN_GOOD_FOUR     29 (Blue Triangle)
* TERRAIN_WHITE_HILL_GOOD_TWO           29 (Blue Triangle)
* TERRAIN_MOUNTAIN_GOOD_TWO             9 (Green Gem)
-- goods.txt has three listings:
* TERRAIN_ARCTIC_MOUNTAIN_GOOD_FOUR {   SpriteID 29
* TERRAIN_WHITE_HILL_GOOD_TWO {   SpriteID 29
* TERRAIN_MOUNTAIN_GOOD_TWO {   SpriteID 9
-- gl_str.txt has three listings:
* TERRAIN_MOUNTAIN_GOOD_TWO			"Emeralds"
* TERRAIN_ARCTIC_MOUNTAIN_GOOD_FOUR		"Emeralds"
* TERRAIN_WHITE_HILL_GOOD_TWO			"Emeralds"
- ISSUE #1: Great Library says they are also found in Desert Mountains.
- ISSUE #2: Emeralds appear in three terrain types but they aren't that common. Recommend changing the "White Hill" Emeralds to Bear
- RESULT: Complete shift of Polar-region Emeralds to Polar Bears (GL, sprites, pix, effects, etc)
- ISSUE: The MOUNTAIN_GOOD_TWO emeralds (green gem) do not appear in the Resources listing of the GL. The record exists because you can call it from the mountains terrain record in the GL, but it simply won't appear as one of the resources. STRANGELY, this same issue exists with the Base AE game and even the MoT mod. By contrast, the "other" Emerald record (now shifted to Polar Bears) has always appeared.
- SOLUTION!!! The TERRAIN_MOUNTAIN_GOOD_TWO record in "Goods.txt" has the "GLHidden" attribute!! It's the only good that has this, and i must have stared at the damn thing 100 times before FINALLY noticing it. Anyway, easy fix - just removed that attribute and now Emeralds appear in the GL.
- TASK COMPLETE.

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XXXIX) Goods.txt vs. GoodsID.txt vs. Goodsicon.txt:
- Comparing the AE files to the Cradle files:
* "Goodsicon.txt" links 17 Goods to file names that aren't in ZFS or in the pictures folder. For example, the first item is (TERRAIN_FOREST_GOOD_ONE "UPBA5542.TGA"  # Beaver) but the other two files associate TERRAIN_FOREST_GOOD_ONE with Hardwood and link to "hardwood-related" sprites, 2D pix, and GL text. So this file is not actually being used, and definitely does NOT need to be edited or added to the Cradle3 folder. NO ACTION.
* "GoodsID.txt" is in the AE install AND part of Cradle3, but the files are essentially identical (only two rows are different, and not in a meaningful way), so the Cradle3 file is redundant and can (probably) be deleted.
* "Goods.txt" is in both folders and they feature the same list of "active goods". In general the Cradle file is "less generous" with benefits, but in ways that make sense when you think of how they would be valued/used in ancient vs. modern times
- "Goods.txt" is definitely used by the game. It has the value of each good, includes sound and sprite links, and a "probability value" used during map creation. There are also disconnects with "goodsID.txt", since the following items are commented out in goods.txt and do not appear on the map:
* TERRAIN_TUNDRA_GOOD_TWO (Oil) - has an "active link" in goodsID.txt
* TERRAIN_TUNDRA_GOOD_THREE (Caribou) - has an "active link" in goodsID.txt
* TERRAIN_WATER_DEEP_GOOD_FOUR (Giant Squid) - has an "active link" in goodsID.txt
* TERRAIN_WATER_SHELF_GOOD_ONE (Pearls) - has an "active link" in goodsID.txt
* TERRAIN_WATER_SHELF_GOOD_TWO (Oil) - has an "active link" in goodsID.txt
- KEY POINT!!! "Terrain.txt" controls which Goods are associated with each terrain type. This explains why the goods assigned to WATER_SHALLOW ("Shallow Water") are ALSO used by WATER_SHELF ("Continental Shelf"). GoodsID.txt has only two active "Shelf" links and Goods.txt has NONE, so those entries appear to be ignored by the game. Likewise the Goods assigned to TERRAIN_WHITE_MOUNTAIN are named TERRAIN_ARCTIC_MOUNTAIN_GOOD_* (you will look in vain for a terrain type actually named "ARCTIC_MOUNTAIN"!). Here too we see that GoodsID.txt has active links associated with the non-existant "Arctic" terrain type. Similar issue with those assigned to "WATER_VOLCANO", once again indicating that the game does not use this file.
- WRONG! - Game errors out in a MAJOR way if you exclude goodsID.txt from the files-to-be-loaded in gamefile.txt. So it IS REQUIRED. The issue is the descriptions to the right of the data are frequently incorrect, so the real fix here is to make them correct.
- WRONG #2! - Game CTDs if you exclude goodsicon.txt from the files-to-be-loaded in gamefile.txt. So it IS REQUIRED (but doesn't have to be included in the Cradle3 folder)
- IDEA CONCEPT

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XL) Goods Replacements:
- Polar Bear for Emeralds in White Hill & White Mountain: Discussed in XXXVIII above.
- Horse for Buffalo: If only because the graphic looks terrible. On further reflection (and this might need it's own section), shifting this to "Horse" makes a lot more sense, especially because then it *could* be used as a pre-req for Cav-type units. The latter is probably too unbalancing, since it adds a significant degree of difficuty to AI civs. Even so, this makes a lot more sense than "buffalo", which is a limited animal that exists on a single continent.
- Dye: Keep the item but change the Graphic, probably to a Mollusk (since Dye is now exclusively available only from water). This was probably intended to show a white cloth being dipped into a vat of pink dye, but you can't really tell at this resolution.
- Camel: Replace the sprite with one made from my camel? Issue is mine does not have a shadow. Edit: It does now!
- ?? for Uranium: Not a material used/traded in ancient times. Might still need it if Cradle has the A-bomb, though. IDEA: Make Nukes dependent on this Good (new AE code option). Kept uranium, it's a requirement for the Nuke.
- AE graphics for Coal, Iron Ore, and Uranium are different from Cradle? True, but no need to change them back.
- Added "Polar Bear", Dye "Mollusk", "Horse" & "Camel"
- TASK COMPLETE.

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XLI) No-Pillage improvements: Weaker civs invariably lose all their improvements to stronger ones ("rich get richer" syndrome) AND the human player, so add code which prevents the cheaper ones from being pillaged. That would be Nets and Pasture. The idea is that these are among the "early tech" improvements (and thus most likely to be created by the weaker civs). It also adds some variability to the map, since usually weak civs wind up with no improvements anywhere in their territory. Finally, it limits the damage caused by the first wave of Barbarian Biremes which typically pillage all the naval improvements they find, and is thus an incentive for the human player to build Nets. Which is usually not worth doing because they are expensive and difficult to protect (in the early game anyway).
- CantPillage = Terrain Improvement cannot be pillaged (New AE code for items in tileimp.txt")
- TEST #1: Need to add that code to the pasture improvement in tileimp.txt, grant ADVANCE_DOMESTICATION to the human player (add it to kull.slc temporarily), build the improvement and then see if I can pillage my own improvement. Assuming no, will also grant ADVANCE_AGRICULTURAL_REVOLUTION to see if the player can build that on top of the pasture (don't want these things to be permanent fixtures on the landscape)
- TEST RESULTS: You can't pillage your own improvements, so the code works. BUT!!! When you build another improvement on top of Pasture, you get the new graphic, but the pasture is still there (it says so in the mouseover) and you still can't pillage the tile! So this won't work.
- TEST #2: The natural wonders have "no pillage" SLIC code. When you try to pillage them (land or sea), literally nothing happens (I tested this). So the question is, can the same code be modified for Pasture/Nets? Presumably so, but can it then be built-over by a new improvement which can in turn be pillaged?
- LONG TERM TEST: Assuming this works, need to run a longer term game to see if the AI units and/or Barbs get hung up trying to pillage an un-pillageable tile.
- TEST#2 RESULTS: Added a new slc file called "Nopillage.slc" and activate it via "script.slc". This has only two sets of code, both modified versions of the Natural Wonders no-pillage code, and intended to make it impossible to pillage the "Pasture" TIMP. The test game (modified kull.slc) gives Domestication on T3 and then Ag Revolution on T8. I built some pastures and tried to pillage one on T7 with a Spearman. Could not pillage. On T8 I was able to start construction of "Advanced Farms" on top of a Pasture. So far no change from Test #1.
By T12 an Advanced Farm was built on top of a Pasture. BIG CHANGE: Unlike Test#1, the mouseover says "Advanced Farms", NOT "pasture". More to the point, the Spearman CAN pillage the tile!!
- TEST #3: This test will add two more sets of code to "NoPillage.slc" (for "Nets") and will reconfigure the test to also grant "Sails" (T3) and "Hullmaking" (T8) in order to make sure the same system works for both Improvements. Ugh. Pasture is still protected but my new code did not protect the "Nets". Set the code to protect only the "Nets", and i could still pillage it!
- NOTE: Sent a heptireme to pillage the "Great Barrier Reef" and it could not - not even one of those red-circle-with-slash-through-it signs.
- NOTE2: Tried to pillage Guillin Hills both before and after it was in my territory, and each time there was no pillage and no message
- Tried to pillage a pasture after the protection code was removed, and it still wouldn't let me. Weird. Maybe the slic file wasn't updated before this game?
- ARGGG! Turns out the "CantPillage" code was still there for Pasture. But that means I WAS able to pillage a tile that once had a pasture after building a farm improvement on top! And sure enough, started a new test game with no special slic code to prevent pillaging, and once again I could build a pasture, not be able to pillage, then build Advanced Farms on top, and once that was done, it WOULD pillage! Trying the same thing with Nets (can't pillage) and then fisheries on top...And IT WORKS!
- On further review, I may made a mistake on the first test by trying to pillage what i THOUGHT was a farm when in reality it was the in-process construction graphic. Which would explain why the tile still said it was a pasture, and why it couldn't be pillaged.
- Anyway, this confirms the "CantPillage" code DOES WORK, so I'm going to leave it in place for both Nets and Pasture.
- TASK COMPLETE.

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XLII) Unit Upgrade button: Here are the comments in the AE changelog:

- UnitDB (5/3/06):
   UpgradeTo            Unit can be upgraded to given unit with enough gold.
                        Upgrade is done by putting the unit to sleep in a city.
                        Note an own upgrade order is still missing.

- DifficultyDB (8/26/06):
   AIFreeUpgrade        Difficulty allows the AI to upgrade its units for free.

- Added (10/8/08):  Extra upgrade command for the order button bank. The upgrade command
          has to be enabled before the game start from special rules screen.
          The upgrade command button is only visible if an army is active
          that contains an upgradable unit.

- Added 6/1/09):    New database flags for modders:
  UnitDB:
   UpgradeAnywhere         Unit can be upgraded outside of cities and forts
   UpgradeDoesNotHeal      Unit does not regain fuel, HP, and movepoints
                           after an upgrade.

- TEST #1: Grant ADVANCE_PROJECTILE_WEAPONS to the human player (add it to kull.slc temporarily) in order to build a Slinger right away, grant ADVANCE_ARCHERY to the human player on T6 (again, a temporary add to kull.slc) and see if that activates the "Upgrade button". Want at least one slinger in the city, one alone outside, and one in a stack outside. Should be able to upgrade the one in the city but not those outside. Then move them in the city and they should be upgradeable.
- TEST RESULTS: Nothing happened, but there are two issue. First, you must add "UpgradeTo" code right after "ObsoleteAdvance" line in units.txt. ALSO, have to add all the units you'd like it to upgrade to (each has it's own "UpgradeTo" line) so that even if the old unit is retained for a while, eventually it could be updated to one of those in the Upgrade sequence. Second, Cradle is using the "updater.slc" which is (probably) no longer necessary now that unit updating is part of the game code.
- TEST #2: Same process as Test #1, but now add the "UpgradeTo UNIT_ARCHER" code to the Slinger unit (in units.txt) and disable "updater.slc" (in the "script.slc" file).
- TEST RESULTS: Nothing happened! Went several turns, tried the "sentinel" approach, but no upgrade options appeared on the button bank or the army command list. Perhaps something else needs to be added to a different file to activate this? Do a text search for "upgrade" to see what files that word appears in. AHA! The AE version of "Orders.txt" has a related entry.
- TEST #3: Copied the new AE sections into the Cradle "Orders.txt" file and also added the ICON_ORDER_UPGRADE section to the Cradle "uniticon.txt" file. Then the same process as Test #2.
- TEST RESULTS: The new "upgrade" button appears (as does the "Upgrade" option in the Army Command window), but pressing it did not cause any of the Slinger units to upgrade. Three other problems: Need a new "Upgrade" entry in the GL Order section (copied over the one in the AE GL) and will need to remove (or modify) the "Upgrade" entry in the GL Concept section since it refers to the types of upgrades and costs in the old SLIC file system. Also added ORDER_UPGRADE text to "gl_str.txt" (copied the line in from the AE version). Lastly, "terrain.txt" has a new entry for most (or all) tiles called "CanUpgrade" which is not present in the Cradle version. That may be the missing piece, so I'll add that to the Cradle grassland and plains tiles and see if that fixes the problem.
- TEST #4: Added "CanUpgrade" to the Cradle grassland and plains tiles in "terrain.txt" and made the fixes for the GL and "gl_str.txt". Then the same process as Test #3, but also made sure to found a city in Tundra terrain (in addition to the one on Grasslands.
- TEST RESULTS: YESSSSSSSSSSSSSSSSS!!!!!!!!!!!!!!! It works. So, the Slinger in the Grassland city could upgrade but the one in the Tundra city could not, and neither could the two units that were not in a city. So the process works EXACTLY as described.

- IMPLEMENTATION: "After the fact" discussion:
* Took all the non-Elite/Militia units out of updater.slc and setup a Excel spreadsheet which lists all units and their existing Cradle 3.03 upgrades.
* That showed less than half of the upgrades that could or should be linked together. For example, the horseman types end at UNIT_CAVALRY but should continue on to UNIT_TANK and UNIT_FUSION_TANK. Ships are even worse, and there's nothing for flight units.
* In addition, this is a good time to make other changes which give them more commonality with similar units in AE, such as making subs immune to ZOCs, removing "CanEntrench" from most civilian units, etc.
- UPDATE: After extensive playtesting, will add "Entrench" BACK to all civilian units. Problem is that the only way to make them non-active in a city was to put them in "Sentinel" mode and THAT made them load up on every ship that left. VERY annoying!
* Also a good time to look at two unit categories:
- Mounted Archer upgrades to Raider which then merges into the cavalry line. However, Raiders are a very expensive Stealth unit (900 shields) which is easy to get for free (given after a successful battle by many Wonder Units). Even if that success percentage is reduced down from 100%, something feels wrong about it, especially because the human player can easily accumulate a huge number of them and devastate the AI tile improvements and gain easy behind-the-lines intel, and the AI is typically bad at defending against them. One solution is to shift the free units to the Mounted Archer. They aren't cheap either (525 shields) when compare to the free Hoplites (280) rec'd in the previous age, but at least their behind the lines activities would be less damaging. That aside, the issue of "upgrade path" remains and I like the idea of a path which leads to a new communist unit (Red Guards) and then onward to "Fascist". The idea is to make it more attractive to experiment with these forms of govt, especially Communism which is often avoided since the step to Fascism comes so soon after (with it's additional supported city count). Another issue with Communism is that it does not have a gov-dependent unit. NOTE: This entire mechanism was fleshed out in detail in Section LXIV. And it's a LOT different.
- Red Guard: Use GU24.spr from CtP1
- RG unit stats are better than Infantryman but lower than MG or Fascist
NOTE: Red Guard Unit has been implemented, but the Sprite has the "missing Idle" problem so it doesn't move when "walking". FIXED.
- ISSUE: Now that most units have an upgrade path, a review of units.txt is in process to fix the MANY instances where units are obsolete from an advance which is DIFFERENT from the unit they upgrade too. Usually not far off, but it needs to be exact. IN PROCESS.
- FULLY IMPLEMENTED

*****************************************

XLIII) Unit Updater SLIC:
- ISSUE: This works easily for all the buildable units, but how can it accomodate Elite and Militia units? These do not have "ObsoleteAdvance", so how would the upgrades trigger? Plus they all have the same enabling advance ("AdvanceHextapul") and are triggered by SLIC.
- Look for "cannot build" code
- look for a non-Advance buildable criteria (so they would be buildable but only when a building or govt or something that does not exist is present):
   GovernmentOnly           Unit can only be built with the given government.
                               The Unit is not destroyed on government change.
   NeedsFeatToBuild     Unit needs feat archived by owner to be built.
   PrerequisiteWonder   Unit needs a certain wonder to be built.
   NeedsFeatToBuild     Unit needs a certain feat to be built.
   CivilisationOnly     Unit can only built by given civilisation.
   GoodyHutExcluded     Unit cannot be gained from a goody hut.
   NeedsCityGoodAll     Unit needs all the goods in that list to be built.
   NeedsCityGood        Unit can only be built with this good in the city.
   NeedsCityGoodAnyCity Unit can only be built if a city in the empire has a 
                        certain good.
- IDEA: Create a Feat that cannot be achieved (like one of the civ-specific feats - add to feat.txt and feats.slc) and make it a requirement for all Militia and Elite units. Then give them the same build/obsolete techs as their "normal" equivalents so they will upgrade using the normal system. ALSO: Now that they are theoretically buildable, use the GoodyHutExcluded code to make sure they aren't popped from a hut (at least the early game units)
- TEST #5: Create the new feat and make it a pre-req for UNIT_SPEARMAN_MILITIA. Then give that unit the same Enable/Obsolete Advances as UNIT_SPEARMAN along with NeedsFeatToBuild and GoodyHutExcluded. Then grant ADVANCE_BARRACKS to the human player on T6 (a temporary add to kull.slc) and see if the UNIT_SPEARMAN_MILITIA can upgrade to UNIT_HOPLITE_MILITIA.
- TEST RESULTS: Didn't work. I think the problem is that any pre-req for "building a unit" applies equally to "upgrading a unit". There might be workarounds at least for the militia units, but it's probably easier to have a mix of unit updating methods: The AE system for standard buildable units and the SLIC file for Elites and Militia. Stripping out the buildables cuts the size in half, and all the empty spaces can be used for additional upgrade options for the Elites. F/E, Legion (and most of the rest) has only a single chance to upgrade (at the discovery of "banking"), and if missed, never gets another chance to upgrade. To conserve space, will only add extra options up to Infantryman - by then the human player will have more than enough money to easily upgrade everything on time (applies to Militia and Elites).
- TEST #6: Modified "updater.slc" to remove all buildable units and added multiple upgrade options for Militia and Elites. Removed the non-working upgrade code from "Units.txt". Made several changes to kull.slc to grant varous Eite units and Advances in order to test the modified updater code.
- TEST RESULTS: The code updates the Elites first, and it handles partial updates and also upgrades the units which missed the eralier upgrade. However, it throws a SLIC error while doing partial updates of the Militia units. Will run the test again and try to narrow down the error. 
- TEST RESULTS #2: Same test, but this time had a successful partial update of Elites and a full update of the Militia. No SLIC error. So the problem seems to lie with a partial update of the Militia. Next step is to re-run the test, but this time without the Elites to see if the militia code will do a partial update by itself.
- TEST RESULTS #3: A partial update of Militia alone (all Elites were disbanded) was successful - no SLIC error. So the problem seems to be that the partial update code can't run more than once per upgrade. If so, it would error out even with elites if there are two partial updates of Elites (i.e. two Spearmen and two Hoplites upgrading to Legion). That's the next test...
- TEST RESULTS #4: SLIC Error! So even without the Militia, the code fails if it tries a partial upgrade of two different types of Elites in the same turn. First it upgraded 1 of 2 Hoplites to Legion, but gave the error before upgrading any Spearment to Legion. I'll run this test again, but this time will make note of exactly which step causes the error message to appear. Actually, since the Error doesn't cause a CTD, the next test will be to change DebugSlic=Yes to No and see if the code will work. 
- TEST RESULTS #5: Exact same test, same result. So changing DebugSlic had no effect. Next test will be to restore the original "updater.slc" file to see if the error is caused by my changes to that file. Fortunately the test parameters can stay the same since there will be Spearman Elite & Militia upgrading at the same time.
- TEST RESULTS #6: Same error. So it's not something new that I introduced. Either the error has always been there or it's caused by some incompatibility with AE. This may be why the upgrades are mostly limited to "one and done", with no second chances.
- TEST RESULTS #7: This time I "upgraded all" of the first type and only chose partial for the second and it still threw the error!
- TEST RESULTS #8: But if you do the partial update first and "upgrade all" for the second group, there is no error!

- ANALYSIS:
- The error message says there is a "wrong type of argument", but that can't be correct since the code DOES WORK in certain sequences.
- It is not the number of iterations of the partial update (as I first thought), since it can error out on the first iteration. Here are the tested sequences and results:
1) Full(F) - Partial(P - 3 units, No,Yes, No) = Error after saying "no" to last unit
2) F - P (3 units, Yes,No,Yes) = Error after saying "yes" to last unit (which IS upgraded)
3) P - F = OK
4) P (4 units, Yes,No,Yes,No) - P (3 units, Yes,No,Yes) = Error after saying "yes" to last unit (which IS upgraded)
5) P - F = OK (Results in 3 types that can upgrade next: P - 2 units, Yes,No - Error!
6) P - F = OK (Results in 3 types that can upgrade next: F (2 units), F (2 units), P (3 units -Yes,No,Yes - Error!
7) P - F = OK (Results in 3 types that can upgrade next: F (2 units), P (2 units - No,Yes - Error!
- ISSUE: Tests 5-7 are worrisome since you can complete the first set of upgrades using P-F, but the error triggers on the first partial of the next set, which *should* be "safe"
8) F - F = OK (Results in 2 types that can upgrade next: P (4 units), P (2 units - No,Yes - Error!

- ANALYSIS #2:
- The last set of tests seem to imply that the "partial" update code isn't closing properly, since it works without error as a first selection when activated by the first advance, but then errors when chosen as the first selection on the second advance.
- Full conversion works fine every time, so that code is OK.
- The symptoms seem to be consistent with the code running a partial update successfully but not emptying the array for a second run-through.
- Or it *could* be an incompatibiity between this old slic file and the new code in AE (NO: I found a discussion on apolyton 20 years ago (wayback machine thread) where this issue was being discussed, at least in part. Nobody had run an exhaustive test, but the symptoms being reported are the same as the ones I found. So the code has NEVER worked properly).

- TEST RESULTS #9: I used the same kull.slc file to grant Elite Spearmen and accelerate advances and ran a new game in the CTP2-Cradle-AE folder and did not get the errors. HOWEVER, only the first unit upgrade took place during the Iron Working advance. Changing DebugSlic=No to Yes and running the same test produced the Errors seen earlier, so the bug was definitely part of that version. I need to test that again since I *thought* it had no effect during my previous tests.
- TEST RESULTS #10: Reran the earlier tests in the CTP2-AE folder with DebugSlic=No, and did NOT get the Error message, although it was obviously still there (same symptoms as Test #9). Next step is to test this in the non-AE CTP2-Cradle folder. That *should* answer the question conclusively as to whether the updater.slc program has the same issue in every version of CTP2.
- TEST RESULTS #10: Ran the same test in the pre-AE CTP2-Cradle folder with DebugSlic=Yes and got the same error!! So, at least we know that this is an old problem and not something new with AE.

- ANALYSIS #3: Short of having somebody else re-write the SLIC code, there's no solution here. Best thing to do is add a messagebox which describes the problem every time the SLIC code "pops" for the Elite/Militia upgrades.
- ANALYSIS #4: Orrrrrr.....Can the partial upgrade text be removed? Rather than rely on buggy code, it should be removed altogether. So a "not enough gold to upgrade all of them" finding simply cancels the option rather than sending you to the partial update code. Especially since now the player has multiple chances to upgrade, so if you don't have enough money this time, then you get a 2nd, 3rd, 4th chance.

- NEW TEST!!! I found a new slic file called APOL_updater2.slc, which features a LOT of reworked code. This was created before the Source Code team implemented the unit updating code in-game, and was intended to give the unit upgrade capability to all units in the Apolyton Base Edition. However, since the code WAS extensively rewritten, it's possible that they fixed the "partial update" bug, so it's worthwhile to test this out and see if that has solved the problem.
- TEST RESULTS #10: I modified APOL_updater2.slc (renamed to "updater3.slc") to add all the Cradle Advances and all the militia/elite upgrades. Then modified kull.slc so it would grant 4 Elite Spearmen at the start and two Advances - Bronze Working on T6 and Iron Working on T9. I delayed them until AFTER the T5 civ trait slic file runs, just to make sure there's no interference from that. Initially threw slic errors because all the new "updater" messageboxes have different code names than the old ones (and some are new), but fortunately a file included with the updater2 download has all those. I added them to "scen_str.txt" and the game loaded properly. Whew!
** On T6 there were 3 Elite Spearmen in cities (thus eligible to upgrade) along with 3 Militia. I followed the first upgrade sequence from Test #8 above:
** 1) Full(F) - Partial(P - 3 units, No,Yes, No) = NO ERRORS!! By contrast the result from Test#8 was "Error after saying "no" to last unit"
** As an aside, there are more buttons, more options, and more text with the new code. Initial appearance is - bug has been fixed! But lets continue on to the next upgrade, and there I will run all sets through partial updates.
** I ran "partial" updates for all FOUR unit types, and it worked like a charm - NO ERRORS!
- At this point the "partial update bug" is clearly "dead on arrival". The new slic code successfully killed it!
- FULLY IMPLEMENTED!!

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XLIV) Spies: The first spy (an ancient era-looking unit) is available with "Republic" and lasts all the way until "Communism". So his "look" is completely incorrect for at least half the period he exists. At which point he changes to "Revolutionary", but that is not a gov-specific unit so why would non-communists have a unit with that name? He expires with the late game tech ADVANCE_NEURAL_INTERFACE and is replaced by the Cyber Ninja. Here's a small change so everything looks better and makes more sense:
- Ancient Spy (needs a better name: The Eye, Observer, Watcher, Scout) has the same start tech but ends with Feudalism
NEW: Spy uses the middle-ages sprite created by Morgoth and starts with Feudalism and ends with Communism
- Secret Agent is the same in all respects with the "Revolutionary", but has a better name (CHANGE COMPLETE).
- Cyber Ninja is the same.
- Implemented the sequence of Spy (fixed sprite), King's Eye (middle ages & fixed sprite), Secret Agent (was Revolutionary), & Cyber Ninja (no change).
- FULLY IMPLEMENTED

*****************************************

XLV) Assassin: A new unit for Cradle. Similar to Spy, it's an ancient looking unit that is available with "City State" and lasts all the way until "Communism". No other unit has the "AssasinateRuler" ability until "Eco-Terrorist" becomes available with Ecotopia. Here's a small change so everything looks better and makes more sense:
- Ancient Assassin (needs a better name: Hired Thug, Executioner, Killer) has the same start tech but ends with Monarchy.
- NEW: Assassin uses the more-modern-than-i-like sprite created by Solarius and starts with Monarchy and ends with Ecotopia. Ooh! Sprite is female, so how about, "Poisoner" 
- Eco-Terrorist is the same. EXCEPT, this is a gov-type unit, so maybe no upgrade path to this.
- There are several "cyber era" units from Ctp1 that could be repurposed as a late game assassin.
- Fixed the sprites for Assassin and Poisoner and set the upgrade path in-game.
- UPDATE: She uses the "spy" sounds/voice - and those are male - so need new ones. The ones associated with this unit in "Forever Future" are too modern, so will need something else. FIXED.
- FULLY IMPLEMENTED

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XLVI) Diplomat: Similar to Spy, it's an ancient looking unit that is available with "Dynasty" and lasts all the way until "Eugenics"!! No other unit has the "EstablishEmbassy" ability until "Empathic Diplomat" becomes available. There isn't a really good "medium" type unit, so this may be all we can do:
- Diplomat has the same start tech but ends with Age of Reason.
- NEW: "Ambassador" uses the "blue-suit lawyer" sprite from CtP1 and starts with Age of Reason and ends with Eugenics.
- Empathic Diplomat is the same.
- UPDATE: Added Idle to "Ambassador" sprite.
- FULLY IMPLEMENTED

*****************************************

XLVII) Clerics: Cradle has the upgrade from Prophet to Cleric, but Televangist needs to be the final leg. Remember also that the CtP2 Televangelist sprite/pix are the Cradle "Patriarch" which is given by Wonders and not built (so it can't be part of the upgrade chain). That said:
- Prophet: Starts with Polytheism and ends with Christianity (no change).
- Cleric: Starts with Christianity and ends with Mass Media (no change).
- Televangelist: Use the CtP1 sprite (TV head - GU42.spr) and 2D pix. Currently is a Gov-unit (Democracy) that start with "Mass Media". No expiration is fine, but remove the Gov-type link.
- FULLY IMPLEMENTED!

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XLVIII) Franchising: Cradle calls this "demand tribute", an "attack" that can be levied by certain Wonder Units. However, there are also two Specialty units which use this as well, although they don't (yet) upgrade:
- (Trade) Emissary: Starts with City State and never expires, and is an ancient-looking unit. Change to expire with Corporation and upgrade to Corp. Branch.
- Corporate Branch: Starts with Corporation and never expires. Which is OK. Change to the CtP1 "BureauBert" sprite (GU50.spr) and pix. NEW: Expires with "Neural Interface"
- NEW: Added the "SubNeural Ad" unit which is an upgraded sprite from CtP1 (now has the Idle animation). End state unit for this line.
- FULLY IMPLEMENTED!

*****************************************

XLIX) Legal System/Lawsuits:
- The Cradle system now uses "Assassins" to "Sue" Great Leaders and others, as a way to have a specialty unit that focusses just on those. The AI doesn't seem to use this, though.
- The first lawyer appears with Criminal Code which is a very late arrival, since lawyers existed all the way back in Roman times (and probably earlier).
- A new Advance would help on the modern end. Call it "Criminal Code" (same as the existing one), but make it available after "Age of Reason" AND as a pre-req to Democracy (after all, most of the modern democratic systems were started by lawyers!).
- The clothing isn't exactly right, but make the Black Suit lawyer available as the unit. (DONE)
- The existing "Criminal Code" is renamed as "Legal System" and the new unit available is the "Legal Team" which is the repurposed 3-person Corporate Branch (which has been replaced by BureauBert). (DONE)
- Eventually add the "CyberAttorney" when the CtP1 cyber ninja animation is reworked. (DONE)
- FULLY IMPLEMENTED!

*****************************************

L) Other Specialist units: In order to free up the lawyer sprite unit and just to review the others which come into play in Cradle:
- Abolitionist: No change (might add a space-age alternate, but probably not worth it)
- Merchant Trader: Optional= Change the 2D pix from Camel to Donkey (I already made some)
- Lawyer: Change to the CtP2 "3-person team" sprite and pix. OR, use the CtP1 sprite which is a blue lawyer with briefcase (GU23.spr) NEWER: No change.
- Plunder I-IV: No changes
- Swordsman: This is the scout, so a better name would help. Also the upgrade path is odd, going from a specialty unit (no attack) to cavalry. Need to play with ideas on this.
- Slaver: No upgrades. A whole section on changing this to an ancient unit although potentially you could reactivate the red-shirt guy for the modern era. Reactivated. DONE.
- IDEA CONCEPT (Much of the above has been done & is discussed in detail elswhere)

*****************************************

LI) Sprites don't "walk": The new sprites I've added (Scout, Red Guard) do not walk when moving. Thinking about it, nor does the Arquebusier. And there are probably others. But others DO, such as the Nomad. When you set the animation speed to slow, you can easily see his legs moving, even for one hex. So why does this work for some and not others?
- One idea is that sprite numbering may have an effect, so a test would be to swap Nomad and Red Guard sprite numbers and see if anything changes. NO EFFECT
- Another possibility is to just get counts of which work and which don't and look for commonality between them.
- Also, is there something unique about made-for-CTP2 sprites from Activision vs. those created by others, and even ones from CtP1?
- Another theory: The units are trapped in the "Idle" phase and don't shift to "Move"?

Sprites that move:
- Nomad/Settler (same sprite) (CtP1)***********************
- Bireme (CtP2)
- Abolitionist (CtP2
- Artillery (CtP2) - Uses vehicle-mounted cannon. Could substitute the howitzer sprite (28) which also has all movement. No good 2D pix though.
- Archer (CtP2)
- Cargo Helicopter (CtP2)
- Cannon (CtP2)
- Cavalry (CtP2)
- Chariot (Morgoth)!!!!**************************
- Cleric (CtP2)
- Composite Archer (CtP2)
- Coracle (CtP2)
- Corp. Branch (3 people) (CtP2)
- Cruise Missile (CtP1)************************************
- Cyber Ninja (CtP2)
- Eco-Terrorist (CtP2)
- Eco-Ranger (CtP2)
- Diplomat (CtP2)
- Elephant Warrior (CtP2)
- Fighter (CtP2)
- Fusion Tank (CtP2)
- Empathic Diplomat (Walks then turns, angles with legs akimbo...like Scout starts) (CtP2)
- Fascist (CtP2)
- Hoplite (CtP2)
- Hypaspist (CtP2)
- Infector (CtP2)
- Hover Infantry (CtP2)
- Infantryman (CtP2)
- Knight (CtP2)
- Lawyer (Black suit) (CtP2)
- Legion (Blue Shield) (CtP2)
- Leviathon (CtP2)
- Machine Gunner (CtP2)
- Mobile SAM (CtP2)
- Marine (CtP2)
- Mounted Archer (CtP2) (Grey Unit)
- Paratrooper (Blue) (CtP2)
- Pezheteroi (Red shield) (CtP2)
- Pikeman (CtP2)
- Prophet (CtP1)*************************************************************
- Plunder (Donkey Settler) (CtP2
- Praetorians (Black armor) (CtP2)
- Raider (CtP2)
- Revolutionary (CtP2)
- Slaver (black leather) (CtP2)
- Space Plane (CtP2)
- Stealth Fighter (CtP2)
- Tank (CtP2)
- War Walker (CtP2)
- Patriarch (CtP2)
- Urban Planner (CtP2)
- Trebuchet (Gold Catapult) (CtP2)
- Alex/Caesar (Gold shield) (CtP2)
- Sun Tzu (Red Samurai) (CtP2)


Sprites that DON'T move:
- Red Guard (CtP1 Fascist) - FIXED!
- Spearman (Morgoth) - FIXED!
- Javelin Cav (Morgoth) - FIXED!
- Swordsman (female Scout) (BlueO) - FIXED!
- Arquebusier (Morgoth) - FIXED!
- Cataphract (Morgoth) - FIXED!
- Belfroi (J Lux) - REPLACED (by Ballista)
- Crossbowman (Imm Wombat) - FIXED!
- Interceptor (CtP2)
- Horseman (CtP1-Blue Horse Archer) - FIXED!
- Janissary (Morgoth) - FIXED!
- Slinger (Morgoth) - FIXED!
- Nuke (CtP2) (God, this looks terrible!) - FIXED!
- Catapult (Blue) (Harlan) - REPLACED (by new Trebuchet)
- Man-at-Arms (Morgoth) - FIXED!
- Spy Plane (CtP1)
- Spy (Purple Cape) (Morgoth) - FIXED!
- Stealth Bomber (CtP2)
- Teutonic Knight (CtP1) - FIXED!
- Assassin (CtP1) - FIXED!
- Warrior (Blue Swordsman) (Morgoth) - FIXED!
- Emissary (Ctp1 Diplomat) (CtP1) - FIXED!
- Pacal (Amerind Warrior) (CtP1) - FIXED!
- Cow (CtP2) - FIXED!
- Televangelist (CtP1) - FIXED!
- BureauBert (CtP1) - FIXED!

ANALSIS: Of the 47 land units with "working" movement sprites, all except TWO are from CtP2. Similarly all 19 of the "non-movement" sprites are from CtP1 or individual creators. That means there is something different about the CtP2 sprites which activates their movement. It's not an O/S issue or an AE thing.

FINDING!!!!! There is ONE COMMONALITY between sprites that move and those which don't! If the sprite has an "Idle" animation, it moves. If it doesn't, it does NOT move!

NOTES on Sprites:
- If the game can "choose" between a 3-digit sprite and a 2-digit sprite, it will always select the 3 digit, even if both files are in the same folder. For example, GU06 is a Samurai with no Idle while GU006 is the same unit WITH Idle, and the game will always choose the latter.
- Artillery (82-truck mounted) could be changed to the howitzer (GU028, NOT GU28). Both have the "idle" animation.
- Hypaspist: Gu008.spr has "idle" but GU08.SPR does not.
- Trebuchet (CtP2 catapult) uses GU011.SPR but there is also a CtP1 Legion at GU11.SPR.
- Trireme is the same (14 vs 014) (No idle in either case)
- Assassin: Uses GU123, the CtP1 Hypaspist (no idle)
- Two Zulu sprites (72 and 184) which can't be opened by Sprite Edit, but both have the Idle animation. Should be "special units" for African civs.
- Four Samurai sprites (006, 91, 92 & 93) which all have Idle and only one of which is used in Cradle 3+. Should be "special units" for Asian civs
- One Legion sprite (116) from Ctp1 that has Idle but isn't used. It does walk funny!
- 3 or 4 NA Warriors (71 in Cradle 4, 124 in Cradle 3). None have Idle, but adding it for four units is doable because they would all share the same shadow files! Should be "special units" for American civs.
- Pharoah Chariot unit (from AOM) would be a nice "add" for the wonder units, and could be used by Khufu and Ramesses. Would require some clean-up, and probably needs the Idle animation. DONE (see LXXXV)
- Nomad upgrades to Settler, but both use the same Nomad sprite. FIXED (see CLXXXIX)
- IDEA CONCEPT

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LII) "Cyberattorney": Is in the Cradle3/4 Sprite list and uniticon, but doesn't actually exist. There's no sprite (the "54" is not part of the AE base file or Cradle) and no 2D art either. I could only find one use of Sprite 54 - in CtP1 it's a paratroop transport plane. This could be deleted.
- Orrrrrrr...Look at the Ctp1 Cyberninja and delete the attack animation but instead use the "Work" animation as the attack. This sprite has one of THE most awesome attack animations and as it stands we'll never see it because the CtP2 Cyberninja sprite (the Robot) is very cool as well.
- Sprite rebuilt - see LXXII below.
- IDEA CONCEPT

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LIII) Adding "Idle" Animation to the Cow Sprite:
- In this example, I add the Idle Animation to the Cow Sprite. Fortunately Makesprite has a directory containing all the cow images needed for the "Move" and "Death" animations.
- The first thing was to select one move image and one shadow image for the Idle animation, and i chose the ones where the cow is just standing there, facing toward the lower right (the #4 direction). Those files were GU01mA4.0.TIF and GU01mS4.0.TIF
- Although I didn't realize it it at the time, Section 4.0 of the Makesprite html instructions gives the naming convention for all the different types of animation files. Instead I guessed, and fortunately my first attempt was close enough to throw an error message which gave the name of the expected file. Either way, these two files should be renamed as GU01IA4.1.TIF and GU01IS4.1.TIF
- Next you have to populate the UNIT_SPRITE_IDLE block of the sprite creation text file (in this case "Gu01.txt"). Once again, serendipity lent a hand since the Cities Sprites only use the Idle block, so that was my example and led to the addition of a modified form of that text (see the file named "Add the Idle Animation.txt" which has more details)
- The only change I had to make was selecting the correct "Hot Point" values, and the ones above are associated with the #4 direction being used by the Idle tifs.
- With those changes, the Makesprite program was able to create a Cow Sprite with an Idle animation, and now the Cow actually walks and swings it's tail as it moves!
- OPTION #1: Now that i know how to do this, it should be possible to add an animation to the Idle block, so the cow doesn't just sit there, but will periodically swing it's tail as it stands in place. That's because there are 11 "tail-swinging" tifs for the cow as it faces in the #4 direction (along with 11 matching shadow files), and those would activate using the example from the Beaver Good Sprite, which also has a tail swinging action.
- OPTION #2: Even better, the "Death" animation has two components - the Cow falling to it's side and lying there, and then a second where it rolls over into a crouched position and then stands up. The second piece could be strung together so that when the cow is idle it lies down and then gets back up.
- ISSUE: Just realized that the Cow has death images from all five angles, but the sprite is made to use only one! ("unidirectional"). Should re-try and see if it can use all of them (NOPE! Idle only works in "direction #4", and the "flip" to #6)
- NOTE: Still haven't built the slic code (assuming it can even be done) which provides this interesting "Cattle" option, and until that happens the cow discussion isn't a priority.
- UPDATE: Added a new Idle as described in "Option 2" above. Looks good. In addition, the Cow is now being used as the "Plunder III" unit, so it is currently in-game. Undecided on whether to try and get the "Cattle Rustling SLIC" to work. I suspect the old code may not work properly with the Source Code exe. However, as far as creating the sprite goes (which is what this sub-project is about), that is done.
- SPRITE COMPLETE.

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LIV) Adding "Idle" Animation to existing sprites:
- Now that I was able to successfully add "Idle" to the Cow sprite, the next step was to see if "Idle" could be added to existing CtP1 sprites. The big problem is that you can't insert a new animation type into an existing sprite, so that means they have to be deconstructed and then rebuilt! Argh.
-  The CtP1 Televangelist is a comparatively simple sprite with only two animations, "Move" and "Attack". The first is a very simple animation (just two frames) while "Attack" is much more complex.
- SpriteEdit v.09 was able to "Export Images", but first you have to go into "Options" > "Export Options" and choose the "Two Files" option. (Note: SE v.12 is more recent, but errors out every time I tried to export). For the televangelist, this spits out 60 Attack images (half are the unit, the others are the shadow files) and 20 Move images.
- Unfortunately, ALL of them are tga and have to be converted to tif. For the unit images, that is (relatively) easy - open them all in Gimp and then "Export as" to the tif format.
- The shadow images all appear to be empty (and will remain so if converted directly from Gimp), so you have to load all these in PaintShopPro first. When you do, they appear as black shadows with fuchsia background - save all of them (one by one) as tif files. THEN load them all in GIMP, use the "select by color" tool to pick the fuchsia, then hit the delete key to remove the Fuchsia and then save each file (again, one-by-one).
- The new sprite requires the Idle Animation (the whole point of doing this, of course), so I took the Direction #4 file GU42MA4.0.tif and renamed it to GU42IA4.1.tif (and did the same thing for the corresponding shadow image)
- The next step was to edit the text file so it had all the Televangelist text information that you can see in the Sprite Edit screen. That involved a huge amount of editing of the somewhat similar Cow GU01.txt file, and i'll spare you the details because when I ran makespr, it hung up on the Move Animation.
-ARRRGHHHHHH!!!!!!!!!!!!!
- What went wrong? Don't know, so it's time to test things out:
- TEST #1: A simple test that subbed the two Idle animation images for their counterparts in the Cow file, but makespr hung up on the Idle Animation. Not encouraging.
- TEST #2: Next step was to take the five directional Move animation files (no shadows yet) and try to create a simple sprite animation, same as the camel except this actually points correctly in all 5 directions. This also uses the generic GU00.txt file. Result? IT WORKED! So now we know that the tif images are in the correct format.
- TEST #3: Now to see if the problem involves the shadow images. Ran the same test as above, except this time included the 5 shadow files. Result? Hung up on Move. Soooo, it's definitely something wrong with the shadow files....
- TEST #4: This time I took the shadow files direct from Sprite Edit and just converted them to tif in Gimp. Used two different methods, one which didn't work and the other which did, but the resulting unit did NOT display a shadow, which isn't surprising since you couldn't see one in the Gimp converted files (either method)
- TEST #5: This time I took the shadow files that were first converted in PSP and then had the fuchsia removed and were saved as tif in Gimp. Except this time I added an alpha channel and then deleted the white background. Result? IT WORKED! So now we know how to put shadow files into the correct format.
- TEST #6: At this point I'm going to convert ALL the shadow files into the correct format and will then re-run the original test which had three full animations. It's possible that the text file was also wrong in some ways, but there's no point trying to incrementally add animations (or at least that will take a lot longer) until I know for sure there's now a different issue. If this does work, i'll write up some more detail on what was done to the text file. Not unexpected - there's an error in the text file, specifically: "ERR: GU42.txt line 102: Expected keword UNIT_SPRITE_ATTACK_IS_DIRECTIONAL not found"
That's a puzzler since none of the documentation refers to those words, but instead just has what i have on Line 102: "UNIT_SPRITE_ATTACK    1" (or rather "0", since none of the examples include an actual attack set of text....grrrrr). Okay sequential series of changes:
1) Placed "UNIT_SPRITE_ATTACK_IS_DIRECTIONAL    1" directly beneath "UNIT_SPRITE_ATTACK    1"
2) New error: Could not find "GU42AA6.0.tif". It was starting with anim #1 and expecting 6 files, so i'll start it with anim #0
3) Made it all the way through the Move, Attack and Idle Anims! Error: "Expected keword UNIT_SPRITE_WORK not found". After several failed attempts to move commands around, I decided it's probably because "UNIT_SPRITE_IS_DEATH" is listed below "VICTORY" when it's actually not needed. Result? IT WORKED! YAYYYYYYYYYYYYYYYYYYYYY!!!! Now to test the sprite and see if has the full range of activities (at least move and idle...can't determine the others yet).
4) OK! It works, but the Idle shield is in a bad location, and the unit is standing partly in the hex below. I think the same thing happened with the cow...need a new "Hot Point" for the Idle location for both. I was using 58 38, but the second number is too low. By comparison, the Diplomat has an Idle Hot Point of 48 50. For the Televangelist I'll use the #4 move hotpoint (49 63). The Cow uses 58 38 and that looks fine, but the shield location is too low and too centered. Probably s/b 82 9 (same as "Move"), not 48 36.
5) Televangelist is now PERFECT!! SPRITE COMPLETE.

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LV) Adding "Idle" Animation to Amazon Spearwoman:
- It would be nice to see her sashay around the landscape, but now we see the problem with converting more complex sprites. This one has three animations (Move, Attack, Death) and has 190 images to be converted!!!! Just for the hell of it, let's see how long that takes:
- Attack (50 images): NOTE: Make sure "save color value from transparent pixels" is unchecked when converting all these tgas to tif. Took 14 minutes to convert these from tga to tif.
- Move (40 images): Took 10 minutes to convert these from tga to tif
- Death (5 images): Took 2 minutes to convert these from tga to tif
- Idle: Created the image from the #4 move direction
- Before going through all the rigamarole on the Shadows, lets try to make a shadowless sprite, using the televangelist (and cow) text files as an example. Took about 30 minutes to get a text file but when I tried to make the sprite, got the "Sprite ID must be between 0 and 99" error! GAH!!!!. Now have to rename all the individual files. At least now I know and can rename sprites BEFORE spitting out the bazillion images. But this time I need to rename 96 files, lol, boohoo!
- Renamed all the files from 102 to 10 and makespr successfully completed Move, Attack, and Idle, but errored out on "Victory" (i.e. "Death"). Issue seems to be that it wants to use files numbered with the #4 direction (I was using #1, because that's what the SpriteEdit tool created). Also, the number sequence is 1-5, not 0-4 (again based on the numbering created by the tool). YES! That worked. Now to see what the sprite looks like....Looks GREAT! So this took about an hour to get the text file issues sorted out. Now for the....GULP...shadow files. At least now I know enough to spit them all out as "10" instead of "102". That will save about 10-15 minutes of renaming.
- Shadow files: Zero time to convert...And why? This unit doesn't have shadows, LOL!
- SPRITE COMPLETE.

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LVI) Adding "Idle" Animation to Spearman:
- Probably the most common and most used sprite, so adding movement would be useful. In addition, this one could be used as the basis for an unarmed scout, but on further reflection that is a LOT of editing, even just in removing the spear (forget the shield). This one has three animations (Move, Attack, Death) and has 168 images to be converted. And this one DOES have shadows....yikes.
- First test = "Shadow file is in invalid format". Gah. I think there a checkbox that should have been UNCHECKED in PSP (NO, it was the fuchsia). You can kind of tell comparing these files with the Televangelist and Cow, as they have a "fuchsia tint" as an outline. Took at least an hour just to do the Shadow files, so I'll test one of them in the Idle position and make a "Test Televangelist" before redoing all of them. Live and learn.....
- Also noticed that every image in these "Morgoth-created" sprites are size 120x90 compared to the usual 96x72. Hopefully THAT won't be a problem!! Can be part of the test....
- NOTE: Each Spearman image is WAYYYY low in its hex, but in-game it's in the middle where it belongs. Probably the hot point positioning? At least I don't have to reposition EVERY piece of art!
- OK, the Idle Spearman worked fine as part of a "Test Televangelist", and I could even leave the size at 96x72 in the text file and it didn't matter. The issue is that in order to "speed things up", my Spearman Shadow process was different from the Televagelist Shadow process. Long story short, i highlighted the color Fuchsia and deleted it for the Spearman, but it left a "fuchsia outline". The solution was to do a color replace (in Gimp) to replace the Fuchsia with pure white and only THEN to delete by color (in this case white). That process eliminates the shadow fuchsia and produces an acceptable shadow file. But it definitely takes a LOT longer to do....Argh!
KEY POINT: Reviewed my notes, and did NOT add a white background (at least not deliberately) Instead, if you save them all as tif in PSP and then open in Gimp and then select by color (the fuchsia) and delete, the background turns white. Only THEN do you add the Alpha Channel, select by color (white) and delete.

THE PROCESS:
- IMPORTANT: The Unit Sprite file must be named Gu**.spr where ** is TWO DIGITS. NEVER have more than two digits and never have a file name with ANYTHING other than those 4 characters!!!! You have been WARNED!!
- Load all the new unit (not shadow) files in Gimp
- File > Export As
- In the next window, change the file extension from .tga to .tif and select "TIFF image" from the box on the bottom right (if necessary) and click "Export".
- Another window appears and Compression should be set to "None" and the "Save color value from transparent pixels" box MUST be unchecked. Click "Export", close the file, and repeat with the next one.
- Load all new shadow files in PSP and Save as .tif (individually)
- - When you "save as" and select TIFF (from "Format" box), "Layers" should be checked (default). Nothing checked in the "Color" section. "Use Lower Case Extension" is checked (but it probably doesn't matter).
- - The next box has three checkboxes which should be preselected as Image compression (NONE), Byte Order (IBM PC), and Layer Compression (RLE). "Save image pyramid" should be unchecked. 
- Then delete all the tga versions in the folder
- Load the Shadow tif files in Gimp
- Using the "Select by Color" tool, click a fuchsia region and then delete (background now appears white).
- Layer > Transparency > Add Alpha Channel
- Using the "Select by Color" tool (should still be selected), click a white region and then delete (background now appears clear/alpha)
- File > Overwrite (file name)
- Close the file (click the "x" in the file thumbnail at the top of Gimp)
- Discard Changes
- Repeat a zillion times!

- OK, the "New Process" worked perfectly and makespr accepted the Shadow files! Still a few text file errors though...AND, has the same "Death" problem as the Amazon: makespr expects to see files with direction #4 but the tool creates them with #1
- RESULT: It works! No issues I can see. Even though all file sizes are 120x90, I used a mix of 96x72 and 120x90 throughout the text file, but makesprite doesn't care - Sprite looks normal.
- SPRITE COMPLETE.

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LVII) Adding "Idle" Animation to CtP1 Knight:
- Probably not the greatest choice for "early conversion", since this is used only by the Teutonic Knight, Charlemagne and Cortes, but I needed to use one of the "shadow" files for my improved Camel unit. On second thought, if it improves TWO Wonder Units, that makes it a priority. Also using this as a test of the now-written conversion "Process"
- Only two animations (Move & Attack), but there are 160 images. My first Sprite conversion w/o a Victory/Death animation.
- Pretty seamless:
** One error because the SpriteEdit said the "Sprite First Frame" was 1, but it was really 0.
** Also decided to use the shield points from the CtP2 Knight so they match better.
- Tested and it works fine.
- SPRITE COMPLETE.

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LVIII) Adding "Idle" Animation to Red Guard:
- This was a new unit I REALLY wanted, and such a disappointment not to see him swagger around the map. A "must-convert" for me.
- There are three animations (Move, Attack & Victory), comprising...GULP...216 images. Oh boy.
- Timeconsuming but successful (besides the usual problem of SpriteEdit numbering the Victory/Death pix with a direction #1 instead of #4).
- Awesome! He really does "swagger"!
- SPRITE COMPLETE.

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LIX) New Cradle 5.0 Tech Tree:
- I took the pdf version which applied to an earlier version of Cradle, made it a bmp, and then updated all the linkages (COMPLETE)
- Most are the same, but several have changed and there are four new Advances. None were deleted, and this confirms that the whole tree DOES WORK.
- In three cases, I reverted "new linkages" back to those in the old tree (prereqs for Criminal Code, Computer, and Naval Aviation). Not sure why they changed, actually.
- Also shifted one of the prereqs for "Sails" to put more time between the Coracle and the Bireme, especially because the former now upgrades to the other.
- Among other things, this can be used to insert a new "Combined Arms" Advance based on "Advanced Infantry Tactics" and "Supersonic Flight" which awards the CtP2 tank and the CtP2 mobile artillery, while "Explosives" now grants the Howitzer and "Tank" gives the WW2 era tank (all 4 of these units have good animations, to include "Idle") For 2D graphics, use the Tank Advance pic (3 abrams type) for Combined Arms. COMPLETE (See XCIII)
- Speaking of new units, the CtP1 "Subneural Ad" unit is really cool looking (once an Idle animation is inserted) and it could be made available via the "Neural Interface" advance, and I'm pretty sure it will then exist as an upgrade for the "Corporate Branch" - COMPLETE.
- As noted in section LI, the CtP1 cyber ninja could be repurposed as the Cyberattorney - COMPLETE.
- Now going through the Tech Tree and comparing that to the unit Enable/Obsolete advances. This is particularly important now that so many units have a built-in upgrade path. More than a few discrepancies so far!
- All Enable/Obsolete advances fixed and/or verified - DONE
- All Advance links confirmed and/or changed - DONE
- All units confirmed and/or changed to be in the correct "Advance box" - DONE
- All buildings confirmed and/or changed to be in the correct "Advance box" - DONE

** Genetic Tailoring: The "Kracken" is spelled like that on the Tech Tree (everywhere else it's "Kraken") - FIXED
** Global Communications: "Anti-Ballistic Missiles" is listed as a unit, not a Building. Checked and it is an "improvement", so the Tech Tree must change - FIXED
** Gothic Architecture: "Bascilica" is spelled like that on the Tech Tree (it's ok for the "code name" to be mispelled, but not the visible name) - FIXED
** Advanced Naval Tactics: Does not list "Battlements" on the Tech Tree (might be listed with another Advance?) DUFUS! It's "Advance: Naval Tactics, not "Advanced"...so yes it's correct
** Legal System: The symbol is wrong for "Correctional Facility" - FIXED
** Bureaucracy: Building.txt says that allows you to build the "Gaia Computer" improvement!?! Clearly wrong - if the improvement is real, it needs to be farrrrr off in the future! OK, this is really an improvement called the "Arch", and is needed for the "Birth of an Empire" victory. Added "Arch" as an "improvement" under "Bureacracy" in the Tech Tree - FIXED
** "Brick Making" uses the same graphic (10 commandments) as Monotheism. Also has no description at all! Should be able to find an egyptian wall painting that could be used for this. AHA! Brick Making shows up wrong in GL, because there's a problem in uniticons.txt - one of the Brick Making sections is called "Brick Working", AND it has an incorrect reference to 210L instead of 201L (graphic). Changing those fixes the problems (correct graphic AND there's a GL entry now visible) - FIXED
** Mills: The building is spelled "Mills" (plural) on the Tech Tree (should be "Mill") - FIXED
** Bureaucracy: Building.txt says that allows you to build the "Power Satellite" improvement!?! Yet another improvement available far too early. Maybe these are associated with some of the Victory Options? OK, this is really an improvement called the "Monument", and is needed for the "Birth of an Empire" victory. Added "Monument" as an "improvement" under "Bureacracy" in the Tech Tree - FIXED
** Cosmology: The wonder is spelled "Aristotles Lyceam" on the Tech Tree (should be "Lyceum") - FIXED
** Age of Reason: The wonder is spelled "Emancipation Proclaimation" on the Tech Tree (should be "Proclamation") - FIXED
** Civic Engineering: The wonder is spelled "Coliseum" on the Tech Tree (should be "Colosseum") AND the TIMP is listed as "Obelisk" but s/b "Colony" - FIXED
** Gothic Architecture: The advance is spelled "Archirecture" on the Tech Tree (should be "Architecture") - FIXED
** Drama: Check the 2D pix for "Theatre" - this should look like something Ancient and Greek. It does - NOT AN ISSUE
** Digital Encryption: Tech Tree shows "Global E-Bank" while text file has "E-Bank", but it's not buildable (requires "Hextapul") - REMOVED
** Ecotopia: Tech Tree shows Wonder "Central Matter Decompiler" while text file has an improvement called "Matter Decompiler". OK, these are two different things - NOT AN ISSUE
** Hextapul: Matter Decompiler (OK, not on Tech Tree), Micro Defense (OK, not on Tech Tree), Nanite Factory (OK, not on Tech Tree), Cornucopic Vat (OK, not on Tech Tree), Aqua Filter (OK, not on Tech Tree) - NOT AN ISSUE
- UPDATE:
** Nano Assembly: Added "Matter Decompiler" (now back in the game) - FIXED
** Nano Warfare: Added "Micro Defense" (now back in the game) - FIXED
** City Specialists: New Symbols added. With certain Advances, the City Window allows you to assign "Specialists" to increase things like Happiness or Production. Most of them were on the Tech Tree, but they used the same symbol as "Units", which was VERY confusing. Now they have a unique Symbol of their own - FIXED
** Bio Warfare: New Advance added to the Tech Tree - FIXED
** Exploration: New Advance added to the Tech Tree - FIXED

- Tile Improvements: All TIMPs confirmed and/or changed to be in the correct "Advance box" - DONE
** Genetics: Has "Hydro Dome", but not in the text file. AHA, It's not a building, but rather a TIMP called "Hydroponic Farm" - FIXED
** Hullmaking: Has the "Advanced Nets" improvement, but this has changed to "Shipyard" - FIXED
** Ship Building: "Nets" improvement has moved here from "Sails" - FIXED
** Map Making: "Fishery" improvement has moved here from "Hullmaking" - FIXED
** Astrolabe: Has the new "Trawlers" improvement - FIXED
** Robotics: "Automated Fisheries" improvement has been renamed "Aquaculture" - FIXED
** Nano Assembly: Has "Undersea Base" TIMP, but that is the "Shipyard" in Cradle - REMOVED
** Civic Engineering: Added "Stone Roads" (they were just missing from the Tech Tree) - FIXED
** Colony (Processing Tower) is called "Obelisk" on the Tech Tree (Under Civic Engineering) - FIXED
- There's a real disconnect on this, as the "Birth of Empire" says that it "grants coverage", but unlike Forts it does NOT extend borders. Not sure how else "coverage" would be calculated? NOTE: In Cradle4 it DOES extend borders.
- COMMENT: "Coverage" is not a visible extension of borders, but a virtual "coverage of tiles" emanating from the site of the improvement. The range of coverage is delineated in "endgameobjects.txt", and it can be seen and tracked by clicking on the "Gaia Controller" button in the top menu (now renamed to "Birth of Empire")

- Wonders: All wonders confirmed and/or changed to be in the correct "Advance box" - DONE
** Global Surveillance Center: This is ACTUALLY the "World Peace Center", which IS on the Tech Tree - NOT AN ISSUE
- UPDATE #1: I FINALLY determined the font and size required to just type in new information on the Tech Tree (up to now I've been copying letters over one-by-one or just guessing on a font type). It is "Serif", 11 pts, and the "Hinting" Box set to "None". This is for all the Buildings, Wonders, and TIMPs. The Advances are *probably* the same, except Bold. 
- As a result, I was able to change EVERY entry so that all text uses the correct fonts and the entry colors in every box are also correct. The Tech Tree looks MUCH better!!
- UPDATE #2: In addition, the font for the precursor Techs listed in the "yellow" boxes is similar, except the size is 10 and the font is "Serif Italic".
- TASK COMPLETE

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LX) Adding "Idle" Animation to SubNeural Ad blimp:
- An interesting unit which is the logical "late game" upgrade for the "Corporate Branch". Has a really neat movement animation, too.
- There are two animations (Move & Attack), comprising 120 images. Not too bad.
- The Televangelist text file should be a good template.
- Just one blivet (forgot the ANIM_FRAME_DATA of the Move) but it ran perfectly the 2nd time through and the on-map test looks great! SPRITE COMPLETE.
- FULLY IMPLEMENTED: Added as a new unit, visible in the GL, and part of the upgrade path from Emissary-Corp.Branch-Subneural Ad. Has sounds and other features, but none has been tested in-game.
- SPRITE COMPLETE.

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LXI) Adding "Idle" Animation to BureauBert:
- I could use the 3-person Corporate Branch which has Idle, but this one is different and it's a nice homage to "BureauBert" the CtP2 modder.
- WOW! There's only two animations (Move & Attack), but there are 180 images! Definitely a bigger project than I anticipated....
- ARRRGGG!! The sprite came from MoT and was numbered GU050.spr. When deconstructed, every file had the 050 number, not 50. And makespr CANNOT work with three digit sprite numbers. I thought it was only those numbered 100 and above, but that really means, "do not use THREE DIGITS!! EVER!!"
- I tried changing the folder number from 50 to 050 and the text file likewise, but it makes no difference...Next up, editing the names of 182 files. Kill.me.now.
- Well, that worked. Had to make a lot of changes to get the shield right, but otherwise looks fine.
- SPRITE COMPLETE.

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LXII) The "Belfroi" unit:
- The GL (and the 2D unit pix) indicate that this is an early form of catapult, but it REALLY was a siege tower (http://mistholme.com/dictionary/tower/). Some of these had Ballistas attached to the top, and in that sense they are a mobile version of the "Ballista Tower" city improvement. Since "siege" isn't a factor in CtP2, there's no point in having a "Belfroi" unit.
- What it probably SHOULD be is a Ballista, a device which hurls a giant arrow-like weapon at walls and men. That is exactly what the new graphics (and sprite) represent in Cradle4, so I'm going to make that change in Cradle 3+ COMPLETE.
- I've now changed the code name from UNIT_BELFROI to UNIT_BALLISTA and also changed all text instances of "Belfroi" to "Ballista" as well. COMPLETE.
- 2D pix brought over from Cradle4 have the same names as those in the uniticons.txt file of Cradle 3+, so no change needed there. COMPLETE.
- The sprite (GU197.spr) is the same number in Cradle4, so no change needed in newsprite.txt either. As with the previous sprite, the only "animation" is Move, and it shows the unit pointing in five directions. An Attack animation could be possible, by borrowing/editing the "spear shooting" animation from the Chariot. PENDING.
- UNDER REVIEW (everything is done, but still considering whether to add real movement)

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LXIII) Scout Unit: A few issues with the Cradle Scout unit.
- It upgrades from an invisible, no attack, scout into a highly mobile Javelin Cav. There's no logical reason for that, and it's one reason why Cradle4 added the "Javelineer" as a new unit.
- In fact, maybe THAT is the correct response? Except now you have to go down the path of having "Foot Flanker" units.
- Anyway, the original idea for the invisible scout is that it keeps the Barbarians from hunting down and killing all your early game exploring units.
- An alternative would be to make the Scout unit Gov-dependent on all three of Tyranny, Dynasty & City State. As it is now, this is a really cheap unit for the human to build a lot of and then to park in cities as a "stealth-unit-finder". Which the AI won't do, since it will automatically upgrade all of them. This also helps the human player handle one area where the AI is pretty good in the early game.
- That also means these cheap stealth units will only exist during the early game, and any conversion to a more advanced gov (which you HAVE to do) means they can't upgrade and will simply disband.
- FULLY IMPLEMENTED: Includes renaming unit to Scout with all associated changes in GL and other files.
- NEW SPRITE? - There's a "mistress" unit (same artist as the one who made the female assassin), and she's less overtly sexual (albeit still provocative) as the Amazon curently serving as the scout. The 2D graphics may be an issue, but she isn't armed and her clothing is much more "era-accurate", so I will *probably* use her as the official Cradle Scout (have to add an idle animation, though) 
- TASK COMPLETE (see CCXXV)

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LXIV) Gov-Specific "IsSpecialForces" Units:
- In particular I'm looking at all those who are "government-specific".
- As noted elsewhere, these are rarely built because they have limited use and always wind up being disbanded when the gov changes. It's one thing to do that for Infantry units....you have no choice - but these are rarely worth the effort.
- Sooooooo, here's an idea. Make it so they can only be built by a govt but won't disband when it changes.
- And THEN set them to upgrade to those special units which are part of the new gov! The idea is that you won't have all these ancient units rattling around as the era changes, but can upgrade them to improved types (and the AI gets it for free, of course)
- Will this work? Have to lay out the Govs, units, and upgrade paths (could be multiple paths).
Dynasty: No specials
City State: No specials
Oligarchy: Elephant Warrior > Raider > Teutonic Knight > Red Guard > Machine Gunner?
Republic: Pezheteroi > Praetorians > Janissary > Fascist > Machine Gunner?
Dictatorship: Praetorians
Tribunal Empire: No Specials (NEW: Raider)
Theology: Teutonic Knight
Monarchy: No Specials
Caliphate: Janissary
Democracy: No Specials
Communism: Red Guard
Fascism: Fascist
Corporate Republic: No Specials
Technocracy: No Specials
Virtual Democracy: No Specials
Ecotopia: Ecoterrorist and Eco Ranger (These don't upgrade from anything or to anything)
- So we have two paths that ultimately lead to the "normal" machine gunner, and we ignore the Eco-specials (which are late, late game anyway)
- TEST #1: Added this to units.txt and it worked:
   EnableAdvance ADVANCE_REPUBLIC
   GovernmentOnly GOVERNMENT_REPUBLIC
   ObsoleteAdvance ADVANCE_DICTATORSHIP
   UpgradeTo UNIT_PRAETORIANS
- Once Republic was granted, I could build Pezheteroi. When changing govs, they could not be built. Once Dictatorship was discovered, I could then upgrade the existing Pezhet's to Praetorians!
- ISSUE: The problem with these 2 paths, is the player could have both Holy Knights AND Janissaries in his army, or Red Guard AND Fascists
- TEST #2: I'll extend the upgrades, and will try something to eliminate the conundrum: Janissaries can upgrade to Teutonic Knights and vice versa 
- ISSUE: The obsolete advance can't be discovery of the "next" gov enabling advance. F/e, if you discover both Caliphate AND Theology, you won't be able to build EITHER of the special units. So it has to be an advance which really makes that unit type obsolete. For example, "Dark Ages" obsoletes both Pezhets and Praetorians. Orrrrr, do we need the "obsolete" code at all? Can it just be the list of upgrades?
- FINDING: After discovery of caliphate (and changing to that gov, so actually now in tyranny), Pezhet cannot upgrade to Praetorian.
- TEST #2: Had three change of govs. Pezhet can upgrade to Praetorians and BOTH could upgrade to Janissaries with implementation of Caliphate gov. So it doesn't have to be sequential - can skip an upgrade.
- Next test: Remove the "obsoleteadvance" code and set Pezhet and Praets to upgrade to each other and to Janissaries. First comes Republic, build some Pezhets, then at Dictatorship convert some to Praets, THEN convert back to Republic to see if the reverse upgrade is possible.
- TEST #2: YESSSS! Two things I was hoping for:
** The "ObsoleteAdvance" code is NOT needed! (Technically not, but it IS useful to keep from retrograding units to obsolete versions as the game progresses) 
** I built some Pezhets converted to Praets at Dictatorship, changed gov back to Republic and the reverse upgrade IS allowed!!
** In fact, since the "upgrade" is cheaper, the cost is REBATED back to you (-700 Gold each). ** Another interesting finding: I built a Praet and as Etruscans, that unit is automatically a Veteran. When it was converted backwards to Pezhet, it RETAINED the veteran status! Interesting.
- Next test: Set this up for ALL the special units:
** No "ObsoleteAdvance" code.
** Units can't upgrade "backwards" after certain eras. F/e you can't go from Janissary back to the two Romans, nor from the Knight back to the Elephant. Or from the Fascist/Red Guard back to any of the earlier units.
** This means the "two lines" actually merge at the Middle Ages.
- OPPORTUNITY: This now suggests how to handle the "Raider" unit. Make it gov-specific with Tribunal Empire, and that way we have two land units reaching Janissary and two mounted units reaching Teutonic Knight. It also solves the quandary of how to handle this unit for upgrades and the rest - now it joins the "IsSpecialForces" group. It isn't really a unit employed by the Roman/Byzantine Empire but it certainly was by their Parthian/Sassanid equivalents, and this is the era when it appeared (it moves down one notch from "Stirrup"). You could make a similar case for "Elephant Warrior" having little to do with "Oligarchy" since - Carthage aside - they were typically used by Greek & Indian King/Emperors. However, this is roughly the era when they appear.
- TASK (ALMOST) COMPLETE: Still requires GL updates. This needs both a concept entry and some text for each one of the units so the player understands the system.
- ADDITIONAL TASK: For the 2D unit pix, add the "chain with S" to all these units so it's clear that they are "Different" - IMPLEMENTED. BAD IDEA!!!!!
- REVISED ADDITIONAL TASK: The "chain with S" is for units with "Enslave" ability (which will probably change). Instead, i found an existing "Sword crossed with Axe" icon and used that instead as the special unit identifier. Looks pretty good, and it's better than using a symbol that has ALWAYS had a different meaning in Cradle (not that I figured it out, der!)
- REVISION IMPLEMENTED.
- ALSO! See LXXV which adds a "Democracy Special Unit" to complete the Communism/Fascism/Democracy trifecta.

## UNIT 33 UNIT_ELEPHANT_WARRIOR
## UNIT 94 UNIT_RAIDER
## UNIT 84 UNIT_PEZHETEROI
## UNIT 92 UNIT_PRAETORIANS
## UNIT 56 UNIT_JANISSARY
## UNIT 116 UNIT_TEUTONIC_KNIGHT
## UNIT 35 UNIT_FASCIST
## UNIT 155 UNIT_RED_GUARD
## UNIT 66 UNIT_MACHINE_GUNNER

   UpgradeTo UNIT_TEUTONIC_KNIGHT
   UpgradeTo UNIT_JANISSARY
   UpgradeTo UNIT_RED_GUARD
   UpgradeTo UNIT_FASCIST
   UpgradeTo UNIT_MACHINE_GUNNER

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LXV) Gov-Specific Infantry Units which Disband when the Gov changes:
- This is a fundamental part of the Cradle system, and although BB changed the code from "GovernmentType" to "GovernmentOnly", that's a pretty significant change. For those unfamiliar with the new option, it means that while a unit can only be built under the specified gov-type, they won't disband when the gov changes.
- Especially now that the player can continue the "SpecialForces" units, there's more options anyway, so we can bring back "disbanding, but with perhaps a few changes.
- First, here is the list and their associated govs:
** Spearman 180: Has no gov, but never upgrades and never disbands. A real problem in that regard as eventually you have this group of anachronistic units.
** Warrior 225 (GOVERNMENT_DYNASTY): A few issues. The enabling Advance is "Agriculture". which is at least three advances prior to "Dynasty", which is the REAL requirement for building them. From there it's quite a ways (minimum of 9 Advances) to "City State", but this is the early game where warfare hasn't really kicked off yet. Especially because the player MUST invest in Nomads (750 shields each) to build up the size of his empire, building queues are PRECIOUS and it's a real waste to spend your "blue shields" on a unit that will soon disband anyway. Also, this REALLY s/b renamed to "Swordsman" (which is used by the Scout, so change both!)
- POSSIBLE SOLUTION: Set the unit to be buildable under Tyranny (GovernmentOnly? No, they won't ever disband, has to be GovType) AND Dynasty (GovernmentType), but give it an "obsolete by" advance so that it can't be constructed at any point after the discovery of City State (thus ADVANCE_CITY_STATE) NEEDS TESTING!
** Hoplite 280 (GOVERNMENT_CITY_STATE): Paradoxically, you can have City State before Bronze Working (Hoplite enabling Advance) - which seems weird - so the gov-specific unit isn't necessarily available yet. More to the point, Republic is 
** Hypaspist 400 (GOVERNMENT_OLIGARCHY): Even weirder, you can go from City State to Oligarchy in 5 Advances, and STILL not research Bronze Working! So at this stage Hoplites have come and gone, and you also can't build Hypaspists yet either (one Advance past Bronze Working). More to the point, Republic is only TWO advances from City State and it's a much BETTER form of gov! And yes, you STILL don't need Bronze Working!! (boy-o-boy, does that need to change) Point being, all three of these "early-gov" units are almost never built.
- POSSIBLE SOLUTION: Definitely have to change the tech tree so it take longer to get to City State (and Oligarchy, but maybe not too much time between them) but MUCH longer to reach Republic. Then make Hoplite and Hypaspist buildable under Tyranny (GovernmentType), City State (GovernmentType) AND Oligarchy (GovernmentType). That way they exist longer. The big issue is either the player or the AI can build advanced units at the start of the game during the long "Tyranny" period. Yes they will disband when a new gov appears, but that is lost production and effort. UNLESS the game will also allow an enabling tech (and a disabling tech) which will allow us to "bucket" the build period into the zone we want. NEEDS TESTING!! 
** Legion 525 (GOVERNMENT_TRIBUNAL_EMPIRE): This one you will build. However, it's weird that legions are not available in Republic (less so Dictatorship). Instead, Republic gives you "Pezheteroi" which is Greek, not Roman! Too strange, since the Greeks never implemented a "Republic", so maybe this is just seen as another word for "early democracy".
- POSSIBLE SOLUTION: Legions should be buildable during at least part of the "Republic" period, just from a historical standpoint. So there would have to be an enabling tech that comes AFTER Republic, but before Tribunal Empire. And here too the solution depends on whether the ideas posted for the earlier units will actually work.
** Man-at-Arms 620 (GOVERNMENT_MONARCHY & GOVERNMENT_THEOCRACY): Rather than "gov-dependent", this will shift to an "always available" form of unit. As it is, the player rarely builds these and quickly moves his unit building over to Pikemen anyway. But the real key is this becomes the "upgrade to" unit for the Spearman, allowing for an upgrade path from the ancient era into the Middle Ages. And beyond that? Why "infantryman", where it enters the modern era and joins the other unit upgrade paths. Another idea - remove the "Elite Upgrade" possibility from both Spearmen AND MAA! That way it's not seen as a risk-free (i.e. no chance of disbanding) method for obtaining elites. Both units should be statted as little more than cannon fodder in battle, so the player will have to take risks in order to field a powerful infantry force.
- UPDATE: Revised (lower) the stats for all three MAA units in accordance with the above plan.
** Pikemen 750 (GOVERNMENT_MONARCHY & GOVERNMENT_THEOCRACY): But now, why build this unit at all? The key will be to make sure the "multiple govs" system actually works, PLUS the stats difference between this and the MAA unit will have to be LARGE. I was originally concerned that the Caliphate did not have gov-specific infantry, but the new "Special Forces" system should give the Caliphate a very strong infantry force, without the need for adding pikemen. They can still build MAA cannon fodder if desired of course, as can any gov.

HOWEVER!!!! Everything depends on IF the system works as outlined above.

- TEST #1: Added this to units.txt for Warrior and it DID NOT work:
   EnableAdvance ADVANCE_AGRICULTURE
   ObsoleteAdvance ADVANCE_CITY_STATE
   GovernmentType GOVERNMENT_TYRANNY
   GovernmentType GOVERNMENT_DYNASTY
- Or rather, yes, when Agriculture was granted and the gov-type was Tyranny, a Warrior could be built. However, they disband after Dynasty is granted and the choice was made to enact a new gov. Why? Because, doofus, the interim Gov is not Tyranny, but rather ANARCHY!
- Fortunately that IS a gov-type as listed in Govern.txt, so the next test will add that as a third gov for Warrior.

- TEST #2: Added this to units.txt for Warrior and it DID work:
   EnableAdvance ADVANCE_AGRICULTURE
   ObsoleteAdvance ADVANCE_CITY_STATE
   GovernmentType GOVERNMENT_ANARCHY
   GovernmentType GOVERNMENT_TYRANNY
   GovernmentType GOVERNMENT_DYNASTY
- Same as above, awarding Agriculture while under Tyranny resulted in being able to build the Warrior
- This time, when Dynasty was awarded and I chose to enact the new gov, the existing Warrior units (two of them) did NOT disband. Nor did they vanish from the build queues
- One step further, when City State was awarded, the Warriors in the build queues disappeared, but the existing units remained on the map. That means that even though the gov type is correct (Anarchy), the "obsolete by" code has taken effect and this unit can NO LONGER BE BUILT!! Yes...so far so good...
- A bit of delay in having the new gov enacted, but when it did, the Warriors disbanded!!!
- TOTAL SUCCESS!!!!!
- Still a long way to go. Have to alter units.tx code for all of these, make GL updates (need a concept entry and some text for each one of the units so the player understands the system), fix the Tech Tree Advances leading to City State, Oligarchy, and Republic (so the unit-availability advances MUST be discovered BEFORE you get the Gov Type advance. Similarly need to find a way for Legions to be buildable about half way between Republic and Tribunal Empire.

So let's review the changes on a per-unit basis:

1) Spearman: Enabled by Toolmaking ("No Change", hence "N/C"). Obsolete with Barracks (N/C). Does not disband (N/C). Loses the ability to become "Elite". Can now upgrade to Man-at-Arms and eventually Infantryman.
2) Swordsman (was Warrior): Enabled by Agriculture (N/C). Obsolete with discovery of "City State. Assigned to 3 Govs instead of 1 (Anarchy, Tyranny, Dynasty). Disbands when the next Gov (City State) is implemented (but not during the pre-Gov Anarchy period).
3) Hoplite: Enabled by Bronze Working (N/C). Obsolete with discovery of "Republic". Assigned to 3 Govs instead of 1 (Anarchy, City State, Oligarchy). Disbands when any other Gov is implemented (but not during the pre-Gov Anarchy period).
4) Hypaspist: Enabled by Barracks (N/C). Obsolete with discovery of "Republic". Assigned to 3 Govs instead of 1 (Anarchy, City State, Oligarchy). Disbands when any other Gov is implemented (but not during the pre-Gov Anarchy period).
5) Legion: Enabled by Iron Working (N/C). Obsolete with discovery of "Dark Ages". Assigned to 4 Govs instead of 1 (Anarchy, Republic, Dictatorship, Tribunal Empire). Disbands when any other Gov is implemented (but not during the pre-Gov Anarchy period).
6) Man-at-Arms: Enabled by Dark Ages (N/C). Obsolete with discovery of "Gunpowder". Does not disband. Loses the ability to become "Elite". Offensive stats heavily reduced. Can now upgrade to Infantryman.
7) Pikeman: Enabled by Feudalism. Obsolete with discovery of "Gunpowder". Assigned to 3 Govs instead of 2 (Anarchy, Monarchy, Theocracy). Disbands when any other Gov is implemented (but not during the pre-Gov Anarchy period).
- From that point on, all infantry units are not Gov-enabled, and have the same Advances for Enable/Obsolete purposes. Except all now use the built-in upgrade system.
- Still requires GL updates. This needs both a concept entry and some text for each one of the units so the player understands the system. DONE.
- IDEA: Just like the "Special Forces" sign is now part of the unit icon for all the gov-types, perhaps we could use the "star" symbol from Cradle 4 to indicate all those gov-types which disband?
- UPDATE #1: Decided NOT to remove the "Elite Unit" upgrade for Spearman and Man-at-Arms (now Pikeman)
- UPDATE #2: I looked at most of the symbols in the "wingdings" font accessible through GIMP, and it turns out the closed paren sign (]) is a symbol that's almost exactly the same as the "CtP2 Symbol". Which is actually a nice look, especially since the it's not just something random symbol but rather has meaning in the context of the game.
- Added the new symbol and it's "ok". However, it does not match the style of the symbol used for the "special units", which is a 24x17 graphic of a crossed sword-and-axe. Instead, I used another small in-game symbol, the 24x17 "shield" (which has the same style), and it looks pretty good. Plus, there's a lot to be said for "matching styles". Anyway, I think that is the way to go, and I'll add it to all 5 of the disbanding infantry unit icons - DONE
- TASK COMPLETE!

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LXVI) Tech Tree changes for improved linkage between Govs and Gov-type units:
- There are three imperatives here, all linked:
** Since Gov-specific infantry will disband, they must exist longer in order for players to feel they are worth building.
** Four of the Govs were so closely linked that you could (for example) move from City State to Republic in THREE Advances or to Oligarchy in FOUR. From either of those to Tribunal Empire was just TWO more.
** Three of the early units (Warrior, Hoplite, and Hypaspist) have Advances which are NOT pre-reqs for their specific Gov types. In fact it was possible to move on to a completely different Gov-type before these units were even AVAILABLE! In fact, you could advance all the way to the FINAL Ancient Era Gov (Tribunal Empire) before it was even possible to build Hoplites, much less Legions! In fact, the ONLY gov with an Infantry pre-req is Dictatorship, and they can't even build the Legion unit which comes from that pre-req! 

_ OK, that should make it clear that changes are needed, but fortunately they are minimal and actually make sense:
- DYNASTY: To ensure the Swordsman (used to be called "Warrior") is available, Agriculture is now a pre-req for Writing (+1 Advance). Also, Brick-making becomes the immediate pre-req instead of Religion (+3 Advances).The requirement for Religion still exists, but it is further down the Brick-making "Branch".
- CITY STATE: To ensure the Hoplite is available, Bronze Working replaces Trade as the imediate pre-req (+4 Advances). The requirement for Trade still exists, but it is further down the Bronze Working "Branch". The other branch remains unchanged.
- OLIGARCHY: To ensure the Hypaspist is available, Barracks replaces Philosophy as the imediate pre-req (+1 Advance). The requirement for Philosophy still exists, but it is further down the Barracks "Branch". The other branch remains unchanged.
- REPUBLIC: This Gov-type will gain the Legion, but Iron Working is not a pre-req so they will have to rely on their Special unit until that Advance is reached. As for pre-reqs, Oligarchy replaces Philosphy (+2 Advances) which is still there, just lower in the branch. Among other things, this keeps the player from moving to Republic BEFORE Oligarchy, and thus wiping out the ability to even have Hypaspists. Also, there wasn't a second branch, but now there is - Masonry (+2 Advances) which adds a Construction component to the requirement.
- DICTATORSHIP: No change (but it will gain Legion as a gov-type unit)
- TRIBUNAL EMPIRE: One of the immediate pre-reqs is Bureacracy, and we will change one of its pre-reqs from Jurisprudence (already required for City State, so completely meaningless at this point) to Concrete (+2 Advances), thus continuing the need of these Roman-type govs to have Construction advance requirements. The other branch is Ethics, and here again we change its redundant Jurisprudence pre-req to "Hippocratic School" (+3 Advances) thus bringing in a set of Medical requirements for the first time.
- That sounds like a lot of changes, but the reality is that only 3 non-Gov Advances have changes made to their pre-reqs.
- TASK COMPLETE!

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LXVII) Changes to plunder.slc file:
- With "Raiders" changed to a Gov-type special forces unit (and because they were FAR too valuable and powerful as a free plunder unit), this level of Plunder ("Type 6") is changed to "Plunder III" (a source of shields)
- The "Type 0" unit will probably never appear anyway, but it's being shifted from "Swordsman" to "Plunder" since UNIT_SWORDSMAN will be assigned to something other than the Scout.
- The "Type 3" appears very briefly anyway (the period after Bronze Working but before Barracks), so it will be converted from Plunder (shields) to Plunder_II (captives).
- Type 6 (after Dark Ages) was changed to captives, to extend that a bit further. Type 7 (Plunder_III) hits with Chivalry anyway, so it's not that much longer.
- Type 8 (after Trade Guilds) grants captives, but that doesn't seem appropriate for this Late Middle Ages period, so I'll change that to Plunder_III.
- Type 10 (after Adv Inf Tactics) and Type 11 (After Plasma Weapons) granted captives or units, but neither makes much sense in this late game period. Kind of boring, but I'll shift both of those to Plunder_IV.
- Lastly, the associated messages (in "scen_str.txt") will be altered to match.
- Revisit "plunder.slc":
1) Forgot to change the messagebox titles to match the new results. DONE
2) The list of Wonder Units with this ability is still in the original 128-139 sequence. All those numbered 136 and above did NOT have GL mentions of "plunder and recruits", so changes are needed: #136 is Hernan Cortes and he should definitely have "plunder" capability, lol (need to update his GL record). #137 and above (starting with US Grant) are modern and clearly shouldn't have that ability. Code changed. DONE
- POSSIBLE BUG: Not sure how the code "counts units", but since the first one in Units.txt is "0", that could mean Unit #128 is REALLY #129. If so, will have to test and see if Alex has the plunder/recruit capability. Tested, and Yes he DOES HAVE the ability to create Recruits/Plunder, and generates the correct message, too. DONE
- TASK COMPLETE!

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LXVIII) Adding "Idle" Animation to Morgoth Swordsman (Blue):
- One of the early units that always appears. Not sexy, but necessary (like the slinger). One of the "3-digit" sprites so set temporarily at 45 (will be 145)
- As a side note, there are multiple copies of this under different numbers in the Cradle3 sprites folder - need to delete the "extras": 145, 157, 182, 196
- There are three animations (Move, Attack & Death), comprising 198 images.
- Some definite problems:
** Move animation 2.1 is facing the wrong direction (subbed in 2.2 to fix it)
** Attack animations in 4 of 5 directions do NOT have shadows! Only SE (#4) has them. The solution is to use shadows from similar facings in the Move group. Easier said than done!
** The Attack animation sequence starts with picture #1 and runs through #10. Except there ISN'T a #10...and there IS a #0. So the sequence has to be renumbered when building the new sprite (and I thought this was going to be a fairly simple conversion!)
- The usual problem with all sprites that have the "Death" animation - makespr expects to see files with direction #4 but the tool creates them with #1 (a file name edit fix)
- After all that, it ran perfectly the first time, and the new shadows look great.
- SPRITE COMPLETE!

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LXIX) Adding "Idle" Animation to Morgoth Slinger:
- Another of Morgoth's three early units (the last one is Jav Cav). Another "3-digit" sprite, so set temporarily at 53 (will be 153).
- There are three animations (Move, Attack & Death), comprising 226 images.
- First Issue:
** While Spearman had all 120x90 Anims and Swordsman had all 96x72, this one has BOTH.
** Attack animations in 4 of 5 directions do NOT have shadows (same as Swordsman). Only SE (#4) has them. The problem this time is the Attack animations (and the single set of shadows) are all 120x90, while the move animations and shadows are 96x72. I *could* try something akin to the previous "fix", but there's too many unknowns and the shadows don't match as well (a twirling sling has a very different shadow than a walking guy). Anyway, the problem existed in the original sprite anyway, so getting the Move to work is still a big improvement.
- The usual problem with all sprites that have the "Death" animation - makespr expects to see files with direction #4 but the tool creates them with #1 (a file name edit fix).
- Fiddled around with shield locations but otherwise it looks great.
- SPRITE COMPLETE!
- NOTE: As with all these reconfigured sprites, they need to be tested in battle (and die) to make sure that animations other than Move & Idle are working correctly.

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LXX) Gov-type "TooManyCitiesThreshold":
- Set in "Govern.txt"
- As part of the shift to make it take longer to get many of the Ancient govs, the city threshold will also increase by 5 for every level (except Anarchy and Tyranny do not change).
- TASK COMPLETE: GL updates not required (this stat is pulled in directly from the "Govern.txt" file).

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LXXI) The "Pax Romana" wonder has the "Nationalism" pre-req but that is far too late, as this is clearly a Roman Empire related Wonder and victory option. Anyway, Cradle4 ties it to "Tribunal Empire", and I will make the same change here.
- TASK COMPLETE (Including GL updates)

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LXXII) Turning CtP1 Cyber Ninja into CtP2 Cyber Attorney:
- The idea was to get rid of the Attack animation and to replace it with the cool-looking Work animation.
- First off, there are three animations (Move, Attack & Work), comprising 740 images. LOL!?
- Fortunately 250 are from the "Attack" group, but even deleting those still leaves 490.
- While that might be doable, she's carrying what clearly looks like a gun, so doing this right would involve editing that out - or at least just the barrel. With that gone it could just be some sort of large electronic device.
- I haven't looked at the shadows, but it's likely that those wouldn't have to be edited as well. Nobody really looks at them, and 95% would be correct, other than probably a line from the barrel. NO. The line is REALLY obvious in many cases. Easy enough to edit, just more time.
- Anyway, that means not just converting 490 images, but editing all of them. Gulp.
- ISSUE: I edited out the gun barrel and created a test group with 150 animations for Move, Attack, and Idle, and it failed to build. After much testing, it turns out that after you edit out the gun barrel, the files have to be "Exported As", not "Overwritten", as the latter checks off the "Save color value from transparent pixels" box which MUST be unchecked. Anyway, once that was solved, the sprite built with no problem.
- TEST RESULT: This partial sprite works really well, and looks great! However, even though Move and Idle are complete, the attack animation has to be fleshed out, since I only completed 20 of 380 frames for this test sprite!
- Wow, that took a LOT of work. Final sprite was made from 510 images, and ALL of them (including shadows) had the barrel of the weapon removed. It really looks GREAT!
- Put it in Game: Unit has to be statted and get the full range of file updates, 2D pix, and GL entries.
- TASK COMPLETE!

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LXXIII) CtP2 Cyber Ninja Idle Animation problem:
- This sprite has a neat Idle animation, in which it sits down on the ground and then stands up again. Oddly, however, it only does this when finishing movement in the SE (#4) direction. When it completes a move in every other direction it will turn and face either SW or SE, but it does NOT sit. So there's definitely something wrong.
- The sprite has 10 frames but supposedly uses 49 in the animation!
- It would have to be deconstructed and examined to know for sure, but since most of the other animations seem to work, I'm going to ignore it, at least for now (very much "bottom of the priority list!)
- No plans to address this...
- NO ACTION

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LXXIV) CtP1 Howitzer:
- As discussed in various places, the plan is to replace the truck-mounted CtP2 "Artillery" unit with something older. My initial thought was to use the GU028 howitzer, but that's actually a bit too modern for it's placement in the Tech Tree. By contrast, there's a WW1 Howitzer (GU096 in AOM) which has good Move and Attack animations, but no Idle. Even better, Cradle3 already has 2D graphics for this unit (the UPUP082L.tga group) that can be renumbered for the howitzer (right now they point to the truck mounted unit, which is wrong anyway).
- Sprite rebuilt and added in-game (including 2D pix, GL changes, sounds, etc as described in section XCIII - "Combined Arms")
- TASK COMPLETE!

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LXXV) Democracy Special Unit:
- The more I think about it, there's a 3-way conflict, between Fascism, Communism, and Democracy. More to the point, if you have "Special Units" and convert directly to Democracy, they stay in their ancient "look". No way to upgrade.
- Worse, if you convert over from Facism/Communism TO Democracy, then your Democrat gov is employing units which are clearly not appropriate to your gov-type.
- The solution is to have a THIRD Special Unit for Democracies, and that unit can convert to Fascist/Communist if you change to those govs, or if you go to Democracy, they convert to this new unit.
- The "Conscript": The new unit will actually be weaker than Fascist/Communist, but that's kind of the point - this is NOT a gov for warmongers, and the new unit exists primarily to remove the unit conundrums described above. The stats do make it slightly better than Infantryman.
- The Sprite: The unit is now inserted in game (all appropriate files) but for now I'm using the "Marine" sprite and icons.
- OK! Found a modern-looking "brown infantry" sprite (GU110) that was included with the AOM download, but unfortunately there's no 2D pix. OK, I made one using a copied image from the sprite, then expanded, edited, and overlaid on the Marine 160x120 image. Looks really good, actually!
- TASK COMPLETE!

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LXXVI) New Unit: Poisoner
- As noted XLV, we need an upgrade path for the ancient Assassin, and this unit will get us from the early middle ages into the Modern Era. And maybe beyond, as there aren't any units that are clearly better.
- Adding "Idle" Animation to Solarius' Assassin (Poisoner):
** The first of two Solarius female units set for conversion (the other is a replacement for the scout). Another "3-digit" sprite, so set temporarily at 98 (will be ??).
** There are three animations (Move, Attack & Death), comprising 242 images, but no shadows either, so that cuts the conversion files in half.
** However, I added an 11-file Idle animation which has her don a black cloak (like in the 2D unit pix, which are based on an internet model, not the unit - too fuzzy at that size)
** PAINFUL!! Took forever, but finally got it to build. Had to copy the "IDLE" section in from the Cyber Attorney unit (#58) in order to finally get past an error "expected keword ANIM not found", even though that section of the file looked identical to others.
** SUCCESS! The sprite looks really good, and after a few false starts, the animation has her garbing up (and staying that way) when her movement ends (and starts).
- As noted, the 2D pix have been also been created, so next it's a matter of updating all the text files to put the unit in game (starting in Monarchy).
- UPDATE: As noted in section ___ below, the Ancient Era "Assassin was renamed "Hired Thug", so this unit is now named "Assassin" (since she uses a knife instead of poison!)
- TASK COMPLETE!

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LXXVII) Update "civilisation.txt" to AE format:
- Originally I chose NOT to convert this file to the AE format - since the old format "still works", even though the "AE version has MAJOR changes to the database format".
- However, given the plan to add new citystyles (see below), it's probably helpful to make the update now, especially since "Citystyle....has been added to the database" (i.e. this file).
- I moved all the data from the old file to the new, except I left the "NationUnitFlag" setting unchanged. Having flags appear with these ancient civs is not appropriate, but in testing so far they don't appear so I won't "comment out" that setting (at least for now)
- ARGHH!- Didn't test the file with the changes, lol. So the flags DO appear...
- Easy fix - put a # in front of all 33 instances of "NationUnitFlag" - DONE!
- UPDATE: I changed the settings, so the Barbarians display their red "skull & crossbones" flag, and it's kind of a neat look. Definitely gives them a more ominous appearance. 
- TASK COMPLETE!

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LXXVIII) New Mesopotamia City Sprites:
- The Mesopotamian civs all use the MesoAmerican city sprites, since there isn't an obvious alternative. The plan is to get several 3D Ziggurat Models and use those as the centerpiece for a new set of cities, specifically Sumer, Babylon & Assyria. Depending on how that goes, create a similar group (using the Temple of Solomon as the centerpiece) for Hebrew, Phoenicia, Carthage & Harrappa.
- ALSO, sprite limit is *probably* 255 (per the AE Readme)
- Important, because I also want to implement BB's African sprites for Kush & Zulu.
- First step is to lay out the files needed to implement these changes.
FILES:
** agecitystyle.txt: lists the sprite numbers for each style and each age.
** citystyle.txt: This is where the names of each style are listed (used by agecitystyle.txt)
** civilisation.txt: This is where the "CityStyle" is chosen for each civ (new in AE).
- Sprites per CityStyle: There are 8 City Styles ("palace" is not used) with 19 sprites each, plus a number that are reserved for Computer, Genetic, Diamond, and Future ages, along with two different sets for underwater.   
- Taking out duplicates (and reserving 19 for the incoming "African" group), that leaves 40 slots (possibly 39), which is enough for two more City styles. So even without utilizing the "Palace" group, I can add Mesopotamian and Canaan/Hebrew styles.
- Full set of 19 Mesopotamian city sprites created and tested & integrated
- Applied to Babylonian, Sumerian, Hittite & Assyrian
- UPDATE: While working on new sets of City Sprites (Greek, Mycenean, Minoan, Levant, Japan, and Indian - See section CCCXXXVI) I ran a check of the existing City sprites and there are 219, which leaves 36 open slots (before adding all those new ones, anyway)
- TASK COMPLETE!

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LXXIX) MoT African City Sprites:
- New City Sprites created by BB for his MoT mod will be used by Kush & Zulu.
- Copied "AfricanStyle.tga" from MoT into Cradle3/default/graphics/pictures
- Copied city sprites GC220.spr through GC238.spr into Cradle3/default/graphics/sprites
- Copied CITY_STYLE_AFRICAN section from MoT file into Cradle3 "citystyle.txt" (and added a line for AGE_FUTURE_STYLE_ALL to match the other Cradle entries)
- Added all required AGE_*_STYLE_AFRICAN entries to "agecitystyle.txt"
- In "civilisation.txt", changed the CityStyle entries for Zulu and Kush to CITY_STYLE_AFRICAN
- Tested, and it looks great!
- TASK COMPLETE!

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LXXX) More Ancient City Sprite Sets:
- Assuming that two more full sets (19 ea) of city sprites are created, that will use up all but one of the unused/duplicate slots. However, there are still 8 "Ctp1 Diamond" and another 8 Ctp1 "Space" city slots, and those aren't used by Cradle or AE (even with it's 77 civs).
- That's not enough for a "full set" of 19 sprites, but it IS enough for 5 sets of "Ancient/Classical" cities. So what does that mean?
- Historically, by the time you reach the Middle Ages, many of the hitherto "unique" city styles were subsumed by a different culture. For example, the Greeks and Carthaginians were conquered by Rome, and so historically when you look at even the "late Ancient Era" city styles in North Africa and Greece, the architeture was Roman.
- The idea is to create small, "ancient/classical-only" city sets that will merge into a different group once you reach the Middle Ages. So the Minoans could have a unique style which features the Knossos Palace style as its centerpiece, but merges into Roman. For the Hebrews, it would be the Temple of Solomon. The Harappans could have a Moenjo-Daro look. Mongol Yurts, Cahokia for the Native Americans. Even the Greeks could have their own Classical Style before it merges into the Roman. And so on.
- Among other things, that makes it VASTLY easier to build new, unique city sets, if only because there are FAR fewer sprites-per-style, but also because it's easier to create the unique pre-Middle Age styles since you don't have to guess what - for example - a "Renaissance Knossos Palace" would look like.
- In addition, it's primarily the early-to-mid game where the map is populated by a large number of different civs. Over time of course, they get gobbled up by others, so there's a built-in consolidation mechanism in place anyway.
- Of course the whole idea behind Empire Building games like Ctp2 is that you can re-write history and lead an entirely different culture to world dominance. But even so - if only because of the 255 sprite hard code limit - it's not possible to give EVERY civ it's own unique, "now and forever" style. And the game recognizes that because by the time you reach the "Computer Age", all civs have a single city style. Which continues into the Diamond, Genetic and Future Ages (and underwater as well). 
- Anyway, I can say from experience that it is NO FUN to create even a single full set of 19 sprites, all of which have to carry a single theme from Ancient times to Modern. But a large number of different sets of 3? Focused on the Ancient Era which is what Cradle is mostly about anyway? Now that I like. Ideas:
- Hebrew
- Harappan
- Minoan
- Phoenician/Canaan
- Mongols
- North Americans
- IDEA CONCEPTION!

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LXXXI) Adding "Idle" Animation to CtP1 Blue Lawyer ("Ambassador"):
- As noted in XLVI, we need an upgrade path for the ancient Diplomat, and this unit fills the gap between Ancient Diplomat and Empathic Diplomat (from Age of Reason to Eugenics)
- There are three animations (Move, Attack & Victory), comprising 212 images, and including shadow files.
- As usual (I'm learning), the direction value on all the "Victory" animations had to be renumbered from 1 to 4.
- To give the Idle animation a bit of action, it uses 3 files which look like he's fidgeting with the briefcase.
- One issue with a "missing close brace" and then it built fine.
- The Idle animation is fast and jerky, not sure why.
- FINDING: The Idle animation has to start with a file named ***4.0.tif. Even if there isn't a "0" file and you tell the program to start with a different number, it will look for the "0". THAT is what makes the animation jerky and repetitive.
- SOLUTION: Made the change in number sequence (starting with "0") and changed the sequence of play so it plays the final file 5 times. Now it looks like the guy stops and looks at watch - totally realistic!
- TASK COMPLETE!

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LXXXII) Adding "Idle" Animation to CtP1 Diplomat ("Trade Emissary"):
- There are two animations (Move & Attack), comprising 170 images.
- To give the Idle animation a bit of action, it uses 4 files so he holds out the unopened scroll before standing still.
- Conversion had no problems.
- TASK COMPLETE!

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LXXXIII) Adding "Idle" Animation to Morgoth "Purple-cape" Spy:
- There are three animations (Move, Attack & Death), comprising 152 images. Another "3-digit" sprite, so set temporarily at 52 (will be 152).
- Like another "Morgoth-created" sprite (Spearman) every image is 120x90 compared to the usual 96x72.
- This sprite has shadows for every animation sequence.
- This unit has a very strange "Attack" animation. It's basically the guy holding his hands up in the air like he's surrendering. I thought about trying to re-do it (as if opening a safe or something), but there aren't enough other files to do anything easily...so forget it.
- Likewise, there aren't enough usable images to create a custom Idle, so its just the single file.
- Conversion had no problems.
- TASK COMPLETE!

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LXXXIV) Adding "Idle" Animation to Morgoth "Middle Ages" Spy:
- There are three animations (Move, Attack & Death), comprising 148 images. Another "3-digit" sprite, so set temporarily at 51 (will be 131).
- Like several other "Morgoth-created" sprites (Spearman, Spy) every image is 120x90 compared to the usual 96x72.
- This unit has the same odd "Attack" animation as the "Purple Cape" spy - holding his hands up in the air like he's surrendering.
- Again, not enough usable images to create a custom Idle, so its just the single file.
- Conversion had no problems.
- Placed the unit in-game as the "King's Eye", with all 2D pix, text entries, and new sprite. 
- TASK COMPLETE!

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LXXXV) Adding "Idle" Animation to Pharoah Chariot:
- There are three animations (Move, Attack & Death), comprising 122 images - the "shadow files" are another 122, but they are HORRIBLE, just large black blobs that are worse than nothing. Another "3-digit" sprite, so set temporarily at 72 (will be ??).
- Some of the images were the wrong size, so it makes the chariot seem to "wobble" during the sprite Edit playback - I deleted those and replaced them with others of a similar size (in one case i increased the size of the pharoah unit to match the other images, but lost some detail in so doing. We'll see how it looks.
- The last 1 or 2 images in each sequence image "shrink" during playback in the Editor. Experience says that's a problem with the way images are listed in the "Animation" sections of the text file which builds the sprite. I *should" be able to fix that.
- Every image is 120x90 compared to the usual 96x72. Fortunately that has proven not to be a problem.
- Everything worked, but 2 of 10 SE Move (#4) animations were a bit smaller than the others, so it "jumped/wobbled" while moving. I replaced those with two others, and while there's a hint of delay during the movement, it's barely noticeable and WAYYYY better than the "jumping". 
- Idle animation is cheesy (shakes his bow), so i'll replace it with single file.
- Unit tested in game and looks pretty good - definitely a far better Wonder Unit for the Egyptian Pharoahs.
- Still need to put it in game as a unit (actually the units exist, just need to direct them to this sprite and change the 2D pix - DONE
- UPDATE: During an attack, the Pharoah (72) & Great King (72gk) sprites "shrink". Checked and the unit images are smaller in the Move group than the corresponding images in the Attack group. This will need  a fix similar to those used by Age of Sail ships - a *.0 first Move image which is actually the Attack image for that direction, but it can't be part of the Move sequence. So yes, both sprites have to be rebuilt - FIXED
- TASK COMPLETE!

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LXXXV) Adding "Idle" Animation to Greek Chariot:
- There are two animations (Move & Attack), comprising 165 images. This is another Solarius Scorch unit, and has no shadows.
- The main issue is that Cradle doesn't need a Greek Chariot, but it DOES need one for the non-Egyptian Great Kings. Looking at the unit, I thing that editing the files to remove the "horsehair crest" will leave a gold helmet which is much more generic.
- The plan is to build the unit "as-is" but with an Idle Animation - that could always be a different unit at some point in the future ("Mycenean Chariot")
- But then, remove the crest and *maybe* even the spear he's waving around during the movement. Part of that could be used in the Idle, though. We'll see.
- There's also a graphical error on the East-moving horse in 6 files (it's a see-through line). FIXED.
- Man that was PAINFUL! Removed the "horsehair crest" from every image, added a small Idle sequence, and the unit rebuilt with just one hiccup - rejected due to one improperly formatted "movement" image.
- KEY POINT: When one image is the problem, Makespr will give you a line of dots (in the cmd prompt window), so you can count those to see how many images were processed before the build failed. VERY helpful!
- Anyway, the new sprite is much more appropriate for the earlier era Wonder Units (and the new "Great King")
- Still need to put it in game as a unit (actually the units exist, just need to direct them to this sprite and change the 2D pix - DONE
- TASK COMPLETE!

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LXXXVI) No text in ANY of the GL entries for "AGES" (Ancient, Industrial, etc):
- God, this took WAYYYYY too long to figure out! LOL
- "Concept" entries have only two parts, first a CONCEPT_*_GAMEPLAY and second a CONCEPT_*_HISTORICAL
- All the other entries put their descriptive text in the "Gameplay" section, and that's where the "AGE" entries were as well.
- The problem is the game (for whatever reason) wants to see all the text in the "Historical" section - but ONLY for this one type of concept! I moved it, and...voila...problem solved.
- TASK COMPLETE!

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LXXXVII) Uniticons.txt:
- Alphabetized the file and provided headings for every section.
- Unlike "units.txt", the order of entries does not matter and organizing it alphabetically makes it easier to run comparisons with AE base file.
- Tested in-game and no issues
- TASK COMPLETE!

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LXXXVIII) Adding "Idle" Animation to Assassin (Ctp1 Hypaspist):
- I considered trying to change the spear to a sword, but it's too much work, and besides the spear of the CtP1 Hypaspist is actually BETTER LOOKING than that used by the CtP2 Hypaspist! Thought about switching the two, but the CtP2 guy has bronze armor and looks better in that regard. The CtP1 sprite was made by a better artist, but has odd colors.
- There are three animations (Move, Attack & Victory), comprising 178 images
- For Idle, I'll just use the "Victory" animation which never plays anyway as an Assassin.
- No problem building, then tested and everything looks good
- TASK COMPLETE!

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LXXXIX) Adding "Idle" Animation to Morgoth "Javelin Cav":
- There are three animations (Move, Attack & Death), comprising 234 images. Another "3-digit" sprite, so set temporarily at 54 (will be 154).
- Like another "Morgoth-created" sprite (Spearman) every image is 120x90 compared to the usual 96x72.
- As with the Morgoth "Swordsman", the attack animations in 4 of 5 directions do NOT have shadows, only SE (#4) has them. The solution is to use shadows from similar facings in the Move group (copy and rename 40 files) - fortunately they are nearly identical, so editing of individual files is not necessary.
- The Attack and Death animation sequences all start with picture #1 and run through #10 and #12 respectively. Except there ISN'T a #10 and #12, so each animation has a glitch when it comes the non-existant number (now fixed)
- No problem building, then tested and everything looks good
- TASK COMPLETE!

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XC) Adding "Idle" Animation to CtP1 Mounted Archer ("Horseman"):
- There are two animations (Move & Attack), comprising 170 images.
- Added a 2-file Idle animation (incl shadow)
- Conversion had no problems.
- TASK COMPLETE!

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XCI) Trebuchet becomes Onager:
- The last of three "Ancient-era" artillery pieces in Cradle is called the "Trebuchet". However, the sprite and the 2D pix represent a type of catapult known as the "Onager". The "Trebuchet" is a very different-looking device, and while AOM has a sprite for that, the quality is poor (an impressive attempt, but still).
- So that means for Cradle 3+ we'll rename this unit as the "Onager", and will update the text accordingly. To reduce confusion, the new terminology will apply to both the hidden and visible names.
- UPDATE: After some consideration, I decided that one unit each of Ballista, Onager, and Trebuchet was the way to go. See item CLXI for details on the new Trebuchet unit.
- ACTION REVERSED

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XCII) Adding "Idle" Animation to CtP1 Artillery ("Howitzer"):
- There are two animations (Move & Attack), comprising 140 images.
- Added a 2-file Idle animation (incl shadow)
- Conversion had no problems.
- Unit has been inserted in-game
- TASK COMPLETE!

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XCIII) New Advance ("Combined Arms") - Looking at the Modern Era advances and units, there was an opportunity for improvement:
- "Explosives" grants the Artillery unit, but that is represented by a Self-propelled artillery sprite that is technologically far beyond what should be a pre-WW1 unit
- Similarly, "Tank Warfare" appears roughly around the WW2 era, yet provides an M1 Abrams-type sprite.
- Accordingly, Cradle 3+ adds a new Late Modern Era advance called "Combined Arms", and gives it the "Advanced Infantry Tactics" and "Supersonic Flight" pre-reqs.
- This advance offers two new units - "Heavy Tank" and "Mobile Artillery" - which use the two sprites we discussed above, but now available at the right period in history. Both are fully animated, so no "sprite-fu" was required
- The earlier advances now provide era-appropriate units, specifically the CtP1 Artillery sprite (now called "Howitzer", deconstructed and rebuilt to give it the Idle animation) and a fully animated WW2-era CtP2 Tank sprite (the MkIII Panzer).
- The above changes were made and all 4 units (and the new advance) have been inserted in game (Sprites, text, 2D pix, new stats, AI build prioritization, and sounds)
- Tested with only one problem - Move Sounds are inaccurate and need to be replaced. DONE!
- TASK COMPLETE!

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XCIV) Replacement Unit Sprite: Mistress (Scout/Plunder II)
- The Scout has been using the BlueO Amazon Spearwoman. Although it now has an "Idle" animation and works properly, it is armed and not really appropriate for this role.
- Fortunately there is another option...
- Adding "Idle" Animation to Solarius' Mistress (New Scout):
** Another "3-digit" sprite, so set temporarily at 28 (will be 128).
** There are three animations (Move, Work & Death), comprising 216 images, but half of those are "shadow files" that don't contain shadows, so they will be deleted, cutting the conversion files in half.
** The "Work" animation shows her bending over and (perhaps) adjusting a stocking. I will change it to "Attack" as it may be useful if the role is ever expanded to something like "hold party" or "investigate city". Part of it could be used for the "Idle".
** A few of the images show her facing 180 degrees in the wrong direction, so those will have to be flipped, or replaced if the correct mirror images are available. 
** Added a 4-file Idle animation in which she performs a short bow
- Replaced the existing 2D pix and subbed in the new animation - looks good, but the sound files need a change (high heels are funny but not appropriate) - Several sound file fixes implemented.
- Need to add a section to the GL explaining why this unit is an unarmed female (MAYBE-not if the role changes)
- UPDATE #1: Whether she stays a scout or not, I've added (and activated/tested) her sounds from "Forever Future", as they are more "role-appropriate" than the ones I was using (Empathic Diplomat)
- NOTE: I'm not entirely happy with this sprite. The animation works perfectly, but the sprite style is a bit muddy, although the same could be said (albeit to a lesser degee) for the Great King & Poisoner.
- UPDATE #2: Another option is to swap this unit with the "Prophet" (as "Fertility Priestess") since the in-game reality is that a Scout is a stealth unit moving through open terrain and a mostly naked woman isn't likely to operate unnoticed in those circumstances! The opposite of "stealth", really.
- The 2D pix should use the one in the FF mod. It is risque, but there's no sense "hiding" what she is, or showing her as something different - DONE
- OPTIONAL "Switch Sides" code: It would be interesting if the female wasn't "killed" when attacked, but rather switched over to the side of the attacker. There is code which does something similar for the "cow", so will need to study that and see if it can be easily modified. It could also be similar to the "Recruit" code in plunder.slc, although that is activated by a particular unit (those in the sequence 128-136) and not based on attacking a specific unit.
- UPDATE #3: The "final decision" is to use this sprite as "Plunder II" (captives). As a result, several changes are needed. 1) Newsprite.txt has to reference this sprite (128) as Plunder II (DONE), 2) GL entry for Plunder II updated to explain why a female (DONE), 3) Units.txt has to reference the "Priestess" sounds under the Plunder II entry (DONE), 4) Uniticons.txt has to reference the new "Mistress" 2D pix (upup128x) under the Plunder II entry (DONE)
- Tested in game and everything works. Had to change a few sounds to better match the new role.
- TASK COMPLETE!

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XCV) New Goods Sprite: Horse
- This replaces the Buffalo and it looks muuuuuch better!
- Had a real problem getting the shadow file to appear. Still not certain of the problem, but it's EITHER:
1) The shadow in the shadow file was sticking below the hex and out side the Left limit.
2) Or, the shadow file has the alpha channel but i did not delete the white pixels surounding the black shadow
3) The "black" wasn't perfectly black enough
- Problem is I changed all three before the successful creation of "sprite with shadow", so don't know for sure which was the real issue.
- Still need the write-up on the Horse for the GL AND the 2D pix (still has the Buffalo for both) - DONE!
- One reason for adding the Horse, is the possibility of using the new AE option in which particular units can only be built if a certain good is available. For example, adding "NeedsCityGoodAnyCity TERRAIN_PLAINS_GOOD_FOUR" in units.txt for all horse-based units would mean that a civ must have access to the Horse Good in order to build them. I'm a bit concerned about an adverse impact on AI civs, but it's probably worth testing. We'll see.
- PLAN: Adding a "Horse Good" requirement to the individual horse units. Not, however, the chariot, on the theoretical basis that good chariots have just as much to do with chariot technology as they do with horses. Plus it gives the AI/human at least one form of mobile unit until horse goods are obtained.
- TEST #1: Added requirement (I think) to Jav Cav. Test will give ADVANCE_HORSE_RIDING on turn 3. If it's coded correctly, the player can only build the unit if a horse good is in the city limits.
- TEST RESULT: Successful. Partially. The player could not build Jav Cav until there was a Horse Good in the city limit. The downside is, it has to be within the ACTIVE city limit (one of the 8 adjacent hexes to a new city), not just within the total city radius (4 hexes in each direction). So it operates just like a "Trade Good" in that respect (i.e. can only trade goods that are within the active city limit).
- The good news is I know how to code this in "units.txt" and now I understand the mechanism (how it works), but there's even less chance of the AI pulling it off, especially in the early game when city radii are small.
- DECISION: I still think it should be implemented, possibly also exempting Jav Cav from the requirement. So that buys the AI (and the human player) some time, since the first two horse units can still be built regardless. However, beginning with ADVANCE_MOBILE_TACTICS all horse units will require access to the Horse Good. OK, will implement this exactly as defined above.
- UPDATE: The new settings for this Good were +10 Gold, 0 Food, and +10 Production. That's logical, but the AI builds Mines on top of horses, and that's...just...wrong, albeit understandable. So I'm shifting the Bonus from +10 Production to +10 Food. Hopefully that results in Pasture/Farm TIMPs being built instead. (YES - TIMPs are now farm related)
- TASK COMPLETE! (still testing to see how it affects gameplay, but it IS in-game)

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XCVI) Replacement Goods Sprite: Dye
- This replaces the existing Dye sprite (see inset on the attachment), which featured a white cloth being dipped into a tiny wooden tub full of pinkish dye. It was a valiant attempt to represent the dyeing process, but at a resolution of 26x42 pixels....well, it was hard to figure out what was actually being displayed.
- The other factor is the Dye Good is only found on Beach tiles, so what should be represented is the source of the Dye, not the process of using it.
- Which brings us to the replacement sprite, which shows the Murex snail (see attachment), source of the tiny glands used to make the famous and highly prized Phoenician Purple Dye.
- 2D art and the GL entry also modified
- EXTRA: I created another sprite (w/2D pix) using a white/tan murex shell, which looks a little better (both are about the same, though). The new one is now in-game, although I'll keep both in the game folders.
- TASK COMPLETE!

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XCVII) Replacement Goods Sprite: Camel
- This replaces the existing Camel sprite (see inset on the attachment). The new art is obviously superior, but in fairness, the resources available today far outstrip those on hand 20 years ago.
- The remaining Goods sprites look pretty good, so barring a last minute decision to replace one of them with something new, this will be the last change in this area.
- 2D art and the GL entry also modified
- TASK COMPLETE!

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XCVIII) Adding "Idle" Animation to CtP2 Nuke ("Nuke"):
- There are two animations (Move & Death), comprising 83 images (only "Move" has shadow files).
- Added a 2-file Idle animation (incl shadow)
- Conversion had no problems.
- Unit has been inserted in-game
- NOTE: The "Death" animation is the explosion, but it doesn't seem to play - instead the game uses a different animation.
- INFORMATION: Death animations only play on the "battleboard". Units that die during a special attack (i.e the attack happens on the map, not the battleboard) just disappear off the map
- TASK COMPLETE!

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XCIX) City Style tgas: Finally found out where these are used - by the Editor. Two fixes needed:
- Mesopotamian tga needs the white background removed (add the alpha channel and delete the background)
- The African tga has a purple halo, so that should be redone (i had the same issue when making tgas exclusively in Paintshoppro)
- Made the changes, and both look OK in the Editor - in fact, they look BETTER than the others, lol!
- UPDATE: To clarify these instructions, the "City Style" graphics need to be 40x30 pixels so you'll want to shrink one of the tif files used to make the City Sprites (using GIMP for this). Best way is to carve out some of the excess space so the file will naturally shrink to 40x30 from 96x72 (don't shrink it and then try to change the height or width). After shrinking, delete the existing Alpha Channel and then fill the resulting space with Fuchsia. I set the Fill Threshold at 45 since this will overwrite most of the partially transparent pixels. Then use the "Select By Color" tool to identify all the "not quite Fuchsia" pixels so you can change them to pure Fuchsia (otherwise you'll get the "purple halo" effect). Once this is done, use the "Select By Color" tool again, and this time Add the Alpha Channel but DO NOT delete the fuchsia. Save the file as .tif, making sure that the "Save color values from transparent pixels" box is UNCHECKED. Finally, load the tif file in PSP and save it as tga (16 bits). 
- TASK COMPLETE!

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C) Tile Improvements:
- I've been dreading this! First, ALL the graphics are inside a .til file, and you have to use Tile Edit to add new ones (never done it, no idea how).
- TileEdit will NOT OPEN the Cradle 3 or 4 til files, so those have to be considered DEAD as far as changes go.
- It WILL open the til files from AE and MoT, and of the the two, it *appears* there may be more and newer graphics in MoT (so that is *probably* the one I should edit). If nothing else, at least you can SEE the graphics with TI Number 167 and above. AE has files in those slots, but TileEdit won't show them.
- BIGGEST ISSUE affecting a change to using a non-Cradle .til file, is that only Hex has the "stone roads" graphics in his file. They aren't great (just white versions on the Maglev), but they (or an improvement) will need to be loaded into the AE or MoT til file
- Road file numbering:
** Regular Roads: 200-217 (these are the "TI ID" numbers, TI Numbers are 93-110)
** Railroads: 300-317
** Stone Roads/Maglev: 400-418 (418 is the nub which holds the maglev above the ground)
** Undersea Tunnels: 500-518 (same with 518)
** NOTE: MoT uses the 600-618 slots for other things
- I seem to recall that the Source Code project added the ability to have more types of road...need to find that citation....NO
- SC Team only mentions that the TI Number is now part of tileimp.txt, not that you can have more kinds of roads, which is the REAL issue. It's not whether you can add another set of graphics to the til file, it has to do with all the game code which is built around using roads. Could not find ANY mention of adding the ability to handle a 5th type of "Road".
- RESULT: While it would be nice to have Stone Roads AND Maglevs, I'm going to set that aside as "unworkable" and will concentrate on the far larger issues of:
*** How to add new images into the .til file
*** Identifying the differences between the contents of the Cradle til file versus MoT til file.
** More specifically, find out which graphics that Cradle uses which are NOT in the MoT file and (eventually) determine which numbers to place them in.
** Lastly, once all the above is known/done, identify new graphics (and new slots to hold them) for inserting all-new graphics like Polar Goody Huts (igloos, of course), Desert goody huts, New/better Wonders/wonder images, Improved Port, Shipyard that isn't an "in-process" Drilling rig, More primitive watchtowers,  etc.

- Ran a test using the AE til file, and it has NO ICONS FOR WONDERS!!! So much for the idea of possibly using this as the "Cradle Replacement". That's a possible problem, since i *assumed* that the list of Wonders from the Apolyton collection was included in the new "base game" til file, but apparently not.

- TileEdit DOES open the AOM .til file, and that has a number of really nice files that could be extracted and used by Cradle3+. Especially a much nicer Taj Mahal (not the ugly pink thing), an accurate "Forbidden City", a Hammurabi Stelae, and a less Garish "Hagia Sophia". Also a nice "mine" that doesn't have a modern look. Some more stuff as well - need to list this out since I won't use this as the Base File, but need to extract individual files. 

- Finally found the "Apolyton Tile File" on-line and downloaded it. Really strange that it wasn't part of the Source Code download, but, oh well! Anyway, TileEdit DOES open this file, and it DOES match the list of Wonders in the text file. Similar to MoT, but has fewer tile improvements (253 vs 275)

- AHAHA!!!!! You CAN open the Cradle 3 & 4 til files! Here's how:
** Close TileEdit (if it's open) and then open it again.
** Browse to the location of the Cradle til file and select the "565" version
** It will give an error message, but it WILL open.
** Uncheck everything except "Show Tile Improvements" (Cradle 4 has 360) and then use the arrow to browse the list
** GAHHHH!!! Everything after #147 (which shows the blank file that replaces the pole which holds up the Maglev) is completely blank!! 
- Cradle 3 is the same.
- LATER FINDING: I think that "blank file" is the reason the Cradle files have errors while LOTR does not (it has the Maglev pole). I inserted a blank file after the new stone roads (just to hold that space as "unavailable", and my til files immediately started spitting out the SAME errors! Anyway, there was no fix - had to start back with an earlier version of my modded til file and re-add the files (mostly roads). Anyway, now we KNOW what broke the Cradle files. I tried to insert the maglev post back into position 418 of the Cradle4 til file, but although it accepted the change, I could not save the file with the change. Was hoping that might be a fix for the problem, but no. 

- DOUBLE AHAHA!!! - Hex also created the LotR scenario, and the til files which come with that CAN BE OPENED! And they appear to have all (or at least most) of the Wonder and other tile improvements (stone roads in particular) that are in Cradle 3 (probably not Cradle 4).

-SOOOOOO: That means the new base file for Cradle will be the LotR til files. 

How to Add a Replacement Tile file to gtset555.til:
- Have an edited replacement file ready to load
- Open "TileEdit"
- Open the tile file to be edited
- Click Edit > Add > Improvement
- The "Add Tile Improvement" window opens
- Select the Improvement you want to replace from the group in the bottom left of the window
- Check "Replace" (this will place the "TI Number" in the "Possition" box
- Then type in the "TI ID" number in the "Tile Emp ID" box (leave "Hex" box unchecked)
- Then click the "Load" button (lower right of the window) which will opena new window.
- Navigate to the replacement file location (if necessary) and then select it.
- The image in the file will appear in the box on the upper right of this window. Assuming it is formatted correctly, it should look normal.
- Click "OK" button and that window will close
- You are now back in the "Add Tile Improvement" window, and the new image will appear in the box in the top right corner.
- Click "OK" button and that window will close
- Now you are back at the Main TileEdit window
- Click File > Save Tile File
- A window appears and the file name is already filled in (gtset555.til)
- Click "Save" button (and click "Yes" when asked to replace the existing file)
- A new window appears and the file name is already filled in (gtset565.til)
- Click "Save" button (and click "Yes" when asked to replace the existing file)
- That's it! Now close TileEdit and re-open it, and then open the file you just edited.
- Uncheck the "Show Tiles" box and check the Show Tile Improvements" box
- Type in the TI Number of the file you just changed and the image should appear - CONFIRM that both the "TI Number" and the "TI ID" are identical to those of the file you just replaced!!
- Now copy both tileset files into the "tiles" folder of your game (in my case it would be CTP2-AE/Cradle3/default/graphics/tiles) and agree to any overwrites.
Now load a game, go into the Editor, and place the new tile improvement on the map - it should appear normally (but with the new image)
- TESTED AND THIS WORKS!!!!!!!!!!!!!!!!!!!!!!!!!!!!

How to add a NEW Tile to gtset555.til:
- Have an edited replacement file ready to load
- Open "TileEdit"
- Open the tile file to be edited
- Click Edit > Add > Improvement
- The "Add Tile Improvement" window opens
** "Insert Last" stays checked
- Then type in the "TI ID" number in the "Tile Emp ID" box (leave "Hex" box unchecked)
** You should already have identified an empty TI ID number where you want to place this new graphic.
- Then click the "Load" button (lower right of the window) which will open a new window.
- Navigate to the replacement file location (if necessary) and then select it.
- The image in the file will appear in the box on the upper right of this window. Assuming it is formatted correctly, it should look normal.
- Click "OK" button and that window will close
- Now you are back at the Main TileEdit window
** The "TI Number" is filled in for you (the initial "Number of Tile Improvements" plus one), and the total number of improvements should now be one more than it was when you started.
**** If adding multiple files, return to the 4th "dash" step above, otherwise continue below ******
- Click File > Save Tile File
- A window appears and the file name is already filled in (gtset555.til)
- Click "Save" button (and click "Yes" when asked to replace the existing file)
- A new window appears and the file name is already filled in (gtset565.til)
- Click "Save" button (and click "Yes" when asked to replace the existing file)

Let's talk about how to proceed here. Need to map the LotR til files to Cradle3, and find out:
- Make sure the links are the same (and map them if different/missing)
- Identify the open slots. In particular I want to add the new Stone Road tiles into a different 18 slot sequence, and after testing that, then overwrite HexStone Roads with the original Maglevs and try to get BOTH to work.
- INFORMATION (no action)

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CI) Road-type features:
- Added "CanBuildWasteland" to all roads types so the AI can extend it's road networks through open terrain
- Added "DeniedToEnemy" to Railroads and Maglevs, since an invading army wouldn't have access to the technology needed to gain the movement bonus. NOT added to Roads or Stone Roads because there is no tech, they just use the road like anyone else.
- FULLY IMPLEMENTED

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CII) Farm-type features:
- Use "NeedsIrrigation" if you want this to require placement next to a river.
- Also add "IsIrrigation" so you can "chain" them together
- Problem: AI will probably never figure that out
- NOTE: This only applies to "tileimp.txt"
- IDEA: Similar to the "Dynastic House", have an improvement that can only be built in Capital Cities, and which places a "Visible Wonder" on the map. Call it "Well" and give it "IsIrrigation" so that humans and AI will always have the ability to build farms even if there isn't a River nearby.
- UPDATE: A lot of complicating factors here, but the biggest issue is the AI will never figure this out as a system, and will only string farms together "by accident". Accordingly it's an interesting idea but will not be used in Cradle 5. 
- INFORMATION

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CIII) Limits: What ARE the hard code limits on the number of things that can be listed in the various text files? How many Buildings (improvements), Wonders, Units, Tile Improvements, etc?
Comments from Martin Guhmann:
https://apolyton.net/forum/other-games/call-to-power-2/ctp2-source-code-project/109605-design-ctp2-source-code-released-our-actions-brainstorm-discussion/page2#post3180520

1) Advances/Units: Mr.Ogre-"There's no practical limit I know of on the number of units or advances in the databases (That is, there's a limit, but you'd run out of memory hundreds of millions of entries before you hit it)

2) Buildings/Wonders: Mr.Ogre-"There is a limit of 64 buildings and 64 wonders (same as CTP1). Those should be the only databases with such a limit. It doesn't have anything to do with arrays though, it's due to 64 bit integers being the largest size that's convenient to deal with". But Martin follows up on those "limits": "Actual there is also no database limit for buildings or wonders, it looks like the problem is that there is a limit of buildings a city can own, you can build the additional buildings but the city want get them. Not a problem for units as they are not owned by the city, but also for wonders." Testing confirms that any building or wonder that comes AFTER #64 can be built but does NOT appear in the city inventory, so the AI will keep building them - which is game-breaking.

3) City Sprites - Was 200, with AE is 255

4) Tileset Index: From the tileimp.txt file: "Minimum TilesetIndex is 0 (and) the maximum TilesetIndex is 1023"

5) Tile Improvements: Per MG (same post linked above), "And for the database limit, for tile improvements there is also no relevant limit, for testing purposes, actual to have a look on all the nice tile improvements, I did a tileimp.txt with more than 900 tileimprovements." The only limiting factor is the ability to select them from the "Tile" tab (which has 5 sub-tabs, each with 12 "boxes" for a total of 60)

6) Feats: Per Mr. Baggins, the same design which puts the 64 limit on Wonders and Buildings was also used to store Feats. However, Cradle has 96 Feats, and I have confirmed that even those which come in sequence after #64 can be achieved. If there is a limit, not sure how it is counted. 
https://apolyton.net/forum/other-games/call-to-power-2/ctp2-source-code-project/125199-design-help-with-netinfo-protocol#post125199

7) Endgame Objects: Per Mr. Baggins, the same design which puts the 64 limit on Wonders and Buildings was also used to store Endgame Objects (same link). This is not a problem in Cradle, as there are very few of these.

- INFORMATION (no action)

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CIV) Terraforming:
- Some of these are given too early, or perhaps not with the right advance. Before making changes, here's the list of advances and their terraform benefits: CRARR4_terrain.txt
- Agricultural Revolution (ADVANCE_AGRICULTURAL_REVOLUTION)
- Toolmaking (ADVANCE_TOOLMAKING)
- (ADVANCE_ADVANCED_COMPOSITES)
- (ADVANCE_INDUSTRIAL_REVOLUTION)
- (ADVANCE_FUSION)
- (ADVANCE_EXPLOSIVES)
- (ADVANCE_CONSERVATION)
- Forest: Add and Remove with ADVANCE_AGRICULTURAL_REVOLUTION (see CRARR4_terrain.txt)
- Desert: Add and Remove with ADVANCE_AGRICULTURAL_REVOLUTION
- Jungle: Add and Remove with ADVANCE_AGRICULTURAL_REVOLUTION
- Grassland: Add and Remove with ADVANCE_TOOLMAKING
- Plains: Add and Remove with ADVANCE_TOOLMAKING
- Swamp: Add and Remove with ADVANCE_INDUSTRIAL_REVOLUTION
- Hill: Add and Remove with ADVANCE_EXPLOSIVES
- Brown Hill: Add and Remove with ADVANCE_EXPLOSIVES
- White Hill: Add and Remove with ADVANCE_EXPLOSIVES
- Tundra: Add and Remove with ADVANCE_ADVANCED_COMPOSITES
- Glacier: Add and Remove with ADVANCE_ADVANCED_COMPOSITES
- Mountain: Add and Remove with ADVANCE_FUSION
- Brown Mountain: Add and Remove with ADVANCE_FUSION
- White Mountain: Add and Remove with ADVANCE_FUSION
- Dead: Remove with ADVANCE_CONSERVATION
- Shallow Water, Deep Water, Beach, Shelf, Trench, Rift, Kelp, Reef, Volcano: Can't transform

ISSUE #1: Toolmaking is too early for any kind of terraforming, as it's the first advance given to all civs. It's ridiculous that a civ can't even farm, but it can terraform?
- Plains-to-Grasslands s/b ADVANCE_WATER_LIFTS (can irrigate plains into grassland)
- Grasslands-to-Plains s/b ADVANCE_DOMESTICATION (land dedicated to use of herd animals)

ISSUE #2: Historically more forest removal than regeneration, so it should be easier (earlier) to remove than to grow:
Forest: Remove with ADVANCE_ARCHITECTURE (Greater use of wood in cities)
Forest: Add with ADVANCE_FEUDALISM (Not a technology improvement but the nobility setting aside forested areas for hunting)

ISSUE #3: Similar issues with Desert and Jungle. Easier to create Desert than to transform it to something productive, where-as Jungle is easier to remove than while the incentive to add it (or at least see some value) comes later.
- Desert: Add with ADVANCE_IRON_WORKING (Not that anyone would choose this, but it reflects environmental damage from widespread use of iron - both in forging it and using it in mining and deforestation) 
- Jungle: Remove with ADVANCE_AGRICULTURAL_REVOLUTION (No change)
- Desert: Remove with ADVANCE_AGRICULTURAL_REVOLUTION (No change)
- Jungle: Add with ADVANCE_TRADE_GUILDS (Reflects recognition of trade value of jungle-based goods)

ISSUE #4: Having to wait until the extremely late-game discovery of ADVANCE_CONSERVATION in order to remove Dead Tiles is a real disincentive to play with pollution on. In the Cradle era it's more likely to be the result of poor land management, and a large organized Govt could mobilize to deal with it.
- Dead: Remove with ADVANCE_TRIBUNAL_EMPIRE

All the rest are affected by more modern technology (and thus realistically beyond the Cradle era), so no change is needed.

RESULT: All the above changes (to include alterations in both terraform costs and duration were made in terrain.txt and a multitude of descriptions were added or modified in the Great Library. A limited amount of testing found that everything works as intended. Result posted at Apolyton (#45).

UPDATE: Confusingly, both terrain.txt AND tileimp.txt list Advances required for terraforming, but those in tileimp.txt have NO EFFECT. Accordingly, all the "Required advances" for terraforming in tileimp.txt have been changed to the "Hextapul" Advance (mostly so as to signify that it does nothing).

- TASK COMPLETE!

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CV) Adding "Idle" Animation to CtP1 Warrior ("Pacal"):
- There are two animations (Move & Attack), comprising 310 images.
- Added a 6-file Idle animation (incl shadow)
- Idle has Warrior waving his club - looks pretty good.
- One problem on the conversion - Idle was set for "Loop" instead of "Sequential" so it didn't work. Changed that, and it works fine. No other issues.
- Unit has been inserted in-game
- TASK COMPLETE!

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CVI) Adding "Idle" & "Ramming Attack" Animations to Heptireme (Ctp1 Trireme):
- The "Attack" animation is nothing, just 5 images of the ship pointing in each direction. I thought about using some of the "move" images and creating something with a bit of movement, but not sure it's worth the effort. WRONG!!
- Another "3-digit" sprite, so set temporarily at 25 (will be 125).
- There are three animations (Move, Attack & Death), comprising 142 images
- For Idle, I'll use a few of the movement animations to make it look like they are wiggling the oars.
- On further review, I decided to work up new "Attack" animation, using edited "Move" animations. Specifically, the sequence 7 through 11....for all 5 directions.
- In order to represent a "Ramming" attack, the image sequence is 7-8-9-10-11-11-11-10-9-8-7 (so the ship drives into the enemy using its oars, and then backs out).
- Let's look at how this would be done for the SE direction. Image #8 moves down two pixels and two to the right, #9 four each way, #10 six, and #11 eight pixels.
- To make sure this actually works (i.e. before creating attack sequences for all 5 directions) - and in order to quickly look at a single sequence using the SpriteEdit tool - I created the SE animation and then plugged it in as the Idle. And it worked!
- Next was to create image sequences for the other 4 directions and then build a complete sprite. 
- No problem building, but it had to be tested in battle (not just a movement test), so I loaded this into an older game (fortunately sprites are plug-and-play), attacked an enemy ship, and watched the battle play out on the Naval Screen as the Heptireme moved forward and backward, using it's oars. Perfect!
- The one issue is the sound - it's a slinger-type sound, whereas what's needed is some kind of crashing sound (like the sinking ship). So that's next - finding a good sound for this new Attack animation.
- Found a "Smashed Gate" sound in EB, then added a new entry in sounds.txt (SOUND_ATTACK_HEPTIREME "ramming.wav") and referenced that in Units.txt. Tested and it works fine. 
- TASK COMPLETE!

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CVII) Adding "Idle" Animation to Morgoth "Cataphract":
- There are three animations (Move, Attack & Death), comprising 228 images. Another "3-digit" sprite, so set temporarily at 55 (will be 155).
- Like another "Morgoth-created" sprite (Spearman) every image is 120x90 compared to the usual 96x72.
- 3 blank shadow files on the Death animation, and the horse-head is missing from the last image in that animation group (should be able to fix all of those)
- For Idle, I'll use the first 4 images from the Death animation to make it look like the horse is rearing up on it's back legs, and then coming down.
- One shadow file had the incorrect format, but after fixing that everything built correctly, tested fine, and everything looks good.
- TASK COMPLETE!

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CVIII) Adding "Idle" & "Fire Attack" Animations to Dromon (Ctp1 Longship):
- Another "3-digit" sprite, so set temporarily at 25 (will be 125).
- There are three animations (Move, Attack & Death), comprising 204 images
- Similar to the Heptireme, the "Attack" animation is nothing, just 5 images of the ship pointing in each direction. Definitely a problem since the whole point of the "Dromon" is that it shot Greek Fire at enemy ships!
- I was able to copy the flame portion of the "Fire Trireme" attack animation, and that was used to create a new set of attack images (and also used by the new Idle animation).
- That increased the number of images to 286, but definitely worth it - both of the new animations work great. Truth be told, at the scale of this vessel the fire attack looks a bit anemic, but it's MUCH better than what we had.
- Surprisingly, the attack sound of the Fire Trireme was NOT "flame-related", so I added a new entry in sounds.txt (SOUND_ATTACK_DROMON "flame.wav") and referenced that in Units.txt. Tested and it works fine. 
- TASK COMPLETE!

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CIX) Turning the "Fire Trireme" into a "Trireme":
- Although this CtP2 unit already has an Idle Animation, the "Fire Trireme" is a fantasy creation, as ships of this era did not deploy fire attacks. Until the discovery of Greek Fire, it was simply too dangerous to utilize open flame weapons aboard a wooden ship, plus the technology for naval units to deliver fire-over-distance didn't exist (Hollywood flaming catapults aside).
- We know from a number of sources that animal-style figureheads were utilized in the early Ancient era, so even though we don't see depictions of dragons (such as the one on this unit), it's not completely unreasonable. Plus it would be VERY timeconsuming to try and replace the dragon with something else.
- That said, more can be done to make it "era-appropriate", so the fire attack animation will be removed and a new "ramming attack" will be added in its place. For one thing, this unit clearly features an extended beak at the bow - as did all Triremes - and it's one of the main reasons why I didn't just swap this unit with the Dromon (which just as obviously did NOT have a beak).
- As with the Heptireme, several of the "Movement" images have been reworked in order to show oars driving the Trireme toward the enemy vessel, and then backing off to repeat the attack.
- Sounds have been adjusted as well, and I think the result is a distinct improvement. 
- ALSO: Since the Trireme has now regained its historical functionality, we'll change the enabling advance from the questionable Alchemy to Map Making, which also places this vessel back into the Naval sequence.
- UPDATE: The movement for this unit is 3, where-as the earlier Bireme is 5 and the subsequent Heptireme is 8. Even the Coracle has 5. Conversely, the attack/defend numbers improve incrementally from Bireme>Trireme>Heptireme. It makes the unit almost useless, and there's no historical reason behind it, especially when compared to the other two. Accordingly I doubled the range from 3 to 6.
- TASK COMPLETE!

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CX) New Unit - "Slave Trader":
- I hate to see a sprite go to waste, so the "red shirt" slaver from CtP1 is going to be used in Cradle 3+ as the "Slave Trader".
- Classical Education is the enabling Advance, largely because that is the same advance which makes the Abolitionist available (and there are no obvious alternatives)
- All the graphics exist, so all that was needed were text file changes (newsprite, gl_str, GL, units, & uniticon (and adding it to the new Tech Tree graphic)
- TASK COMPLETE!

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CXI) Adding "Idle" & Attack Animations to Carrack (Morgoth "Cog"):
- Another "3-digit" sprite, so set temporarily at 63 (will be 163).
- There are two animations (Move & Death), comprising 54 images
- There aren't many images to work with here, but perhaps a "rocking" motion for Idle (use two of the "Death" images"
- For Attack, the "light up the center of the ship" animation used by Galleon and SOL are harder to make than I thought, since they aren't separate overlays. Instead, I'll look around to see if there are one or two "gunfire" animations that could be grafted onto the side of the Carrack.
- ALSO: From what I can see, all the Naval Attack animations are conducted on the Naval Attack battle board, so all you really need are two: a ship aiming NE and another aiming SW. Also, these wooden gunships fired from a side angle, not "head-on" like we see with the ancient and late game units, so *maybe* i could just develop two side angle attack animations with the sides facing NE and SE (the latter will *probably* be used for the SW battleboard angle)
- TEST: Ran a test using the SOL, and it attacks head-on. So if i can get the sideways attack working for Carrack, it *should* be a template for Galleon and SOL. 
- Read the write-up in Apolyton Post #51, but long story short, the new Idle animation looks like a "rocking boat", while the new Attack animation uses several of the Infantryman gunshot images as the cannon and two of the "flame smoke" images from the Dromon to finalize the effect. Tested and it works. Also changed the "Attack Sound" to the one used by SotL, although eventually I may alter that to the sound of a single cannon rather than a rolling volley. DONE!
- TASK COMPLETE!

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CXII) Change Galleon "Attack" Animation to broadside:
- This unit already has a full set of animations (Move, Idle, Attack & Death), comprising 212 images, but the attack is "head-on" and it would look much better if the attack animation was changed to "broadside".
- Don't need new Attack images, but will have to change them to the new directions:
1>3, 2>4, 3>5, 4>2, and lastly #5 is deleted and replaced with a "flipped" version of #3
- Also added the "0" Move images to ensure the broadsides aren't interrupted by forward-facing flips.
- Tested vs the Carrack, and everything works perfectly
- TASK COMPLETE!

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CXIII) Change Ship-of-the-Line "Attack" Animation to broadside:
- Like the Galleon, this unit already has a full set of animations (Move, Idle, Attack & Death), comprising 212 images, and needs to shift the attack animation to "broadside".
- Had to edit the graphics as the "cannon fire" was aiming in the wrong direction on 2 of 5 directions
- Tested vs the Galleon, and everything works perfectly
- TASK COMPLETE!

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CXIV) Graphics for the "Township" improvement show the "Outlet Mall"
- Not sure how many, but definitely the build icons
- It was only the build icon in the editor menu, which I fixed.
- ALSO: The "hover" text (from Tips_str.txt) on the TIMP selection box says "Shopping Mall" AND in the GL! DONE
- Have to change the name on the Tech Tree as well (still says "Outlet Mall") DONE
- TASK COMPLETE!

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CXV) Add Tellius Stone Road graphics:
- Added all of them to the til file (700-717 series)
- Tested and they work
- Need to add the new "build" icon and the GL 2D pic (Done) 
- ALSO: Tellius excluded "Swamp" as a build terrain. Which is probably historically true. Cradle doesn't have that exclusion (yet...still thinking about it)
- UPDATE: When placing the new roads using the editor, it looks like there are "gaps" in the road network, but this is only a GRAPHICAL ANOMALY. Just move around on the map and all the "gaps" immediately fill in. NOT A PROBLEM.
- TASK COMPLETE!

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CXVI) Have "Stone Roads" AND "Maglevs":
- The genesis for this was the realization that Cradle has FOUR land levels for Mines & Farms, so why not Roads?
- I created a til file that has Maglevs in the 400-418 sequence and Stone Roads in the 700-717 sequence, so technically they now have different graphics to go with the separate text file entries (in tileimp.txt) 
- The "hard code" reality is that each Tile Improvement "type" only has room for 3 buttons, but Cradle gets around that by assigning the 4th level improvements to a different category. For example Pasture (1), Farms (2), and Advanced Farms (3) are the three members of the "Farm" type, but Hydroponic Farm (4) is at level 1 of the "Structure2" group.
- I put Maglevs into Level 3 of the "OceanRoad" group and while the button appears in that group and you CAN build the Maglev, they don't line up properly. When I swapped them and put Stone Roads into Level 3 of the "OceanRoad" group, the same problem appeared.
- Having no other road types available or putting this in Level 2 of the "OceanRoad" group has no effect.
- IDEA: What happens if you build a road network and then place the maglev on top of it? If that works, it can be mandated by this code:
- TerrainImprovementDB:
   PrerequisiteTileImp  TerrainImprovement needs another tileimp to be built.
- TEST #1: Just using the Editor, i granted my civ all advances and then built roads between two cities. Then I placed Maglevs on top of those.....and it WORKED!!!!!! The Maglevs follow the network perfectly. I also place maglevs on open tiles and that did NOT work, which basically replicates the bug i saw earlier. Next test would be to try this in-game. OH. And I screwed up the tile file and am using one that does not have the 700-series Stone Roads, but that *shouldn't* matter, since the Maglevs are using the ocean-road values in tileimp.txt (gulp)
- TEST #2: Set a game in which Stone Roads (Civic Engineering) are awarded after 3 turns, and then Maglevs after 23. Oddly, maglevs were placed on hill terrain, and after looking closer I realized that tileimp.txt STILL HAD 400 as the TIMP value for some (but not all) Stone Road terrain types (s/b 700). Interestingly, this "mix" of road types showed up correctly on the map (all pointing in the right direction). Which means that you could have a completely DIFFERENT look for roads that cross certain types of Terrain! Of course IMMEDIATELY I'm thinking about "bridges over rivers", but sadly "River" is not a Terrain Type. Still, a very interesting (accidental) discovery! Worth noting that I made the fix to units.txt, saved the game and reloaded, and now it's "only stone roads". Which means that "tileimp.txt" changes can take effect in a saved game (so a restart is not necessary to test out a change).
- TEST #3: The Final Test will be to set the Maglev's as buildable ONLY on top of Stone Roads. Then set a game in which Stone Roads (Civic Engineering) are awarded after 3 turns, and then Maglevs after 13. I added  "PrerequisiteTileImp TILEIMP_STONE_ROAD" directly beneath the "CantBuildOn" series in the TILEIMP_MAGLEV section of tileimp.txt.....and it WORKED!!!!!!
- So this DEFINITELY works, meaning that maglevs are back in the game!!
- UPDATE: Changed "PrerequisiteTileImp" from "TILEIMP_STONE_ROAD" to "TILEIMP_RAILROAD", since Railroad is the "true" Level 3 road.
- NEXT: Not strictly necessary, but just to be "clean and professional" I want to move Stone Roads into Level 2 and Railroads into Level 3. That is truly the proper sequence in which they should appear in the TIMP build box, but undoubtedly has coding implications, so i have to proceed carefully:
- Changes made to switch the L2/L3 buttons: 1) "tileimp.txt" (Switched SR/RR button numbers); 2) "tips_str.txt" (No change needed - the button numbers don't matter for this purpose); 3) "sounds.txt" (No change needed - the button numbers don't matter for this purpose). So just #1
- Made the only change necessary (to tileimp.txt) and the buttons have switched positions AND they work properly.
- POSSIBLE ISSUE: Railroads take 3 turns to build while Stone Roads take 4. The RR build time is from baseline CtP2, while Hex assigned the higher number to Stone Roads. It *could* be that he simply used the Maglev build times, but there are reasons why it would take longer to build Stone Roads in ancient times, so I won't change this.
- FINAL ISSUE: The LotR til file has the "white/gray" stone roads in positions 400-417, and while they look OK, they do not have shadows, which isn't surprising since they aren't supposed to be elevated. HOWEVER, bringing back Maglevs means they SHOULD be elevated, so I really need to replace Hex's graphics with the originals.
- Added the original Maglev graphics into the til file (post was already in position 418) and ran a test. You can only build them on top of railroad tiles AND they look REALLY good. Maglevs are BACK!!
- TASK COMPLETE!

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CXVII) Unit Build Queue data display differences:
- Praetorians & Legions (and maybe more) do NOT list the "Production" cost above "Attack" when you look at them in the Unit Build Queue. GL stats are the same as all other units.
- ISSUE: In each case, "uniticons.txt" has a DOUBLE LISTING for "UNIT_**_STATISTICS" and NO LISTING for "UNIT_**_SUMMARY". It *should* have "Statistics" and then "Summary"
- FIXED: Legions, Praetorians, Camel, Caravan, Freight Transport, Merchant Trader, Legion Militia, & Caesar
- RE-FIXED: This should not apply to merchants! Restore previous text to Caravan, Freight Transport, & Merchant Trader
- TASK COMPLETE!

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CXVIII) Wonder text issue (or maybe not):
- Digging deeper, this might not have been a problem. I thought it kept several Wonders from having GL listings, but actually couldn't see any difference before or after the "fix".
- ISSUE: In each case, the "StatText" section in "uniticons.txt" should have an entry like "WONDER_**_STATISTICS" but several of them have "WONDER_**_PREREQ". Initial diagnosis (that it prevented the entry from appearing in the GL) was wrong.
- FIXED: Even though there may not be an issue, I fixed the text anyway for Buddhism, Christianity, Confucianism, Islam, Judaism, & Polytheism
- TASK COMPLETE!

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CXIX) New Wonders: look at adding some or all of the new Wonders in Cradle 4:
- Angkor Wat: Advance=Gothic Architecture
- Colossus (a 7 wonder): Advance=Iron Working
- Grand Canal: Advance=Civic Engineering
- Great Library: Advance=Geometry
- Ishtar Gate: Advance=Architecture
- Machu Piccu: Advance=MesoAmerican-only version of Caliphate
- Parthenon: Advance=Greek-only version of Republic
- Temple of Artemis (a 7 wonder): Advance=Architecture
- Great Wall (a 7 wonder?): Advance=Masonry
- Mausoleum  (not in Cradle, but a 7 wonder)
- Pyramid of the Sun (or Teotihuacan - not in Cradle)
- Tikal Temple complex (not in Cradle)
- Cahokia (not in Cradle)
- Pantheon (not in Cradle)

*** WARNING!!: A lot of slic files control wonders, and not just the visible ones being placed on the map!
*** Study/Alter these slic files: 
1) Wonderunits.slc: Grants the listed set of units after wonder is built
2) Wonderbuildings.slc: Keeps the AI from building the improvements even when they have the "effect" given by the Wonder (since apparently the buildings still appear in the buildlist)
3) Mapwonders.slc: Lists the Visible Wonders (so new ones have to be added) AND has a count of all the tile improvements!? Supposedly that has to change as new ones are added, but Hex did NOT change the value between Cradle3 and Cradle4, yet added a lot of new TIMPs. So maybe that part isn't an issue.

- UNDER REVIEW

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CXX) New Sprite for Dwight Eisenhower:
- With the Panzer MkIII sprite replacing the Abrams, it seems a bit odd to have Dwight Eisenhower represented by a German tank. Fortunately there is a WW2 era US Tank sprite which can be used instead. No other mods used it (that I can see), although it's probably from the Harlan WW2 CtP2 scenario (which I don't have). Anyway, the sprite has Idle (and all the other movement) and looks pretty good (a tad bit cartoonish) but does not have any of the 2D graphics, so those will have to be built from scratch.
- Kept all the underlying code (no change to GL or units.txt) but changed the "newsprite.txt" and "uniticon.txt" references from 38 and 209 respectively to 097 for both.
- Created new 2D pix based on the actual unit.
- Tested in-game and what can I say? "I like Ike!"
- TASK COMPLETE!

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CXXI) Expiring Wonder Units:
- Need to test this, but the idea is to make them all "gov-dependent", so, for example, the "Great King" unit will die once the first change to a Medieval Unit. Same for the others, but the govs they expire under could be different.
- The nice thing is, no slic code!
- CONCEPT ONLY (not implemented)

*****************************************

CXXII) Swap "Fertility Priestess" for "Prophet":
- As a good (and realistic) example of early Polytheism, the Fertility Rite is a nice alternative to the "prophet" who, after all, is the sprite of a MONK!!
- FINALLY a legitimate reason to keep the scantily clad beauty!
- CONCEPT ONLY (not implemented)

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CXXIII) Wonders that replicate the effect of a Building:
- First of all, there has always been code in "wonder.txt" which grants the effect of a building to all cities of the civ which owns the wonder. The associated slic file (wonderbuildings.slc) keeps the AI from building them even when they have the Wonder (since apparently they still appear in the buildlist)
- Need to test if the new code makes this unnecessary. For example, here is the new entry for "Hagia Sophia" in the Apolyton version of the file (NOT the same as Cradle!!):
WONDER_HAGIA_SOPHIA {
   DefaultIcon ICON_WONDER_HAGIA_SOPHIA
   Description DESCRIPTION_WONDER_HAGIA_SOPHIA
   Movie MOVIE_WONDER_HAGIA_SOPHIA
   EnableAdvance ADVANCE_THEOLOGY
   ProductionCost 3240
   #BuildingEverywhere IMPROVE_SHRINE #Removed because only effect appears
   #BuildingEffectEverywhere IMPROVE_SHRINE #New flag that does same as old flag above
   ActualBuildingEverywhere IMPROVE_SHRINE #added to actual build the buildings

- Unless the new "Effect" code also prevents the AI from building unneeded buildings, then the slic code is still needed. I don't like the "Actual Building Everywhere" code as an alternative, but worth noting that Apolyton mod uses this code instead of the other.
- UPDATE #1: On further consideration, I decided to switch the code over to ActualBuildingEverywhere. It allows the removal of one more slic file and frankly it just seems like a better overall approach. Here's the big disconnect. With the old code, you could own - for example - the "Great Wall" wonder and if you conquered an enemny city you were able to sell their "Wall", since the Wonder gave that effect to the city. Much more realistic (relatively, anyway) if the creation of buildings is a one-time effect that happens when the Wonder is built, rather than something that creates virtual Walls every time a new city is built or conquered.
- UPDATE #2: Worth noting that the buildings are only added to existing cities. As new cities are added, they will now have to build these structures, rather than having them appear automatically. A bit disconcerting if you are used to the old mechanism, but a lot more realistic (and helps tamp down the overpowered benefit of getting free buildings in perpetuity).  
- TASK COMPLETE

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CXXIV) Advanced Undersea Mines are not a selectable TIMP:
- When granting my civ all Advances, these mines are not selectable...why?
- On the editor, this type of mine is available and CAN be placed. So it must be the code which places it on the TIMP selection bar.
- Everything in uniticon.txt looks OK
- ARGGGHHH: Not actually a problem!! Did not grant myself "all advances", so granting "ultrapressure machinery" made this available, and yes the icon appears and yes it works. Der.
- DOOFUS COMPLETE!!

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CXXV) Colony TIMP is never buildable from the TIMP box:
- Even with plenty of PW and the proper Advance, the Colony TIMP can't be built on the map
- On the editor, this TIMP is available and CAN be placed. And unlike the previous "non-problem", the graphic appears, but it is "browned out" meaning that even if you click the button, nothing happens. This improvement is different from others in that it can be created by disbanding a Settler, and it may have other oddities in the build requirements list.
- Tested the "Create one by disbanding a Settler", and THAT works.
- In my old Cradle4 game (non-AE) the Colony Building IS SELECTABLE. Yet the tileimp.txt entries are almost identical.
- Copied the text from Cradle4 to the Cradle3 tileimp.txt file and no change (so not something in this file)
- The display on the TIMP Box is IDENTICAL to any other improvement which is available due to the Advance, but cannot be built because there isn't enough PW.
- Reduced PW cost from 7000 to 400, but no change
- Removed the "Endgame" comment from this item (it was the only TIMP to have it), but no change
- Removed the "colony.slc" file (which also controls this structure), but no change
- Moved the TIMP location from Structure1 (L3) to the unused OceanDetector (L3), but no change
- Copied all the "fort" data in so the only thing remaining is the code name, but no change.
- FOUND IT!!!!!
- The file called endgameobjects.txt has a section called ENDGAME_PROCESSING_TOWER which applies directly to this improvement. Commenting out ALL the code/text in that section removes this requirement and now the Colony is buildable.
- HOWEVER!!
- This is one part of the "Birth of an Empire" victory option, and seems to be related in some way to the "Monument" (used to be "Power Satellite"). Specifically, "endgameobjects.txt" refers to the Satellite as the "PowerSource" (whatever that means). In other words, I can't make the fix until I figure out the connection.
- Built the "Pax Romana" wonder and Colony is still not buildable. Even when I added the Monument and Arch buildings to the same city.
- ALSO - Colonies are a real mess anyway:
** Can't build them until discovery of ADVANCE_CIVIC_ENGINEERING
** Disbanding a settler outside city boundaries or BEFORE discovery of the advance just removes the settler. I knew about the boundaries, but not the link to the advance (although you can see it called out in "Colony.slc". DEFINITELY need to add that info to the GL!! DONE.
** Already noted, but the slic code requires a PW balance of 12000, even though it only costs 7000. And it gives you 1000 gold, but requires a treasury of 500. This just seems dumb.
** Building the colony or doing it by disbanding costs EXACTLY THE SAME. That seems....odd. There should be some benefit from losing the settler as opposed to just building the thing.
** They are associated in some way with the Building called "Monuments", but those aren't available until ADVANCE_BUREAUCRACY.
- TEST: Granted Bureacracy, Civic Engineering and Tribunal Empire. Changed gov to Tribunal Empire and built Pax Romana, but the colony TIMP is still not buildable.
- UPDATE:
- As a test, I started up an AE game (no mods) and used cheat mode to make it possible to build the Obelisk (the Cradle "Colony"), and the Obelisk Button is "greyed out" the same as the Colony button in Cradle! So whatever the problem affecting Cradle, the same is true of "Vanilla AE".
- AHAA!!! OK, so the next test was to give the "Solaris Project" Wonder to the new city, and NOW the obelisk is buildable!! But, that didn't work with "Pax Romana". So what's different....
- Comparing the two "Wonder.txt" files, the main difference seems to be that AE has an additional line for the "Solaris Project" Wonder text: "StartGaiaController" appears right below the "Production Cost". So was that true of the non-AE Cradle 4 file? And...no!? So perhaps a coding change in AE, which prevents building of obelisks until a player has the Wonder? Either way it is DEFINITELY a problem. Assuming this is true, it means only ONE PLAYER can build colonies the normal way (i.e using the TIMP button), since it's unlikely the AI will know how to do that
- Added the line, and IT WORKED! Building Pax Romana now unlocks the "Colony" button! It also activated a message which is only supposed to appear when the player builds Pax Romana. In this case, the message appears immediately at the start of the game, before any edits or cheats were applied. FOUND THE PROBLEM: As part of an earlier test, the kull.slc file was awarding Tribunal Empire when the first city was founded, and it's the discovery of THAT advance which triggers the message. So not a problem.
- It also appears that you can't build Arch or Monument buildings until Pax Romana is completed. That's actually a good thing!
- As a test, I used cheat mode and gave my civ Bureacracy and then the five pre-req buildings needed to build the Arch. Not in the build list. So I gave Tribunal Empire, but still not in the build list. Next i gave the Pax Romana Wonder, and NOW the Arch is buildable. But Monument is not, which is good because it's pre-req buildings haven't been constructed yet. Colony is not on the TIMP list either, but also OK since my civ doesn't have Civic Engineering. Just to confirm, I gave that advance next, and immediately the "Colony" TIMP is now buildable.
- RESULT: The problem has been identified, but the remaining question is whether the "Colony" should be buildable by all civs? The only way to do that would be to separate it from the "Birth of an Empire" victory conditions (a variation of the old "Gaia Controller" victory), or more accurately - to have ANOTHER improvement which provides the Colony benefit while restoring the Obelisk as the TIMP needed for the "BoE Victory". To answer the question, there's only one spot left for a new TIMP, and I'm going to assume that Colonies are supposed to be tied to Pax Romana, with the exception that they can still be created by disbanding a Nomad/Settler under the right conditions.
- UPDATE: As described in section CCXCV, it turns out that completing the "Pax Romana" Wonder unlocks Colonies, Monuments (changing to "Magistrates"), and Arches for ALL civs. So no need to do anything about "making colonies buildable by all".
- RELATED ISSUES:
#1) The GL entry for BoE has an incorrect number of required Monument pre-req buildings, as the reality is they work just the same as with the Arch - must have all four in ONE city to build a monument in THAT city. Cannot build a monument based on the number of pre-req buidings elsewhere - all must be in the same city. REQUIRED: Re-write the GL entry for BoE - DONE!
#2) Need to revise the "disband settler to create colony" mechanism. The current requirements don't make any sense, such as the player must have 500+ Gold and 12000+ PW available, or else the Colony will NOT be created. Meanwhile the actual cost of building the colony is 7000 PW, and it grants - not takes - 1000 Gold. In addition, in order to build a colony from the TIMP menu, the cost is also 7000 PW. Losing a settler to get the same result and only gaining 1000 gold as recompense seems, well, unjust. Accordingly, I think it should change to a requirement for 5000 PW in the account, with the cost being the same, and no requirement to have gold available but it will still provide 1000 gold. For comparison, it costs 750 production (not the same as PW) to build a Nomad (or 7500 Gold for a rush buy). NO! The PW cost has to be the same either way - cannot have a different build cost for the settler and another for the TIMP menu.
- Testing the Messaging: If you disband a settler outside the city limits, even if you have enough gold and PW and have Civic Engineering, there is no message. If you disband inside the city limits and have enough gold and have civic engineering but do not have enough PW, you get the "Insufficient Funds" message (which is inaccurate since the real issue is not enough PW). I tried a number of different situations and was only able to get the one message. However, the key point is there's no mechanism to stop you from disbanding a settler when the conditions aren't correct, so even if all the messaging was working, it doesn't matter - the settler is gone.
- FINAL SOLUTION: I re-wrote the Colony.slc code so the requirements are 7000 PW and 1 Gold, and updated the information in the GL accordingly. In addition, I added the "fort-like" code from Cradle4 so that Colonies now have a vision of 2 hexes and a national boundary of 1-hex. This makes them act more like "Real" Colonies since they can be placed anywhere on the map. This works with both the "button" AND "Nomad-disband" methods.
- TASK COMPLETE!

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CXXVI) Unit Voices ("We can't go any faster"):
- NOTE: This was supposed to be a narrow look at one naval unit, then a few others, and finally it turned into a review of the vast majority of unit voices. Typical...(lol)
- I'm probably going to regret this, but will look at the sound files for all instances of that crusty naval voice. It might be fun to have a few more voices in-game, at least for naval units.
- ISSUE: He says that when units can't unload
- Looking in the "Sounds.zfs" file in my sound modding subdirectory:
** gunv07.wav (can't go any faster)
** gudv07.wav (full speed ahead)
** guv083.wav (we can go no further - different voice)
** guv116.wav (can't move yet sir - a third voice)
** guv124.wav (it is god's will - 4th voice))
** guv148.wav (yeah, I've got it)
** guv149.wav (yeah? what do you need)
** guv150.wav (how can i help you sir?)
** guv151.wav (can't now sir, perhaps later)
** guv167.wav (mission accepted - bond voice)
** guv170.wav (sorry, can't do it now - bond voice)
** guv183.wav (they'll never know what hit 'em - slaver)
** guv184.wav (who's next? - slaver)
** guv194.wav (as you wish - english toff)
** guv206.wav (aye, with a good will - scottish)
** guv212.wav (all efforts, will be made - another voice)
** guv221.wav (as you command - same another voice)
** guv222.wav (I await your command - same another voice)
** guv231.wav (immediately sire - english toff)
** guv240.wav (I will do as you command - english toff)
** guv247.wav (Aye, the ship must rest - english toff)
** guv262.wav (your will my lord - english toff)
** guv275.wav (as you order "easy worker" - indian voice)
** guv281.wav (how about here? - english toff)

- Coracle and Bireme use the various "Catamaran" sounds, specifically:
   SoundSelect1 SOUND_SELECT1_CATAMARAN "GUSV07-1.WAV" (ready to row - bosun)
   SoundSelect2 SOUND_SELECT2_CATAMARAN "GUSV07-1.WAV"
   SoundMove SOUND_MOVE_CATAMARAN  "WSAILING7.WAV"
   SoundAcknowledge SOUND_ACKNOWLEDGE_CATAMARAN "GUDV07.WAV"(full speed ahead - bosun)
NEW: SoundAcknowledge SOUND_ACKNOWLEDGE_CORACLE "guxv07-1m" (get in buckos - bosun)
UPDATE: Shifted "guxv07-1m" (get in buckos - bosun) to the "load units" command. Changed SOUND_ACKNOWLEDGE_CORACLE to "NULL" as it playes too frequently. 
NEW: SoundAcknowledge SOUND_ACKNOWLEDGE_BIREME "GUSV07-1.WAV" (ready to row - bosun)
   SoundCantMove SOUND_CANTMOVE_CATAMARAN "GUNV07.WAV" (we can't go any faster-Replace with new GUV151-1 "can't now sir")
   SoundAttack SOUND_ATTACK_CATAMARAN "bow_01.wav"
   SoundWork SOUND_WORK_CATAMARAN  "NULL.WAV"
   SoundVictory SOUND_VICTORY_CATAMARAN "NULL.WAV"
   SoundDeath SOUND_DEATH_CATAMARAN "VWOODEE1.WAV"

- Trireme and Heptireme use the various "Fire Trireme" sounds, specifically:
   SoundSelect1 SOUND_SELECT1_GREEK_FIRE_TRIREME "GUV149.WAV" (yeah? what do you need - bosun)
   SoundSelect2 SOUND_SELECT2_GREEK_FIRE_TRIREME "GUV150.WAV" (how can i help you sir? - bosun)
   SoundMove SOUND_MOVE_GREEK_FIRE_TRIREME "WBTMOVE4.WAV"
   SoundAcknowledge SOUND_ACKNOWLEDGE_GREEK_FIRE_TRIREME "GUV148.WAV" (yeah, I've got it - bosun)
NEW: SoundAcknowledge SOUND_ACKNOWLEDGE_HEPTREME "gusv07-4.wav" (ramming speed - bosun)
   SoundCantMove SOUND_CANTMOVE_GREEK_FIRE_TRIREME "GUV151.WAV" (can't now sir, perhaps later - bosun)
NEW: SoundCantMove SOUND_CANTMOVE_HEPTREME "GUV151.WAV" (haul out - bosun)
UPDATE: Added "GUV151.WAV" (haul out - bosun) to the "unload units" command
   SoundAttack SOUND_ATTACK_HEPTIREME "ramming.wav" (new sound to go with new attack animation)
   SoundWork SOUND_WORK_GREEK_FIRE_TRIREME "NULL.WAV"
   SoundVictory SOUND_VICTORY_GREEK_FIRE_TRIREME "NULL.WAV"
   SoundDeath SOUND_DEATH_GREEK_FIRE_TRIREME "VSWBTSINK1.WAV"

- Dromon and Longship use the various "Longship" sounds, specifically:
   SoundSelect1 SOUND_SELECT1_LONGSHIP "GUV081.WAV" (my crew await your orders - foreign)
   SoundSelect2 SOUND_SELECT2_LONGSHIP "GUV082.WAV" (the ship is yours to command - foreign)
   SoundMove SOUND_MOVE_LONGSHIP "WBTMOVE3.WAV"
   SoundAcknowledge SOUND_ACKNOWLEDGE_LONGSHIP "GUV080.WAV" (as you command - foreign)
   SoundCantMove SOUND_CANTMOVE_LONGSHIP "GUV083.WAV" (we can go no further - foreign)
   SoundAttack SOUND_ATTACK_LONGSHIP "ANONE1.WAV" (Actually, this is ok - a bump/ballist sound)
   SoundAttack SOUND_ATTACK_DROMON "flame.wav" (new sound to go with new attack animation)
   SoundWork SOUND_WORK_LONGSHIP "NULL.WAV"
   SoundVictory SOUND_VICTORY_LONGSHIP "NULL.WAV"
   SoundDeath SOUND_DEATH_LONGSHIP "VSWBTSINK1.WAV"

- Carrack uses the various "Carrack" sounds, specifically:
   SoundSelect1 SOUND_SELECT1_CARRACK "GUV245.WAV" (My lord - english toff)
   SoundSelect2 SOUND_SELECT2_CARRACK "GUV246.WAV" (What are my orders - english toff)
   SoundMove SOUND_MOVE_CARRACK "WBTMOVE1.WAV"  (Replace with "WSAILING2.WAV")
   SoundAcknowledge SOUND_ACKNOWLEDGE_CARRACK "GUV244.WAV" (as you command - english toff)
   SoundCantMove SOUND_CANTMOVE_CARRACK "GUV247.WAV" (Aye, the ship must rest - english toff)
   SoundAttack SOUND_ATTACK_CARRACK "ANONE1.WAV" (Replace with "ACANNON2.WAV")
   SoundWork SOUND_WORK_CARRACK "NULL.WAV"
   SoundVictory SOUND_VICTORY_CARRACK "NULL.WAV"
   SoundDeath SOUND_DEATH_CARRACK "VLWBTSINK3.WAV"

- Galleon and Ship-of-the-Line use the various "Ship-of-the-Line" sounds, specifically:
   SoundSelect1 SOUND_SELECT1_SHIP_OF_THE_LINE "GUV094.WAV" (the crew awaits your order - english)
   SoundSelect2 SOUND_SELECT2_SHIP_OF_THE_LINE "GUV095.WAV" (we are without orders - english)
   SoundMove SOUND_MOVE_SHIP_OF_THE_LINE "WSAILING2.WAV" (ok)
   SoundAcknowledge SOUND_ACKNOWLEDGE_SHIP_OF_THE_LINE "GUV093.WAV" (yes sir - english)
   SoundCantMove SOUND_CANTMOVE_SHIP_OF_THE_LINE "GUV096.WAV" (we must remain here - english)
   SoundAttack SOUND_ATTACK_SHIP_OF_THE_LINE "ACANNON1.WAV" (ok)
   SoundWork SOUND_WORK_SHIP_OF_THE_LINE "NULL.WAV"
   SoundVictory SOUND_VICTORY_SHIP_OF_THE_LINE "NULL.WAV"
   SoundDeath SOUND_DEATH_SHIP_OF_THE_LINE "VLWBTSINK3.WAV"

- Analyzed the ships above and made changes as indicated.
- The main factor was that most of the voices aren't in the AE zfs file, so i placed the "voice" zfs file in the Cradle3 Sounds directory, and they are all back.
- UPDATE: AE does have the voice file - it's located in the ctp2_data\english\sound folder. Which makes sense, since the voices use English. Anyway, that means I can delete the voice zfs file from the Cradle3 directory and they should still work.
- For those who don't care for voices, there are two ways to silence them. At the main menu, click the "options" button (lower left), click "sounds", and then set the voice volume to zero. This also works DURING a game - hit the "esc" key and you'll get access to the same "options" menu.
- For now anyway, there are no plans to do anything else with voices.
- UPDATE: After playing with voices for a while, it appears that neither of the "SoundSelect" voices are used (probably just as well). Conversely the "SoundAcknowledge" plays about half the time you move a unit, and it can get real annoying, especially if there are lots of units of a particular type to move, or you have units with long movement allowances (like ships) and are periodically starting and stopping them (especially during the early "Explore the map" phase). I can't find a file which controls the frequency with which the voice is used (or why the "select" files don't play at all), so maybe that is hard coded. Either way, "acknowledge" needs to be removed or made VERY innocuous for the certain units - those of which there are many AND which move a lot as single units.
- Looking at voices in much more depth:
** Fascist: Uses a Spanish voice (better for the Galleon). Change to the German accent (from Destroyer). DONE
** Destroyer: Has the German accent (now to Fascist), the "Dreadnaught" voice works better. DONE
** Galleon: Uses Ship-of-Line for all voices/sounds. Switch the voices to those which used to be Fascist (Spanish accent). Will also need a new set of "Galleon" lines. DONE
** Poisoner: Has male spy voice, will use female voice from MedMod. DONE
** Janissary: Uses Samurai, but the "Indian Accent" of the Sea Engineer (266-269) would work better. DONE
** Red Guard: Used Fascist (now German), so we'll shift the Spanish (also now Galleon) to this. DONE
** Alexander: Has his own voice! Uses Samurai instead (as do many ancient era ground units). I will change it back. DONE
** Cyber Attorney: Uses Empathic Diplomat voices, but will shift to a cyber-female voice from "Forever Future". DONE
** Warrior: Gave all the "English" voices to "Swordsman" and swapped in Amerindian voices from MedMod. DONE
** Sea Engineer: Had the "Indian Accent", but now has the Abolitionist. DONE
** Camel: Gave it all the "Camel Good" sounds. DONE
** Conscript: Used Infantryman (english), but something American would be better. Will use Marines. DONE.
- UPDATE: Unit voices were updated AGAIN by bringing in a large number of CtP1 voice files (see section CCLXXXVI for details)
- TASK COMPLETE!

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CXXVII) "Charlemange":
- I'm sorry, but I can't take it anymore. "Charlemange"? He sounds like an old, diseased dog, and EVERY time I read it (even recognizing that it's the "invisible code name"), well, it's cringe time. So first, here's the list of files that use this:
- WonderBuildLists.txt
- newsprite.txt
- Uniticon.txt
- Units.txt
- Wonder.txt
- wondermovie.txt
- wonderunits.slc
- gl_str.txt
- Great_Library.txt
- Also had to rename 3 graphics files
- Ran a quick test and everything worked.
- TASK COMPLETE!

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CXXVIII) Uranium Good:
- I can't think of any good reason NOT to associate this with the "Nuke" unit
- Other than it could ALSO apply to the Nuclear Plant AND the Nuclear Sub...
- After implementing a similar requirement for most horse-mounted units, we'll go ahead and add "NeedsCityGoodAnyCity TERRAIN_HILL_GOOD_THREE" in units.txt for the Nuke & the Nuke Sub (but not the Plant).
- The rationale is that nuclear power is different from a nuclear warhead, and it's *possible* to have one without the other. 
- TASK COMPLETE!

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CXXIX) Open Tile Improvement Slots:
- The Tile Improvement "Selection Menu" (or box) is located in the bottom right of the game screen. There are 5 tabs (or categories) each of which has 12 slots in 4 columns of 3 slots each, and the important thing to know is the BUILDABLE improvements have to be selectable from this box.
- By category, here are the tabs which are fully utilized (all 12 slots are taken): Land and Terraform Land. For the rest:
** Ocean: OceanATM Slot Level 3 (Port and Drilling Platform are L1 and L2)
** Ocean: OceanRoad Slot Level 2 (Undersea Tunnel and Maglev are L1 and L3)
** Special: OceanDetector (Column4) Slot Level 3 (Sonar Buoy and Shipyard are L1 and L2)
** Terraform Ocean: All 12 slots are open. Although the source code team made it possible to Terraform Ocean, that's not a feature of Cradle.
- The important point is there are still THREE open slots, although since one of them is "road" it may seek to use a sequence of TIMPs (like all the other roads) so use with caution.
- UPDATE: With the addition of a new level of fishery ("Trawlers" is now L3), "Aquaculture" (L4) now uses OceanATM Slot Level 3 
- Review complete
- INFORMATION

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CXXX) Strange "Enslave" Messages:
- During a test game, i rec'd a strange one-word message "Enslave" followed by another "The foreign nation delivered this in quite an obsequious manner" (2 screenshots with these)
- Hazarding a guess, there must be a file with the message, and my guess is that the second is correct (based on the new diplomacy) but the first delivered the message title as the full text. We'll see.
- Now rec'd a strange "junkstring"message. I think the game is borked...
- (Hopefully it's easily solved by starting a new one..)
- RESOLVED! - Used /reloadslic instead, and that solved the problem, all messages are normal - Except that created another problem (see CXXXIII below)

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CXXXI) Leader Names (& Personalities)
- NOTE: This section was originally titled "Livius of the Romans"
- Really? After 1000 years of Empire, that's the guy?
- That was the female name, but *probably* shifted from "Livia" to make it male. Since it was going to be male anyway, I changed it to Caesar. FIXED.
- This really begs the question of whether to include ANY female rulers for these ancient civs. Most of the "female" names in Cradle are just another male name, and the historical reality is that few of these ancient civs had female rulers, and even then there weren't many.
- Plus all the new diplomat pics are male (and I have no intention of trying to gin up a comparable group of fantasy females), as are the faces on the parchments.
- There's also a number of duplicate names and some questionable male leaders, such as "Leif Erikson" for the Vikings or "Sitting Bull" for the Native Americans, so the whole list should be reviewed.
- Probably the best solution is to get 2 famous male names for each civ, and just change all the female pronouns to male.
- I *think* all this can be done by altering "civilization.txt".
- Actually the names are all in "civ_str.txt", along with the pronouns.
- Edited (most are new) and altered the pronouns, so all civs can have different male leaders (in effect)
- Personalities of each type (Male/Female) can also be different (a pre-existing feature), so each AI civ should "play" differently, depending on the leader.
- UPDATE: Some messages still refer to the leader as "madam". This comes from two entries in ldl_str.txt. FIXED.
- Need to review the "personalities" of each civ. Most of them *should* have two different personalities, depending on the leader. Historical Example: "Hannibal" would be the warlike expansionist Carthaginian while "Hanno" is the builder - DONE
List of Personalities:
** KAHN: Barbarian only
** GHANDI:
  Exploration: Wide
  Expansion: Maximum
  Discovery: Diplomatic
  Conquest: Passive
  Trustworthiness: Lawful
  Alignment: Good
** STALIN:
  Exploration: Minimal
  Expansion: Average
  Discovery: Military
  Conquest: Agressive
  Trustworthiness: Chaotic
  Alignment: Evil
** CEASAR:
  Exploration: Medium
  Expansion: Maximum
  Discovery: Military
  Conquest: Agressive
  Trustworthiness: Lawful
  Alignment: Neutral
** DEGAULLE:
  Exploration: Medium
  Expansion: Average
  Discovery: Military
  Conquest: Neutral
  Trustworthiness: Lawful
  Alignment: Good
** MEDICI:
  Exploration: Wide
  Expansion: Average
  Discovery: Economic
  Conquest: Neutral
  Trustworthiness: Neutral
  Alignment: Neutral
** TELLER:
  Exploration: Minimal
  Expansion: Average
  Discovery: Scientist
  Conquest: Agressive
  Trustworthiness: Lawful
  Alignment: Neutral
** STRANGELOVE:
  Exploration: Medium
  Expansion: Average
  Discovery: Scientist
  Conquest: Agressive
  Trustworthiness: Chaotic
  Alignment: Evil
** CALLENBACH:
  Exploration: Medium
  Expansion: Average
  Discovery: Ecotopian
  Conquest: Agressive
  Trustworthiness: Neutral
  Alignment: Neutral
** NADER:
  Exploration: Medium
  Expansion: Average
  Discovery: Ecotopian
  Conquest: Agressive
  Trustworthiness: Chaotic
  Alignment: Good
- Changed 20 of 66. 27 of 66 were Stalin or Caesar (or both), and now there's a better mix.
- This was also a good time to rearrange the Order of the Civs (in accordance to the plan in my spreadsheet)
- TASK COMPLETE!

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CXXXII) Rationale for Scouts:
- Might be a 2-birds-1-stone thing here. Level 1 Scout has current stats. GL explains that this is a highly motivated individual - will sacrifice all for family and clan. Does not disband at City State as originally planned, but instead "upgrades" to Scout-2 with a final Expiration at Republic. Worse stats. GL explains that times have changed - the civilization has grown and is no longer under existential threat. Everyone around is growing rich and fat, why should he exert himself to the same degree as of old?
- The "birds" are we can use both Zulus for L1 and then L2. Sprites and 2D graphics are all ready to go. Solves the Scout dilemma and puts two perfect units in-game
- Of course, why would the human upgrade to get worse stats? Need to figure that out.
- "Why Upgrade for worse stats"? Easy. Set both as disbanding "GovernmentType" units. Scout1 disbands at City State as planned, but Scout2 becomes available prior to discovery of City State so there's time to upgrade before losing them completely. A system something like this:
- Scout1 is available with "Toolmaking", can only exist under Anarchy, Tyranny, and Dynasty and disbands with any other government. All of that is ALREADY coded. The only adders are an upgrade line to Scout2 and we shift obsolescence (unbuildable) from "City State" to "Bronze Working".
- Scout2 (new unit) is available with "Bronze Working" and can only exist under Anarchy, Dynasty, City State, & Oligarchy and disbands with any other government (probably Republic, which coincidentally is right when "Spy" is available.....hmmmm)
- Which begs the question - should Scout2 have an upgrade path to "Spy"? It does take it from an "orphan line" and gives it a path all the way to the end-game. If so, the change would be to add Republic to the list of Govs it can exist under, but make it obsolete at Republic (i.e. the changeover to Spy)
- Need to review the current stats and decide how to approach. The existing Scout is cheap (90), mobile, and intended for exploring. But because it is so cheap, a lot are created and used to defend the home country (borders and cities) against AI Stealth units. Adding Scout2 is a reflection of that second role, but it should have an offset of lower mobility (2 hex move to 1) and much higher cost - maybe 300 so it's less than slaver. Also make it expellable (scout 1 needs to be as well) and Civilian (unlike slaver and scout) so there is a regard cost for killing it. Given these stats, it only has one valid mission - homeland protection from Stealth Units. It is no longer a Scout, of course, so needs a different name. Some sort of Internal Police unit, but with an ancient name/role. City Guard? Eunuch? Of course, the more civilian the name, the less appropriate is the shield wielding Zulu. If was a "chief eunuch", that would actually work for the "Prophet" (assuming the Fertility Priestess takes his role). Which also puts us right back in need of a Scout unit. Although the Zulu javelin guy is ok, an unarmed unit is preferable. The other thing is that having TWO unarmed units in these roles makes the upgrade to Spy a bit more realistic. The perfect "scout" would actually be the "Plunder" unit - albeit with some editing to remove settling tools and maybe changing a key color.
- Worth remembering how scouts were handled in Cradle: In Cradle 3, the Scout upgrades to Javelin Cav and in Cradle 4 it upgrades to the new "Javelineer". In both cases going from stealth to military. But the key point is they were envisioned as a "temporary" feature, designed to operate only in the early game when the map is largely unknown. In that sense, they should "disappear" at some point, so maybe the "Spy upgrade" isn't necessary - although i do like the idea of unit continuity. The big factor in adding these to the Spy line is that it has appeal as a "natural progression" AND the cost differential is HUGE (at least for the human player), so the player can't just upgrade all of them without taking a big hit to the Treasury, plus it will jump start the AIs ability to utilize a LOT of spies.
Note: Slaver is 400, Prophet is 500, emissary is 700, spy is 1200, assassin is 1800.
- UPDATE #1: Yet ANOTHER idea. Removing the Settler unit from the "Plunder" group means he *could* be available as a both Scout AND Settler, especially since the Scout will disappear long before the Settler arrives as a Nomad replacement. Sprites would be the same, but the 2D Unit pic could be a different color and/or include a "binocular" icon to indicate that the Scout is different. Benefits are you have a unit that is unarmed and clearly equipped for travel. Would also need to change the stats so he is similar to the Diplomat. Has stealth but cannot see stealth (so he isn't employed as a cheap border guard to spot incoming enemy stealth units). However, the option in section XIX (use the emissary, give him "investigate city" powers and stat him to upgrade to the diplomat) is probably just a bit better than this one.
- UPDATE #2: The scout will be removed from Cradle 3+, replaced by the "modified emissary" as per XIX.
- INFORMATION

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CXXXIII) Reloadslic & kull.slc:
- Problem: Reloading slic restarts the clock for this script. So the big "grant of units" once the first city is founded? Yep, happens again.
- Find code that kills it after the first instance.
- Added code which ensures that the game is within the first 4 years before activating. So reloadslic is safe at any point after that. So basically the human player has 4 turns in which to found his first city.
- Tested and it works
- TASK COMPLETE!

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CXXXIV) GL Concepts for "Elites" & "Elite Units":
- The Great Library had no information on "Elite Units" as a group, and while there was a limited concept entry for Veterans, the new "Elites" promotion (introduced by the Source Code team) was not mentioned at all.
- Wrote up a detailed description on which Cradle units qualify for Elite Promotion and also explained the difference between the two kinds of elites (confusing at best).
- Added lots of links to/from the MANY affected units.
- Changes made to GL, gl_str.txt, uniticon.txt, & concept.txt
- Also added 3 new pieces of art for the Elites, Veterans, and Elite Unit concepts
- UPDATE: The new "Elites" don't automatically "work". I had to change the COMBAT_ELITE_CHANCE setting in "Const.txt" from 0 to 0.05 (half the veteran chance) to put it in-game.
- TASK COMPLETE!

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CXXXV) First "Visible Wonder" text box cancels the first (Stonehenge) movie!
- NOTE: The supposition inherent in the above title was WRONG! (read on for the finding & fixing of the real problem).
- At this point Visible Wonders are a "Normal" part of the game, so the easy solution may be to simply disable this message altogether. I think the problem is with the "Feat" messages themselves, since something similar happened when the "Gunpowder Feat" canceled the "update units" window. And a new Advance keeps the Wonder video from playing. Also, if two wonders are created you only get one movie. Not sure if there IS a fix here, other than removing all cases where one event generates two different messages/actions/slic. One solution (if possible) is to assign all of these to the "Message Window" so you can at least click on them later. May not work for Movies.
- FINDING! My first "Visible Wonder" was "Field Dynamics Lab" and that movie played AND THEN the Visible Wonder" message appeared. So it did NOT stop that one. Why? What is different?
- Built the Pyramids and had the same thing - Movie, THEN message.
- Built Chichen Itza and had the same thing - Movie, THEN message.
- Built Temple of Solomon and had a slightly different result. First there was a Govt Discovery message (Dictatorship) and then the Movie played. Message did NOT appear, but showed up in the message list (probably wiped out by the Gov Message).
- I *think* the problem is with Stonehenge movie. All other movies (those tested anyway) work fine, and even in this case the game brings up the movie window first before cutting to the message.
- Tried a Stonehenge movie from MedMod and had the same issue.
- Changed the link in Wondermovie.txt to have it play the one for "Temple of Solomon" instead, and had the same problem! Will try again with the Pyramid movie link - that one definitely DID play.
- THAT didn't work either??!!?? Very strange.
- AAAAHHHHHAAAAAA!!!! Found it!!
- God. You would THINK that a file named "wondermovie.txt" - which lists all the wonders by name and the file names of the movies - you would THINK that controls which movies get played. And you would be WRONG!!! The file which actually controls this is the ubiquitous "uniticon.txt". And here's where the painful process of changing the format to that employed by MoT really pays off. Instead of a "wall of text", it was easy to find  ICON_WONDER_STONEHENGE and right below that, clearly visible, was the "Movie" entry which called for a file named "GW04A".....which does NOT EXIST. Changing that to the actual file name (GW51.avi) solved the problem. Gah!
- In fact I immediately spotted another issue, because while "wondermovie.txt" says the Pyramid movie is "GW01A.avi", that one doesn't exist either! Instead, we see the movie referenced in "uniticon.txt" (GW028.avi), which actually does exist.
- Before putting a close to this, I'm going to look at ALL the Wonder movie links and make sure the ones in "uniticon.txt" are all correct.
ICON_WONDER_ISLAM - Movie "GW55.avi" (Torah scroll) - s/b GWkora.avi
ICON_WONDER_MANHATTAN_PROJECT - Movie "GW023.AVI" (Internet) - will use Cradle4 movie
ICON_WONDER_SILK_ROAD - Movie "GW07A.avi" (Appian Way) - will use Cradle4 movie
- In addition to Stonehenge, the 3 above were also wrong and have been fixed
- Changes made & tested 
- TASK COMPLETE!

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CXXXVI) CtP1 Movies:
- While working to fix the Stongehenge video problem, I looked up the list of CTP1 movies to see if any might be useful:
- Stonehenge: GW04A.avi
- Sphinx: GW01A.avi
- Labyrinth of Minotaur: GW02A.avi
- Parthenon: GW03A.avi
- Dinosaur Park: GW24A.avi
- INFORMATION

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CXXXVII) Civ-specific messages don't appear:
- Oh boy....I definitely broke something! On T5, every civ is supposed to get a message telling you what your civ-specific traits are, and then the slic file ensures that the various bonus/malus effects take place.
- For now, it's definite: NO CIV gets the message (not sure if the traits still happen)
- Commented out my kull script to see if that was the culprit. No change.
- Ran a test as Egypt. They have a trait which gives Pop2 to all new cities. And it happened! So that means the culture traits awarded via the traits2.slc file are happening. Thus *probably* just the messages....
- Tried a few things, but no dice. Something is interfering with the display of these messages, so to help with comparisons I create a new subfolder called "Cradle2" and loaded in all the files from my Cradle Scenario folder. So it has some changes but far from what we now have in Cradle3+. The only real change was to move all the slic code from scenario.slc to the bottom of script.slc, and the game loaded up.
- TEST#1: Ran a Cradle2 test and on T5 (when the date appears as 2950 BC), the Civ Traits messagebox appeared. The next test will be to comment out all Cradle3+ slic files not running in Cradle2.
- TEST#2: Commented out kull.slc, natwonders.slc, and buildingunits.slc and uncommented killcityoption.slc and soundfix.slc - that means the same named slic files are running, but of course much of the contents are different...NO EFFECT. Not sure what to do now. I'll have to compare all the other slic files, one by one, and see what is different that might be causing the problem. I can't just sub in old for new, since many of the changes can't be walked back easily, like using new "code names". Anyway.....this is going to be painful....
COMPARISONS:
- The two "civilisation.txt" files are different because of the new AE system, but the civs are all in the same order (wondered if that would make a difference).
- I commented out all but four slic files in Cradle2, and it ran and gave the message. Did the same in Cradle3 and it ran and did NOT give the message! So presumably the problem is somewhere in this group:
** feats.slc - only difference is C3 has an "upgrade militia" feat and C2 does not
** culture.slc - file is identical for both C2 and C3
** traits.slc - file is identical for both C2 and C3
** traits2.slc - only difference is C3 has a different code name for Praetorian(s)
- TEST#3: Ran a C3 game as Sumerians, and they have a Golden Age Feat which plays at T10. And it did, message and all. The code looks very similar, so not sure why this one plays and the other does not.
- THEORY: All these messages (and many more) are in a file called "scen_str.txt". Since this is NOT a scenario, maybe that is causing problems? The default Cradle files put NOTHING in a file with that name, and I'm thinking it's there because my baseline Cradle3+ files were from BBs Cradle SCENARIO folder!? However, the Cradle2 test files have the same file structure, and those work. BAD THEORY. Moved stuff around but it didn't help.
- However, removing all those slic files from C3 now has games starting even w/o the opening message (so it's getting more broken! yay!) Somehow fixed that, but C2 had the same problem.
- Looking deeper, the game activates the Feat in C2 because you see the +2 happiness in the city screen AFTER the Trait message. But you do NOT see that in C3. So not just a message, the whole code doesn't play.
*******************
- In essence it comes down to this: The Game does NOT KNOW the human player owns CivX on T5. That's it, in a nutshell. WHY??? Something about the code which is used to determine who the human player is, well, it must be borked. Although - again - the same code works in C2.
- NO! It can't be the code, since we cut all the slic files down to a bare minimum of 4 and it still worked in C2 but not C3. After that, the only thing left is the code as deployed in "Feats.txt" (the Feats themselves, activated by the code in traits.slc) AND the names (or something about) the civilizations themselves.
********************
- Identified a missing Civ in the "traits.slc" code - Mongols. Adding that probably won't help (it isn't in C2 either), but at least it's a bug fix. In other words, there ARE Feats associated with being the Mongols, but they don't activate.
- One other thing - the code applies the Civ Traits to ALL active civs, including the AI ones. I could easily rework this for human-only, but that's not what's needed. Drat.
- TEST#4: The idea is to comment out all the civ-lines in the code which determines what civs get which traits. Maybe leave ONLY the civ run by the human player. Did THAT. Left only the Sumerian Civ and the Trait code ACTIVATED ON T5!!!!! And I checked, and the +2 happiness "Feat" was present in the city window, so the whole code works, not just the message. FINALLY! I think we're on the right trail. OK, next test is to leave the 22 civs in the list below Sumer and try it again. 
- TEST#5: That broke it. Now to remove all those and add back the 9 above Sumer. EXCELLENT! That worked. BIG, because i was half afraid the code would only work for the human civ. Of those, 7 are in-game with Sumer, and Rome is not. Now I'll add the 22 back in "halves" 11 and then 11. Also good news. The code worked with the 11 right below Sumer (plus the 9 above). Will continue triangulating - hopefully it is just one civ. Top 5 of the "bottom 11" failed. Bottom 6 of the "bottom 11" worked. Turkey & Byzantine worked, so its Nubia, Inca, or Maya. Adding Nubia failed. Let's remove that and add Inca & Maya. And they WORK! So it's Nubia....something about that civ is causing this....
- Just to be sure, i ran another Sumer test (good) and then Persia (good) and Maya (good). And lastly, as Nubia (uncommented for this purpose) and sure enough the code failed. So DEFINITELY this is related to Nubia!
********************
The problem isn't fixed (yet), but I just have to say...THANK GOD! This was driving me crazy. The real key was the decision to add the Cradle2 game, and use that as my "baseline". Having that "pole star" of reality kept the "wild goose chasing" to a minimum, and finally helped me key in on the real problem area.
********************
- This can't be it...can it? civilization.txt has 40 Nubian cities while civ_str.txt has 41. Nope, added the 41st city and then uncommented Nubia, but the code failed anyway. Still, that's a bug fix. Who knew that kind of disconnect wouldn't kick out an error?
- The good news is that I added a line for Mongols, so they FINALLY have access to their special civ traits. But i cannot find ANYTHING that looks different between the successful Nubian Trait code in C2 and that in C3
- One "final" test with C2 confirmed that yes, Nubia DOES get it's civ traits and the lack of code kept the Mongols from getting theirs. At this point, I'm beating a dead horse - maybe something will turn up later, but for now the code works for everybody else and the add/delete of Mongols/Nubia at least means the same number of civs are getting special traits!
- Actually the REAL final test is to reactivate all the commented out slic files (fingers crossed). OK, both C2 and C3 are back to their original state (all required slic files activated) and the Bug (Nubia aside) is gone. Whew!!
- UPDATE: While working with the "civ_str.txt" file days later, I realized that Nubia is the ONLY civ that has a different code country name compared to the code names of cities and leaders. For example, the Country Name is "NUBIA" but the others all start with "NUBIAN". And it turns out, that's OK! Cradle2 has the same difference. But where the two game folders differ (FINALLY!) are the code names in the "civilization.txt" file. Cradle2 has the same name in both files ("NUBIA") while Cradle3+ has "NUBIA" in civ_str.txt and "NUBIAN" in civilization.txt. I must have made that change at some point (for some reason) and yet never bothered to write it down as an action and never realized the shit-storm that was about to kick off! Gah! Anyway, changed the name so it's "NUBIA" in both files and "uncommented" the "NUBIA" lines in "traits.slc" and ran a few test games: In all cases, the civ-traits are now awarded to everyone, including Nubia. Whew.
- FINAL RESULT: BUG FIXED

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CXXXVIII) Adding "Idle" Animation to Assyrian Archer (Stan Karpinski from Civ3/AOM):
- There are three animations (Move, Attack & Death), comprising 290 images. Another "3-digit" sprite, so set temporarily at 79 (will be ??? - we'll see).
- Only started on this because I'm looking for a new (Mesopotamian) head for the Pharoah Chariot. Turns out this is a pretty nice unit with good animations, and it might be a better candidate for the 1st Archer. Not crazy about the running, but otherwise fine. Anyway, not sure if the head will work - we'll see.
- Sprite sizes are the "standard" 96x72.
- Except for the final 2 Death images (and corresponding shadow files) which are 196x72 and 257x72 respectively. Some graphical glitches in there as well, so I'll need to clean those up and get them back to normal size.
- There's an error in all 5 movement directions, as the animation skips file #4 and repeats file #5. An easy fix.
****************
- This will also be the first unit with an "all-direction" Idle. Although the Idle is necessary to activate the movement animation, I'm not so happy with all units flipping around to face you after their movement is complete. It's an un-natural move, and it also removes the directional heading. For example, it can be helpful to see which way a unit is pointing at the start of each turn - serves as a subtle reminder of where you intended them to go. Some units have this already, such as the Prophet and the Slaver, and it is a better "look".
- For Idle, I'll use the first 5 directional images from the Movement animation - just a single file each so there won't be any Idle movement. Worth noting that I had to swap the 4 and 5 direction images as the facing works better that way.
- FINDING #1: I can't get makespr to accept a 5-direction Idle, and when looking at the break-down of images which make up the Prophet sprite, surprisingly it has only a single direction Idle animation. HOWEVER. What that unit HAS is an UNUSED MOVEMENT file! (and so do others that also face in the correct direction after an end-move). For example, the prophet has 10 movement frames (every direction) but the animation only uses the last 9. And sure enough, the unit uses that first image to stay facing in the right direction.
- EXCEPT: The Scout/Mistress also has an unused movement file, yet she never faces in any direction other than the Idle. I *think* that is because she uses File #0 in her Idle animation, so i'm going to rebuild the sprite leaving 0 unused.
- Did that, and no change. The next test will be to change the Idle "ANIM_TYPE" from 0 (sequential) to 1 (looped). And THAT did it!! However...
- FINDING #2: Directionality ONLY shows up when you load a saved game. Units with Idle that have a directional facing other than that of the Idle, will retain it UNLESS they move, after which the Idle directions take precedence - even after "end turn". This is true even of unmodified units, such as Prophet & Nomad, so it's not a "bug", just the way things work for all sprites with an Idle, no matter how simplistic.
- I tried many ways to get a multi-directional Idle, but all of them kick out errors and refuse to build. Consulting the "makespr" documentation, it says "Idle - requires 1 facing", but makes no mention that more might be possible. At this point I'm assuming they're not.
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- With that out of the way, the sprite built correctly and looks and operates properly.
- Still need a set of 2D graphics - DONE
- UPDATE: Although this unit has an ancient "look", artistically it is MUCH different from the CTP1, CTP2, and Morgoth units. That's fine in the case of "specials" since by definition they are few in number. But there's a lot of archers, and during the playtest games they clearly didn't fit in with the existing overall "look", plus there's nothing technically wrong with the existing Archer. So it's been reverted.
- TASK COMPLETE!

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CXXXIX) Civ Name Mesopotamia-to-Babylonia:
- There never was a civ called Mesopotamia, so Babylon should be what it was always known as: Babylonia.
- To clarify, this does not affect the name of the new "Mesopotamian" city style, as that applies to all the civs of an entire region. 
- This turns out to be a really easy fix: Change one line in Civ_str.txt (as a huge side benefit, making this change led me to look at Nubia one more time and finally spot the problem which kept its civ-traits from working!)
- TASK COMPLETE!

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CXL) More Goods Sounds to look at:
- SOUND_ID_COTTON "NULL.WAV" > cotton.wav (kind of like a cotton gin)
- SOUND_ID_DYE (New) > shellfish.wav (water and clam sound)
- SOUND_ID_HARDWOOD "NULL.WAV" > Sawing.wav
- I found that you can bring WAV files (unmodified) in from M2TW and they work PERFECTLY in AE! So right away that means we can have much better elephant and camel sounds, but others can probably be added as well. For starters:
Camel = Camel_Groan_22.wav (renamed in AE)
Elephant = Elephant_Snort_08.wav (renamed in AE)
Cotton = Cloth_16.wav (renamed in AE)
- Also went on-line and downloaded a number of other sound and video files and converted them to WAV (used the same format as the M2TW sound files). These are used now for Alligators, Bears, Seals, Whales, Squid, Banana, & Lobster.
- Medicinal Herbs and Sugar have the same sound (both use the "Sugar" sound). Look for a motar and pestle sound (grinding) for the Med Herbs.
- For now I'll create a new "Herbs" entry in "Sounds.txt" and reference it in "Goods.txt" (and use the old "NORDBANA")
- Rice has an odd thump sound. Will replace it with the liquidy NORDLEMO (at least for now)
- Created a new "mortar and pestle" sound for the "Herbs" (ti_m_pestle.wav), placed it in the "sound" folder and referenced it in "sounds.txt" - DONE
- FORMAT INFO: Make sure the sounds are saved as .wav and 22050 Hz (but Wav, mono, and 44100 also works)
- TASK COMPLETE!

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CXLI) Create a new Great King Chariot:
- The "Real Chariot" (see LXXXV) is actually driven by a naked woman!! So that would be perfect for an "Amazon" Civ, but not so good for ancient Near Eastern Kings. The solution (given no real alernative) is to take another look at the "Pharoah" chariot and see if it could be given a different "head", and thus get the Great King "look". Also remove the plumes from the horses heads. A LOT of work, but the other chariot REALLY bothers me! This would also restore the "archery" aspect, which is how these chariots really operated, especially the "King" chariots.
- That was BRUTAL. Took two full days to make all the edits to the 122 images which comprise the "Pharoah Chariot".
- However, it does look really good (much better in its own way than the "Real Chariot") and even though it's obvious that the two units are closely related, it's still fairly easy to tell them apart.
- Changes made & tested
- 2D pix revised to remove spear and add bow
- UPDATE: During an attack, the Pharoah (72) & Great King (72gk) sprites "shrink". Checked and the unit images are smaller in the Move group than the corresponding images in the Attack group. This will need  a fix similar to those used by Age of Sail ships - a *.0 first Move image which is actually the Attack image for that direction, but it can't be part of the Move sequence. So yes, both sprites have to be rebuilt - FIXED
- TASK COMPLETE!

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CXLII) Minor Bug - "Unit Upgrade" and "Unload" button in the same slot:
- I noticed this when a Coracle was carrying a Nomad and a Scout, and i wanted to unload only the Nomad (to found a new city) but not the Scout.
- The Coracle was eligible to Upgrade to Bireme, and so the "upgrade" button appears in the Unit Button window. In the EXACT SAME SLOT (Column 3, Row 3) as the "unload" button.
- So that means you can't selectively unload units, but have to unload the whole cargo by pointing the vessel into a land hex.
- The unit "Button Bank" is completely full, and there are already a number of "shared" slots, so there isn't an "open" slot (i.e. unused by all other units). Even if I could move it to another slot, that would just create a different problem for some other unit.
- RESULT: NOT FIXABLE.

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CXLIII) Buildings.txt:
- Since there's a limit of 64 buildings, I'm going to number all those listed in "Buildings.txt". As a reminder, the "limit" refers to how many can exist in a single city at one time, so theoretically you could have more than 64, so long as there are ways to keep "per-city" numbers at 64 or less. As just one example, the "Capital" and "Dynastic House" are restricted to just one city (the capital), so if there was a way to exclude two other buildings from that city, the "real" count would drop from 64 to 62. Likewise, the "Arch" & "Monument" have no purpose other than to support the "Birth of Empire" victory option. Interestingly, if they were excluded from the Capital city, that gets you to 62 right there! (Note to Self: Do not confuse the building called "Monument" with the TIMP Obelisk, "Colony" in Cradle).
- UPDATE #1: If you add the new code, "ExcludedByBuilding" (and set that to "IMPROVE_CAPITOL") to Monuments and Arches, that IMMEDIATELY drops the max number of buildings-per-city to 62! DONE
- UPDATE #2: Another idea is to add a "Feat" which completes when a player builds the BoE Wonder, and add the "NeedsFeatToBuild" requirement for both "Arch" & "Monument". That eliminates them from ever being in the build queues of every other civ - NOT NECESSARY (see below) 
- UPDATE #2a: Turns out that a civ MUST build "Pax Romana" in order to build "Monument" and "Arch". It's a new undocumented "feature" of the AE code. Anyway, the point is we don't need an additional mechanism to prevent the AI from constructing these two buildings. The original idea (making them unbuildable in the Capital City) is still the plan.
- UPDATE #3: "Battlements" has the "CoastalBuilding" attribute, but there isn't a "non-coastal" attribute. Was hoping for an "either/or" option, but that doesn't seem to be available. NO ACTION 
- UPDATE #4: "Const.txt" has a MAX_CITY_BUILDINGS setting of 1000 (the AE default), but if that were changed to 64, the AI (and human) could never build more than the limit anyway, thus - presumably - avoiding the "bug" altogether. PENDING
- UPDATE #5: If you add the new code, "ExcludedByBuilding" to Mosque and Basilica, it would limit the player to one per city (which again drops the total count). That would need to be looked at in more depth, as you wouldn't want (for example) the Caliphate to have only Basicilas or Theology to have only Mosques. A better idea would be a gov-restriction which restricts building of the wrong type, but only while that gov is in effect. And/or to change the effect of the "wrong" building when the "other" gov is in power. Additionally: Building of Hagia Sophia and Holy Scriptures permanently excludes Mecca/Koran AND if you have those wonders, it enforces Mosque-only or Basilica-only. PENDING. 
- The count of Buildings is 70, of which 6 have the Hextapul requirement (all at the bottom of the file) and all of which are late game "vanilla" CtP2 improvements.
- At a minimum, they need to be deleted from the Tech Tree (DONE), and likewise should NOT appear in the Great Library
- Added a "GLHidden" entry for all six, and they are no longer visible in the GL.
- UPDATE #6: Idea for Inland vs. Coastal Buildings. As noted in "Update#3" above, there is a "CoastalBuilding" attribute, but there isn't a "non-coastal" attribute. However, if a very early building was inserted (maybe call it "coastal settlement") which provides a small bonus of some sort but is primarily included for the "coastalbuilding" attribute. Once that exists, all "inland-only" structures would use "ExcludedByBuilding" (citing the new coastal building) and that way you have a workable system of land-sea bifurcation. Of course, that gets us to 65, so let's look at how to manage structures, to include the other ideas noted above:
* Coastal Living/Littoral Food Storage (new): Has "CoastalBuilding" attribute (this can be the "coastal version" of the granary). To make sure these are built before any Granaries, it would be best to have a new Advance which precedes "Ship Building" (i.e Coastal Living) and which allows for building "Littoral Food".
* Battlements (exists): Has "CoastalBuilding" attribute. Remove "Ballista Towers" prereq and give it a small "OffenseBonusLand" (10 vs the ballista 20?). Idea is for this to become the "Water Fort"
* Ballista Towers (exists): Use "ExcludedByBuilding" (Coastal) so it is "inland-only". This is now a +1 due to the Battlements-Ballista Towers offset. 
* Granary (exists): Use "ExcludedByBuilding" (Coastal) so it is "inland-only". Have to remove the "Granary pre-req" from Aqueduct as part of this change (which kinda makes sense anyway). This is a net zero (Granary-Coastal offset)
* Gaia Computer (Arch - exists): Uses "ExcludedByBuilding" (Capitol) so this becomes a +1 (capitol-arch offset) 
* Power Satellite (Monument - exists): Uses "ExcludedByBuilding" (Capitol) so this becomes a +1 (dynasty-monument offset)
- With 3 new openings, that allows for several of the CtP2 buildings to be resurrected. Best candidates:
* Matter Decompiler: Especially since Cradle still has the "Central Matter Decompiler" Wonder! AE has "Ecotopia" as the pre-req, but I think "Nano-Assembly" is better.
* Micro Defense: There isn't any defense against bio or nano agents, so this would bring that back. AE has it appear with "Nano Warfare", and that would be fine (especially since it does nothing now that "Infector" was moved to Bio Warfare)
- Not sure about the last. Most of these are late game structures anyway, so wouldn't be around for long. Another idea is to add a building requirement for the "Gutenberg" religious victory option, so the game doesn't end the instant somebody builds that Wonder.
- ALSO: simply separating out the Arch/Monument from Capitol/Dynastic allows for adding the two structures above, without even getting into the Land/Coast stuff. Might be a lot simpler to just do those, and leave the others for later, IF there's a need for yet another structure. 
- UPDATE #7: Added  "Matter Decompiler" and "Micro Defense" to the Cradle buildings list (and updated the Tech Tree & GL accordingly)
- UPDATE #8: Added  "Matter Decompiler" and "Micro Defense" to "BuildingBuildLists.txt" to ensure the AI builds them for the right reasons.
- Files to change when Adding a new Building:
* buildings.txt
* gl_str.txt
* Great_Library.txt
* Uniticon.txt
* BuildingBuildLists.txt
- Added the new "Religious Victory" building as discussed in section CCXXXIX.
- UPDATE: This premise (being able to build more than 64 buildings) is INCORRECT. See section CCXC.
- TASK COMPLETE (some reversed, some stays)

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CXLIV) Cradle 4 Economic Improvements:
- One of the nice things about Cradle 4 were the changes to many of the Economic Buildings. In particular, there is no upkeep in Gold, which is good since these are supposed to increase income, not force you to do math in order to figure out if they are worth building.
** Agora: Upkeep from 2 to 0
** Bank: from 4 to 0
** Bazaar: from 1 to 0
** Brokerage: from 5 to 0
** City Clock: from 5 to 0
- TASK COMPLETE!

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CXLV) Cradle 4 Conversion Inhibitors:
- Another good feature from Cradle 4 is that Walls no longer inhibit religious conversion, but Religious buildings do. This definitely makes sense, and is another feature that will be copied over to Cradle 3+, specifically:
** Walls:  PreventConversion from 0.3 to 0
** City Walls: PreventConversion from 0.4 to 0
** Basilica: from 0 to 0.2
** Monastery: from 0 to 0.2
** Mosque: from 0 to 0.2
** Shrine: from 0 to 0.1
- TASK COMPLETE!

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CXLVI) AIData Folder - "Goals.txt":
- The source code (SC) project changed a number of the files in aidata folder, and it's time to go through ALL of them (using WinMerge) and to switch the Cradle files over to the new formats (and to make changes as circumstances dictate - i.e. if it appears the change will improve the AI)
- Starting with "Goals.txt"
- FINDING: There are sooooo many changes between the SC file and Cradle that frankly it's impossible to do a line-for-line determination of what to keep or change. Accordingly I'm going to utilize the SC file as-is, and let playtesting determine the result.
- TASK COMPLETE!

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CXLVII) AIData Folder - "Personalities.txt":
- The source code (SC) project pulled a lot of personality settings out of the executable and placed them in this file so that modders can adjust them, if desired.
- As a result, there are MANY more lines in the SC file, so it will be switched over to Cradle 3+.
- For the lines which are "common" between the two files, the only change is that Hex set Expansion to "Maximum" for ALL personality types, whereas the SC file Varies between Max and Average. Given the SC attention to improving the AI, I will keep the SC file as-is (ie., not setting all expansion to Max)
- TASK COMPLETE!

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CXLVIII) AIData Folder - "Strategies.txt":
- The source code (SC) team made a HUGE number of changes to this file, and there are many comments about how the AI has been optimized to do things like "maintain proper happiness" level, and thus you don't need to drive that behaviour with this file (as an Example, Hex sets most "EntertainerPercent"  to 0.6, but the SC team sets them all to 0 because "the AI knows how to do this".
- Anyway, I'm planning to (again) replace the Cradle file with the one from the SC, but will go through it and make some adjustments.
- Had to add the Cradle govs & altered a few other settings
- Blew up the MoT "settling.slc" file, because the "Settling Strategies" section was missing from the bottom of the new file. Copied that section in from the original file and the game loaded fine.
- INFO: Because i'm always looking for the file which controls this, HERE is where you find the setting for "minimum distance between settled cities".
- TASK COMPLETE!

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CXLIX) AIData Folder - "UnitBuildLists.txt":
- This file groups the Units into a number of "build list" categories. 
- There isn't a source code (SC) specific file, but the AE file is more focused on properly categorizing the units into each "build list", wheres the Cradle file tends to put the same unit in a lot of different lists, plus some of the listings don't make sense (f/e why is "Slaver" in the "Special_Peaceful" list?)
- In addition, the Cradle file had 15 build lists, but AE has 26.
- Anyway, I'm going to follow the AE model and will use their 26 lists and less sharing across categories.
- TASK COMPLETE!

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CL) AIData Folder - "WonderBuildLists.txt":
- This file groups the Wonders into 7 "build list" categories. 
- Again, there's no source code (SC) specific file and many of the Wonders are Cradle-specific.
- Each file has the same seven categories, and while there's a lot more sharing across categories in the Cradle file, I think it was done in order to make the AI more aggressive at building Wonders.
- At least for now, we'll continue to use the Cradle file "as-is" (no changes), but may revisit this later.
- TASK COMPLETE!

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CLI) AIData Folder - "ImprovementLists.txt":
- This file is for the terrain improvements (Roads, Farms, Nets, etc) and oddly enough the AE file is extremely minimal. The 4 categories only have 5 improvements, with the majority not listed at all. Once again there isn't an SC-file, and I half suspect that the AI improvement covers this without the need for a reference-and-prioritization file.
- That said, the Cradle file lists all the buildable TIMPs, and I'll make a couple changes but largely leave it untouched.
- TASK COMPLETE!

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CLII) AIData Folder - "DiplomacyProposal.txt":
- This file lists the various diplomatic proposals that can be made to/from the human player and the AI (and probably to/from AI to each other). There is almost no difference between the Cradle file and the AE file (and nothing from the SC team).
- Cradle disables the "Research Pact" (which I will retain) while the AE file adds conditions to a few of the others, mostly by requiring embassies. That seems like a reasonable requirement, so I'll add that to the Cradle file, thus getting a mix of both. To clarify, 99% of each file is identical, so these are tiny changes.
- TASK COMPLETE!

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CLIII) AIData Folder - "Diplomacy.txt":
- This file has the "hard numbers" associated with player actions that impact the "Diplomatic Regard" level with each AI civ. With one notable exception, there is little difference between the Cradle file and the AE file (aside from a few changes in the Regard bonus/malus values from certain actions), and in those cases I'll keep the Cradle values.
- The lone exception is that while the bottom half of the Cradle file is devoted to costs associated with AI-AI interactions, that section is COMPLETELY MISSING in the AE file. My initial assumption was that it's simply no longer needed, as per the comment in the Apolyton_README file that "AI-AI-Diplomacy actually happens now". However, the MoT mod - specifically designed to use many of the SC Team improvements - still retains all the AI-AI text in its file.
- Accordingly, I'm going to retain it in the Cradle file as well, and other than a few small tweaks to some of the regard costs, will keep the Cradle file largely as-is.
- UPDATE: Deleted the "AI vs AI" section from Diplomacy.txt as described in section XXX.
- TASK COMPLETE!

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CLIV) AIData Folder - "BuildingBuildLists.txt":
- This file groups the different buildings into "buildlists" in support of different goals, for example "Happiness", "Gold", "Production", etc.
- The SC file has 12 groups, while the Cradle file has 9.
- Accordingly I revised the SC file to keep their categories, but added all the Cradle buildings
- Cradle had a lot more "sharing" of buildings across the categories, but I eliminated most of that. Again, the assumption is the new AI does a better job of "following directions", so the less conflicting those are, the better.
- TASK COMPLETE!

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CLV) AIData Folder - "BuildListSequences":
- This is the prioritized "list of lists" for each of the usual groupings (Science, Gold, Production, etc). For example the "Production" list puts the "Garrison Units" build list at the top, followed by the "Production Buildings" build list, and another 22 lists for more Units, Wonders, and Buildings.
- The original Cradle file had 9 groupings, while the new SC file has 17, including the new SC groupings for "Dirty Cities", "Small Cities" and "Barbarians", among others.
- That sounds like a LOT of changes, but the lists within each group are exactly the same, albeit ordered differently. One of the main differences is that Cradle places a higher priority on the building of Wonders.
- To integrate the two files, I will copy the Cradle sequences into 8 of 9 Groupings that the two files have in common (will leave "Default" at the SC settings).
- TASK COMPLETE!

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CLVI) AIData Folder - "AdvanceLists.txt":
- This file lists every advance, in the sequence the AI should research them. In addition to "Default", there are settings/lists for "Scientist", "Militarist", "Economic", "Ecotopian", & "Diplomatic". Cradle & AE have the same groupings (but different advances and order of advances)
- There isn't a source code (SC) specific file, so we'll use the Cradle file as it has all the MANY Cradle-specific Advances. It has been updated with the new Cradle 3+ Advances (Combined Arms, Legal System, etc)
- TASK COMPLETE!

NOTE: This completes the review & alteration of ALL 11 files in the AIData Folder

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CLVII) Try to Fix Cradle4 til file:
- Replaced the blank file in 418 with the Maglev post. That worked, but the problem is that no matter what you change, TileEdit errors out while trying to save the update.
- So yes, you can make changes but those don't cause the blank positions above #417 to appear, and you can't save the file in order to see if that removes the error on reloading.
- Result? Can't fix this.
- TASK FAILED

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CLVIII) Adding "Idle" Animation to Morgoth "Janissary":
- There are three animations (Move, Attack & Death), comprising 170 images. Another "3-digit" sprite, so set temporarily at 59 (will be 159).
- Like another "Morgoth-created" sprite (Spearman) every image is 120x90 compared to the usual 96x72.
- No shadow files for 4 of 5 Attack directions. Fortunately the Move images are so close to the Attack images that we can use the Move Shadows to fill in those blanks (only 28 images)
- For Idle, it will be simple, just the one image from the #4 move direction.
- Everything built correctly, tested fine, and the sprite looks good.
- TASK COMPLETE!

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CLIX) Adding "Idle" Animation to Morgoth "Man-at-Arms":
- There are three animations (Move, Attack & Death), comprising 162 images. Another "3-digit" sprite, so set temporarily at 60 (will be 160).
- Like most "Morgoth-created" sprites, every image is 120x90 compared to the usual 96x72.
- No shadow files for 4 of 5 Attack directions. Fortunately the Move images are so close to the Attack images that we can use the Move Shadows to fill in those blanks (only 28 images)
- The Idle will use 3 attack images so he appears to hold his axe in the air.
- Everything built correctly, tested fine, and the sprite looks good.
- TASK COMPLETE!

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CLX) Adding "Idle" Animation to Morgoth "Arquebusier":
- There are three animations (Move, Attack & Death), comprising 158 images. Another "3-digit" sprite, so set temporarily at 19 (will be 119).
- Like most "Morgoth-created" sprites, every image is 120x90 compared to the usual 96x72.
- Unlike the last two, this sprite has all the shadow files.
- The Idle will use 3 attack images so he appears to check if his rifle is loaded.
- Everything built correctly, tested fine, and the sprite looks good.
- TASK COMPLETE!

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CLXI) Creating the new Trebuchet Sprite:
- Cradle3 started with three ancient-era artillery units (Belfroi, Onager, & Trebuchet) but all of them had "catapult-type" sprites. As noted earlier, the Belfroi was replaced by the Ballista from Cradle4, but that still left two catapults. The third was called a "Trebuchet", except it wasn't, and the only available Trebuchet sprite (from AOM) was a valiant attempt but the actions were jumpy and not up to par with the other units in Cradle. Eventually i found a good 3D model at Sketchfab and took screen shots of the unit facing in each of the required 5 directions.
- I played around with some shadows but didn't care for them and ultimately built a sprite with 5 Move images and a single Idle (the #4 move). Accordingly it has proper facing in all 8 directions and looks EXACTLY like a trebuchet. Although there's no real motion, that is also true of the new Ballista unit and is (I think) an acceptable compromise.
- Also created the 2D art (using the same unit), recorded a "trebuchet firing" sound for the attack, and made all the required text file changes to put the new unit in game. Also removed the redundant blue "Catapult" unit.
- UPDATE: Removed the "Idle" animation since all it did was to eliminate the "directional facing" (see CLXII)
- TASK COMPLETE!

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CLXII) Directional Facing Issue (Idle Anim Type 1):
- As discovered while trying to add additional Idle directions (see CXXXVIII, the "Assyrian Archer" section), units that have an Idle animation which is NOT "ANIM_TYPE 1" do not retain directional facing when a Save Game is loaded. It's a limited form of facing, but at least it is SOMETHING, and as a result I need to look at ALL the re-worked sprites to see which ones were built with "1" (and are thus OK) or with "O" (and thus need to be rebuilt. There's also a "2", but i never used that (good thing, because those would need to be rebuilt as well).
98 Poisoner = 0 tested
03 Warrior/Pacal = 0 tested
08 Assassin = 0 tested
13 Trade Emissary = 0 tested
14 Trireme = 0 tested
21 Ship-of-the-Line = 0 tested
23 Ambassador = 0 tested
25 Heptireme = 0 tested
26 Galleon = 0 tested
48 Cyber Attorney = 0 tested
55 Cataphract = 0 tested
63 Carrack = 0 tested
89 Dromon = 0 tested
- All of the above were re-built (and tested in-game) using "ANIM_TYPE 1", and now they retain directionality when a saved game is restarted. The only issues are: The 3 "broadside attack" vessels now point in the wrong direction because of the "fix" needed to make their attack animations operate correctly (no solution for that) AND the "Poisoner" now appears without her cloak (the only fix would be to develop a "cloaked" version for all 5 Move directions, and I aint gonna do dat!!
- UPDATE: Uh oh. If you DON'T choose "ANIM_TYPE 0", the Idle animation works in only ONE DIRECTION - traveling SE!! So it's "damned if you do, damned if you don't". Keep directional facing on game load but lose interesting Idle anims....or vice versa. Wow. The choice is obvious when the Anim is a single graphic, as there's no movement anyway. Likewise for really minor movements like the ambassador looking at his watch or the Trade emissary fiddling with a scroll. But the Cyber Attorney loses a great anim, and the Poisoner loses the whole "cloaking/uncloaking" aspect. So this will have to be revisted, and some of the sprites will have to be rebuilt - AGAIN!! Gah.
- Sprites to Rebuild:
98 Poisoner = FIXED!
48 Cyber Attorney = FIXED!
57 FF Doctor = FIXED!
21 Ship-of-the-Line = FIXED!
26 Galleon = FIXED!
63 Carrack = FIXED!
- TASK COMPLETE! (Again)

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CLXIII) Tile Improvements (In-process and Multiple graphics):
- The "Port", "Trading Post",  and "Fortification" are three "early-game" examples of tile improvement which feature "in-process" building graphics. You don't just get the standard "building" graphic (barrels, pile of rubble & stacked lumber) which sits on the map for "x" number of turns until the improvement is completed, but rather can "see" it under construction. Among other things, that's a good reminder of what is being built in that tile (the "mouse hover" tells you nothing), but it's also a pretty cool effect.
- Many of the late game improvements are equally generous in that regard, but most of the early game improvements are not. As a result, this latest project created new "in-process" graphics for farms, pastures, advance farms, mines, watchtowers, colonies, townships, shipyards, and even Wonders. Plus some for the modern era as well: Airbase, radar, sonar buoys, listening posts and undersea tunnels.
- In addition, I used several of Hex's new farm-type improvements and made them terrain-specific. For example, you can build Advanced Farms (a classical era farming upgrade) on Grassland, Plains, and Desert tiles, and now each one of those has a DIFFERENT on-map graphic. Helps to reduce the "everything looks the same effect".
- Lastly, I revised a few of the build buttons. They are only 40x30 pixels, and when you try to represent a complex improvement like a colony or township, well....not good. Both buttons look nearly identical. So the solution was to just use the most prominent buildimng from each improvement, and it's now a much cleaner look.
- TASK COMPLETE!

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CLXIV) "OceanFarms":
1) Nets & Fisheries (Existing): One of my long term pet peeves with CtP2 are the as-delivered Tile Improvement graphics which represent "Nets" and "Fisheries" (see attached). What are those things anyway? Red hulled boats dragging net-like things in their wake? Bright Red Buoys with nets strung out between them? Something else? Whatever they may be, "ancient era" they certainly are not. Yet the first set is available with "Sails", in the earliest of early times, while the triple red group isn't far behind. And then? There they stay, in your oceans until "Robotics". Ugh. Can we do better? I think you know the answer.... 

2) Revising "OceanFarms": This sub-project began as a graphics task, narrowly focused on improving the TIMPs for "Nets" (L1) and "Fishery" (L2). But the more I dug into this, additional questions and issues arose, and as the focus widened, it seemed like a lot more was needed in order to improve game-play in this area. Specifically:

- As discussed in item #1 above - at best, the graphics are of questionable application for the Ancient Era. Something different was clearly necessary.
- Which raised the question - what do these improvements actually represent? Obviously it's the Ocean equivalent of the Land "Farm" - a way to get more food from ocean tiles. But until we resolve the question of what exactly is collecting that "food", we can't create new graphics, nor figure out how best to stat them and deploy them.
- Answering that question also leads to another - what sort of replacement art is needed and can it represent this "ocean food" capability across multiple time periods?
- And the Advances which lead to each TIMP? Are they appropriate or will those need to change as well? And what about the timing and nature of each Advance? Do they reflect the technology being represented by the TIMP?
- What about pillaging? It makes sense, for example, that a "Farm" could be destroyed (less so a "Pasture", but that's another discussion), but what about these ocean TIMPs? Some? All? None?

The sections to follow will answer all those questions, and give you a detailed look at the new "Ocean Farm" system, beginning with "Nets"

3) OceanFarms L1 - "Nets": As the name implies, this tile improvement is a Net (a graphical TIMP from Civ3 - see attached), nothing more, and is a visual representation of the technology used to generate food from this coastal zone. Its use and deployment is now VERY narrowly focused, because - in addition to the improved visuals - the new TIMP can only be built on Beach Tiles. That's also why it is now coded to be "un-pillageable". Historically, pirates and raiders couldn't stop people from fishing from a beach, nor would they find it economically worthwhile to do anything about the nets or weirs deployed in this narrow zone.

Because we are limiting the deployment options (Nets used to be buildable in every ocean tile), we'll now make it available earlier, with Ship Building (used to be Sails). Since Nets can't be pillaged, the player no longer has to worry about defending them, and accordingly it's a much safer use of valuable "early-game" PW points. The game play change is extraordinary in that regard, as it eliminates an entire category of needless early-game AI conflict.

4) OceanFarms L2 - "Fishery": This next improvement expands the range of food collection to all Ocean tiles EXCEPT Beaches, which means these two TIMPs work together, rather than having one supplant the other. In that regard it is similar to the Cradle land approach, in which Pasture (Plains) and Farms (Grassland & Desert) coexist. The technology which expands the range of this TIMP is "fishing boats", and they are graphically represented by a pair of improvements borrowed (and modified) from AOM (see attached). The smaller vessel appears when a Fishery is constructed on Shallow Water tiles, while the larger one shows up on the Ocean Shelf and in Deep Water. And of course, they harvest different amounts of food from each region. That isn't new, but the graphics now provide a visual representation of that effect.

Not surprisingly, fishing vessels ARE subject to "pillage" since they are easy targets for Pirates or enemy warships. The specific technology of building boats and sending them out to sea in search of fish, well that's hardly an advanced technology, so we'll shift this one to an earlier period as well, making them available with Map Making (used to be Hullmaking). At the same time, we'll make this a "TIMP-swap" by moving "Shipyards" from here to "Hullmaking (which makes a lot more sense when you think about it). One final point. These improvements WILL need to be defended, but Map Making also gives the player (and the AI) the ability to do that because the Trireme is now available from the same Advance.

This still leaves us with the "multiple time periods" problem. Specifically, the boats used for "Fishery" are clearly ancient, and keeping them on the map all the way until "Robotics" (when the 3rd and last OceanFarms" improvement becomes available) is anachronistic at best. Fortunately the "OceanATM" slot #3 is still available, and can be used for a 4th OceanFarms improvement in the same way that "Special2" allowed a 4th level of Mine and Farm. Which brings us to....

5) OceanFarms L3 - "Trawlers": Trawling was a major improvement in fishing technology that first appeared in the 17th century but didn't mature until the 19th. Initially of course it was deployed by sailing vessels, but eventually they morphed into the various forms of engined trawlers which still set forth on the seas today. And just as "Advanced Farms" effectively merges "Pasture" and "Farms, this new TIMP will do the same at sea.

After due consideration, this new technology will be represented by vessels from the "Age of Sail" (see attached), and will be made available with the Astrolabe Advance. Modern-looking fishing vessels would be a better link with the eventual appearance of "Aquaculture" (renamed from "Automated Fisheries"), but that leaves a HUGE amount of time in which the ancient "Fisheries" boats remain on map, long past the time when they were supplanted. Sailing vessels by contrast leave a much shorter "anachronism" gap on the back end of the game, and frankly you can still see vessels like that engaged in fishing activity today, although clearly they are the minority.

Among other things, this new improvement provides incremental food bonus improvements, rather than the previous jump which occurred when going from Fisheries directly to Aquaculture. For example, previously you would see Shallow Water food going from 10 to 30 and Deep Water from 20 to 45. Now there's a "middle ground".

You'll notice that the Beach improvement has changed from a Net to a small open boat, and that signifies not only that it's a technology upgrade, but that boats can be sunk (i.e. pillaged). Which means this region is no longer "safe" - at least not if you upgrade from Nets. Decisions, decisions.

Lastly, I revised the Button Graphics (see red arrow) which now show the fish "goodies" available with each level of Ocean Farm, from the single Grey Fish found on Beach tiles, to the pelagic Tuna and Salmon which can be harvested with Fisheries, and finally the availability of all three with Trawling. Among other things, it's a more intuitive approach to the buttons, and won't have to change if any of the Net or Fishing Boat graphics are altered in the future. You'll also see that Trawlers is the 3rd button in the Ocean Farms group, while "Aquaculture" has shifted to OceanATM.

UPDATE: Created a new graphic (small sailing vessel) to replace the "open boat" used by "Trawlers". Technically there was nothing wrong with the rowboat graphic, but it was too modern in appearance and didn't fit with the other two. New one looks MUCH better.
- TASK COMPLETE!

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CLXV) Adding "Idle" Animation to IW "Crossbowman":
- Honestly, this is one of my least favorite sprites, partly because the "Move" animation has the unit waving the crossbow back and forth in the air as it walks (a very unnatural motion), and it's REALLY small compared to the other units.
- There are two animations (Move & Attack), comprising 270(!) images. Another "3-digit" sprite, so set temporarily at 88 (will be 188).
- To my knowledge, this is the only sprite created by "Immortal Wombat" (from an "Age of Empires" unit), but it does have shadows and has the "standard" size (96x72).
- In all cases, the Move and Attack image sequences are mis-numbered. They should start with "0" and end with 10 (Attack) or 15 (Move), but instead end with the non-existent 11 and 16. This causes the sprite to "jump" during its motion, so that will be fixed.
- Two of the shadow files have large black smears covering half the area and another is blank. Replacements plugged in for all three.
- For the Idle, I used one of the Attack images, as it shows the unit standing with the crossbow at his side. Much more natural "resting look" than holding it in the air.
- The 2D pix didn't look anything like the unit, so I created new ones using art showing a Genoese Crossbowman.
- Everything built correctly, but the Idle animation does not have a shadow. Movement in all direction DOES, it's only the resting image. Why? 
- Not sure exactly, but I had to "flip" the Attack image for the Idle (including the shadow), and that seemed to cause the issue. A different shadow file (from another image) would show up on-map, but didn't look right (not surprising since it was associated with a different image). Eventually I bagged the whole deal and used a different attack image that did not have to be flipped, and that worked.
- The one remaining oddity - Travel in the SE (#4) direction does NOT flip to Idle, but shows the 4.0 move image. Strange. 
- At this point I've spent wayyyy too much time trying to get a "better" Idle, so it's time to move on
- TASK COMPLETE!

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CLXVI) New Goody Huts:
- As noted in section XXII, the "terrain.txt" file includes new code ("HutTilesetIndexA" and "HutTilesetIndexB") which allows you to assign TIMP numbers to Goody Huts in order to have custom graphics for EACH terraintype. There can even be TWO graphics for each terraintype.
- See write-up in "1A-Goody Huts.txt" for details on what's next.
- TASK COMPLETE!

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CLXVII) TIMPs - Get the AI to build them in the right place: 
- One of the more annoying AI activities is when they build TIMPs in the "wrong" terrain, or in quantities that look awful on the map.
- Example #1: Mines on Grassland. Just an ugly look. Why would they do that? The reason is "production uber alles". Fortunately the solution is easy - make it impossible to build mines (of any level) on Grassland. Plains can stay, but not for the first level of Mines.
- Example #2: Ports on every beach hex. This is trickier, because there are no other terrain types these can or should be built on. However, the "food bonus" is the same as "Nets" (+5) so we'll try to mitigate the problem by removing the food bonus and increasing the Gold bonus from 10 to 15. If nothing else, that might restrict the "Port spam" to AIs pursuing a "Gold" objective.
- Example #3: The settings for the new Horse Good were +10 Gold, 0 Food, and +10 Production. That's logical, but the AI builds Mines on top of horses, and that's...just...wrong (albeit understandable from the AI perspective). So I'm shifting the Bonus from +10 Production to +10 Food. Hopefully that results in Pasture/Farm TIMPs being built instead.
- UPDATE #1: Changed the GL bonus entries for "Horses" & "Ports"
- UPDATE #2: Added a new entry in sounds.txt (SOUND_ID_PORT) which has a new sound file (Port.wav) that has seagulls and waves lapping at a dock. Much better than the prior "irrigation" sound.
- TASK COMPLETE!

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CLXVIII) - Status Report: Units w/o Idle
As reported in various posts, 10 "Civilian" units were converted, and now all of them have an Idle animation (and thus full on-map movement). Only three Naval units did not have Idle, and those have been converted AND given attack animations as well. For land units, I noted previously (Post #32) that 7 had been converted. And as of today, the remaining 10 non-Idle land units have all been deconstructed and fixed:

8) Horseman
9) Warrior (Pacal)
10) Pharoah Chariot
11) Great King Chariot
12) Cataphract
13) Crossbowman
14) Man-at-Arms
15) Janissary
16) Arquebusier
17) Howitzer

The only exceptions are the Ballista and Trebuchet, which never had motion images to "unlock". Which leaves air units. The Nuke has been fixed, leaving only the Fighter, Interceptor, Stealth bomber and Spy Plane, all of which are late game units. Even so, I will "probably" do them all, if only for the sake of "completeness". But the larger point is that every land and sea unit which can move? Does move.
- INFORMATION

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CLXIX) Adding "Idle" Animation to "Forever Future" Crossbowman:
- Although this unit looks like it was created from a WW1 infantryman, the crossbow looks fine and even the helmet is easily taken for medieval (English crossbowmen looked a lot like this). All the animations and art look good.
- Conversely, the IW Crossbowman is much smaller than the other units, and has a weird walking motion. Will *probably* swap in the FF unit for that one.
- There are two animations (Move & Attack), comprising 116 images (no shadows).
- Unit is #75, but that will change
- Added a 1-file Idle animation
- Sprite built easily with no problems - tested in game and looks good.
- Created new 2D art from a Medieval "flat helmet" crossbowman.
- Pending a firm decision to place this in-game
- Files to change when a unit is added:
* units.txt (no change since this unit will use the existing "UNIT_CROSSBOWMAN" entry)
* uniticon.txt (lists all the 2D art under the ICON_UNIT_CROSSBOWMAN entry which has four references to upup188*, all of which will change to upup187*)
* newsprite.txt (added a new line for "SPRITE_CROSSBOWMAN 187" and commented out "SPRITE_CROSSBOWMAN 188")
* gl_str.txt (no change)
* Great_Library.txt (no change):
- TASK COMPLETE

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CLXX) Deconstructing "Forever Future" Doctor:
- The plan is to take the head from this unit and use it to replace the 5 directional Move heads of the Mistress/Priestess/Scout, hopefully resolving the issue of the "Red Face Covering" which doesn't look good or natural at this resolution. The "veil" can remain for all other Move, Attack, and Death images, since in motion you don't notice the strangeness of the "veil".
- UPDATE: Since the "Mistress" is now going to appear only as the "Plunder II" captive, her appearances in-game will be rare so it's not worth the effort to try and replace the head on hundreds of images (assuming that could even be done so as to look natural).
- There are three animations (Move, Idle, & Attack), comprising 131 images (no shadows).
- Unit is #57, but that is just for Sprite deconstruction/creation purposes.
- The Idle is an interesting "smoking a cigarette" animation. Because it has an Idle already, normally I would not deconstruct a unit like this, but that showed it was using "ANIM_TYPE 1", and the "smoking" Idle only worked in the SE direction. Anyway, this was useful as it revealed the conundrum described in CLXII (the "Directional Facing" section).
- I have no plans for this unit in Cradle (well, that changed!)
- UPDATE: As laid out in section CCCXX below, this unit has been added to Cradle 5 as the "Organizer".
- INFORMATION

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CLXXI) Playtesting older version of Cradle:
** In Cheat mode, with the whole map displayed, it shows the colored circles around the cities of other civs - not in my version!
** AI civs are building scouts right from the start (by T-10 anyway) - not in my version!
** Soothsay works right from the start - not in my version! However, no sounds and no text message.
- New Game with "Cradle2"
** No colored circles around other civs (i think there's a setting for this?) - YES! It's controlled by a button on the RADAR MAP.
** Soothsay DOES work ! That will help to track down the problem. Got messages too.
** Getting sound and graphics (little blue cloud) for Sale of Indulgences. Also Messages! but they do NOT "pop-up", which is OK.
** Not building Scouts here either - Checked the other game, and the Scout (Swordsman) is on the Offense list in "unitsbuildlist.txt", but Scout is not on Cradle 3+. Placed it at the top of that list. We'll see if they start to build them.
- INFORMATION (all that could be fixed, were fixed)

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CLXXII) Place Wonders on Beach tiles?
- It would be interesting if Wonders such as Colossus and Lighthouse could be placed on Beach tiles
- Look at the Barrier Reef code in NatWonders.slc for clues
- Would need code that only allows their Wonders to be buildable by coastal cities
- "Battlements" is a city building (improvement) that can only be built on coastal cities, and has this line of code associated with it in "buildings.txt": CoastalBuilding. So the question is, does that work for Wonders? Interestingly, I can't see any instances of that being done, although it certainly makes sense. Regardless of where the Wonder is built, these two in particular should never be anywhere except a coastal city.
- Added the "coastal" code to "Lighthouse", let's see what happens.
- IT WORKED! You can exclude Wonders from being built at inland locations by using "coastal code"!!!
- The Wonder code is focused on finding open spots on just the right terrain for ALL the wonders, and it assumes all are being built on land. For a coastal Wonder, probably easiest to have a completely different Slic file. The code would just look for "Beach" tiles (probably regardless of anything else already built there other than perhaps the other "beach" wonder). Could even add the code which prohibits these two Wonders from being built in the same city, and then there wouldn't have to be any checking - if it stomps on a Port, Net, or Fishery, so be it. I looked at the "Barrier Reef" code and it's not much help - in that case it's placing them on ANY reef tiles, whereas here the code would have to find the city and then place it on adjacent Beach tiles. 

- UNDER REVIEW

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CLXXIII) Editor Icon for Wonders:
- Not a huge deal, but when you access the Editor, it uses the "Outlet Mall" build graphic for all the on-map Wonders.
- This is controlled by the following line in "tileimp.txt": Icon ICON_TILEIMP_OUTLET_MALL
- Note that ALL wonders have their own line, so it's *possible* to give them a unique graphic, but timeconsuming!
- In order to use a single new icon for all Wonders, a new section has to be added to "uniticons.txt" (ICON_TILEIMP_WONDER).
- Accordingly, I plan to create a tiny "Pyramid" icon (40x30) and have all Visible Wonders reference that.
- New graphic created and tested - looks nice.
- TASK COMPLETE!

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CLXXIV) Era-Dependent Special Attack Buttons, Messageicons, Cursors, & Messages:
- Cradle has re-purposed many of the Special Attacks into "ancient-era" equivalents. As result, there are incompatibilities between many of these attacks in their ancient versus modern form (icons, messages, etc). One solution would be to pick a particular time in the game, and have the player copy in several replacement files: messageicon.txt, orders.txt, info_str.txt, dip2_str.txt, ldl_str.txt, gl_str.txt, GL(?), and specattack.txt(?). These should not require a "reloadslic" action, as the game should immediately use the text file changes at the start of the next turn. But it WOULD swap in the use of new button icons, messageicons, messages, cursors, sprites, and sounds. Preferably, this would be done at a time when all the ancient-era units have expired/upgraded and the new ones are about to arrive in-game.
- IMPORTANT: Would REALLY need to test this and make sure it works seamlessly. I've made changes to some of these files before and that seemed to causing messaging errors, but that could also be due to script.slc changes and/or by plugging in new messages or doing something that changed the count of lines in a text file. For example, I can't confirm most of the message text in the "attack" reviews below because they are all gobbledy-gook after a change.
- The Roman Numeral sections below explore Special Attacks in great detail, but looking purely at the ancient/modern issue we see:

** Injoin (Sabotage): A legal attack (halts production for 1 turn - can that be altered?) used by the lawyer unit (3 of these in Cradle 3+), it has a modern Button (Gavel), Messageicon (Gavel), Cursor (Gavel), Sprite (Swirling paper), Sound (swoosh) & Messages (all exist). In Cradle it is called the "Sabotage" attack (same effect) which is used by the Assassin & Poisoner units, and has an ancient Button (flaming building), Messageicon (lawyer&paper), Cursor (flaming building), Sprite (flames), Sound (fire related) & Messages (all exist). I changed the Sprite & Sound (they were still using the "injoin" effects). The successful attack results in a "gavel" icon positioned next to the city status bar but there's not an ancient equivalent.
- ERA PLAN: Although the Poisoner will co-exist in the same time period as the three Legal units, it makes more sense to keep everything Ancient and then switch all the text and graphics to Modern (especially since the AI actually uses this attack) at a designated period.
- PENDING: Need a "burning temple" messageicon for Ancient era.
- FIXED: Created a new one (MGMI049.tga) and referenced it in "messageicon.txt"
- RESULT: All ancient messaging, imagery and sounds are implemented.
- PENDING: File swap candidate

** Convert Cities: A religious attack (converts city to "your" religion) used by Prophet, Cleric, Patriarch, and Televangelist. It has a Button (ankh+city), Cursor (ankh+city), Sprite (cloud+beam of light) & Sound (uplifting), but no Messageicon or Messages(!) A civ-colored "ankh" icon is appended to the side of the city status bar so you know it is converted, and thus (perhaps) the messages are superfluous. Should look into them anyway. Either way, there's no need to differentiate modern vs ancient.
- ERA PLAN: No changes.
- NO ACTION

** Indulgences: A religious attack (get gold from rival civ) used by Prophet, Cleric, and Patriarch. Primarily ancient/medieval. It has a Button (ankh+coins), Messageicon (ankh+coins), Cursor (ankh+coins), Sprite (blue cloud), Sound (chant) & Messages.
- ERA PLAN: No changes.
- NO ACTION

** Faith Heal: The same as "Indulgences", but the messageicon and messages are triggered by the "isTelevangelist" attribute. The button & cursor & sound & sprite are the same as "Indulgences"
- ERA PLAN: This attack would benefit from a complete swap from ancient to modern. A set of "FaithHeal" cursors already exists (but aren't used), new messageicons were created (and ARE used), a new button icon was created (not used), we could add a new sound (one of the unused televangelist voices) while the sprite (blue cloud) could stay.
- PENDING: File swap candidate

** Soothsay: A religious attack (causes unhappiness in a foreign city) used by Prophet, Cleric, and Televangelist. Has a Button (skull), Messageicon (skull), Messages and Cursor (skull), but the Sprite (unhappy face) & Sound (Domine) are shared with the commercial "Advertise" attack, since both rely on a THIRD set of code ("CauseUnhappiness") which isn't an attack by itself, but is triggered by the other two. Both Soothsay & Advertise append the same "unhappy face" graphic to the side of the city status bar.
- ERA PLAN: A new sprite was created (unhappy face plus spinning skull), but the new "Spinning skull" is hidden by the city status bar. The current sound is the "domine" which is fine for a religious attack but not for advertising. For modern times, the sound could be changed to the marketing sound (same as vanilla CTP2), and that would even work for the Televangelist.
- PENDING: File swap candidate

** Advertise (Establish Trade Center): A commercial attack (causes unhappiness in a foreign city) used by the Trade Emissary, Corporate Branch and Subneural Ad. Has a Button (billboard), Messageicon (buy), Messages and Cursor (billboard), but the Sprite (original: swirling papers) & Sound (whoosh) are shared with the religious "Soothsay" attack, since both rely on a THIRD set of code ("CauseUnhappiness") which isn't an attack by itself, but is triggered by the other two.
- ERA PLAN: AI doesn't use the Emissary, and if that can't be fixed, then the best approach would be to remove the attack from the emissary and make the Button, Messageicon, Messages and Cursor "modern only". The sprite is already modern, while the sound is not (currently religious). However, it could be changed to the marketing sound (same as vanilla CTP2) in modern times, and that would even work for the Televangelist.
- PENDING: File swap candidate (just the sprite and sound)

** Reform City: A religious "attack" (remove foreign religious control over your city) given to most units (primarily military). It has a Button (ankh), Messageicon (ankh-x), Cursor (ankh), Sprite (brown cloud/mask), Sound (people crying) & Messages. Removes the colored "ankh" icon from the side of the city status bar.
- ERA PLAN: No changes.
- NO ACTION

** Free Slaves: A slavery-type "attack" (frees slaves owned by a different civ) used by the Patriarch & Abolitionist. It has a Button (breaking chains), Messageicon (breaking chains), Cursor (breaking chains), Sprite (hands with broken chains AND trumpets!?), Sound (dog&chains AND trumpets) & Messages.
- ERA PLAN: No changes.
- NO ACTION



** Franchise (Demand Tribute): A commercial attack (diverts 10% of production from an enemy city to unit maintenance or PW) used by the Trade Emmisary, 4 Wonder units, Corporate Branch and Subneural Ad. It has a Button ($Handshake), Cursor ($Handshake), Sprite (Swirling Currency), & Sound (whooshing), but no Messageicon or Messages (!) When successful, a civ-colored "gear" icon is appended to the side of the city status bar so you know it is franchised.
- ERA PLAN: The existing indicators are OK (better for modern than ancient), but the real annoyance is the lack of messages. I tried creating new ones (doesn't work), but it would be worth testing to see if unused messages could be "hijacked" for this purpose. Especially since the attack often fails, so the player doesn't know for sure what happened.
- UPDATE: This attack is now entirely a modern era commercial attack, so all the sounds and imagery will revert to the originals 


** Conduct Hit/Bomb Cabinet (Assasinate Ruler): A spy-type attack (changes target nation's gov-type to "Anarchy") which is used by the Assassin & Poisoner units.
- UPDATE: I completely rebuilt this attack with new Button (knife), Messageicon (knife), Cursor (knife), Sprite (plunginging dagger), Sound (knife/sword) & new Messages (see CLXXVII for details).
- ERA PLAN: The previous imaging (either "ConductHit" or "BombCabinet") could be resurrected and used for a modern era version of this attack. In particular there are bomb-type buttons, messageicons, cursors, sprite, sounds, while the messages could be altered if needed. 

*** Sue (Assasinate Great Leader): A commercial attack (kills units that have the "canbesued" attribute) used by the Assassin ("CanSue"), Poisoner, Lawyer, Legal Team, Cyber Attorney, & Great General units. It has a Button (crossed swords), Messageicon (crossed swords), Cursor (crossed swords) and messages. There is no Sprite or Sound (the "death" sound of the dying unit is used).
- NOTE: This attack is under review and the images above will probably change
- ERA PLAN: The previous legal imagery and messaging is still available for use in the modern era: Button (hand w/document), Messageicon (hand w/document), Cursor (hand w/document) & Messages.

*** Sue Franchise (Assasinate Dis-Loyal Governor): A commercial attack (removes Franchises from cities which have them, i.e. they "stop paying tribute") used by the Assassin ("CanSue"), Poisoner, Lawyer, Legal Team, Cyber Attorney, & Great General units. All units with "CanSue" have the ability to "CanSueFranchise". However, it is a different attack in "Orders.txt", which means it can have a different button icon and cursor. The messageicon is shared with "Sue", but it should be possible to use a different one (associate it with one of the unused "tutorial icons". Not sure if there's a sprite or soun. The messages CAN be different as well.
- NOTE: This attack doesn't work in AE, so the images above are immaterial
- ERA PLAN: None.
- NO ACTION


*** BioTerror (Create Atrocity): A biological attack (reduces production and happiness for 5 turns and has a 30% chance of affecting any city that has a trade route with the infected city) that only 4 Wonder Units can perform (Sargon/Hannibal/Attila/Genghis), plus the late-game "Infector". It is considered an Atrocity.

Button (skull&crossbones), Messageicon (Bio Hazard), Cursor (skull&crossbone), Sprite (rising green gas), Sound (screaming populace) & altered Messages. After a successful attack, a blinking bio hazard sign appears next to the city status bar (in the color of the attacking civ).

- Originally I thought this wasn't really considered an Atrocity, but testing indicated that it is since if you use it, the victim civ declares war.
- Has the rising green gas sprite and the screaming populace sound. Also an interesting icon appears next to the infected city name -  a blinking yellow bio hazard sign.

*** Plague (Create Plague Conditions): A renamed biological attack ("Plague") that only 3 Wonder Units can perform (Hannibal/Attila/Genghis), plus the late-game "Infector". Kills 20% of the city population.

Button (skull&crossbones), Messageicon (Bio Hazard), Cursor (skull&crossbone), Sprite (rising green gas), Sound (screaming populace) & altered Messages. This does NOT create the blinking bio hazard sign (probably because the attack doesn't have a duration).



*** Establish Embassy (L1-2): Code="EstablishEmbassy". The diplomat specials are not appended at the bottom of the unit record, but rather are included in the group of "single line" traits such as "IsSpecialForces" or "CanBeExpelled"
- The sprite is the waving trumpets, sound is the fanfare, and you get a message (but no marker on the city like a blue eye or any other visible indication (which makes sense)
- The cursor and messageicon and GL icon and button icon are all correct
- INFORMATION (no changes needed)

*** Throw Party (L2-2): Code="ThrowParty". Another "single line" trait such as "EstablishEmbassy" or "IsSpecialForces" or "CanBeExpelled"
- Button image is the "Handshake with $$" (cocktail glass would be better, if there was one - that IS the image on the message icon). FIX TEST: Created a new button icon using the martini glass (upti_party.tga) and linked to it in uniticon.txt
- The sprite is the same small "Blue Cloud" which floats up when Indulgences are sold, sound is a party (people talking), and you get a message. Again, no marker on the city.
- UPDATE: Created a new "button icon" (upsi44.tga) and linked it in orders.txt (the previous one was too large). Also created a new cursor, but THAT doesn't work since apparently the game does not accept new numbering - you can only replace existing cursors. Also created a new GL graphic (martini glass)
- UPDATE-2: Substituted the new "martini glass" cursor for the unused "Faithheal", and it works.
- One remaining issue: What should the cost be? I think if it's low enough, the AI might use this, so that's worth testing.
- PENDING (determine cost) 


*** Slave Raid (L2-1): ORDER_SLAVE_RAID This is the slave raid on the city
- There are two different "Enslave" orders for slavers, although both use the same button. 
- The SC team changed the code so this type of slave raid does not necessarily result in War
- Also, the graphics are correct, since you get a "green line" when the attack is possible (red when it's not) AND it includes the "cost box" which tells you how much the attack will cost.
- The "regard cost" for this type of attack is also separate from the regard cost of the settler enslavement
- Assuming that the Settler attack is given a separate entry in the GL, this should be renamed from "Capture Slave" to "Slave Raid: City"
- ISSUE: The "Piracy" sound is taken from the specattack entry for Slave Raid. "Piracy does not have it's own entry in Specattack.txt, so there's no way to alter that.
- UPDATE: Need to alter the GL entry now that "Enslave Settler has it's own.
- INFORMATION (other than the PENDING GL update)


*** Enslave Settler (L2-1): ORDER_ENSLAVE_SETTLER This is the slave raid that captures individual nomads/settlers
- There is NOT an entry for this in the G/L, although there should be since this attack ALWAYS results in a declaration of war. If so, call it "Slave Raid: Nomad/Settler"
- The attack is NOT "free", although it doesn't have a cost box (unlike slave raid)
- Cost can be different from the city raid
- Graphics could be different (not required) since each of these attacks has their own entry in "specattack.txt"
- UPDATE: Created a new entry in the Great Library, but all efforts to get the game to recognize this as a different attack with it's own button have failed.-
- PENDING (need to synchronize the two GL entries)

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CLXXV) Soothsay doesn't work:
- Argh, another instance where I made a change in Cradle3+ that has killed a previously working system!
- Three units in Cradle 3+ have the "Soothsay" ability, but when they try to use it, the result is the "circle with red x", and the "didn't work" sound. No other graphics.
- By contrast, the Cradle 2 comparison game has the same units and Soothsay works normally. You get the "unhappy face" graphic and a blue one is displayed next to the city name, indicating a successful attack. There is also a message which appears in the messagebox, but does not display in a pop-up window (which is fine).
- Using Inforapid (2 copies running at the same time), a comparison was made of files in Cradle2 vs. Cradle3, looking for the word "soothsay". Ignoring the extra files or the various in-process copies, it can be found in:
1) Goals.txt
2) Strategies.txt
3) Const.txt
4) Messageicon.txt
5) Orders.txt
6) Script.slc
7) Sounds.txt
8) Uniticon.txt
9) Units.txt
10) gl_str.txt
11) Great Library.txt
12 ldl_str.txt
13) info_str.txt: This last one is only in Cradle3+, but it has the messagebox text that we KNOW appears in Cradle2, so that folder must be getting it from the AE file. Absence of files in a game directory like Cradle2 is not unusual, as the game then looks for the corresponding file in the base game's ctp2_data folder set.
- A preliminary look at the two Inforapid Windows shows little difference. For example, two uses of soothsay in both goals.txt files, and similar in all the others.
- I did make a number of changes to units.txt - in particular, removing what i thought was the "non-working" "cause unhappiness" command from the all three religious units that "cansoothsay". Is that it?
- And THAT WAS THE PROBLEM! Gah!
- PROBLEM FIXED

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CLXXVI) - "Faith Healing" doesn't work:
- But then, it never has. I've been looking into this and it *should* closely parallel "Indulgences", since it does much the same thing, just in the modern context. It appears to have been an incomplete "Order", since it's in the GL and there are quite a few files with "Faith_healing" text, but definitely NOT as many as Indulgences.
- To make this work, the plan would be to identify all the files that have "Indulgences" and all those with Faith Healing, and then to add the necessary Faith Healing text/graphics to all the missing files. Here are those with Indulgences:
1) Goals.txt *
2) Strategies.txt *
3) Const.txt *
4) Messageicon.txt *
5) Orders.txt *
6) Script.slc *
7) Sounds.txt *
8) Uniticon.txt *
9) Units.txt *
10) gl_str.txt *
11) Great Library.txt *
12 ldl_str.txt *
13) info_str.txt *
14) order.txt (different from "orders") *
15) specattack.txt *
16) speceffectid.txt *
17) test.slc (is this real?) *
18) tut2_main.slc *
19) tut2_msg.slc *
20) units_release.txt *
21) exp_str.txt *
22) strings_to_add.txt *
23) buttonbank.ldl *
24) civ3.ldl *
25) units_historic.txt *
26) ctp2.exe * (there IS faithheal text in here)
27) ctp.map *
28) conception.txt (this file is in the non-AE CTP folder)

- By contrast, here are the files that mention "faith_healing"  
1) Goals.txt **
2) Strategies.txt **
4) Messageicon.txt **  (only after i added it)
5) Orders.txt **
8) Uniticon.txt **
10) gl_str.txt **
11) Great Library.txt **
12 ldl_str.txt **

- And those with "FaithHeal" 
5) Orders.txt ***
6) Script.slc *-*
26) ctp2.exe *_*
27) ctp.map *_*

- WOW. So only 12 of 27. Yikes, this could be a large project, and the reality is that it would largely replicate the "Indulgences" attack. Although you could change the financial benefit and the associated "button art" (which I already did, before realizing the extent of the overall task). NOTE: Button art DOES exist (upsi40.tga), so I REALLY wasted time making a new one)
- NOT POSSIBLE: As part of the effort to figure out what drives sounds and sprites for religious attacks, I found the key file is "specattack.txt". In that file, it lists all the "Special Attacks" which are listed in ctp2.exe. Importantly, "FAITHHEAL" (or any version therof) is NOT listed. Also, you can search for every one of those 25 attacks, and all can be found listed IN SEQUENCE in Ctp2.exe......but not FaithHeal, except for stubs referring to things like "Canfaithheal".
- Accordingly, I'm now 99% certain that this attack can't be activated because the exe will not recognize it as a special attack.
- ON HOLD (and probably dead)

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CLXXVII) Religious Special Attacks - Research & Testing:
- NOTE: This section is the beginning of my examination of the "Special Attacks" category. It started by looking at messaging for Religious units, but the "lessons learned" applied to ALL aspects of the Special Attack system, in particular by identifying the files which control sprites and sounds, but also (eventually), button icons, cursors, messageicons and the messages themselves.
*******************
- Info_str.txt holds the messages you receive during the game as various events unfold (slaver attacks, Spies, clerics, etc). The messages for "Soothsay" identify the attacking unit by name, using messages like this: "Our {unitrecord[0].name} has reduced the Happiness in the foreign city of {city[0].name} by Soothsaying."
- By contrast, the "Sell Indulgences" section does NOT identify the units using code, as in this example: "Our Cleric has failed in his attempt to sell indulgences in the foreign city of {city[0].name}."
- TEST: I plan to change the instances of "Cleric" to {unitrecord[0].name} so we get the actual name of the religious unit doing the action. Hopefully that works.
- TEST RESULT: Does NOT work! It displays the code, not the name of the unit
- No, no message. Also no message AND no sound when the Cleric & Prophet use soothsay
- Look into adding the "swirling money" graphic when selling Indulgences

Prophet:
Incite Revolution(really?): SOUND_ID_INCITE_REVOLUTION_SP (Not selectable-shares a button with "Indulgences") - DELETED from "units.txt"
Soothsay: SOUND_ID_CONVERT_CITIES_CL "GXXX12.WAV"
CauseUnhappiness: SOUND_ID_CONVERT_CITIES_CL ("Trade Center/Discord"-Not selectable, shares a button with "Soothsay") - DO NOT DELETE!
ConvertCities: SOUND_ID_CONVERT_CITIES_CL "GXXX12.WAV"
IndulgenceSales: SOUND_ID_CONVERT_CITIES_CL "GXXX12.WAV"

Patriarch:
UndergroundRailway: SOUND_ID_UNDERGROUND_RAILWAY "GUXX25-1.WAV"
ConvertCities: SOUND_ID_CONVERT_CITIES_CL "GXXX12.WAV"
IndulgenceSales: SOUND_ID_CONVERT_CITIES_CL "GXXX12.WAV" This is the sound that plays when conversions are reversed!

Cleric:
CanSoothsay: SOUND_ID_CONVERT_CITIES_CL "GXXX12.WAV"
CauseUnhappiness: SOUND_ID_CONVERT_CITIES_CL ("Trade Center/Discord"-Not selectable, shares a button with "Soothsay") - DO NOT DELETE!
ConvertCities: SOUND_ID_CONVERT_CITIES_CL "GXXX12.WAV"
IndulgenceSales: SOUND_ID_CONVERT_CITIES_CL "GXXX12.WAV"

Televangelist:
CanSoothsay: SOUND_ID_CAN_SOOTHSAY_TV "religion3.wav"
CauseUnhappiness: SOUND_ID_CAN_SOOTHSAY_TV ("Trade Center/Discord"-Not selectable, shares a button with "Soothsay") - DO NOT DELETE!
ConvertCities: SOUND_ID_CONVERT_CITIES_TV "GXXX12.WAV"
IndulgenceSales: SOUND_ID_INDULGENCE_SALES_TV "religion.wav"

- Here's what's strange: IndulgenceSales uses the chant.wav file in all cases, and the code for that is SOUND_ID_INDULGENCE_SALES. That is referenced by NONE of the 4 cleric-types as per the units.txt file!
- ConvertCities has three code lines, but all of them reference the same file and that does play. But I'll bet if the bottom two (CL and TV) were different from SOUND_ID_CONVERT_CITIES, that the top one would still play
- CanSoothsay also has 3 code lines, and all reference the same file (religion3.wav), but none of them play it.
- UPDATE: The problem isn't just sounds/text messages, but (as indicated above), some of these units have conflicting attacks listed in units.txt:
** Prophet: Has both "Incite Revolution" and "IndulgenceSales", which utilize the same button position. Since this is a cleric, we'll delete the "Revolution" attack - FIXED (this is a true fix)
** Prophet: Has both "Cause Unhappiness" and "Soothsay", which utilize the same button position.  Since this is a cleric, we'll delete the "Unhappiness" attack (which is Trade Unit thing anyway) - REVERTED
** Cleric: Has both "Cause Unhappiness" and "Soothsay". Same issue as Prophet, same fix necessary - REVERTED!!
** Televangelist: Has both "Cause Unhappiness" and "Soothsay". Same issue as Prophet & Cleric, same fix necessary - REVERTED
** ISSUE: "Soothsay" attack does NOT WORK for any of the units that try to use it. I tested this with new games and on-going game. FIXED (see CLXXV)
** REVERTED!! Sooothsay attack requires BOTH the Soothsay text AND the "Unhappiness" text - removing unhappiness broke soothsaying!
- NEXT STEP: The next step is to insert unique voices for each unit, and see if they will play. First thing is to change the message code names in units.txt, so - for example - all the "Indulgence Sales" are triggered by SOUND_ID_INDULGENCE_SALES_* (3 of 4 use different code).
- TV Indulgence = bear
- TV Soothsay = sir
- TV Convert = elephant
- RESULT: Didn't use ANY of those voices for Indulgence Sales, but rather the top level SOUND_ID_INDULGENCE_SALES (chant.wav)

*** Soothsay in-depth search:
- Prophet & Cleric "CanSoothsay" references: SOUND_ID_CONVERT_CITIES_CL and has "Effect": SPECEFFECT_CONVERT_CITIES. In fact, that is NOT what you see - it's the "unhappiness" effect. I had the same prophet convert a city and soothsay, and the effects are DIFFERENT. So something else controls that.
- Televangelist "CanSoothsay" references: SOUND_ID_CAN_SOOTHSAY_TV (so does "CauseUnhappiness", which we know works with Soothsay) and has "Effect": SPECEFFECT_CAN_SOOTHSAY
- There are two files that appear to control the effects, "speceffectid.txt" and "specattack.txt". Interestingly, NEITHER is in the Cradle3 directory. Hex must not have made changes to these.
- "speceffectid.txt": This file references numbers, which are the GX** series of sprites. Here are the ones that do play - or SHOULD play:
1) GX01 which is named SPECEFFECT_INDULGENCE_SALES (the "Blue Cloud" which floats up when Indulgences are sold)
2) GX12 which is named SPECEFFECT_CLERIC (the "Cloud with Sunbeams" which appears over a city when it is converted). Originally thought it should swap with the ReformCity effect (see below), but it's appropriate for it's effect.
3) GX13 which is named SPECEFFECT_REFORMCITY (a "Brown Cloud with Masked Face" effect). This is used when the city is converted back from foreign influence. Originally I though it should change places with the cloud&sunbeam, but it causes unhappiness and requires a military unit to perform, which means this actually makes more sense to keep it here.
4) GX18 which is named SPECEFFECT_ADVERTISE (the "Unhappy Face with consumer items floating over it's head"). This appears when "Soothsay" is enacted, but is really the "Cause Unhappiness" effect. 
- There are others which could be subbed in for various effects, but first lets make sure we know EXACTLY how these things work (video and sound)

*** Religious Units in-depth search (examine/test all 4 religious units):

Prophet Sells indulgences = chant1.wav and "blue cloud"
Prophet Soothsays = no sound and "unhappiness face"
Prophet Converts City = thunder_type fanfare sound and "cloud with sunbeam"

Cleric Sells indulgences = same as prophet
Cleric Soothsays = same as prophet
Cleric Converts City = same as prophet

Televangelist Sells indulgences = same as prophet
Televangelist Soothsays = same as prophet
Televangelist Converts City = same as prophet

Patriarch Sells indulgences = same as prophet
Patriarch Converts City = same as prophet

WHAT THAT MEANS: 
That means the sound is NOT coming from the links in "Units.txt":
Prophet Indulgence = SOUND_ID_CONVERT_CITIES_CL and SPECEFFECT_CONVERT_CITIES
Cleric Indulgences = SOUND_ID_CONVERT_CITIES_CL and SPECEFFECT_CONVERT_CITIES
Televangelist Indulgences = SOUND_ID_INDULGENCE_SALES_TV and SPECEFFECT_INDULGENCE_SALES
Patriarch Indulgences = SOUND_ID_CONVERT_CITIES_CL and SPECEFFECT_CONVERT_CITIES

1) Those links point at two different sound files: GXXX12.WAV and ti_bear.wav yet what plays is this: SOUND_ID_INDULGENCE_SALES "chant.wav" (from sounds.txt)
2) Per the links, the two "effect sprites" should be GX12 and GX01, but all 4 units use GX01 which is the SPECEFFECT_INDULGENCE_SALES.

** This STRONGLY suggests that special attacks are controlled ENTIRELY by the specattack.txt file, since it says there is only ONE file and sprite for SELLINDULGENCE, and those are the two we see/hear from all four units. The test would be to sub in something completely different (like BOMBCABINET) in THIS FILE ONLY and see if that is the sound and sprite which play.
** TEST RESULTS: And THAT is EXACTLY what happened! All 4 units had the bomb sprite and ticking sound, even though there isn't a SINGLE OTHER REFERENCE! Wow. Well that's disappointing, since it means we can't customize either the sounds or sprites on a per-unit basis. The attack-type itself can be customized, but will play the same for any unit which enacts it.
- One interesting finding: The bomb sprite plays TWICE in a row, but the sound file only plays once. Not sure why that is, but it may be significant. After reverting back from the test, I noticed the "blue cloud" plays twice as well
- Not surprisingly, the "cause_unhappiness" sound is "null". Which makes sense if it's being used by the Trade units AND the Religious. There MUST be a way to pull these apart.....(THERE ISN'T)

** THEORY: Televangelist has the IsTelevangelist Attribute and is the only cleric who gets the "Faith Healing" message when performing IndulgenceSales. Test would be to give it to Prophet/Cleric/Patriarch and see if that changes the message for them.
** TEST RESULTS: Gave the Attribute to the Prophet, and yes, you get the FaithHeal message!
However, the attack is STILL "IndulgenceSales", so the button icon and the mouseover text reflect "indulgences".
** ISSUE #1: The FaithHeal message displays code {player[0].civ_name_singular} instead of the target civ's name. The code itself is perfect and works in MANY other messages, but as we are finding, individual messages don't always accept code like this. REALLY ANNOYING, because the same message includes city name code {city[0].name} and that WORKS! Grr. FIX TEST: Changed the message in info_str.txt so it does not refer to the name of the foreign civ, only the city.
** ISSUE #2: The message icon itself is from "soothsay" (the grinning-skull-in-crystal-ball), and that should change, if possible. FIX TEST: Created a new messageicon (mgmi058.tga) and made an entry for it in messagicon.txt (faithheal_icon) and linked to that in script.slc

*** IDEAS FOR NEW TESTS:
- Assuming you need both CauseUnhappiness and Soothsay for the Soothsay attack, change the sound/sprites to see which one of the two is playing. (THE ANSWER: Cause Unhappiness)
- Then see if you can have sound/sprites for only one of the two (IT WON'T MATTER). Der everything is controlled by specattack.txt, so the only way this works is if Soothsay plays for the religous units (even when unhappiness has different files), because then you could use a different unhappiness sound/spritefor the Trade units, since they don't use soothsay. Of course - given previous issues - I'll bet a zillion dollars that Soothsay is the one that doesn't work. This REALLY makes it a problem that soothsay doesn't work by itself! Gah!
- Look to see if "FaithHeal" is in Ctp2.exe (definitely NOT in the two specattack files) - NOT THERE! That means it CANNOT BE ACTIVATED.

*** Cause Unhappiness vs. Soothsay:
- Review all the files with both orders, to see if Soothsay can be separated from "Cause Unhappiness"
specattack.txt = "CauseUnhappiness" & "Soothsay"
units.txt = "CauseUnhappiness"  & "Soothsay"

ldl_str.txt = "Cause_Unhappiness" & "Soothsay"
order.txt = "Cause_Unhappiness" & "Soothsay"
sounds.txt = "Cause_Unhappiness" & "Soothsay"
speceffectid.txt = "Cause_Unhappiness" & "Soothsay"
uniticon.txt = "Cause_Unhappiness" & "Soothsay"
units_historic.txt = "Cause_Unhappiness" & "Soothsay"
units_release.txt = "Cause_Unhappiness" & "Soothsay"

buttonbank.ldl = "Soothsay"
goals.txt = "Soothsay"
strategies.txt = "Soothsay"
constr.txt = "Soothsay"
messageicon.txt = "Soothsay"
orders.txt = "Soothsay" different from "order.txt"
script.slc =  "Soothsay"
exp_str.txt = "Soothsay"
gl_str.txt =  "Soothsay"
great_library.txt = "Soothsay"
info_str.txt = "Soothsay"
strings_to_add.txt = "Soothsay"

*** FINAL COMMENT: Not going to pursue this further. After looking at MANY of the special attacks, I'm convinced that Soothsay CANNOT be successfully separated from "CauseUnhappiness". The fact that you can't add new messages (for example, success/failure of soothsay) or that identical code works in some messages but not others, and ESPECIALLY the discovery that "specattack.txt" controls almost EVERYTHING related to the sprites/sounds of individual special attacks, even overriding the unit-specific code in units.txt...GAH! This whole sub-system is a giant kluge, and it's really unfortunate that the SC guys couldn't unravel it further (although some work was clearly done).
- INFORMATION

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CLXXVIII) Special Attacks:
- NOTE: I've been addressing this incrementally in multiple locations of this sheet, and it's EXTREMELY confusing and duplicative, especially becuase this entire topic is exposing the convoluted rat's nest of code associated with many of these "attacks". Accordingly I'm going to gather all the disparate sections together into a single "Special Attacks" text file, use a common format to review EVERYTHING associated with them (graphics, costs, AI use, testing, etc) and merge them into a coherent group.
- I've been focused on the Religious attacks, but there are others, and there seem to be problems with some of those, too.

*** Demand Tribute (L2-1): A commercial attack ("Franchise"), but "re-imagined" to make it apply to ancient-era units. Does NOT APPEAR TO WORK. The button activates and show the attack cursor (and the cost of the attack) over the target city, but there is no sound, sprite, or message when it clicks, just the "blue eye" (watchful) next to the city name. You DO get the "red x" indicating the attack failed, and 500 is subtracted from the treasury. So something happens, but the attack always fails.
- This shows the sprite (GX07.spr = swirling money) and sounds (GXXX07.wav = money and building sounds) from the CREATE_FRANCHISE attack
- It now uses the "button image" from the "THROW_PARTY" attack (handshake with $$)
- Why does this cost 500 Gold? The gold should flow the OTHER way.
- Tested this with the AE version and "Franchise" DOES WORK! You get the swirling money sprite, and a cash register sound, but no message
- Corporate Branch in Cradle also uses this successfully! Check the attributes of "Trade Emissary vs. Corp Branch....NOPE
- ISSUE: Actually, this DOES work! It only looks like it doesn't because the chance of success for the Trade Emissary is only 30%. The real problem is, there aren't messages for Success OR Failure when carrying out the "Franchise" attack. Even if you create new messages in script.slc and info_str.txt, they will NOT appear. And the reason for that? Special Attack messages have to be INDIVIDUALLY listed in the ctp2.exe. In other words, they are "Hard Coded" in the exe. FRUSTRATING!
- UPDATE #1: As discovered when working on the "SueFranchise" attack - which is broken - there is no way to remove a Franchise in the Apolyton Edition. Accordingly it needs to be reconsidered.
- NEW CONCEPT: In the REAL "modern era", there's not much parallel for this attack. Franchises of all sorts are in almost every country in the world, and removing them is unusual. So I'm thinking we can retain the attack, but shift it to the modern commercial units only: SubNeural Ad and possibly the Corporate Branch. That allows us to revert all the imagery back to the original "Al's Diner": Cursors (UC062 & 63), Buttonicons (upsi19), Messageicons (mgmi029), Sprite (GX07.spr), and Sound (GXXX07.wav). It's hard to say if the AI will use this attack, but it's moderately late game anyway. The idea would be to have a reasonable cost, but low probability of success (and death). Higher chances for the SubNeural Ad, as that is very late game. Also, how many Franchises can be in one city? (Test that). And if the cost is low, will the AI use it? (Test it - set gold from 500 to 250, same as AE)) Can we add a generic message which notes that the player will only know it's successful if the "Gear" icon appears next to the City Status bar (Test both)
- TESTING #1: A city can only have one Franchise at a time. If there's already a Franchise, the new one takes it's place. PW loss is identical after every attack. Gear message appears ONLY if the attack is successful, a failed attack generates a Red-X. So even with no messages, there are indicators
- UPDATE #2: Removed this attack from Alexander, Caesar, Saladin, & Ramsses. Set Trade Emissary EnableAdvance to Hextapul (effectively unbuildable) and added "GLHidden" Attribute
- PENDING: Look into "alternate" messaging system.

*** Establish Trade Center (L2-2): Another commercial attack ("Advertise"), "re-imagined" to make it apply to ancient-era units. The message says you are "spreading disinformation". This is the "Cause Unhappiness" attack (button is in the same place where soothsay sits for religious units), and you get the same sprite and sound as Soothsay. BUT, the message and the attack icon ARE different.
- Tested this with the AE version and "Advertise" works. You get the unhappy face, a message, but no sound. The mouseover of the button (a blimp with "Buy") says "Advertise". Also - same as Cradle - "Soothsay" gives the unhappy face sprite, no sound, but a different message. 
- The Trade Emissary has the "Advertise" attribute (units.txt) and THAT is why you don't see a code group (as with "Soothsay") in front of "CauseUnhappiness". That is *probably* also why you get a different button and message compared to "Soothsay".
- TEST: Remove "CauseUnhappiness"from the TE and see if Advertise still works, or do you get the same effect as when it is removed from behind Soothsay?
- TEST RESULT: Does NOT WORK! So now we know - both attacks require "CauseUnhappiness", and because of that they will ALWAYS use the same sprite and sound.
- ACTION: Messages are OK (NOT NOW). OPTIONAL to rebuild the sprite so it's less commercial (NO). Sound needs to be something non-religious and non-commercial (NOT REQUIRED)
- UPDATE #1: Now that "Franchising" (Demand Tribute) has been removed from the early game (since the sue franchise attack which removes it is broken), this calls into question the entire use of "Establish Trade Center" in the early game. The effects of the attack are identical to Soothsay, and it's only used by a single unit - the Trade Emissary. This is the only attack left for that unit, and furthermore, playtesting has shown that the AI doesn't know how to use it anyway. Accordingly, it seems only logical to remove the Trade Emissary from the game. That is doubly beneficial, since the sprite and sound are shared by both Soothsay and Advertise, and now both can be left as purely religious. Plus, playtesting has shown that the AI will use Soothsay, albeit less frequently than Convert City.
- UPDATE #2: Cost changed from 400 to 200, Messages were reverted to the AE versions (even though the "attack" ones don't work)


*** Sabotage Industry (L2-1): Another commercial attack ("Injoin"), "re-imagined" to make it apply to ancient-era units. You do get a message: "We have set fire to (city-x) throwing that city into disarray" There is a missing space between to&city, and it could use a comma after city name (FIXED). The sprite and sound are the "swirling papers", and when successful it shows the "blue gavel icon" next to the city.
- Given the title of the event, plus the button icon (flame) and the message, this *SHOULD* be changed to the "fire-over-the-city" sprite (GX11.spr) along with a burning sound (that would be GXXX11.wav, although it's really short). That doesn't match the late-game meaning, of course, when the lawyers are active.
- Changed the sound and the graphic.
- TASK COMPLETE

*** Assasinate Ruler (L2-4): What this really does is to switch the target nation's gov-type over to "Anarchy". Under the previous Cradle System, that would make all the gov-dependent units disband, so it was a REALLY powerful attack. But not with the new system, as all such units can operate under Anarchy.
- Accordingly, the cost should now be MUCH LESS than 10,000 Gold (In CtP2 AE, cost is 1000)
- The sprite is a "bomb-with-burning-fuse-and-small-explosion" while the sound is a ticking bomb followed by explosion.
- This was the "Sniper Rifle" button and Sprite (GX19.spr). The "sight" is REALLY large, so editing the sprite to remove the rifle might still work, even for the ancient era. Certainly no worse than a ticking clock sound and an explosion. Messageicon/Button icon should also be looked at. PENDING.
- ISSUE: Assassin carried out this attack, but got TWO messages, successful attack AND unsuccessful attack!?
- TEST #1: Tested this with original ctp2.exe and when the Attack fails, you get a pop-up message saying that it FAILED (OK), but also another one (non-pop-up) saying it succeeded. When it succeeds, sometimes you only get the (non-pop-up) saying it succeeded, but ususally there is also a pop-up saying it failed....even though it didn't. Failure always gives two messages, success usually gives two (60%?)
- TEST #2: Same results with the SC version of the ctp2.exe
- RESEARCH: There are MULTIPLE messages for both success and failure. Info_str.txt groups the message text under the "Conduct Hit" category. There are two messages for the VICTIM (the player) telling you if a hit was tried against your civ (success & failure). The tests only looked at results for the ATTACKER, so (for now), we'll just look at those, specifically CONDUCTHIT_COMPLETE_ATTACKER and CONDUCTHIT_FAILED_ATTACK. The messagebox code is in script.slc, and they are:
1) ID_CONDUCTHIT_FAILED_ATTACK = messagebox '11dAssassinationFailed (Note: this has the Show() code, meaning it is the pop-up)
2) ID_CONDUCTHIT_COMPLETE_ATTACKER = messagebox '177AssassinationCompleteAggressor' (Note: a comment was added saying, "not in ctp2.exe")
3) ID_CONDUCTHIT_COMPLETE_ATTACKER = messagebox '911ConductHitCompleteAttacker'
4) ID_CONDUCTHIT_FAILED_ATTACK = messagebox '911ConductHitFailedAttack'
- TEST #3: I'm going to comment out the first two and run a test. If it doesn't work, I'll restore those and try the second two. Half right. You don't get the pop-up failure anymore, but now ALL you get are "success" messages, even when it fails. Ugly. Tried the "if it doesn't work" alternative test, but I already confirmed that the 177 messagebox is NOT in the exe, so it's not a surprise that you don't get any success messages. You DO get the failure pop-ups. At least they don't pop-up when the mission succeeds. Double UGLY. What a disaster this "special attack messaging is!
- TEST #4: We know the 11d failure message works and we also know the 911 success message works (albeit too well), so this test will use only those. UGLY. Back to the original situation. Success message ALWAYS appears, failure appears most of the time.
- ANALYSIS: There's only ONE success message and it appears when the attack is launched, regardless of outcome. The pop-up failure appears correctly (100% of the time) ONLY if the success message is disabled. And the non-pop-up failure NEVER appears - I ran one more test in which this was the ONLY message active, and it still didn't appear. So it's just BROKEN.
- RESULT: What we're left with is only one message that actually works - the failure - and so at this point I'm going to disable all EXCEPT the 11d pop-up. Better partially right than completely incorrect. WRONG!!
***** UPDATE: ******
- I realized after umpteen zillion tests that failure does not NECESSARILY result in the death of the attacker! So it's "OK" to get a failure message when the attacker is still alive. The PROBLEM is the sprite plays UNLESS the attacker dies! So it's possible that the message is the only way to know whether the attack is a success.
- HMMMM: That really opens up a new avenue. Assuming this is true (and all indications are that it is), then the "failure message" should expand to say something like, "The attack was carried out, and even if your agent was not captured, rest assured that your Enemy is still alive!" In addition, the GL entry on this topic should have a section added which explains the messaging - nothing for success, ALWAYS a message for failure.
- TEST #5: Let's see how the success/failure and death chance percentages work out. Assassin has 20% chance of success and 50% chance of death. 6 were used, 3 died, and there were 5 failure messages. Seems about right. Poisoner has 20% chance of success and 30% chance of death. 7 were used, 1 died, and there were 6 failure messages. Again, that seems about right! OK, so we can ALMOST CERTAINLY rely on the failure message as proof of success/failure!
- ISSUE: Just realized - the message refers to the assassin as "him", but the poisoner is female. Need to "de-gender" the failure message. PENDING
*** UPDATE #2: In fact, the "success message" *COULD* be reworded to say something like, "Per your instructions sire, Assassination missions involve the highest levels of secrecy. Accordingly, we will be notified if the mission has failed, but if it succeeds? Our agent will send no message. Silence means Success!") That's really kind of hokey, but it DOES tell the player whether the attack was a success or failure, rather than having to wonder why there was no message at all. And it avoids having to add a GL entry that few will read anyway. DONE
*** UPDATE #3a: Finally brought this to a conclusion. First here's the summary of what was wrong or inconsistent:
- "AssasinateRuler" is not listed in specattack.txt, but rather borrows pieces from two that are - ConductHit and BombCabinet.
- There are two "success" messages listed in script.slc, and of those one doesn't work (it's not part of the executable) and the other one plays on every ATTACK, not every SUCCESS ("misleading" aint the half of it)
- There are also two "failure" messages, one of which does not work.
- The two that "work" utilize different "messageicons", one for ConductHit and the other BombCabinet.
- The sprite comes from the BombCabinet attack - literally a bomb with a burning fuse.
- The sound comes from the same atack, and features a "ticking clock" <facepalm>
- The cursor (which displays over the target) is the "skull-and-crossbones" from ConductHit.
- The attack icon on the buttonbar is the same "skull-and-crossbones" (albeit from a different file)
*** UPDATE #3b: And here is the fix for ALL that:
- Both messages were re-written. Since you're going to see the success message no matter what, it now serves as a precursor, "reminding" the player that there won't be a notification if the attack succeeds, only if it fails. In addition, the message code was altered to "pop-up" the "success" message first, while the "failure" message just appears in the messagelist (which reverses the earlier, more confusing order of message receipt) 
- As noted above, there were two different messageicons ("success" was MessageType "Conduct_Hit" (MGMI028.tga) while "failure" was MessageType "Bomb_Cabinet" (MGMI028.tga)). To synch them up, the "success" message type was changed to Bomb_Cabinet and now both display a new "knife" messageicon (MGMI048.tga). 
- A new sprite (GX30.spr) was created, showing the knife in a downward plunging motion. It replaces #23 (bomb-with-fuse) as the "effect" sprite associated with SPECEFFECT_PLANTBOMB in speceffectid.txt.
- An existing knife/sword sound (GUAX04.WAV) was linked to SOUND_ID_BOMB_CABINET in sounds.txt, but it didn't work! I had to rename it to GXXX23.WAV (the existing "ticking bomb" sound) in order to make it play during the attack.
- A pair of new "knife cursors" were created and replaced the two "bomb-in-briefcase" cursors as linked in orders.txt (i.e. they use the same numbers, UC050.tga and UC051.tga, since the game won't accept new numbers). Worth noting that the cursor numbers listed in orders.txt have to be two digits higher than the actual cursor numbers (thus "52" and "53"). Why? Why not! Gah.
- The skull-and-crossbones button icon (upsi22.tga) was replaced by a new "knife" button (upsi45.tga) in the ORDER_ASSASSINATE section of orders.txt

- Still need to revisit the cost (10,000 is ludicrous) along with the chances for success/death: Changed cost to 500
- PENDING


*** Assasinate Great Leader (L2-2): Another commercial attack ("Sue"), "re-imagined" to make it apply to ancient-era units. This attack can be used against any unit which has the "CanBeSued" attribute in units.txt (i.e. all the Wonder Units, but many of the civilians as well)
- When using this attack, there is no sprite and the only sound is death cry of the victim.
- An Assassin used this on a foreign Cleric and rec'd this message: "We have successfully killed Assassin". Um, no!
- Tried again using a Poisoner and rec'd this message: "We have successfully killed Poisoner". - - Clearly the messages are backward, giving the name of the attacker rather than the victim.
- The message in info_str.txt reads like this: "We have successfully killed {unitrecord[0].name}." The fix would be: "Our {unitrecord[0].name} has eliminated the target." The failure message is similar and probably needs the same change. FIXED. These are for the ATTACKER, and while it's likely the same change would apply to the two VICTIM messages (when your unit has been killed), it's possible the text works differently so I won't alter those (at least for now)
- NEW CONCEPT: One problem with the name of this attack is that "Assasinate Great Leader" works on ALL units that have the "CanBeSued" attribute, which includes most of the civilian units: Cleric, Corporate Branch (the original target of the CtP2 attack), Lawyer, Prophet, Televangelist, Patriarch, Trade Emissary, Assassin, Great General, and all the Wonder Units. As you can see, most of the feasible targets are NOT "Great Leaders", so the attack - as named - is very misleading. The other issue is that I have NEVER seen the AI use this against a WonderUnit (or any unit, actually), which means it's entirely beneficial to the human player, and nobody else. Accordingly, I'm thinking that this should be revised so it applies only to the civilian units. Which means the cost should be reduced as well (from 3000 to ??). Of course, the AI not using the attack could just be the high cost! Would have to run a test with very low cost.
- UPDATE: Possibly change of the button icon, message icon, and cursor to match the new "Knife Cursor". Certainly more appropriate for assassination than the existing "crossed swords" used for military attacks
- UPDATE-2: Created  a new "knife" messageicon (mgmi048 which is assigned to the unused TUT_LEVEL_5 in messagicon.txt)
- PENDING (victim message change).

*** Assasinate Dis-Loyal Governor (L2-3): The "Sue Franchise" commercial attack "re-imagined" to make it apply in ancient-era terms. Specifically it makes your cities stop paying tribute. In CtP2 terms, that would be using the "Lawsuit" to eliminate a "Franchise".
- The GL entry describes this in one entry along with "Assasinate Great Leader", but they are two different buttons
- UPDATE: Unlike the two "enslave" commands, it would be possible to have DIFFERENT-looking Order buttons, messagicons, and probably even cursors, but for now i'll use the new "knife" for both "assassin" attacks.
- NEW CONCEPT - "ARREST": The existing terminology is confusing, and while I can understand the idea ("get rid of disloyal city leaders that are sending money to your enemies"), a different "attack name" would be better. My thought is "Arrest Governor". We eliminate the third instance of assasinate and while the message could certainly imply that bad things await, the reality is that as the Leader of an Empire, you hardly need to assasinate your minions to get rid of them! In fact, this could be another use of the "ball-and-chain" cursor and messageicon. And you could alter the "free slaves" sprite to show the hands being manacled, rather than unchained! A "slamming cell/dungeon door" sound would also work well. Of course, "Arrest" is not the sort of thing one expects from an Assassin, so this attack would have to be assigned to a different unit. Another use for the "Emissary? "Great General" also has "cansue", and that works in this instance too.
- ISSUE #1: Once the "lawyer-type" units arive, these buttons and messages will be inappropriate for that era, but it's "either-or", so I'll stick with Cradle "ancient-era" messages and icons.
- ISSUE #2: The attack button has disappeared in Cradle 3, but it remains in Cradle 2...why? Probably this: Comparing "orders.txt" shows that "UnitPretest" in Cradle3 is "CanSueFranchise" but in Cradle2 it is "CanSue".
- ISSUE #3: Even though the button appears in Cradle2, it doesn't work. With a city that has the franchise (gear), you can put the cursor over it, and the line is green and has the cost, but clicking the button does nothing. Conversely if you click the "Sue" button and put it over the city, the line is green and there's no cost and if you click it, you get the "red x" and the "doesn't work sound". Will have to load up an AE game and see if this works in that. NOPE! Loaded up an old Cradle game using the unmodified exe and it DOES work - lawyer has two buttons and it can sue individuals AND remove the franchise. Argh. Loaded up my old Cradle 3 game that was overlaid on top of the AE executable, and the lawyer unit was unable to remove a Franchise. So this sounds like an AE bug!!
- RESULT: This attack DOES NOT WORK in AE. Which means that there is NO WAY to remove a "Franchise"
- NEXT STEPS: In orders.txt, change "UnitPretest" back to "CanSueFranchise", so this button does not appear. That way, there's no need to mess with the cursors or messagicons or buttonicons (or messages, for that matter). DONE.

*** Create Atrocity (L2-1): A renamed biological attack ("Bio_Infect") that only 3 Wonder Units can perform (Sargon/Attila/Genghis), plus the late-game "Infector". Does not kill population and is NOT considered an Atrocity. Rather it reduces production and happiness for 5 turns and has a 30% chance of affecting any city that has a trade route with the infected city.
Horribly misnamed in Cradle, since it is not actually an atrocity (test this)
- Actually it may be an atrocity, since if you use it, the victim civ declares war.
- Has the rising green gas sprite and the screaming populace sound. Also an interesting icon appears next to the infected city name -  a blinking yellow bio hazard sign.

*** Create Plague Conditions (L2-2): A renamed biological attack ("Plague") that only 3 Wonder Units can perform (Sargon/Attila/Genghis), plus the late-game "Infector". Kills 20% of the city population.

*** Establish Embassy (L1-2): Code="EstablishEmbassy". The diplomat specials are not appended at the bottom of the unit record, but rather are included in the group of "single line" traits such as "IsSpecialForces" or "CanBeExpelled"
- The sprite is the waving trumpets, sound is the fanfare, and you get a message (but no marker on the city like a blue eye or any other visible indication (which makes sense)
- The cursor and messageicon and GL icon and button icon are all correct
- INFORMATION (no changes needed)

*** Throw Party (L2-2): Code="ThrowParty". Another "single line" trait such as "EstablishEmbassy" or "IsSpecialForces" or "CanBeExpelled"
- Button image is the "Handshake with $$" (cocktail glass would be better, if there was one - that IS the image on the message icon). FIX TEST: Created a new button icon using the martini glass (upti_party.tga) and linked to it in uniticon.txt
- The sprite is the same small "Blue Cloud" which floats up when Indulgences are sold, sound is a party (people talking), and you get a message. Again, no marker on the city.
- UPDATE: Created a new "button icon" (upsi44.tga) and linked it in orders.txt (the previous one was too large). Also created a new cursor, but THAT doesn't work since apparently the game does not accept new numbering - you can only replace existing cursors. Also created a new GL graphic (martini glass)
- UPDATE-2: Substituted the new "martini glass" cursor for the unused "Faithheal", and it works.
- One remaining issue: What should the cost be? I think if it's low enough, the AI might use this, so that's worth testing.
- Cost remains 500 (same as the AE default) in Orders.txt with the "500 Max" in const.txt.
- DONE 

*** Hear Gossip: This is NOT a special attack in the sense that there is not a button, but it is a capability of the Diplomat.
- ISSUE: There is nothing about this in the GL, but here's where it is referenced:
- specattack.txt: HEARGOSSIP { SoundID SOUND_ID_HEAR_GOSSIP  SpriteID SPECEFFECT_HEAR_GOSSIP }
- speceffectid: SPECEFFECT_HEAR_GOSSIP (the effect sprite is "1", the "blue puff of smoke")
- ldl_str.txt: Two lines for "HearGossip" and "HearGossipButton"
- sounds.txt: One line, SOUND_ID_HEAR_GOSSIP "GWHISPER.WAV"
- const.txt: Three lines (but the party cost effects the gossip chances):
MAX_PARTY_COST         500      # most than can be spent on a party
MAX_PARTY_CHANCE         0.5    # the chance of hearing gossip at a party where the
                                # max gold was spent.  Less gold decreases proportionally.
GOSSIP_MAP_RADIUS       10      # When a map is revealed through gossip, a circle of
                                # this radius appears
HEAR_GOSSIP_CHANCE       0.02   # How likely a diplomat next to a capitol is to hear gossip
- script.slc: Looks like at least six messageboxes for different kinds of gossip
- cut_str.txt: The text of the six different messages: Wartime_Readiness, Alert_Readiness, Peacetime_Readiness, Boring, Map, Advance.
- MECHANISM #1: Clearly the greatest chance of hearing gossip comes from "throwing a party", with the "percent chance" being directly related to the amount spent on the party itself (i.e. max is 50% chance with 500 gold). The primary puropose of the party is to improve relations with that AI civ, but the improvement is reduced with each successive party. However, there is no mention that it also reduces the chance of hearing gossip. Also - unlike the 2nd mechanism - there is no mention that gossip from this mechanism is related to WHERE the party is held. DOES NOT WORK.
- MECHANISM #2: The 2nd method of hearing gossip is a random chance every turn IF a diplomat is parked next to the Capital City. Probably the biggest issue with that is the AI will never allow a diplomat to park next to the capital. Especially since the diplomat is not a stealth unit. Accordingly, if "capital-based-gossip" is to become a real possibility, the diplomat needs to be given stealth. Also, this is probably going to be a "human-only" ability. The AI does send diplomats to try and establish embassies, but not necessarily to the capital city. And even if they go to that city, I can't recall seeing them sitting there. Of course, that could also be driven by the visibility issue.



*** Slave Raid (L2-1): ORDER_SLAVE_RAID This is the slave raid on the city
- There are two different "Enslave" orders for slavers, although both use the same button. 
- The SC team changed the code so this type of slave raid does not necessarily result in War
- Also, the graphics are correct, since you get a "green line" when the attack is possible (red when it's not) AND it includes the "cost box" which tells you how much the attack will cost.
- The "regard cost" for this type of attack is also separate from the regard cost of the settler enslavement
- Since the Settler attack now has a separate entry in the GL, this text should focus entirely on the specific of THIS type of raid (war not guaranteed, higher cost, issue of walls, etc)
- ISSUE: The "Piracy" sound is SOUND_ID_SLAVE_RAIDS (as defined in sounds.txt) which means both attacks have the same sound. That means when the AI is "doing things" during a turn, the player hears this sound but doesn't know which attack is being performed. HOWEVER, if we take the Slave Raid sound and assign it to the unused SOUND_ID_RAILLAUNCH and then put THAT as the sound id reference in "specattack.txt", that will separate the two and each attack will have it's own sound.
- UPDATE: Edited the GL entry to include the differences between Slave Raids and Enslaving Settlers. Linked the swooshing net sound to SOUND_ID_RAILLAUNCH and linked that to the SLAVERAID in "specattack.txt"
- TASK COMPLETE


*** Enslave Settler (L2-1): ORDER_ENSLAVE_SETTLER This is the slave raid that captures individual nomads/settlers
- There is NOT an entry for this in the G/L, although there should be since this attack ALWAYS results in a declaration of war.
- The attack is NOT "free", although it doesn't have a cost box (unlike slave raid)
- Cost can be different from the city raid
- Graphics could be different (not required) since each of these attacks has their own entry in "specattack.txt". Otherwise all the graphics are correct (ball-and-chain is used by buttonicon, messageicon, cursor while the sprite (rotating net) and sound (whooshing net) are perfect.
- UPDATE: Created a new entry in the Great Library and added links to/from the Slaving units and the "Slave Raid" entry. Changed cost from 250 to 100 (this attack should be easier, plus the lower cost is more than offset by the certainty of war with the victim civ)
- TASK COMPLETE


** Free Slaves: A slavery-type "attack" (frees slaves owned by a different civ) used by the Patriarch & Abolitionist. It has a Button (breaking chains), Messageicon (breaking chains), Cursor (breaking chains), Sprite (hands with broken chains AND trumpets!?), Sound (dog&chains AND trumpets) & Messages.
- NOTE: It's interesting that TWO sprites play - the "breaking chains" sprite first, and then the "trumpets". This particular attck only lists a single sprite, and the sprite itself is NOT "chains-then-trumpets". However, SPECEFFECT_GENERAL_SUCCESS in speceffectID.txt also calls for trumpets, so perhaps that is hardcoded somehow to play during this attack? If so, the test would be to substitute a different sprite for that effect and see if it appears when the FREESLAVES attack occurs.
- PENDING: Resolve question of "why 2 sprites", although in reality there's nothing here worth changing.

** Intercept Trade (L2-2): This is the "Piracy" attack performed by all units which have the "CanPirate" attribute in units.txt. 
- Has a Button icon (Pirate flag), Cursor (Pirate flag), Sprite (Pirate flag), Messageicon (World), Sound (slaver net). Not sure how accurate the messages are TEST THAT!
- ISSUE: The "Piracy" sound is taken from SOUND_ID_SLAVE_RAIDS (GXXX14.WAV) the specattack entry for Slave Raid. "Piracy" does not have it's own entry in Specattack.txt, so there's no way to alter that. (WRONG!!!)
- WAIT!!!! Need to test if the Piracy sound is taken from sounds.txt or Specattack.txt. If the latter, it can't be changed. If its from the sounds file though, we can give a DIFFERENT slave raid to the entry in specattack!! Will give SOUND_ID_RAILLAUNCH to specattack (using the elephant sound) while SOUND_ID_SLAVE_RAIDS stays the same. If piracy sounds like an elephant, than we'll know that nothing can be done. Otherwise....
- YESSSSSS!!!! OK, they can finally have two different sounds!!! Ran a test and the "slave raid" had the elephant sound while "piracy" had the whooshimng net sound. Now the question is....what should piracy sound like? Remember it's both a Naval AND a Land attack. Will use the CtP1 "evil laugh" (guax09.wav).
- TESTED and the new sound didn't play.

** Pillage (L2-1): This is the "Pillage" attack performed by all units which have the "CanPillage" attribute in units.txt. 


GENERAL APPROACH:
- If it proves impossible to separate Advertise and FaithHeal and Soothsay from "Unhappiness", that means they will all have the same Sprite & Sound & Graphic-appended-to-City-Name.
- However, they can still be differentiated by the MessageIcon, the Message text, AND the Button Icon. NOT NECESSARILY!!
- Similar issue with ALL the multi-use civilian special attacks.
- That means it would still be possible to have a different "look" for the latter three, possibly even one for every unit (although that's probably too much).
- It also means I have to think hard about what the "common" sprite/sound/icon should be.
** One idea is to edit some of the SpecAttack sprites. For example, the "unhappy face" also has the consumer items passing by over it's head, and these are clearly NOT appropriate for the Religious attacks. And even for the commercial attack, the items are not ancient era things. Probably fairly easy to remove those items and just leave the face

*** Can't Afford Attack: 
- When the Slaver tries to attack a city, but there isn't enough money in the treasury, there's a red line from from the slaver to the ball-and-chain symbol poised over the city and the cost is inside a red box. If there's enough money, the line is green and the so is the box. If there isn't enough money and you click on the city anyway, you get the "red x"  and a cash register sound. This is probably true of many other "special attacks"
- HOWEVER: In some cases there's only a partial indication. When the Slaver tries to capture a settler, that also costs 250 gold, but all you see is a red line from the slaver to the ball-and-chain symbol poised over the settler. There is not a cost box, and the line is red even if there IS enough money to perform the attack. In both cases you'll get the "red x" and cash register sound if there isn't enough money.


*** KEY POINT: With regard to "shared messages" and "shared sounds" (i.e. "cause unhappiness" has both religious and commercial use) it's important to know if the AI is even doing some of those attacks.
- A big contributor to "whether the AI uses an attack" is the COST! After looking at the different civs throughout this playtesting, most of them have very small treasuries. Which means that many of the special attacks are priced beyond their means. Can they afford a 10,000 gold Assassination? NEVER. What is the cost of the attacks they DO use (from orders.txt):
1) Enslave city = 250
2) Enslave settler = 250
3) Convert city = 250
3a) Reform City (rare) = 1000
4) Soothsay (rare) = 500
4a) Indulgences (rare) = 0
4b) Faith Heal (never) = 0
5) Injoin = 300
6) Piracy = 0
7) Pillage = 0
8) Expel = 10
9) Embassy = 250
10) Throw Party (Never) = 500
11) Investigate city = 200
12) Steal Tech (Rare) = 2000
10) Revolution (Never) = 5000
Franchise (rare) = 500
Advertise = 400
Sue (never) = 3000
Sue Franchise = 500
- Slavers use both attacks, Assassins only Injoin, Prophets mostly convert cities, diplomats only establish embassies, spies investigate city

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CLXXIX) "Fixing" Orders.txt:
- Most of the EVENT errors involve "orders", and most of those appear to be related to the performance of "normal" tasks that don't involve slic files. The only file which controls THAT is "Orders.txt". Need to compare the file in Cradle 3+ with the one in AE.
** File Comparisons: There are quite a few differences between the two files, most involving the "Gold Cost" to perform the various orders. Others include links to different tga files and cursors.
- ISSUE #1: One of the bigger ones (maybe) is that Cradle targets "sue" on units classed as "EnemyTradeUnit" whereas AE aims it at "EnemySpecialUnit". I can't find either term used or defined in any other files, except ctp2.exe. However, units.txt groups units by category, and there is a "UNIT_CATEGORY_SPECIAL" but not a "UNIT_CATEGORY_TRADE". The former is also listed in ldl_str.txt, but not the latter. The reality is that "CanBeSued" is the determining factor as to which units can or cannot be sued, but even so, there's no other instances of  "UNIT_CATEGORY_TRADE", so that should probably switch to SPECIAL - FIXED
- ISSUE #2: The "UnitPretest" for "ORDER_SUE_FRANCHISE" is "CanSue" in Cradle, but "CanSue Franchise" in AE. Interestingly, no units have the "CanSueFranchise" ability, so even if that were shifted, what would happen? NOT A GOOD ANALOGY! Looking deeper, the ctp2.exe specifically states that "UnitPretest_CanSueFranchise" is a valid check, so I have to assume that Cradle is incorrect and the text needs to change - FIXED
- ISSUE #3: A number of differences between Cradle and AE with "ORDER_REFUEL" Look into those, but Cradle should *probably* match AE - FIXED
- ISSUE #4: Unit pretest for "ORDER_PARADROP" is "Invalid" in Cradle and "CanParadrop" in AE. Change Cradle to AE. Also, the icon is listed as upsi03.tga but s/b upsi43.tga - FIXED

*****************************************

CLXXX) SLIC File reviews (alphabetical): All file numbers preceded by an asterisk were "commented out" and are not used in Cradle 3+. That's 14 in total, over a third.

*1) Airunit.slc: Not Required (per Martin Guhman (2004)): Refuels air units (it actually destroys the unit and replaces it with one of the same kind...fully refueled)

2) Buildingunits.slc: Required. Creates the "Great King" unit when the new "Dynastic House" building is completed. One piece of EVENT code.

*3) Capturecity.slc: Not Required. Destroys a percentage of buildings when a city is attacked or captured. The percent chance that various attacks will destroy buildings is included in Const.txt (ASSAULT_DESTROY_BUILDING_CHANCE), and the AE Readme specifically mentions that the "DestroyBuilding" function now works.

4) Colony.slc: Required (but modify, if possible). This is a Cradle file that builds a colony when a settler is disbanded inside city limits and it adds a population point when a Plunder II unit is disbanded in the city. However, it also has code for adding pop points when a settle is disbanded, and that *could* conflict with the new "Settle-in-city" function. Preferable if that part of the code could be removed. Since the "build colony" button doesn't work (Danger Will Robinson!), this is the only way to actually get colonies. Has two EVENT sections.

*5) ComImpSForAIs2.slc: Not Required, per Martin Guhman (2004)

6-8) Culture.slc (which in turn activates culture_funcs.slc and culture_msgs.slc): Required (with caveat). These are the Cradle Religious/Culture Victory files, and thus needed IF you plan to play with that option. If not, it might be best to "comment out" the "#include culture.slc" line in Scenario.slc. There are nine EVENT sections in culture.slc (none in the other two)

*9) Diplomod.slc: Not Required (replaced by diplomacy.slc)

10) Diplomacy.slc: Required. An AE file which replaces diplomod.slc.

11) Elite.slc: Required (but known to be broken!) This file creates the "Cradle Elite Units", and is thus a key part of the mod. Has two EVENT sections. ISSUE: The code which creates Generals from Heroes is broken. After the first Hero is promoted to General, all subsequent promotions kill the Hero unit but do not provide a General unit.

12) Feats.slc: Required. The Cradle-specific version has more entries, but there's no EVENT code, nor any errors related to this file.

*13) FortsForAIs.slc: Not Required. Builds forts for AIs in order to connect separated parts of the empire, primarily so they'll build roads between each area. In 2004 Martin noted that this file was still required, however in 2006 the SC team added the "CanBuildWasteland" code to tileimp.txt, and in 2007 Ekmek commented that "the AI has built roads through wasteland to connect cities".

*14) Frenzy.slc: Not Required, per Martin Guhman (2004)

*15) Goods.slc: Not Required, per multiple sources (now part of the base game)

16) Homeguard.slc: Required. This file creates the "Cradle Militia Units", and is thus a key part of the mod. Has thirteen EVENT sections. Worth noting that SC introduced a feature in userprofile.txt which provides the "cheapest unit" to the AI as a Militia garrison unit (AIMilitiaUnit=No or Yes), but that's a different solution to the problem. I suppose you *could* substitute that feature and do away with this file altogether, but that would be a last resort, and only if it's proven that this file is causing CTDs.

*17) Infras.slc: Not Required (probably). A small file which fixes an AI bug involving Infrastructure or Capitalization. One EVENT section. I couldn't find specific mention of this issue, but there are several threads in which the team fixed different Infrastructure/Capitalization problems, and this was almost certainly dealt with as well.

*18) KillCityOption.slc: Not Required. A file which gave the player a few options after capturing a city (destroy/disband/enslave). Two EVENT sections. "CityCaptureOptions" are now part of the base game, so this file is redundant.

19) Mapwonders.slc: Required. This file identifies the Visible Wonders (a key component of Cradle) and also places them on the map. Four EVENT sections. There were some slic errors related to the Great Wall code (it places two wall TIMPs, one on each side of the city). That feature isn't used in Cradle anyway, so I'll see if that code can be deleted - it almost doubles the size of the file, all to no purpose (in Cradle, anyway).

*20) Natwonders.slc: Not Required (but desired). This file identifies the seven Natural Wonders and places them on the map. Nine EVENT sections. This file was kicking out both a "normal" SLIC error and a cascade of EVENT errors. I was able to fix the first one, but I'm not "coding-smart" enough to figure out what's wrong with the Events. It does seem odd though - most of this code is used to deploy the wonders at the start of T2, after which it should shut down - the exception being all the code designed to prevent pillaging and overbuilding. At least for now I'm going to remove this file from the Active SLIC files list. Eye candy is great, but not at the expense of stability.

21) Plunder.slc: Required. A number of the Cradle Wonder Units have the ability to generate "plunder units" of various sorts, and this file controls the type of plunder unit (based on time period). Two EVENT sections.

*22) Pw_cheat.slc: Not Required. A small file which gives the AI a gold and PW boost to encourage them to build TIMPs. One EVENT section. Not a "bug fix", so not mentioned in the SC threads, but the AI shouldn't require artificial boosts like this, given the many AI improvements in AE. Worth noting that Cradle 3+ originally used the similar "pwcheat.slc" from the MoT mod, but that has been deactivated as well.

23) Scenario.slc: Required. An empty file (presumably the code requires its presence) which is populated and used only by scenarios.

24) Script.slc: Required. Most of the file is dedicated to "messagebox" code but it's also where most of the slic files are activated (bottom of the file). BB added two EVENT sections at the bottom of this file as part of the Cradle Scenario conversion, but I'm removing them since they disabled CityCaptureOptions in favor of those in KillCityOption.slc (now deactivated).

*25) Settling.slc: Not Required. A file from the Mot mod which BB altered for Cradle, intended to improve AI settling location choices. Seventeen EVENT sections. I like the idea, but at least one of the earlier playtest EVENT errors appeared to come from this file, and it has a LOT of EVENT code. Accordingly I'm going to disable it.

*26) Soundfix.slc: Not Required. A file which adds sounds when tile improvements are built. One EVENT section. The SC project added a sound file link to tileimp.txt, making this redundant.

*27) Springfield.slc: Not Required. A file which made the AI build a new Capitol improvement if the old was lost. Five EVENT sections. The AE readme specifically lists this as an SC fix from Revision 907.

28) Tilerefund.slc: Required (not really, but it's a nice feature and there's no indication that it's buggy). A file which refunds part of the PW cost of an improvement when it is pillaged or a new one replaces it. Three EVENT sections.

29-30) Train.slc (which in turn activates trainfunct.slc): Required. These are the Cradle Military Unit Training files, which increase unit strength by spending gold. Personally I don't use this, but it's an interesting feature and has a really nice graphical interface. There are six EVENT sections in train.slc (none in the other).

31) Traits.slc: Required. Holds the Cradle civ-specific feats and golden ages. One EVENT section.

32) Traits2.slc: Required (with caveat). More Cradle civ-specific traits (gold, pw, and culture). Fifteen EVENT sections. The Cradle2 playtest kicked out two EVENT errors related to this file, specifically the two EVENTs which grant extra population to newly founded cities of certain civs. When you read the code, it's designed to keep the exe from opening the build manager for one turn, so it's not surprising that CTP might see this as a problem. Worst case, those two civ features could be removed, but for now I'll keep this with no changes.

33) Updater3.slc: Required. This file allows the player to upgrade Cradle Militia and Elite units, which - because they are unbuildable - cannot be updated using the new AE upgrade system. The file included with Cradle (updater.slc) did not function properly, so it has been replaced with this modified version of APOL_updater2.slc.

34) Wonderbuildings.slc: Required (???) This file prevents the AI from constructing buildings that are already granted by a Wonder. For example, VoK gives the player the effect of an Apothecary in every city, but even if they have this Wonder, the AI builds Apothecaries anyway. Zero EVENT sections. NOTE: There is new code in the Wonder database, "ActualBuildingEverywhere", which means that when the Wonder is built, it places the actual building in all of the player's cities (the existing code - which still works - is "BuildingEverywhere", and that provides the effect of the building). So changing to the new code would mean this file could be removed. HOWEVER: Since there aren't any EVENT sections in the code, this is not a source for those sorts of errors.

35) Wonderunits.slc: Required. This file creates all the units (not all of which are non-buildable "Wonder Units") given to the player when particular Wonders are built. Seventy-four EVENT sections!!! Certainly that's a LOT of EVENTS, but each is a one-time creation of a single unit and each trigger is disabled right after the EVENT fires. Seems unlikely to be a source of problems.

CLXXXI) Remove sounds for Playtesting:
- I replaced the sound file links with "NULL" for "GeneralFail" and "Expel" since those sounds are ubiquitous in the late game (and thus very annoying), but the sounds continue to play.
- TWO ISSUES:
- 1) What DOES cause those sounds to continue to play? Have to look closer at all links which generate those sounds.
- 1a: "Fail" also uses the same sound as "GeneralFail", so I altered that to NULL and reactivated "GeneralFail" (just to see if anyting uses it).
- 1b: "SOUND_ID_EXPEL" uses GXXX38.WAV, but that is a "bump" sound. The actual "expel" sounds like a horn, which is UBAX16.WAV. Turns out that only "SOUND_ID_ALERT" uses that sound file, so I will change that to NULL and see if it works. Also restored "Expel" to it's default. THAT WORKED!
- 2) Have to revert these changes when the playtesting is complete, since they need to be in the game.
- DONE

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CLXXXII) Remove Great Wall Code from Mapwonders.slc:
- This generates a slic error (not EVENT) when Hadrian's Wall is built. It also serves no purpose, since the whole point of the code is to build a pair of walls on each side of the city, and Cradle doesn't use that "feature".
- For testing (eventually), change the pre-req advance (or grant it via slic in kull.slc) so the human player can build it almost immediately. First test would be to "comment out" the indicated sections. If that doesn't work, would have to explore removing all of that code.
- Looking closer at the file, the following sections should be removed for the test:
* 127 thru 134
* 141 thru 224
* 244 thru 250
* 338 thru 345
- TEST#1: First test did NOT produce an slic error. And why? Because the city had three open squares to the SW-S-SE for walls to be built. Maybe I was getting the error because the code saw ocean in one of those locations? 
- TEST#2: Tried a few more tests, but none generated Slic errors. In one, the SW tile was oceans, but it built the wall on the S & SE tiles anyway. The third had ocean at all three tiles, but it built one section of the wall in the W tile (not one that is usually chosen).
- TEST#3: Just to be sure, I set DebugSlicEvents from "No" to "Yes", but still no errors.
- RESULT: Dunno. Sounds like the code is working. However the on-map tile is a single TIMP so it doesn't "chain together" like the code expects. Which means the code should still be excised so that only a single TIMP is placed. Removed all the GW code lines listed above....
- TEST#4: CRASHED! (lol) Luckily that is not unusual the very first time you run a game after making a major change to SLIC code. Not sure why it crashes, but so long as the code isn't borked it will run fine on the next start.
- TEST#5: Worked perfectly. Even terraformed a piece of forest to make room for the SINGLE wonder tile.
- The other reason for doing this is I wanted to add a Visible Wonder tile for the Great Wall (currently in game but w/o an on-map Wonder). Likewise, I need to add the missing Seven Ancient Wonders (see CXIX)
- UPDATE: The only "missing" thing is to include Great Wall as a visible wonder AND THEN run the same test to be sure it will be built in just one tile AND does not throw errors.
- Files that have to be changed to insert a new Visible Wonder. Note: Not all have to be updated for GW, but for sake of completeness, here they are:
* WonderBuildLists.txt (already has GW)
* Tileimp.txt
* mapwonders.slc
* Uniticon.txt (already has GW)
* Wonder.txt (already has GW)
* wonderbuildings.slc (Only used for Wonders that grant other buildings, like "GW gives Walls", etc.)
* wondermovie.txt (as noted earlier, this file doesn't do anything so can be ignored)
* Gl_str.txt (already has GW)
* Great_Library.txt (already has GW)
- Now added as a Visible Wonder
- TASK COMPLETE

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CLXXXIII) Unit changes (after playtesting):
1) Trade Emissary: The AI simply has no idea what to do with the Trade Emissary, and in fact that seems to hinder the building of other specials. So I'm going to remove it from the AI build list. Better they build units that will be used then ones they don't. DONE.
2) Pezheteroi: AI civs never built this unit. Sure enough, it's not on ANY list. Will add to the Defense group. DONE
3) Religious units aren't listed under any of the groups aside from "Special". Accordingly, I'm going to plug them into the "SpecialPeaceful" group. That means we should see Slavers from Militarists and Religious units from the peaceful civs. DONE (and it works).
4) Great King: Game code places it in the front line - even though it is "Ranged" - and stops using it when "better" attack units appear. I'll change it to "Flanker" to see if that extends it's life and usefulness. Also give it the "IsFlanker" code. DONE
5) Scout: Even when the AI build these, they don't use them. As per CLXXXVI (below), change the category to "Air" (keep it as "special" in units.txt, at least for now). Final solution was to replace Scout with Emissary (see CCXXV)
6) Spy: Another unit the AI never builds because it isn't on any list except the generic "Special". Will add to the "Militarist" group. DONE
7) Archer: The new AOM unit looks very different from the other units, and while not strictly a problem, I'll revert back to the "Nottingham Forester" to restore the "ctp look". DONE
8) King's Eye & Slave Trader: Two more units the AI would never build because they aren't on any list except the generic "Special". Will add both to the "Militarist" group. DONE
- TASK COMPLETE

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CLXXXIV) Other changes (after playtesting):
1) TIMPS: AI can build the commercial TIMPS almost everywhere. Also, the "Trading Posts" look almost identical to the "Latifundia". Need to re-look at this whole category. DONE
2) Empty Build Queues: Made sure that BOTH "Capitalization" and "Infrastructure " are included in ALL the buildlistsequence.txt file groups, but it didn't help - the AI never used either. Need to reactivate "Infras.slc" and see if that helps. The larger issue is - at least on Hard - the more advanced AI civs are able to build every available building, as early as 1000 AD. Based on looking at the individual civs via "cheat mode", they are maxing out the production sliders, with no penalty from doing so. PENDING
3) Several issues with city names: Spelling (Greece-potidaea, skyros, pergamon; Carthage-lilybaeum); Dulicates (Egypt had two cities named "Sais"); Code (Sumer had TWO entries for SUMERIAN_CITY_41. Changed the second to -42 and made the corresponding fix in civilization.txt.) DONE.

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CLXXXV) Embassy/Diplomat issue:
- Diplomacy suffers because Embassies are so rare. AI civs are at almost constant war, so they build diplomats to RARE purpose. Perhaps a building that operates like Cyrus Cylinder and grants full diplomacy to all civs. Would have to be later (maybe as-of Tribunal Empire?) because otherwise it offers too much scope for early tech trading and other such. - Would have to find a new rationale for Cyrus Cylinder, though (maybe grants a Persian Wonder unit to "oppose the Roman Tribunal Empire", lol). That and perhaps a religious bonus - Ahura Mazda-based - it is a main religion, and it's missing). Starting to like this idea.
- Diplomats will lose their most useful function, so think about transitioning to a new unit at the same time. Has stealth and can see stuff. In fact, this is where the Trade emissary can have a use. Unit happens with Tribunal empire. Need to ramp up it's ability for gossip and parties. AI might never use it, but human will, and it opens up a new window (early game, anyway).
- ISSUE: The "embassieseverywhere" and "embassieseverywhereevenatwar" is code that *probably* applies only to Wonders. So assigning it to a building (or an advance) may not be possible. I discovered something similar with the "DynasticHouse" building, which had to be given new attributes, since it couldn't use the Wonder ones.
- OPTION1: The old Diplomod had slic code which would estabish an embassy when a certain Advance was achieved. Perhaps take just that portion of the file, rename it as embassy.slc, and see if that would work. Downside is it's more slic code and it would require testing to make sure it works correctly.
- OPTION2: If the Building doesn't work, can there be a series of mutually exclusive wonders that have the same effect as Cyrus Cylinder, except each civ can build one? Presumably that would effectively be only one more wonder per civ, not 33 new wonders, since each civ can only build one. Would need to look at destroying these if captured, so the losing civ could build a replacement, and to make sure that conquered wonders don't interfere with the civ-specific one already owned by the conquering civ. Definitely MUCH more complexity here than I first realized.
- UPDATE: This is essentially fixed, using a different method than the ones examined above. See the "Establish Embassy" section in the "Special Attacks" file. Solution was to make the Diplomat "stealthy" and to alter a few other values in "units.txt"
- TASK COMPLETE

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CLXXXVI) UNIT_BUILD_LIST_MOBILE:
- Each of the strategies in "strategies.txt" has a section which lists the "types of standard units that should be built". In the base game (and AE), one of those is called "AirUnitList", and it points to a section in the "unitbuildlist.txt" file called UNIT_BUILD_LIST_AIR. Makes sense.
- However, Cradle points that code to a section called UNIT_BUILD_LIST_MOBILE, and it contains all the cavalry units. Now that's an interesting idea, since it means that military land units now have FOUR categories (Defense, Offense, Ranged, Mobile) whereas the standard game only has the first three. That encourages the AI to build cavalry AND infantry, and in the playtesting reviews it certainly seems to be working.
- Cradle adds the airunits in at the end of this list, and again that makes sense because by the time you can build airunits, cavalry is obsolete. So a very neat idea.
- I only bring this up because this may (finally) be the solution to getting the AI to build Scouts.
- UPDATE #1: I decided to eliminate this category, but since the AI STILL refuses to build Scouts, I'll take a similar approach and instead will place the "Scout" as the first unit in the UNIT_BUILD_LIST_AIR category.
- TEST RESULT: AI still does not build Scouts.
- UPDATE #2: The next idea is to place the "Scout" as the first unit in the UNIT_BUILD_LIST_SPECIAL_SPY category. That worked for Diplomats, so maybe for Scouts, too. The concern is the AI will build Scouts but NOT Diplomats.
- TEST RESULT: FINALLY! AI builds Scouts. Not all, but roughly 60%. They do use them as Explorers, but that's fairly rare. Importantly, they also build Diplomats. So this is (finally) the solution for "AI won't build scouts"
- IDEA: Similar to Diplomats, Scouts should have the "be stealth, not see stealth" capability. In fact, if that were applied to more Stealth unit categories, it would really change the game. Imagine if only the "spy" units could see stealth! That's actually a huge change, but it would make the AI special attacks much harder to defend against.
- INFORMATION

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CLXXXVII) Other sounds (after playtesting):
- Sound seems similar or the same for pirating and slaving. Should be different. Still looking for the for the link which leads to the piracy sound!
- PROBLEM: Ran a test in which I changed the "Enslave City" sound and the Piracy attack used that new sound. Since there isn't a separate sound entry for piracy, you CANNOT separate the two. (Actually, you can! See below)
- UPDATE: The solution for the shared Piracy/SlaverNet sound was to use the "Enslave" sound file name for Piracy (now linked to a file with a low laugh from CtP1) and assign a DIFFERENT sound file name to the SLAVERAID (now SOUND_ID_RAILLAUNCH - the slaver net sound) in specattack.txt
- Injoin sound is a jet engine. Need something shorter. Also, given that it means sabotage, a fire sound would be better.
- Substituted a fire sound and the flame graphic. The fire sound ("GXXX11.WAV") is too short...need a replacement. GXXX02.WAV should work, as it has a low-key whoosh sound and is only used by the non-existant SOUND_DEATH_SPACE_CITY
- IMPLEMENTED

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CLXXXVIII) Cursors:
- It appears the game will not accept new cursor numbers other than the existing UC001.tga thru UC089.tga
- Cursors are assigned to orders in "orders.txt"
- ISSUE: The assigned numbers are frequently DIFFERENT from the actual cursor numbers. It appears there is a gap in the sequence. For example, the two "Move" cursors are UC002 and UC003, but the text file lists them as "1" and "2". The same is true with Attack (cursors are UC004 and UC005, but the text file lists them as "3" and "4"). But the gap moves suddenly in the opposite direction when you reach "Bombard". With that attack, the cursors are numbered UC006 and UC007, but the text file lists them as "7" and "8". So "5" and "6" are missing. Even though there are cursors with file names UC008 thru UC013, they apparently aren't used, since the next Order is "Expel" (UC014 & UC015) and here the gap increases as the text file lists them as "16" and "17". And the gap remains at two for ALL subsequent cursors. VERY CONFUSING, to put it mildly!
- All that said, there does appear to be an opportunity to add "new" cursors. Since the game won't accept new numbers, the idea is to identify unused cursor numbers and to replace them with alternates.
- One obvious example are UC084 and UC085, which represent the "Faith Heal" attack. I've already tested this and the game does not see it as a "real" attack, and instead applies the "Indulgence" buttons and cursors. So the first test would be to assign these numbers to the new "Hold Reception" cursors and see if they work. IT WORKS!
- INFORMATION

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CLXXXIX) Plunder Units:
- The AI rarely gets these units, and when they do, they don't know how to use them.
- Which means that effectively it's a "human-only" unit. Accordingly, look at creating a new unit (like the camel, but perhaps with gear on its back) and use that for this purpose.
- Take a close look at the "settler" sprite. How hard to remove the Human? Or remove the Donkey? ANSWER: Very Hard. The main problem is the unit has movement pics in all 5 directions, and that means portions of the human and/or donkey obscure each other, so removing one of them leaves big gaps in the other that have to be filled in somehow. That's a LOT of work. So...NO!
- That would free up the "plunder" units to return to their previous role as "settlers", instead of having Nomad sprites in both roles. Could even have something like a truck for the late-era plunder, camel/donkey for early era, and a civilian unit of some sort for the "Captives". Let's look at candidate sprites:
1) Plunder I = Ancient Era, Disband for shields: A new animal sprite. Camel or Horse? Have to make it, and won't have full animation (but at least can point in the right direction).
- UPDATE: As described in CCXVII, a new "Goat Sprite" was created and placed in-game as a better representation of "early ancient era loot".
2) Plunder II = Ancient Era, Disband for citizens: Mistress (if available), ctp1 worker (gu245), ctp1 slave (gu246). Have to look at the latter two, may not have directions, and size could be an issue. Worker and Slave sprites won't work for this. Mistress makes sense, especially since that's closer to the reality of enslaved women giving birth to children who are not slaves (that's mostly what happened in the early era). Males weren't taken from conquered cities and given citizenship!
3) Plunder III = Medieval Era, Disband for shields: Use the cow sprite? It is fully animated now.
- UPDATE: As described in CCXXIV, the "Cow Sprite" was improved and placed in-game as a better representation of "medieval era loot".
4) Plunder IV = Modern Era, Disband for shields: Use the truck from WW2 mod (GU247.spr in BB sprite file). Not animated though. In fact, it only has ONE direction, so something pointing in 5 would be better.
- UPDATE: As described in CCXV, a new "Truck Sprite" was created and placed in-game as a better representation of "modern era loot".
- REFERENCE: See section LXVII (Changes to plunder.slc file)
- TASK COMPLETE

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CXC) Re-visit All files in the AIDATA folder:
- The facts are:
1) All the changed files in that folder work flawlessly with the baseline AE gam
2) A part-Cradle, part AE conversion resulted in Cradle CTDs
3) Reverting them to the Cradle defaults eliminated the CTDs, and lastly
4) A partial conversion in which changes in one file were properly linked to the other files ALSO resulted in a no-CTD game.
- Accordingly, I think the solution here is to convert slowly and look at all linkages to make sure they exist, rather than converting them one file at a time and ASSUMING the links will be there.
- UPDATE: I created a new file ("AE Cradle (AI Files).txt") which captures the approach taken and all the changes made to each file. This was playtested EXTENSIVELY (see Section CCII below), and there were no CTDs
- TASK COMPLETE

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CXCI) New "Conduct Hit" Sprite:
- Effect sprites are very different from units. There are potentially two animations (Play & Flash), but in this case only "Play" was used, and it has 13 images. This is a "2-digit" sprite, and we'll keep the existing number (19) at least for now, but I may change it if the game will accept new numbers AND the ancient/modern file swap works.
- File size is the CtP2 standard of 96x72.
- The shadow file only shows the rifle, and not the huge "sight" (which is all that I'm keeping), so we'll omit shadows altogether.
- One issue with the extraction. Looking at the first file as an example, it is named GX19EA1.0.tif (after the conversion from .tga), but makespr expects to see a name like this: GX19EA.0.tif. So all the files have to be renamed, removing the initial numeral "1".
- The conversion was a little tricky, especially since I was modifying every file, and there was extensive use of the color "white". Normally you select that "by color" and delete when restoring the alpha channel, but that can't be done when white is a large part of the image itself. Acording I had to insert fuchsia in all areas that had "to-be-deleted-white", and THEN added the alpha channel and deleted the fuchsia. 
- Once all that was done, the sprite built correctly, but hasn't yet been tested.
- NOTE: The SC team has added a lot of new information in the "city status bar", and as a resut, many of these special attack sprites are partially obscured when the play. A good example is the "brown-cloud-with mask", in which you can't even see the mask. It will be interesting to see how much of this new sprite is visible. One option would be to look at the "cloud-with-sunbeam" sprite, which plays high overhead the city, and thus you can see most of it. Depending on how that was done, it may be possible to rebuild some of these.
- The sprite works. The whole thing appears below the city status bar. It's better than the "bomb-with-burning-fuse", although it still looks a bit too modern. Also, although the ticking bomb sound is gone, the scream didn't appear in it's place (different issue from the sprite, of course.
- UPDATE: This new sprite is simply too modern, so I created a different sprite that shows a plunging dagger, and will use that instead. The new "gunsight-only" sprite will be renamed from GX19.spr to GX32.spr (so it can be part of the download should there every be a need for this) - DONE
- TASK COMPLETE (but new sprite not used)

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CXCII) New "Unhappiness" Sprite (remove advertising, add skull):
- Another effect sprite, and again only the "Play" animation was used. It has 20 images, but 13 and 14 are identical (one can be removed). This is a "2-digit" sprite, and we'll keep the existing number (18) at least for now.
- File size is the CtP2 standard of 96x72.
- Shadow files exist and are pretty simple (only reflects the jaw moving up and down).
- The last facial expression (files 13-19) does not change.
- To make this a more interesting sprite, rather than just delete the advertsing images (car, TV, shoes) and possibly stick an unmoving Soothsay image over the head, I'll copy in part of the Cyber-Attorney attack in which a skull-like head rotates near her. In this case it will be placed over the large unhappy head. Hopefully this works....
- The sprite built correctly (we'll have to see what it looks like), but hasn't yet been tested.
- The sprite works, BUT the "rotating skull" is above the head and is obscured by the city status bar.
- NOTE: The city status bar obscures many of the sprites, not just this one. No obvious solution other than trying to rebuild most of them. The only solutions are to have "narrow" sprites (top to bottom) so the whole thing plays out below the status bar OR to rebuild them so they play above the status bar. either way, that's a LOT of work. A project for another time.
- UPDATE: The new sprite will be renamed from GX18.spr to GX31.spr so that both sprites can be used as part of the "File Swap" system, should that ever be activated - DONE
- TASK COMPLETE (new sprite is used)

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CXCIII) "Assasinate X":
- On further reflection, one of the confusing aspects to some of these special attacks is that there is a REAL attack called "AssassinateRuler" while Cradle has created two more, "Assassinate Great Leader" and "Assassinate Dis-Loyal Governor". The latter two are actually LEGAL attacks; "Sue" and "SueFranchise".
- Adding to the confusion, "Assasinate Great Leader" works on ALL units that have the "CanBeSued" attribute, which includes most of the civilian units: Cleric, Corporate Branch (the original target of the CtP2 attack), Lawyer, Prophet, Televangelist, Patriarch, Trade Emissary, Assassin, Great General, and all the Wonder Units. As you can see, most of the feasible targets are NOT "Great Leaders", so the attack - as named - is very misleading. The other issue is that I have NEVER seen the AI use this against a WonderUnit (or any unit, actually), which means it's entirely beneficial to the human player, and nobody else. Accordingly, I'm thinking that this should be revised so it applies only to the civilian units. Which means the cost should be reduced as well (from 3000 to ??). Of course, the AI not using the attack could just be the high cost! Would have to run a test with very low cost.
- "Assassinate Dis-Loyal Governor" is the attack which removes franchises. Again, the terminology is confusing, and while I can understand the idea ("get rid of disloyal city leaders that are sending money to your enemies"), a different "attack name" would be better. My thought is "Arrest Governor". We eliminate the third instance of assasinate and while the message could certainly imply that bad things await, the reality is that as the Leader of an Empire, you hardly need to assasinate your minions to get rid of them! In fact, this could be another use of the "ball-and-chain" cursor and messageicon. And you could alter the "free slaves" sprite to show the hands being manacled, rather than unchained! A "slamming cell/dungeon door" sound would also work well. Of course, "arrest" is not the sort of thing one expects from an Assassin, so this attack would have to be assigned to a different unit. Another use for the "Emissary? "Great General" also has "cansue", and that works in this instance too.
- UPDATE - Here are the changes resulting from analyzing all three attacks:
* "Assassinate Ruler" remains, but has graphical, sound, messaging, and cost improvemenmts.
* "Assassinate Great Leader" has been changed to apply only to Civilian units, and thus was was renamed "Assassinate Civilian". Uses similar "knife" graphics as "Assassinate Ruler" and has revised messaging and greatly reduced cost.
- "Assassinate Dis-Loyal Governor" has been removed from all units since "SueFranchise" does not work.
- Detail review of these was carried out in the "Special Attacks" section (currently a different file)
- INFORMATION

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CXCIV) Repeating "off-key piano chord":
- I saw this reported as an annoying issue that gets worse as the game proceeds, and can confirm that it REALLY gets old. (https://apolyton.net/forum/other-games/call-to-power-2/9371615-repeating-piano-sfx-after-end-turn)
- Found it: cdndfail.wav AND gillegal1.wav
- cdndfail.wav is listed in sounds.txt as the "DragDrop_Fail". Seems like an unlikely thing for the AI to be doing during a turn
- gillegal1.wav is listed in sounds.txt as the "Illegal_Move". Almost certainly, THIS is the problem. Two possible solutions - assuming there isn't a "hard code" link, changing the reference to "NULL.WAV" will make the sound stop. It might be somewhat useful to the player during a turn, but the "annoyance factor" offsets that. If there IS a hard code link somewhere, the other solution would be to copy null.wav and rename it as gillegal1.wav, and place that file in the Cradle3 sound directory.
- RELATED: Foghorn (eviction) happens a lot as well, and is ubax16.wav
- ubax16.wav is listed in sounds.txt as the "Alert".
- For playtest purposes I changed SOUND_ID_ILLEGAL_MOVE and SOUND_ID_ALERT to "Null.wav", but can't confirm that it worked.
- UPDATE: Now that most of the extended playtesting is complete, I reinstated the Expel sound (ubax16.wav), but will leave the illegal move sound as "NULL.WAV" - DONE
- TASK COMPLETE

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CXCV) Great Library changes:
- Craft Guilds (IMPROVE_CRAFT_GUILD) apparently had both an income AND production increase, but now it is only production. The Great Library still has some text which talks about extra gold, but that is no longer the case - FIXED
- Patriarch: Library says it can Enslave and Soothsay, but it does neither (FIXED)
- Atilla Unit: Spelled wrong, s/b "Attila". HOWEVER, there is also a "House of Atilla" and probably a number of GL (and other) references to Attila which use the wrong spelling. Don't mess with this until/unless you are ready to fix ALL of them. (FIXED all visible names)
- Pikemen: GL fails to say that (like Man-at-Arms) this unit can only be built by Monarchy and Theocracy govs (FIXED)
- Televangelist: GL says it can only be built by Theocracy, but actually it is Democracy. (FIXED)
- Plunder Units: Typo/grammar issues in the GL descriptions. (FIXED)
- Slaver concept does not mention acquiring them through "enslavement in battle". (FIXED)
- "Coliseum" s/b "Colosseum" (i.e. the specific building in Rome vs a generic stadium) (FIXED)
- "Refuel" and "Ranged Attack" are listed as "Orders" in the GL, but the descriptions are those of "Concepts".
- "Refuel" appears to have been worked on by the SC team as an "order", but no units feature the new "CanRefuel" attribute so it's not clear if another solution was implemented instead. Either way, it is not an "order" and shouldn't be listed as one in the GL.
- "Ranged Attack" appears to have been replaced by "Bombard", and is definitely not a working "order". The GL entry does not mention an order, but refers generically to units in the UNIT_CATEGORY_RANGED which have a "ZBRangeAttack" value (as listed in "units.txt").
- Accordingly, both GL entries are being switched from the "Orders" category to "Concepts" - DONE
- "Investigate City" is listed under the heading of "Spy" in the "Orders" section of the GL. This is confusing, because "Spy" has other uses, primarily as a unit name, and the "hover text" over the button says "Investigate City", which is what the player would typically look for when seeking more information in the GL. The solution is to change the display name as listed in "gl_str.txt" - DONE
- "Settle-in-City": A new order added by the SC Team which allows Nomads and Settlers to disband inside a city, adding one point of population. No listing for this in the GL, but there should be - DONE
- Made the necessary changes to uniticons.txt, gl_str.txt, concept.txt, & great_library.txt. Since "order_refuel" and "order_ranged_attack" must remain in orders.txt, they had to be marked with the "GLHidden" attribute as otherwise they leave spurious entries in the GL. Conversely, had to remove the "GLHidden" attribute from the "settle_in_city" order so it would display the new GL text.
- TASK COMPLETE

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CXCVI) GOAL_RANGED_ATTACK:
- Recognizing that ORDER_RANGED_ATTACK isn't a functional order (there are no units, now or in the past, which have this listed as a specific form of "attack"), and thus it doesn't do anything, there are still vestiges of it remaining in-game. Potentially one of the more problematic is the existence of GOAL_RANGED_ATTACK in goals.txt, which is "implemented" in SEVEN portions of "strategies.txt".
- In other words, the AI is being told to gather units to implement this order, and they are then being deployed across the map based on the priorities in strategies.txt. It's possible that there's simply no effect since there aren't any units capable of "executing ORDER_RANGED_ATTACK", but nevertheless, this attack has a pretty high priority.
- I'm not familiar enough with these files to know whether or not the goal can simply be removed (it is present in both Cradle and the AE base game), but one approach would be to simply drop all the priorities to ZERO, which means the AI will never try to implement this goal as part of any strategies.
- PENDING

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CXCVII) New Order & Concept 2D Graphics:
- Working with the various Orders and making updates and changes to the GL revealed that several of the 2D graphics weren't properly representative. Same issue with several of the Concepts. As a result, I created new 2D art for several of the new and existing Concepts and Orders:
- Order: Settle (UPSS004L.TGA)
- Order: Settle-In-City (UPSS048L.TGA)
- Order: Assassinate Ruler (UPSS045L.TGA)
- Order: Assassinate Civilian (UPSS018L.TGA)
- Concept: Embargo (UPCP075L.TGA)
- Concept: Starvation (UPCP017L.TGA)
- Concept: Trade (UPCP076L.TGA)
- Concept: Trade Route (UPCP077L.TGA)
- TASK COMPLETE

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CXCVIII) More incorrect city names (and duplicates):
 - As noted in the original Cradle3 review doc, many of the civs have only 30 city names (civ_str.txt), so I spent a lot of time going through various sources and adding new ones. In the case of the Etruscans, all the names have been changed to reflect Etruscan spelling, which is nice because otherwise they just looked like Alt-Rome. IMPORTANT: When actually adding/altering the new city names, MUST make a similar change to "civilization.txt" to add lines for each additional city.
- Mayan City of "Chichen". Is the name too long? NO - They didn't add the "Itza"!? Anyway, FIXED
* Barbarians (not that they found any cities, but at least these should be accurate):
- Barbarian Nation is "The Wastelands" (s/b "The Steppe" since that's where most of the historical Barbs invaded from)
- Pictish (s/b Picts)
- Anglos (lol - s/b Angles)
- Macomanni (s/b Marcomanni)
- Tuetons (s/b Teutons)
- Hittites/Turks use "Malatya" (replace with "Goreme" for Turks)
- Hittites/Turks use "Tarsus" (replace with "Senjirli" for Turks)
- Turks/Byzantines use "Ankara" (replace with "Euchaita" for Byzantines)
- Hittites/Byzantines use "Sinope" (replace with "Zalpa" for Hittities)
- Hittites/Mongol use "Aleppo" (replace with "Tenduk" for Mongols)
- Arabian/Mongol use "Basra" (replace with "Tosokh" for Mongols)
- Arabian/Mongol use "Kabul" (replace with "Suurin" for Mongols)
- Byzantines shared 7 of 45 with others (FIXED)
- Macedonia: Replaced 7 "Alexandrias" with others
- DONE (for now)

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CXCIX): "Assassin" unit-types reconsidered:
- ISSUE: Poisoner will co-exist in the same time period as the three Legal units. Which means that two attacks will be using both the ancient and modern versions, specifically "Injoin/Sabotage" and "Sue/Assassinate civilian".
- IDEA #1 (2nd Poisoner): Add a second poisoner unit that does not have these two attacks (and maybe add another attack as a substitute). To keep human players from just keeping the "1st Poisoner" around forever (the AI won't, so long as it can upgrade), it could be made into a "gov-specific" unit that automatically disbands in the modern era. So it can exist with Medieval Govs, but anything after Caliphate and it will disband automatically. All that depends of course on whether the "Era Swap" is carried out, and how to deal with the issue of changing message text without breaking an ongoing game (asssuming that can be done).
- IDEA #2 (Disband Poisoner): Since the Poisoner has TWO "modern legal" attacks, another solution is to have her disappear when the modern era starts. So not a "1st and 2nd Poisoner" solution, but rather she disbands and is ultimately replaced by the legal units. That way the capability stays in game (Injoin/Sue), and we eliminate the conundrum of two different types of units that deploy identical attacks - but which mean two different things. Except there is a THIRD attack! Poisoner is the only unit with the "Assassinate Ruler" attack in the modern era (other than the gov-specific Eco Terrorist). So this idea won't work.
- IDEA #3 (Rename as Anarchist): Another option is to change the unit to the "Anarchist". On one level it's a little odd to have a "government agent" like this, but on the other the Ecotopia gov employs a terrorist (and the "ranger" is even deadlier). Anyway, the unit already LOOKS like an Anarchist, and it could be given the "NanoTerror" attack, which destroys buildings in a city. In other words, very much an anarchist sort of thing, especially in combination with Assassinate Ruler. This would allow for a unit upgrade that includes losing the legal attacks which make it problematic in the modern era. That means this unit won't appear until early modern times, perhaps with "Age of Reason". Question is, what unit would sit in the transition period between Assassin and Anarchist? Medieval probably, and would continue to use the Assassin's ancient version of the two legal attacks.
- IDEA #4 (New role for "Mistress"): A transition unit between Assassin and Anarchist. Possibly rename this unit to "Poisoner". Should be gov-specific (Tribunal/Dictatorship/Monarchy/Theocracy/Caliphate), arriving with Tribunal Empire.
- PROPOSED NEW SYSTEM: Assassin is available with City State and is gov-specific for the middle-late Ancient Era (Anarchy/City State/Oligarchy/Republic/Tribunal/Dictatorship). Cannot be built after discovery of Tribunal Empire but upgrades to the replacement. Will disband under any medieval or later gov. Mistress/New Poisoner is available with Tribunal Empire and is gov-specific for the late Ancient & Medieval Eras (Anarchy/Tribunal/Dictatorship/Monarchy/Theocracy/Caliphate). Cannot be built after discovery of Age of Reason but upgrades to the replacement. Will disband under any modern or later gov. Anarchist is NOT gov-specific, is available with "Age of Reason", and - the big reason for having it - will not use "Injoin/Sue" but will keep "Assassinate Ruler" and will add "Nano Terror" (which destroys buildings). This unit stays on until the end.
- ADDITIONAL CONSIDERATION: Changing "Nano Terror" into a purely conventional type of sabotage, changes one of the most potent attacks wielded by the Eco-Terrorist. Destroying buildings is still a very "eco" thing, I suppose, but it also means there's going to be no difference between the attacks available to the Anarchist and the Eco-Terrorist. Assuming that doesn't change (i.e. I can't find a different attack for the Eco-guy), there will have to be a good reason to encourage the player to build eco-guys instead of anarchists (since the former is gov-specific and will disband under any other gov).
- UPDATE: The File Swap system is now fully detailed and set to happen at "Age of Reason", and that includes changes to "units.txt". That will remove "transitioning" special attacks from the "arsenal" of units such as the Poisoner (thus removing all instances of "coexistence" for ancient and modern versions of special attacks), which means we don't need any of the gov-specific ideas or multiple Poisoners, or additional expiring units. Most of these ideas were good in the sense of using existing game mechanisms to eliminate at least part of the ancient-modern attack version conflict, but it wouldn't do ANYTHING to address the issue of incorrect graphics. So solving the whole problem with a single File Swap is the best approach.
- NOT IMPLEMENTED (issue resolved by the Swap file)

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CC): Garrison-to-Slave Ratio:
- ISSUE: In AE, the AI is MUCH better at managing happiness in it's cities, and thus I haven't seen ANY spontaneous revolts in ANY playtests to this point. The AI is also better at using slavers, and thus you see a lot more cities with slaves. In addition, AE is coded to "spread the slaves around", so you don't have just one or two border cities acquiring huge slave populations. And lastly, the AI is VERY focused on maintaining large city garrisons, which means that Slave Revolts in AI cities are going to be very unlikely anyway. Accordingly, it might be a good idea to revisit the following settings in const.txt, especially since (given most of the above) they are more likely to benefit the human player than the AI:
* UPRISING_CHANCE_PER_UNGUARDED_SLAVE 2	# from 5
* SLAVES_PER_MILITARY_UNIT 12		# from 3
- Clearly those settings make it much easier to maintain large Slave populations in Cradle than the base game. 
- My initial thought was to tweak those a bit, but I'm increasingly inclined to restore the AE settings, especially since they've been playtested, albeit in non-Cradle games.
- A cautionary factor is that i still haven't revised the files in the aidata folder, so in the spirit of reducing the number of "wildcard factors", it's probably best to do THAT first, and to only alter these settings once the "new AI" has been tested.
- UPDATE: Now that most of the AI testing is complete, I've opted to change the "uprising chance" from 2 to 3 and the "slaves per unit" from 12 to 6.
- TASK COMPLETE

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CCI): Population Pollution:
- ISSUE: Not a huge deal, but 8 structures in Cradle have the "PopulationPollutionPercent" attribute (in buildings.txt), all of them negative. Meaning that they decrease population pollution, not add to it. When you add up all the percentages, the total value is 95%. 
- From a game realism perspective, the Ancient Era offers 4 structures which together provide a 40% reduction in population pollution. I think that's a good number for the era, as it will encourage the player to be cautious about building large Super Cities, as otherwise the pollution numbers can quickly spiral out of control. Not until the Modern & Future Eras will additional structures become available, finally taming the problem
- To that point (and for the sake of completeness), I will add a 5% reduction to the "Body Exchange" improvement, thus eventually making it possible to achieve 100%, albeit only near the end of the game.
- UPDATE: I noticed that the VoK Wonder (adds Apothecary effect to all cities of the Wonder Owner) does NOT apply the 10% "PopulationPollutionPercent" reduction. It uses the "BuildingEverywhere" attribute, so this could require a change to "ActualBuildingEverywhere". Same thing probably applies to Hanging Gardens (Aqueduct everywhere). CONFIRMED, Hanging Gardens provide a free Aqueduct, but the player does not get the "PopulationPollutionPercent" reduction.
- UPDATE #2: AHA! Not true! The benefit still applies, but does not appear as line item in the "pollution list". The key is to look at the "Pollution" number which appears above the box.
- PENDING (possible Wonder changes, although now they aren't necessary)

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CCII): Third Try - Updating the Cradle AI to use the new SC/AE AI features:
- ISSUE: My first attempt to combine the two sets of AI files (ie. all those in the "aidata" folder) was a failure, and resulted in a host of early-game CTDs. The temporary fix was to restore the original Cradle files, with a few adjustments, mostly accounting for new Units and Advances.
- The problem with that fix is the AI is VERY passive. It does form armies and attack it's neighbors, but is very poor at actually capturing cities. The AI civs have huge armies and navies, but even their weak neighbors are largely safe.
- In addition, the new settings will have to account for the many changes in the "Special Attacks" system, so it's very likely that in some cases I'll be using settings which are different from AE and Cradle.
- This third attempt will rely heavily on the AE files as the baseline, since in a few playtests of the new AE "vanilla" game, the AI appears to be very competent. I'm afraid that in the end, the Frenzy slic may need to be reactivated after all, but first we'll try this:
- RESULT: The files were merged (sort of), and now are predominantly "AE" in character. See "AE Cradle (AI Files).txt" for details on what was done. The good news is that after a few hiccups, the game is now working, with a playtest extending (so far) to 160 BC.
- PLAYTEST FINDINGS:
- Minoan Spy caused a Yamato city to Revolt!
- Also hearing what sounds like "Siege Sounds", but haven't seen visual evidence yet. Those could also be "Investigate City", since they use a similar creaking sound.
- Check to see if the Patriarch "sound" for City conversions is "NULL". I see lots of Japanese cities converted to Minoan religion, but haven't heard the conversion sound (i *think*). NO - Same sound file for all the units.
- Also, AI is not building Diplomats. With the Cradle files, they built a lot of them (and used them). I think it might be setting "investigate city" at ZERO. Also, the setting for diplomats had something about being accompanied which I removed. Might need to add that back although it's really not needed. Also look at the priority for "establish embassy". Should be VERY high.
- All AI city specialists have 1 food, 1 scientist, 1 production. That's not bad, but even less production would be better. This comes from the "SliderElement" settings in strategies.txt.
- AI still maxes out Wages, even with "MaximumWagePercent" set at 10%. Maybe try this at ZERO percent (or 1%) to see if that stops it. It allows the AI to max happiness which it then uses to boost production to max also.
- NEW PLAYTEST:
- Game screen froze at 1200 BC (playing as Barbs). Very odd because everything works, but you can't activate any units or move the view. Last thing that happened was a Persian ship moved next to one of mine, and then...frozen. INTERESTING! I went to save the game, and that triggered an attack from the Persian ship on my fleet (they lost). I saved, reloaded, and the game now works normally. Weird.
- A script error at "line 2653", which is CONDUCTHIT_FAILED_ATTACK, the message you get if the "Assassinate Ruler" attack fails. Not sure why this would punch out an error. *MAYBE* something to do with restarting the frozen game as Sumer (accidentally saved it as a non-Barb civ)? YES. The error popped up during the Sumerian turn. So NOT anything to worry about
- The last changes I'm getting a lot more diplomats. A few embassies (based on sounds) and quite a few "investigating city".
- Lots of Indulgence Sales early on (like a TON) but ZERO Convert City.
- NEW PLAYTEST:
- I'm getting almost all the Special Attacks now (diplomats are back, thanks to putting them first on the "spy" list), religious are still low
- Need to set "MaximumWagePercent" at 1% or lower. Still maxing that slider. Set at 1% and no change!! Try 0% next
- Better at converting but not building religious units (AI uses the ones from Wonders). Will try to improve that by putting Prophet at top of militarist list.
- Set "SliderElement" at Food-1, Production-0, Gold-1 but got Food-1, Production-1, Gold-0. Will swap Production and Gold and see what happens.
- Still ZERO conquests. Frenzy probably has to return.
- NEW PLAYTEST:
- No Change. Figured it out:
    SpecialUnitList      UNIT_BUILD_LIST_SPECIAL_MILITARIST
    SpyUnitList          UNIT_BUILD_LIST_SPECIAL_SPY
    SlaverUnitList       UNIT_BUILD_LIST_SPECIAL_SLAVERY
- EVERY strategy has only those three unit build lists. So unless Religious units are part of the "SpecialUnitList" (whichever is selected), they AI will NOT build them! For example, I added "Diplomat" to the "Spy" list, and they are now building and using them. So. Since Slavers already have their own group, the solution is to add the religious ones to the "Militarist" group and to remove the Slavers. Also made changes to the Diplomatic and Ecotopian groups.
- That worked! AI is now building and using Diplomats, Slavers, Prophets (not all civs, but 80%), and Assassins.
- The Production-Gold swap just eliminated Gold, so I'll reverse that.
- Game went down to 600 BC, so it continues to be completely stable. At this stage, teh "special units" are working well, so it's time to start restoring the slic files. Actually the only one "missing" from the main game is "natural wonders". All the other necessary ones were restored a while ago. Except "frenzy"...
- Tried a number of things to make the frenzy2 file from MoT work in Cradle, but it kicks out too many errors. As for the original frenzy, the SC guys (especially Martin) said it shouldn't be needed. Possibly my test files aren't triggering good AI behaviour since there isn't a human player.
- Anyway the natwonders file seems to be ok, but i need to run amuch longer test. May just activate "regular frenzy" just for the heck of it to see what that looks like. First issue, is it kicked out an error for incorrect units name ("Revolutionary" which is now "Secret Agent"), so i fixed that and added in several of the other new special attack units.
- EVENTUALLY, after many errors, i realized that Frenzy doesn't work without a Human Player. Script simply won't run. So, unfortunately there is only one way to test it - play a regular game.
- OR MAYBE NOT: Running a human game and I'm getting EXACTLY the same errors from Frenzy. These are not "click the button and the window goes away so the game can continue" errors, but the same circular pattern that requires killing the game to get past. However, setting debugslic=No allows you to continue from a saved game. So, it may be possible to run an AI-game frenzy test after all. If nothing else, in order to see if there are any late game ctd's lurking in that code.
- NEW PLAYTEST:
- Made it to 2000 BC with frenzy. AI *seems* to be better at stacking. Only 2 cities have changed hands (Greeks conquered two Sumerian cities), but that's still more than all the other playtests since reconfiguring the aidata files. Still good sized garrisons (5-9 units) so that's not an issue, They ARE stacking up the diplomats and slavers, so you can see that frenzy is working (as currently set), but they will need to be excluded.
- NOTE TO SELF: Change the GL entry about Spearmen and Man-at-Arms NOT becoming elite. I've decided to keep that in-game - DONE
- NOTE TO SELF: Change the order of civs. Should (generally) start with oldest civs and move up. More important, is to group by historical enemies (or at least peers). So Egypt-Babylon, Greece-Persia, Rome Carthage, etc - PENDING
- NOTE: I've seen three large 10+ AI stacks prior to 2100 BC!
- NOTE TO SELF: Assuming Frenzy doesn't blow up, look closer at the way it does things "by age". It only uses fve "ages", but in Cradle there are ten. Also, look to exclude Spearman and Man-at-Arms from the stacks along with the other "civilian" units already included (plus any missing). FIRST! confirm that existing frenzy is emptying city garrisons. May not be happening (IT ISN'T - not a problem). Don't worry about extending this into the modern age. By then it should be game over anyway for the AI. As a check on the code, I've seen stacks with these civilians (Diplomat, Slaver, Scout, Prophet - only prophet was explicitly excluded, and only in the last "elseif" - so it seems to work).  In fact, most Dipomats are tied up in stacks, same with Slavers! So definitely need to exclude them. THIS IS A PRIORITY for next playtest!!!!!!!
- NEW PLAYTEST: I found a few issues with the "old frenzy". The fix was to add a new age (now have 6 vs 5) AND to make  all the Ages tie to correct triggering Advances (the old ones were from original CtP2, not tied to the Cradle Ages at all) AND to exclude the majority of civilian units from being pulled into stacks (only some of the Future units weren't included in this new process).
- OBSERVATION: I'm doing my "usual" collecting & grouping of Barb units, but THIS TIME the AI is tracking them down and attacking them with larger stacks. In fact, you can see the stacks build up adjacent to my fortified small Barb stacks! Much more aggressive! Barbs gathered a Size 10 stack to attack a 5 in 2320 BC! Amazing. Also, ONLY military units in the stacks, so far (so that's working). Slavers are still part of large stacks. May need to add back the "civilian" attribute. If Assassins start showing up in stacks, i'll know that's the problem. Except Nomads are in them too. So. As of 1900 BC, the AI is VERY aggressive toward the Barbs, but not a single city has changed hands. Exploration is also very minimal. There are still Special attacks, but not as many or as varied. Also the game is REALLY SLOW, but that's been true of all "frenzy" games. And it gets worse over time.
- CTD! Played through to 1600 BC and tried to save as Barbs, but the game will always CTD at that point. Crashlog doesn't offer a hint, just 17 lines all starting with "onexitbegin". I'll load up the autosave and see if it will play through. Even though the game disappears, the "hooked task" is still running and you can see that CTP2 is still active  in the "background processes" (when running Task Manager). Have to kill it that way before it will even let you start again. YES! It played thru to 1590. I'll run a couple more turns and then try to save again. Nope, crashed again at 1560 BC (this time no "hooked task")
- NEW PLAYTEST: I'm going to modify "APOL_frenzy.slc", which is less complicated than the the Cradle Frenzy. No use of Ages or trying to apportion which units can't be dragged into stacks depending on the "Age". As part of that, I'll include only 6 of the early era units to see if the reduced complexity helps in any way (Apolyton file had 4). Units are Nomad, Spy, Diplomat, Prophet, Assassin & Slaver.
- This time I will NOT "manage" the Barb units. Just play through and see how long it will last. Previous game allowed saves up to 1900 BC.
- AHA! Right away, the code spotted a syntax error ("Slaver" was called SLAVER instead of UNIT_SLAVER) which was present in the previous file! The fact it didn't see it earlier is very strange, since that "should" have been a unit looked at right from the start (although there's no doubt the game was adding Slavers to military stacks). So yes, perhaps the Cradle code didn't work properly. We'll see how this goes. Hopefully faster!
- Egypt attack in 2550 BC, 3 man stack included a slaver.... However, definitely hearing lots of slave special attacks (but that was true before).
- Made it to 1890 BC (and  it saved properly). Aztecs have conquered 1 Carthage city & Babylon took 1 Egypt city!
- Now to 1580 BC. No new conquests, but the Roman Great King put a Persian City "Under Siege"! First time I've seen an AI Wonder Unit use a "Special Attack". Also, the attack "spread" to another Persian City. A few turns later, it appears the attack spread from Persia (Arbil) to Phoenicia (Ugarit) via trade routes. So it DOES spread outside of a single empire. There is an issue with effects (see Section CCV below)
- Almost all civs are at war - couldn't find a single embassy (although I heard one established on the next turn....just very rare at this point in the game). Lots of Assassin "sabotage" attacks (burning sound).
- Game turns take longer and longer. In 1530 BC, it takes 2 minutes and 14 seconds to process the AI turn for 12 civs (and that is without ANY interaction between them and my Barbs).
**** OBSERVATION: "Frenzy" does appear to make the AI more aggressive, but that comes with FOUR downsides:
1) The biggest issue is that game turns start to take MUCH longer to complete. Having two minute "end turns" starting around 1800 BC is really awful, and it only gets worse. Admittedly it might not seem so bad during a normal game, but it makes playtesting EXTREMELY time consuming.
2) The Frenzy code inserts more civilian units into military stacks than you would see otherwise, and that does reduce the number of special attacks one sees per turn. You also don't see many Diplomats, Slavers, or Prophets traveling far from the homeland. They go after neighboring civs, but that's about it. 
3) AI Map Exploration seems to be hindered. Ships continue to explore, but not as many or as far. Meanwhile, Land Units REALLY don't move too far from the homeland areas. I think the frenzy code is grabbing them and pulling them into stacks.
4) The AI is extremely aggressive with ALL civs, so embassies with other civs are rare, and they go to war with all their neighbors. It makes for a much less interesting game.
- It's possible these results are driven at least in part because the "human" player is the Barbarians, and frenzy is primarily intended to go after a normal Human civ. Even so, I don't like a lot of what I'm seeing, especially since Martin Guhmann put a lot of effort into fixing the AI and explicity said that Frenzy isn't needed with the SC fixes. Finally, it wouldn't be surprising if Frenzy and the SC AI are fighting each other, and thus making both of them less effective.
*** FINDING: At this point, I'm pretty sure the modified "Frenzy" code is not going to cause CTDs, so I'll keep it as a deliverable with Cradle 3+, but will NOT activate it in the default game settings. However, players that want Frenzy can easily activate it themselves just by altering "script.slc".

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CCIII): Various Wonder Issues:
1) Visible Wonders: I constantly have to look at a spreadsheet in order to see if a particular Wonder has an on-map graphic. The solution is very simple - add a "Visible Wonder" comment in the appropriate GL Entries. That will make it easy for the player to know which wonders have a visible component - DONE
2) Globesat Wonder: While adding "Visible Wonder" text, I noticed (again) that the late game "Globesat" Wonder uses the Shakespeare "Globe Theatre" TIMP. Which is really strange, since there IS a "Shakespeare's Theatre" wonder already in-game...and it doesn't have a visible wonder! Anyway, I made the fixes to mapwonders.slc, gl_str.txt, and tilimp.txt so the Visible Wonder is now linked to Shakespeare. Tested this in-game and it works - DONE
3) Wonder Historical Text: Most of the Wonders do not have any text in the "Historical" section, but AOM & MedMod have this for all their Wonders, most of which are shared with Cradle. It's a nice feature, and easy enough to implement using copy/paste - DONE
4) Missing Wonders on the Tech Tree:
- Forbidden City needs to be added to "Dark Ages" - DONE
- Cyrus Cylinder is supposed to be granted with "Philosopy", but maybe something else would be better?
- Ramayana is supposed to be available with "Drama" and that works better than "Olympics" (which is activated by the same Advance). Solution is to keep Ramayana here (and add it to Tech Tree) & then move Olympics to "Bronze Working" (where it appears along with the "Hoplite", which seems more appropriate)
- None of the "Great House" wonders (8 in all) are on the tree. Maybe add a small icon like a palace or a house to mark them (no text). Yes: Webdings "Capital K" is a small step pyramid. Added to all 8 Advances - DONE
5) Eiffel Tower: A good wonder for the industrial age. Can get GL text and 2D art from AOM. Advance s/b "Industrial Revolution" (no expiration). Benefits would be "gradual improvement in relations". Eventually created all new art and movie and placed in-game as a "Visible Wonder" - DONE
6) Hadrian's Wall: Has same 2D art as "Great Wall" (the art is the Great Wall, so it needs to change for Hadrian) - DONE
7) Hagia Sophia: 2D art is of the building AFTER conversion to a mosque (i.e. with minarets), so it should change to show the original structure - DONE
- TASK COMPLETE

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CCIV): Sue Franchise: Just thinking about it, but in const.txt, TURNS_TO_SUE_FRANCHISE is "0". What would happen if we change that to "1"? Is it possible that could reactivate the attack? That would be great, if true! Need to test!!!!
- TEST RESULT: No change. TURNS_TO_SUE_FRANCHISE was set to "1" and the CanSue Franchise button was reactived in orders.txt. Saved the changes and started a fresh campaign, but had exactly the same results. After a city was franchised, new legal units were placed next to it and the button leaves a green line and has the cost box, but clicking the city has no effect. Definitely worth testing, but unfortunately no fix. Will restore the 2 files to their original settings - DONE
- TEST COMPLETE

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CCV): Siege Attack PROBLEM: There seems to be an issue with this attack when utilized against the AI. Will break this out as a category of it's own, and pull all the findings in from the playtest thread (Section CCII).
- Now to 1580 BC. No new conquests, but the Roman Great King put a Persian City "Under Siege"! First time I've seen an AI Wonder Unit use a "Special Attack". Also, the attack "spread" to another Persian City. A few turns later, it appears the attack spread from Persia (Arbil) to Phoenicia (Ugarit) via trade routes. So it DOES spread outside of a single empire. Not sure that's necessarily good, but not a huge problem either.
- What may be a problem: I switch to the civs which suffered this attack, and there is ZERO unhappiness associated with it! Changed the value in const.txt from -5 to -5.0 (unlikely to matter, but...). NOPE, threw an error ("expected integer"). Will make it "-10" and see what happens.
- I tested this with a new game. I shifted from Barb to Carthage and created several Nebuchadnezzar units and used them to Siege the Babylonian city of Agade. I switched to Babylon, hit "end turn", and the -10 took effect on the NEXT turn, and it also identified a terminology problem (see Section CCVI below).
- I still need to run a test to make sure the effect hits an AI-controlled civ. The first test was with an ongoing game, and there was no effect. Production did not stop (unit "turn to build" dropped  from 4 to 3) and there wasn't a happiness hit. However, that *might* be caused by changing const.txt in the middle of the game. Have to try with a fresh game.
- New Game: Ugh. Siege Attack seems to have no effect on the AI. I shifted from Barb to Carthage and created several Nebuchadnezzar units and used them to Siege the Assyrian city of Arbela. On the turn after the attack, there was NOT a happiness reduction, and on Turn 3 the city still had no happiness hit AND it completed a unit - so no production halt either.
- The only hope is that Barbarian humans have other effects, so I'll try a new campaign but then shift back to the original human civ to do the attacks and then keep them human while i see if there's an effect.
- New Game: Double Ugh. Started as Assyria, played as Barbs for 40 turns, switched back to Assyria and sieged FOUR Shang cities, then shifted back to Assyria and hit "end turn". Checked effect on Shang, and there was nothing. Tried "end turn" twice more, and each time, no effect. Then shifted human player to Shang, hit end turn and STILL no effect! I kept hitting end turn and eventually the 5-turn Siege effect came to an end (only noticeable since the "Siege Tower" graphic disappeared), but there was never a happiness or production impact. Interestingly, the Assyrian Nebuchadnezzar units continue to move around, and one of them has a failed Siege on a different city! I continued the playtest and the Assyrians kept trying sieges, until they succeeded (graphics worked fine) and that city revolted at the start of the next turn! Set the national happiness to 85, so the next siege attacks (2 more on the next turn!) didn't have a revolt, but they do have the visible unhappiness (and production) results.
- So the attack DEFINITELY works against the human player and the AI certainly uses it! The only remaining test will be a new game in which the human player never changes (no switch to Barbs), but to see if that might be causing a problem (doubtful, but need to test). Will also disable frenzy.
- New Game: Played as Egypt up to 1930 BC (longer than needed, but it was fun!), and then used the Cheat menu to place Nebuchadnezzar next to an Indus city (already at war with them) which he sieged. Hit end turn, used cheat to look at the Indus city, and no effect. They continue to build, and have no unhappiness. Sooooo.
- FINDING: The Siege Attack is BROKEN. It works when the AI uses it against the human player, but has no effect when used by the Human player against an AI opponent. Ugh. However, it is one of the rare instances where a Special Attack is beneficial only for the AI and not for the human. Anyway, I'll keep it in-game, but will add a "Note" to the GL entry so the player is aware of the issue - DONE
- RESEARCH COMPLETE

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CCVI) "Exp_str.txt": While running tests on the "Siege" attack, noticed that the City Manager Happiness Window shows the words "Bio-Infection", not "Siege". AHA!!! A file never altered previously just popped up in my search: "Exp_str.txt"! That will have to be added to the Cradle3 directory. Wonder what other text it contains that needs to be altered? Several others, as it turns out:
* Bio-Infection: change to "Under Siege" (NOTE: There isn't any unhappiness associated with the Plague attack, so this text doesn't have to address that)
* Indulgences: this will become "Faith Heal" happiness at some point, so use a more generic term: "Religious Faith"
* Bomb Cabinet: change to "Ruler Slain" or "Ruler Assassinated"
- TASK COMPLETE

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CCVII) Unit entries in the GL: Even more so than the various improvements made to the Wonder GL entries (see Section CCIII above), the unit GL entries are a mixed bag. There's gameplay information under "historical" and or vice versa. Also, AOM has good - REAL - historical information for many of these units so it's time to go through ALL of them and clean things up. First of all, though, let's look at what each section has and where it's visible:
1) Prereq, Statistics, Gameplay and Historical all appear in the GL
2) Summary is what you see when looking at the units in the City Build list (so the similarity to "Statistics" is necessary and intentional)
- Added all the historical data from both AOM and MedMod. There are still some missing entries, but it's over 90% complete now. This is particularly helpful in regard to the many "future" units, as it gives some background on what their functions.
- UPDATE: Added all missing entries by using internet research to fill in the gaps.
- TASK COMPLETE

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CCVIII) Building entries in the GL: Cradle doesn't have ANY historical Building entries, but most of them could be copied in from AOM and MedMod. In particular it would be useful for the Future structures, as (obviously) they aren't something that is inherently familiar to the player.
- Added historical data for all Improvements
- TASK COMPLETE

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CCIX) Heptireme to Quinquireme:
- While researching the historical background for various units, it soon became obvious that the "Heptireme" (or Heptere) was an extremely rare design, achieved by adding a second set of rowers to the Quinquireme (or Pentere). Heptiremes were just one of many odd designs employed purely by the Greek Successor states (those which grew from the splintering of Alexander's vast empire), but they were always few in number.
- By contrast, the Quinquireme was the true Iron Age successor to the Trireme, was employed by a range of different cultures, and ruled the Meditarranean for centuries. Accordingly, Cradle 3+ will replace the "Heptireme" with the "Quinquireme", which is a "name only" change as all the graphics and statistics will remain the same.
- This affects quite a few files, specifically: unitbuildlists.txt, newsprite.txt, sounds.txt, traits2.slc, uniticon.txt, units.txt, feat_str.txt, gl_str.txt, Great_Library.txt.
- TASK COMPLETE

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CCX) CONDUCTHIT_FAILED_ATTACK Error Message:
- During a playtest (human as Barb), got an "Array index out of bounds" error associated with script.slc row 2653, which is Text(ID_CONDUCTHIT_FAILED_ATTACK). Pretty sure that message used to work, so will have to test it again.
- It must be related to the human player as Barbarian, because the message works fine when you try an Assassination as a "normal" civ under human control. Used cheat mode to switch human to Greek and then Sumer, and the "failure" message worked without error, every time.
- HOWEVER! When the Poisoner is killed, you don't get her death animation! Which it turns out is OK. Unit "Death animations" don't play when a unit dies in a special attack. You only see them when they are killed in battle
- NO ISSUE!

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CCXI) "Gold" Good is almost invisible:
- The Gold Good is almost exactly the same color as the mountain on which it is placed, so you can't see it without looking VERY carefully. Probably a good idea to change it back to the original "bars of gold"
- Found it in the C:\Games\CTP2-AE-Cradle\ctp2_data\default\graphics\sprites folder: "Gg031.spr"
- Worth noting that Hex also had different sprites for all the other metals, too. But like the gold sprite (which is a gold version of the Emerald), they were "colorized" versions of others, so you had silver crystals (silver) and red crystal (copper) and similar for the rest. Don't see a need to extend this to the others, as only Gold has the serious in-game visibility problem.
- All the 2D pix use the "Gold Nuggets" from GoodMod (Hex didn't create new ones), so I won't change that.
- UPDATE: Problem is the on-map graphic does not resemble any of the other metals ("handfuls of colored ore") AND it looks more like a yellow gem than a bar of gold. Chose a different solution.
- FIXED ELSEWHERE (CCXXIII)

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CCXII) GL - Grammar & Spellcheck:
- Now that all the history sections are added, changes to the GL should be infrequent, so it was time to finally give it a complete spellcheck.
- TASK COMPLETE

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CCXIII) Land TIMPs:
- ISSUE: The early game "looks good" on the map, largely because there are alternate images for Mines & Farms. However,  the next level of Mines uses the same image, so you immediately lose that "diversity" once Mines are upgraded. Also the Trading Post looks almost identical to the Latifundia, and neither of those has an alternate image

Reference: (CLXIII Tile Improvements - In-process and Multiple graphics):
- In addition, I used several of Hex's new farm-type improvements and made them terrain-specific. For example, you can build Advanced Farms (a classical era farming upgrade) on Grassland, Plains, and Desert tiles, and now each one of those has a DIFFERENT on-map graphic. Helps to reduce the "everything looks the same effect".

Reference: (CLXXXIV Other changes - after playtesting):
1) TIMPS: AI can build the commercial TIMPS almost everywhere. Also, the "Trading Posts" look almost identical to the "Latifundia". Need to re-look at this whole category. DONE

**** Land Food has 4 levels and all except the last have a good mix of images. 
** Farms (L1): "Pasture" is shortlived and only appears on 3 terrain types, and the image is OK. NO CHANGE 
** Farms (L2): "Farms" only appears on 2 terrain types, and each has a different image. OK. NO CHANGE
** Farms (L3): "Advanced Farms" only appears on 3 terrain types, and each has a different image. OK. NO CHANGE
** Farms (L4): "Hydroponic Farms" appears on 14 terrain types, and has a SINGLE image. It isn't available until "Genetics", which is VERY late game, and there aren't any existing images that would make for good alternates. OK. NO CHANGE

**** Commerce has 3 levels and only 3 images. Definitely a problem. 
** Commerce (L1): "Trading Post" has 8 terrain types and two images. Definitely needs more variety - DONE 
** Commerce (L2): "Latifundia" has 8 terrain types and one image, which is the same as trading post with a couple added trees. Definitely needs more variety - DONE
** Commerce (L3): "Outlet Mall" has 14 terrain types and one image. It's a modern era strip mall and those ARE everywhere, so change isn't required, but worth looking into - DONE

**** Mines have 4 levels and only the first has a good mix of images. 
** Mines (L1): "Mines" appear on 7 terrain types and have two images. This actually looks fine. NO CHANGE 
** Mines (L2): "Mine Shaft" appears on 8 terrain types and has one image. Does not look good, definitely needs more variety - DONE
** Mines (L3): "Advanced Mines" appear on 8 terrain types and have one image. Definitely needs more variety - DONE
** Mines (L4): "Mega Mines" appear on 8 terrain types and have one image. Definitely needs more variety - DONE

In sum, Farms are OK but Mines and Commerce are a big problem
- There are two unused "mines" from AOM in the Goody Hut folder, so those could be used.
- One problem is the graphic for "Mine Shaft" (15) wasn't altered by other mods, so there aren't any "similar but different" versions as you see with the "hole in the ground" types. Might be best to use that as an alternate terrain type for Advanced Mines (it has a more modern appearance anyway). In fact, the graphic implies that it's accessing a horizontal shaft into the side of a hill, so use it for mountains.
- The LotR mine (755) could have an alternate in which the rock border is removed
- For the Commerce improvements, maybe use the hut (currently one of the "Plains" goody huts) and the stilt hut as the  first instances of Trading Post. But it REALLY needs a different name for the ancient era
- The latifundia is actually an estate sized farm complex, so maybe use a LotR farm (757) but add 2-3 small structures against the far wall and change the look of the field (maybe just brown furrows from the pasture in-process). Maybe even one variety with wall and the other without.
- That way the trading post could be one of the terrain alternates for the strip mall - used in more marginal areas
- UPDATE: On further consideration, I think the best way to represent commerce would be as "Villages" and later as "Suburbs". The idea is to make them align with Farms, so the AI will always have BOTH (depending n terrain types) and not build one to the exclusion of everything else.

The existing Land TIMPs, the terrain they can be built on, how they look, and what governs the appearance

- (0) Advanced Farms (TILEIMP_ADVANCED_FARMS); Level 3; Available with "Agricultural Revolution"
* Desert is TIMP 4
* Grassland is TIMP 757
* Plains is TIMP 230

- (1) Advanced Mines (TILEIMP_ADVANCED_MINES); Level 3; Available with "Modern Metallurgy"
* Plains is TIMP 17
* Desert is TIMP 17
* 3 Hills is TIMP 17
* 3 Mountains is TIMP 17

- (6) Farms (TILEIMP_FARMS); Level 2; Available with "Water Lifts"
* Desert is TIMP 6
* Grassland is TIMP 5

- (9) Hydroponic Farms (TILEIMP_HYDROPONIC_FARMS); Level 4; Available with "Genetics"
* 3 Hills, 3 Mountains, 2 Arctic is TIMP 11
* Desert/Forest/Swamp/Jungle is TIMP 11
* Grassland/Plains is TIMP 11

- (10) Latifundia (TILEIMP_LATIFUNDIA); Level 2; Available with "Aqueducts"
* 2 Hills, Desert/Forest/Swamp/Jungle is TIMP 23
* Grassland/Plains is TIMP 23

- (13) Mega Mines (TILEIMP_MEGA_MINES); Level 4; Available with "Advanced Urban Planning"
* Plains is TIMP 20
* Desert is TIMP 20
* 3 Hills is TIMP 20
* 3 Mountains is TIMP 20

- (15) Mines (TILEIMP_MINES); Level 1; Available with "Mining"
* Desert/Brown Hill is TIMP 247
* 2 Hills/3 Mountains is TIMP 755

- (16) Mine Shaft (TILEIMP_MINE_SHAFT); Level 2; Available with "Iron Working"
* Plains is TIMP 15
* Desert is TIMP 15
* 3 Hills is TIMP 15
* 3 Mountains is TIMP 15

- (19) Outlet Mall (TILEIMP_OUTLET_MALL); Level 4; Available with "Mass Media"
* 12 terraintypes, is TIMP 695
* Glacier/Tundra is TIMP 695

- (20) Pasture (TILEIMP_PASTURE); Level 1; Available with "Domestication"
* Plains/2 Hills is TIMP 761

- (40) Trading Post (TILEIMP_TRADING_POST); Level 1; Available with "Currency"
* Plains/Grassland is TIMP 760
* Forest/Jungle is TIMP 253
* Desert/Swamp/Glacier/Tundra is TIMP 253

- Commerce TIMP Issues:
- Basically, these SUCK! The mix is poor, and it's not immediately obvious as to the sequence, they are culturally WEIRD (A western US 1800 AD trading post succeeded by a 100 BC Latifundia?), the graphics for L1 and L2 are nearly identical, and the AI builds too many of them and they look odd when spread everywhere.
- First of all, here's the actual sequence (there are 4 levels):
1) Trading Post (#40 in tileimp.txt) is Level 1, ATM, available with "ADVANCE_CURRENCY", (Gold +5)
2) Latifundia (#10 in tileimp.txt) is Level 2, ATM, available with "ADVANCE_AQUEDUCTS",(Gold +10)
3) Township (called Outlet Mall #19 in tileimp.txt) and is Level 3, ATM, available with "ADVANCE_MASS_MEDIA", (Gold +10, Food +5)
4) Nature Preserve (#17 in tileimp.txt) is Level 3, Structure2, available with "ADVANCE_CONSERVATION", (Gold +15, Food +5)
- Of the whole group, the best idea of the lot is "Township". Because that is the sort of economic growth which makes most sense. For example, start with Village (ancient), then Town (medieval or late ancient), then Suburb (modern). Also, these should not provide food, as they are food consumers - so purely gold.
- Should never be able to build on grassland (reserved for farms) or mountains (mines)


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CCXIV) AI Builds Wonders too early: Where is code to keep AI civs from building Wonders until 4 cities? It's not part of the constants or userprofile. If it DOES exist, it must be in the aidata folder as one of the AI strategies. Looked and can't find a setting that requires 4 cities. Fact is the AI starts building wonders IMMMEDIATELY, even with just one city (need to confirm - limit may be two). Just as bad, Strategies.txt has a section which limits the number of turns an AI city can spend on building a Wonder, but in my pic, Kush is building Stonehenge with only 2 cities AND it takes 43 turns even though the "female leader" is a "Caesar" personality (Militarist) and the limit is "MaxWonderBuildTurns 35". Interestingly the Male (who is NOT the leader in this game) is a "Nader" personality and the limit for Ecotopians is 45. So possibly a bug - the game is only looking at the male personality for this purpose (and possibly others!)
- NOTE: This was called out as a fix in the 6-11-2006 changelog section: "Changed:  The AI waits with building wonders until it has four cities or no space for more cities." There is no mention of a file which holds this number (too bad) so it was probably a hard code change to the exe.
- THEORY: The bit about "no space for more cities" might be the issue. If the AI hasn't explored far enough, it might only be looking at the revealed map and thinking, "not enough space for more cities so now i can build wonders". The test would be to use cheat mode and display the whole map to all civs, then run a "Barb Mode" game and see how long it takes before civs start building wonders.
- THEORY FAILED: In my test games the AI normally starts building Wonders at 2920 BC, sometimes a few turns later. In this new test game I toggled FOW off so the AI could see the whole map and it STILL started building wonders at 2920 BC. So the "not enough space" idea is not the issue. Not that I could fix it if it was, but it would have been nice to know.
- UPDATE: Each strategy in strategies.txt has a section (BuildListSequence BUILD_LIST_SEQUENCE_WONDERS) which includes TWO minimum settings: MinNumUnits (all are set at "2") and MinNumCities (I changes all to "5"). Now the min of 5 cities isn't working, but maybe a high unit count could have the desired effect. F/E change it from 2 to 20 and the AI will definitely have more than one city at that point. 
- INFORMATION

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CCXV) Creating the new Truck Sprite:
- As discussed in CLXXXIX, there are 4 different "Plunder" units, but all use the same "Settler" sprite. As part of the planned shift over to 4 different sprites, we need a Truck to represent "Plunder IV", but the best one available (gu247.spr) has only a single facing direction (SE or #4).
- I measured the size of the truck and it fits in a box which is 65W by 50T (wide by tall). So that will be the goal for grabbing a set of truck images from "sketchfab".
- Found a good 3D model at Sketchfab called "military truck" which looks pretty good. Has less complexity than the others, which you need when shrinking these things. Tried various zoom setting resolutions and finally got one that is 69x47 (NE facing). One problem is that it's pretty dark, but we should be able to deal with that. Based on the shadows used by that model and those which are part of gu247.spr, it probably wouldn't be too hard to add them, but for now I won't bother - we'll see how it looks on the map. As per the findings on "directional facing", there won't be an Idle animation.
- Also created the 2D art (using the same unit)
- Downloaded a nice truck sound from Pixabay (engine-6000.mp3) and converted it to AVI. Then added a car crash sound (for "death")
- Made all the required text file changes to put the revised unit in game.
- UPDATE: Didn't have a sound for "acknowledge" so I downloaded a "truck engine start" sound from Pixabay and edited it to AVI format. Now in-game. 
- TASK COMPLETE!

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CCXVI) Creating the new 5-direction" Camel Sprite:
- As discussed in XXXIII, an improved Camel Sprite is needed (or at least desired) as the existing sprite is also used as a Good, and has only a single facing.
- Used the "Arabian Camel" from sketchfab, and long story short, I captured 5 images. But they were too light in color, too "muddy" (not crisp enough), and much too large!
- Found another one on sketchfab which is smaller and darker, so hopefully it will look better. Also made sure to keep all the images roughly equivalent to the cow unit in size. Specifically, I opened up the NE facing cow sprite image and it fits inside a box which measures 44W by 48T (wide by tall)
- Cleaning up the image: The original process was to use the "Select by color" tool on the background and then delete it. Which removed most. But then I would individually delete all the remaining background pixels and the lighter "edge" pixels on the image itself.
- NEW PROCESS: Use the "Select by color" tool for ALL the background pixels, and then use it on the edge pixels as well. This is MUCH faster and cleaner, but it only works if there's a notable difference between the background/edge colors and the image itself.
- RESULT: The new sprite works pretty well, and looks much better than the predecessors. For sounds, no change is needed. The 2D pic was achieved by capturing a larger SE facing image from sketchfab and using the same process to delete the background and edge pixels, and then copying the result onto a "Civilian Units" background. 
- ISSUE: In-game, the camel head in the E and SE facing images is obscured by the shield. I've been trying to move it around using the described process to get the shield to move to different locations but it's not working. I'll leave this for now and revisit later.
- UPDATE: Given the success with the new Goat Sprite (see CCXVII below), I'll use exactly the same system for the camel: Shift to a 96x72 template and then use the Cow's image positioning, Shadow file, and Text file numbering.
- Shadow files should be edited (there's only 5 of them) to remove visible horns and maybe lengthen the neck and add a hump. 
- RESULT: New sprite works fine, no blocking from the shield, and the edited shadow - while far from perfect - looks much better than the "no shadow" version.
- TASK COMPLETE!

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CCXVII) Creating the new Goat Sprite:
- As discussed in CLXXXIX, there are 4 different "Plunder" units, but all use the same "Settler" sprite. As part of the planned shift over to 4 different sprites, we need a Goat to represent "Plunder I".
- There were several "Goat" models on sketchfab, so I selected one with darker colors and good contrast and then took screenshots of 2 different sizes. The plan is to do the new camel first, see how that looks on the map, and then *probably* use the smaller goat image since it should not be the same size as the camel.
- I found several "goat bleating" sounds, and will have to play around and see which works best in-game. Probably the "herd" rather than the single goat. NO, the other file worked better. Created a short "goat.wav" file.
- I made several versions but all had the same issue as the camel, sprites were pretty good but I could not get the shield to work properly (i.e. it always obscured the head in one direction).
- As a test, I examined the cow sprite more closely and decided to use it as a model, which meant several changes:
* The "master tif" file is now 96x72, not the 120x90 I'd used for many of my newer sprites.
* Although the cow's position was in the center of the frame for M1, M2, & M3, it was set much higher and to the right in M4 while M5 was much lower and also to the right.
* I will use exactly the same positioning numbers in the sprite creation text file as the cow had in GU01.txt
* Since the goat was now in almost exactly the same image location as the cow, it seemed reasonable that the Cow's Shadow images would work equally well for the goat.
- The result? Perfect! The goat now occupies the center of each hex, the shield positions are good, and the shadow images make it look much more natural!
- I saved a larger image of the Goat for use as the 2D pic (this is a UNIT, not a GOOD, so it should be larger). Does not have a shadow, but overall it looks OK.
- New sprite number is "200" (change made to newsprite.txt)
- Updated the following files to put it in Game: Great_Library.txt (description only), Units.txt, uniticon.txt, Sounds.txt, newsprite.txt
- TASK COMPLETE!

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CCXVIII) Ulysses Grant Sprite:
- This unit is using the CtP2 "Cavalry" sprite (GU20.spr) which has a helmet and looks like a British Lancer. By contrast, the CtP1 Cavalry sprite has a broad-brim hat and looks more like a Civil War general. The color is wrong (all red) but so is the other cavalry sprite. Worth noting that the 2D unit pic is a colorized (blue) version of the CtP1 unit already. As with many CtP1 units, this does not have an Idle animation, so that will have to be added.
- There are two animations (Move & Attack), comprising 120 images (plus another 120 shadow files).
- To give the Idle animation a bit of action, it uses 6 files in which the horse shakes its head and tail.
- Conversion had no problems.
- New sprite number is "120" (change made to newsprite.txt)
- TASK COMPLETE!

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CCXIX) Adding "Idle" Animation to CtP1 Pikeman (GU17.spr):
- This unit is very similar to the CtP2 Pikeman, but has several noticeable graphical differences. The CtP1 unit has orange sleeves, pants and a white neck-cloth while the CtP2 version has blue sleeves, pants and a black neck-cloth (and greater detail on the armor). However both carry the same weapon and use it the same way. There are a few options for adding a "second pikeman":
1) Just add the Idle animation and use it as designed - perhaps it could be the non-elite version of the unit?
2) The new unit could be edited to remove the axe-head portion of the polearm (which is the weapon BOTH units actually carry) and the attack animation could be altered so as to use just the crouched and thrusting portion (in other words, make it act more like a real pikeman). This unit would then become the generic unit which the Spearman upgrades to, and would be available to all cultures.
3) Possibly edit in the tall black hat of the unused CtP1 Infantryman and this could then become the new Janissary (assuming it can be made to look like a turban)
- There are two animations (Move & Attack), comprising 96 images (plus another 96 shadow files).
- To give the Idle animation a bit of action, it uses 3 files in which the pikeman leans forward and shakes his weapon in the air
- Conversion had no problems, but the Idle animation is too jerky and unnatural. I'll look at using three of the "move" animations instead (he'll step forward and then step back)
- The new Idle is less obtrusive, so it can stay
- New sprite number is "117"
- Still have to decide whether to put it in-game, and if so whether more edits are needed.
- UPDATE #1: I've edited the sprite to remove the axe portion of the weapon and changed the attack animation to remove the "chopping" motion, and now it only "spears". When reviewing the sprite in "SpriteEdit, there are a few images which would benefit from additional "axe edge removal", but in general it works and looks pretty good. At the moment this revision is numbered as "17", but that will probably change. The primary issue is to decide what to do with it, or more specifically, how to alter the way in which the game handles "Man-at-Arms", "Halberdier" (the correct name for the CtP2 unit formerly called "Pikeman") and the new "Pikeman" (the edited version of the CtP1 Pikeman discussed above).
- UPDATE #2: Re-worked the sprite to remove the leftover image bits from the axe edge. Tested it and it works fine.
- UPDATE #3: Need improved attack animation. The new Pikeman sprite's attack is too similar to the Halberdier, largely because they both start off standing straight, transition the weapon downward, and then stab forward. Even though the Halberdier has two extra "downward axe" images, in battle you can barely tell the difference between the two units. The solution is for the Pikeman to START his animation in the crouching position. However, as discovered when working on the new "Broadside Attack" animation, before running each attack loop, the code displays the first image from the Movement animation associated with that direction. So the Movement animations will need to have a crouching position as the "0" and then renumber the "real" moves as 1-9 (currently they are 0-8)
- TASK COMPLETE!

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CCXX) New Pikeman (CtP1 sprite) & Changes to Man-at-Arms, Halberdier (CtP2 Pikeman) and Raider:
- The main reason for creating the new Pikeman (see CCXIX above) was to use it as a replacement for the "Spearman Upgrade" unit. But that raised another issue (below), leading to a wholesale change affecting FIVE units.
- ISSUE: The reality is that the prior set-up had the effect of two units supporting Christian Govs (Pikeman and Teutonic Knight) while only one supported the Islamic Gov (Janissary). The "work-around" was to make it theoretically possible for the "Raider" to be available to "Caliphate", but it was a kludgy mechanism and unlikely to work in-game. Now with these new changes (starting with the "revised Pikeman" swapping places with Man-at-Arms), it makes sense to revisit the Raider. The solution is to change the expiring advance from Feudalism to Gunpowder. That way the Raider will still disband if/when the player implements Monarchy or Theocracy, but it will be buildable again if/when the player changes govs to "Caliphate". Kind of unusual for a unit to disband and then come back, but it DOES work, and solves the "unit count discrepancy".

1) The "Man-at-Arms" sprite is fully armored and totally inappropriate as the cheap "Medieval Era" upgrade for the Spearman. From the look of the sprite, this unit represents a Northern European armored axeman of a Viking type, and would have been available around 900 AD. Accordingly it should be associated with the "Feudalism" advance. The stats can now revert back to those in the original Cradle 3. Although the unit it replaces (the Cradle 3 "Pikeman") was gov-specific and available only to Monarchy and Theology, some changes are needed. In order to build this with the discovery of "Feudalism", we need to add "Tribunal Empire" so that it can be built before the other two govs are discovered and implemented. The historical analogy is the "Varangian Guard" (axe-wielding Northmen) employed by the Byzantine Empire, so it is clearly appropriate as a "Late Empire" unit. And thus definitely a "disbanding gov" unit (and NOT a "special"). That also means it cannot upgrade but it can be promoted to Elite, and will become obsolete with "Caliphate". Lastly, we'll remove the "bonus vs. mounted" attribute, which isn't appropriate for a unit with a short-handled axe. 

2) The Halberdier was an improved type of pikeman (historically) and it appeared roughly around the 1400's, designed specifically to deal with mounted knights. This unit should have a much better bonus vs cavalry. The big questions are: It comes with which Advance? It upgrades to what? And from what? Does it have "Elite" upgrade ability? Thinking through the issues: Even though the time frames are short, the best bet might be to change the upgrade paths from: Spearman > Man-at-Arms > Infantryman to: Spearman > Pikeman > Halberdier > Infantryman. Under the old system, the "Man-at-Arms" hung around until "Flintlock", but the inclusion of "Halberdier" is a better mix as historically they DID co-exist with primitive gun-powder infantry of the Arquebusier-type. From a technology standpoint, this new path makes more sense. Also, none of these units are "disbanding", so we can chain the obsolescence together (and even have gaps) without worrying about that. If we assume the Halberdier is available with "Chivalry" (a certain logic that it's buildable at the same time as Knights), the Pikeman can become unbuildable with that Advance. And the same when Gunpowder is discovered - you can't build Halberdier but they don't disappear and can eventually be upgraded to Infantryman. There's also a benefit in having the Pikeman upgrade to Halberdier, since that way it's less likely to have armies composed of both (at least not for long), since they do look a lot alike. For graphics, the Halberdier will retain the same "017" numbering for 2D pix and sprite. Changed Starting & Ending Advances, see "UPDATE" below.

3) The new Pikeman is clearly the logical successor to the Man-at-Arms as the generic unit available with "Dark Ages". It's probably a bit early for that, but it's definitely the most generic of the three, and uses an old technology (not much different from the Phalanx, except obviously in tactics). In the initial Cradle 3+ system, the stats for Man-at-Arms were changed to be more of a logical upgrade from Spearman, so they can be used as-is by the new unit. It will still have the "bonus vs. mounted" attribute, but a very small one. For graphics, the new Pikemen will shift its numbering from 017 to 117 (2D pix and sprite)

4) Raider: The rationale for making a change was discussed above, but to summarize, everything stays the same EXCEPT the expiration Advance, which shifts from Feudalism to Gunpowder.

5) Militia: The Medieval Militia Unit was the "Man-at-Arms", but with Pikemen becoming the new "basic" unit with Dark Ages, that also means replacing the Man-at-Arms Militia with Pikemen Militia. Among other things, that means renumbering the units running from #71 to #86.

File changes:
- units.txt (done)
- uniticon.txt (done)
- newsprite.txt (done)
- gl_str.txt (done)
- Great_Library.txt: Have to update the GL, and not just as it pertains to these units, but also all the other entries such as "disbanding units", elites, the advances (and units which come from them), etc. There is actually a LOT to do and fix here! (done)
- ALSO: Have to fix the slic files that control militia and elite upgrades (updater3.slc and scen_str.txt, elite.slc) (done)
- UPDATE: On further review, one more change is necessary. The Halberdier will now appear with "Gunpowder" (and become unbuildable with "Cannon Making") since that is the ACTUAL time frame of it's arrival. And of course, it was a RESPONSE to the successful Knight unit, so should not appear at the same time (i.e the same Advance). Plus, the pikeman is supposed to be a poor choice for "primary infantry" unit, so we want to delay the arrival of the Halberdier (a much better version), otherwise the player will have less incentive to invest in the disbanding units such as Man-at-Arms and Janissary.
- TASK COMPLETE!

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CCXXI) Deer Good:
- The idea was to have a new forest creature and the Deer is a nearly universal animal (geographically), and historically has always been a food source. By contrast the Bear is less utilized. Also, there aren't any mountain creatures, so if the Bear moves to the mountains, "Gold" can move to a location where it is more visible. The new Gold good IS visible, but it looks more like a gem and it would be preferable to have all the "metal" goods use the same style.
- Found a nice looking deer on sketchfab and was able to reduce it in size and even add a decent shadow
- Shadow didn't come across during sprite creation, and eventually realized the problem was that I needed to save it using "overwrite" instead of "export". File name will be GG062 - DONE
- Found a "Deer Grunt" sound on youtube and recorded/edited with Audacity (captures 2 grunts and movement). Name is ti_deer.wav, placed it in "Sounds" folder - DONE
- Created the 2D art (for the GL sized at 160x120) using a larger version of the base art (w/shadow)
- Also need the small 2D art (MGGI062.tga sized at 23x18) - DONE
- Also need an entry in the GL (Great_Library.txt and gl_str.txt) - DONE
- Add entry to Uniticons.txt - DONE
- Add entry to Sounds.txt - DONE
- Add entry to Goods.txt (New values are 10 Food, 5 Production) - DONE
- TASK COMPLETE!

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CCXXII) Gold Good/Copper Good:
- With Deer going to Forest and Bear to Mountains, that means a few things are needed. First, here's the listing of good-types per terrain under the new system:
* Forest: Hardwood, Deer, Apples, Beaver (all are .25)
* Mountain: Tea, Emeralds, Coal, Bear (all are .25)
* Brown (Desert) Mountain: Iron (.7), Silver (.3), "Crabs", "Pearls" (only 2 of 4 are used)
* Brown (Dune) Hill: Copper (.3), Silver (.2), "Crabs", "Pearls" (only 2 of 4 are used)
* Arctic Mountain: Ruby, Diamond, Bauxite, Polar Bear (all are .25)
* White (Arctic) Hill: Sapphire (.25), Polar Bear (.25), "Crabs", "Pearls" (only 2 of 4 are used)
- NEW Gold Good: Copper (GG026) is actually "golder" than the Gold (GG031). Graphically, copper will swap with gold and every pixel in the original gold graphic will be altered with orange/red AND green/blue (the latter refecting tarnish) - DONE
- NEW Copper Good: The new "Copper" TIF file will be turned into a Sprite, using the GG26 file number. Worth noting that none of these "metal goods" have a shadow file. The first effort failed since i hadn't added the Transparency channel. Second worked fine. Also renamed the file to "GG026" so it would replace the existing file in the Cradle 3+ folder - DONE
- All the other "copper" files are OK (no change needed) except MGGI026.tga which will be renamed as MGGI031.tga (the new "gold") while a new one will be created based on the TIF file used to make the new Copper Sprite - DONE 
- Gold will replace Silver as the "valuable" metal in "Brown Hill", with percentages at .7 (Copper) and .3 (Gold). I tried placing it in "Brown Mountain" but it wasn't visible enough)
- Have to alter the GL text for Gold, Silver, Copper, and Bear (point them toward the correct terrain)
- TASK COMPLETE!

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CCXXIII) Tundra Oil Good:
- Was part of the base game but was removed in Cradle. However, with the increased attention to the modern era, it seems appropriate to bring this back. However, it should not be "mine-able" until later in the game.
- Tundra: Caribou (.5), Oil (not active), Caribou (not active), Caribou (not active)
- Spent a HUGE amount of time trying to make a second Good appear on Tundra - without success - and the solution had been worked out way back in Section XXXIX: "Terrain.txt" controls which Goods are associated with each terrain type! So Tundra only had GOOD_ONE activated, and it needed GOOD_TWO as well. Made the change to "Terrain.txt" and now the "Oil Good" finally appears!
- Made the necessary changes to the GL and Goods.txt - DONE
- TASK COMPLETE!

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CCXXIV) Using Cow Unit as Plunder III:
- As discussed in CLXXXIX, there are 4 different "Plunder" units, but all use the same "Settler" sprite. As part of the planned shift over to 4 different sprites, we need the Cow to represent "Plunder III".
- The Cow sprite was modified in section LIII (adding Idle), but that was my first unit edit, so the Idle is just a single frame. As discussed in that section, there are several other interesting options, so although the sprite will work, it needs to be improved - DONE
- The sprite number is "1" (will overwrite the non-Idle sprite with the new one) and newsprite.txt was edited to associate that number with "SPRITE_PLUNDER_III"
- The sound files probably exist. Went through the ZFS archive and gumx05.wav will work for movement. There's nothing else in the CTP2 zfs files, but in Ctp1, gusv01-1 is a mooing cow while guax01 is a herd moving and mooing. The Ctp1 files were added to the Cradle3 file and the sounds.txt and units.txt files were edited to use them.
- The 2D unit cards do not exist. I took one of the sprite images (direction #4), selected the cow, increased the size to 160 and then copy-pasted into the unit card template. Looks good enough.
- Confirmed that the following files have all been updated: Great_Library.txt (description only), Units.txt, uniticon.txt, Sounds.txt, newsprite.txt
- Tested in-game and it works perfectly.
- TASK COMPLETE!

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CCXXV) New Unit - "Emissary":
- OTHER SCOUT SECTIONS: XIX (Scout); LXIII (Older Scout Concept); XCIV (Mistress Sprite); CXXXII (Rationale for Scouts); CLXXXVI (Getting AI to build Scouts)
- As discussed in several sections (see above), the "Scout" will be replaced with the "Emissary". The rationale is as follows:
- With the removal of the "Trade Emissary" from the game (its attack is broken in AE), that sprite (the modified CtP1 Diplomat, see section LXXXII) is now available. It is definitely a civilian unit, and is ancient in appearance. It will be given one "special attack" ("Investigate City", which the AI DOES perform) so hopefully that will make it more likely that the AI will build and use this unit. In addition, it will be given the ability to upgrade to "Diplomat", and will have similar stats (move 2, see 1, is stealthy but can't see stealth). The upgrade path to Diplomat fits perfectly now that Diplomat has been re-statted as a stealth unit, plus it makes use of an ancient-era civilian sprite that is currently not used. Two other big differences from the Scout: The "Emissary" will be a civilian unit that can be Expelled (unlike the Scout), so presumably the process of exploring the map with these units won't cause AI unhappiness (as did the Scout). Finally, because the unit cannot "see stealth", the player won't build a ton of these cheap units and station them along the borders or in cities as a guard against AI stealth units. Not only is that role completely different from that of a true "Scout", it also gave the player an advantage in beig able to cheaply detect incoming AI stealth units, especially since the AI did NOT use Scouts in the same way.
- AI Usage: The "Emissary will be added to all the same AI unit build categories as the "Diplomat".
- Advances: Scout was available with "Toolmaking", but "Writing" is just a bit later and seems like a better fit (especially since he carries a scroll). The issue is it's very close to Dynasty (only 3 steps away) and it expires with the availability of the Diplomat (Dynasty). So THAT is a PROBLEM. Under Cradle3, the "Scout" would upgrade to "Javelin Cav (with "Horse Riding"), which is a somewhat later Advance (but still fairly early). Shifting Diplomat to a later advance isn't optimal because it delays a number of good diplomatic options, and moving pre-reqs around is just as problematic. Probably best to just keep the start advance at "Toolmaking". Ugh. 
- Cost: The cost of the Scout is 90 while the Diplomat is 395. The Emissary is a very early game unit, so it has to be reasonably priced, but not as cheap as the Scout. Spearman was available at the same time and costs 180, so 110 is probably a good number for Emissary.
- Sprite is 113 and 2D art is upup113*.tga
- Name: Re-name it from UNIT_TRADE_EMISSARY to UNIT_EMISSARY
- Files to alter: Units.txt, uniticon.txt, newsprite.txt, gl_str.txt, Great_Library.txt, UnitBuildLists.txt
- UPDATE: Re-visiting the issue of "Advances", the solution is to create a NEW Advance called "Exploring" or "Regional Awareness" and place it as level one of the Economics sequence (which currently starts with Pottery in Level 2). That way the "Emissary" appears early but not as part of "Toolmaking" (which makes no sense). The whole point of the Emissary is to explore the map and locate interesting regions and neighbors, without which "Economics" isn't really possible, and this just makes that explicit. Files to be changed:
- Advance.txt
- uniticon.txt (have to create a new 2D pic)
- gl_str.txt
- Great_Library.txt
- advancelists.txt
- DiffDB.txt
- Created new 2D pic using mural from Mari (UPAP270L.TGA)
- TESTING: In the first test (ran in "Barb mode until the first barbs appear), few civs are building them (only 2 of 12 by 2640 BC. Issue might be that the emissary should precede Diplomat in ALL CASES where it exists in the UnitBuildLists.txt file. Previously it was only on two lists: "Special" and "Spy". Adding it to "Peaceful" and "Diplomatic". Next test: Just noticed that emissary can still "Advertise"! Need to remove that....(yes, it still had "Advertise" in units.txt). Removed! Next two tests had 3 of 12 building emissaries (at least 3 each) and sending them off to the borders or loading on ships. Will run a longer test next. This test ran just a bit longer (to 2550 BC), but this time 7 of 12 civs were building emissaries and there was even one "Investigate City" sound. Anyway, I think it's conclusive that the new system will work. Also, most civs that built Emissaries also built slavers and/or prophets, so they aren't causing fewer of those.
- UPDATE: In Cradle 5, the AI builds a lot more stealth units, and one of the downsides to that behaviour is that they are much more likely to spot (and expel) foreign diplomats, and in particular those which are parked adjacent to a capital city. As a result, it's difficult to have one sit there long enough in order to "Hear Gossip", so that attribute will now be added to the "Emissary", since he appears earlier in the game, before the mass of "stealth-spotting" units begin to appear. Plus, it IS one of the attributes of the "early diplomacy" that this unit represents (i.e. acquiring knowledge of foreign lands through various methods). Updated the associated GL entries accordingly.
- TASK COMPLETE!

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CCXXVI) Settler Sprite & 2D Art:
- Now that all four Plunder Units have their own unique sprites, the "Settler" Sprite and Art can be reallocated back to the Settler Unit (which currently uses the "Nomad" Sprite and Art). Previously it was a bit confusing during the game when the player transitioned from building Nomads to Settlers, since both units looked identical (including the 2D unit art). This change means that all 6 units which once shared 2 sprites now have 6 different sprites and art. Fortunately in this case the Sprite and 2D art already exist, so the change is fairly simple:
- Newsprite.txt: Change the Settler sprite from "111" to "2"
- Uniticon.txt: Change the graphic links from "upup111*.tga to upup002*.tga
- Tested in-game and it works perfectly.
- TASK COMPLETE!

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CCXXVII) Settler & Patriarch appear as "Land" Units instead of "Special":
- Oddly enough, two civilian units (Settler & Patriarch) appeared in the Editor as "Land" units instead of "Specials", making them the only civilian units to appear in this category. In normal play, this isn't an issue but it was curious and I couldn't figure out why at first, but eventually spotted the issue.
- Both units are civilian, but they also have "Attack" values of "5"! Now why Hex set them up that way I don't know, but the values are tiny and unlikely to ever be useful offensively, since there's nothing they could defeat in battle. Also, they are the ONLY civilian units with attack values greater than Zero. Additionally, the presence of an attack value *might* affect the way in which the AI analyses these units and/or uses them in-game.
- Anyway, I can't think of any positive benefits and LOTS of possible negatives, so both units will have their Attack values reduced to Zero.
- TASK COMPLETE!

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CCXXVIII) Hero Promotion Bug:
- After the first Hero is promoted to Great General, all further "Hero Promotions" just kill the hero, but don't give you the Great General unit. I've looked at the SLIC code and can't see why this would happen, however there's no doubt that the code which promotes from Hero to Great General is DIFFERENT than that which promotes the various Elite units to Hero.
- UPDATE: This time I compared the AOM Hero Promotion Code to the code in Cradle, and I may have spotted the problem. In AOM, the code is identical to Cradle right up until the point where it uses "KillUnit" to remove the Hero Unit. After that, however it has 8 different promotion possibilities, starting with "if(HeroChance==1){" (the same code used by Cradle), but then running through SEVEN other possibilities from ==2 thru ==8. In fact, the code appears to be designed so it can only work 8 times, after which it stops. That's why in Cradle it always works the first time, because HeroChance always starts off as "1" and then increases incrementally from there. In Cradle however, the only choice is "1", which means that every promotion after the first has a number of 2 or higher, so it does NOT create the new unit after destroying the Hero! Thus all the "HeroChance" code is not required in Cradle, since the whole purpose in AOM was to create 8 different kinds of Generals based on the sequential increase in the HeroChance value.
- Accordingly, the easiest solution is to alter the code so that Hero Promotion-to-General is IDENTICAL to Elite Promotion-to-Hero.
- For test purposes I improved the chance of promotion and then used cheat mode to run 40 battles (mostly 3 on 2) inwhich every one of my armies had at least one Hero. The result was 6 promotions to "Great General", and all of them worked. So the "fix" is a success!
- TASK COMPLETE!

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CCXXIX) Plunder Unit attributes:
- While running some tests, I noticed that all four of these units have several inappropriate attributes listed in units.txt:
   CanExpel
   CanPillage
   CanPirate
   ExertsMartialLaw
   OnlyBuildOne
- The first four don't make sense for units that are essentially prisoners, while the 5th is only applicable to units that can be constructed. For the same reason, all of them have also been given the previously missing "CantCaptureCity" attribute.
- In addition, Plunder IV (the truck) had "MovementType: Mountain" which means that it could traverse mountains in the absence of roads. That obviously doesn't make sense for a wheeled vehicle of this sort, so it has been removed from this unit (but not from the other three).
- TASK COMPLETE!

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CCXXX) DiffDB.txt Revisions:
- After creating the new Exploration Advance and adding it to "DiffDB", I noticed that the human player never has to research it as it is granted at game start (like toolmaking). The concern is that the game moves pretty fast through the eras as it is, so gifting lots of advances just accelerates that. Giving the AI a research bonus is fine, but extra advances is maybe a step too far, and certainly it's worse to do so for the human player.
- Need to study exactly what each of those settings actually does and look at making some revisions.
- Made changes to all settings except "Beginner", and now there's a more gradual increase in the "liklihood of being given a free advance", for both AI and human. Still needs to be tested in game
- A few early tests indicate it seems to be working fairly well, especially in limiting the number of starting advances the human gets - way too generous earlier.
- TASK COMPLETE!

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CCXXXI) Geometry/Alchemy Advances:
- Adding the new "Great Library" wonder with it's Geometry advance got me looking at the sequence of "Alchemy first, Geometry second". Which really doesn't make a lot of sense.
- The real issue here is that "Alchemy" is absolutely not an "ancient era" advance, and accordingly I've replaced it with "Mathematical Modeling", which reflects the Ptolemaic developments in 100-200 AD. With this, moving Geometry back one space definitely makes sense since it was a development of the early classical Greek era, and a precursor to Ptolemy's efforts.
- With that, several changes are needed to other Advances:
- Iron Working currently requires Alchemy. Change this to Geometry.
- Siege Weapons currently require Geometry. Change this to "Iron Working" (the onager had iron parts, so this makes sense)
- Hullmaking currently require Geometry. Change this to "Iron Working" (again, the quinquireme had iron parts, so this also makes sense)
- Classical Education currently requires Geometry. Change this to "Mathematical Modeling".
- Civic Engineering currently requires Geometry. Change this to "Mathematical Modeling".
- Chemistry currently requires Alchemy, which is actually redundant since Alchemy was 4 Advances earlier in the same "Physical Science chain. Anyway, a better pre-req would be "Gunpowder".
- Altering the relationship between the Advances requires several files to be changed:
* Advance.txt - DONE
* Great_Library.txt - DONE
* Tech Tree - DONE
- Replacing "Alchemy" with "Mathematical Modeling" requires even more files to change:
* Advance.txt - DONE
* uniticon.txt (have to create a new 2D pic - new one made using a Euclid Papyrus fragment) - DONE
* gl_str.txt - DONE
* Great_Library.txt - DONE
* advancelists.txt - DONE
* DiffDB.txt - N/A
* Tech Tree - DONE
- TASK COMPLETE!

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CCXXXII) New Playtest (5/23):
- Conversion attacks result in the "Cow Herd" sound. Actually EVERY attack includes the cow herd sound?!?!
- Interestingly, the very first file on the "Sounds.txt" list is this guax01.wav, although it's marked as "DEL_SOUND_*" That was the name of the CtP1 "cow herd" file, which I copied into the sound directory and activated for the cow. Changing the name (but still keeping a supposedly unused version of guax01) eliminated several of the instances in which it played, but I think the next solution is to just delete the "unused" file. It's not needed anyway.
- RESULT: That worked
- Emissary has a very annoying "every effort will be made" voice. Need something different, or maybe NOTHING. The fact is there are a lot of them used as Explorers, so it gets very annoying to hear the same comment, over and over (similar to the issue with Coracle voices). Change the voice to "NULL" and look to see what he uses for peering into a city. ANSWER: A "squeaking door" sound, which is fine and doesn't need to change. On further review, i gave the emissary a different set of sounds from the diplomat. Nothing dramatic, but now they aren't identical (including the "yes my lord" instead of "every effort")

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CCXXXIII) New Playtest (7/17/23):
- When you use the upgrade button for a civilian unit (f/e from Emissary to Diplomat), the message says "our emissary has been rearmed and trained as a diplomat". Need something more generic that works for military and civilians: "our ____ has been upgraded to ____". 
- File to change is cradle3/english/gamedata/info_str.txt
- Since that is the file which corrupts ALL messages if u change it during an ongoing game, i'll have to wait until the current playtest is over.
- I'm still getting a few slic errors:
- Traits2.slc: The playtest kicked out two EVENT errors related to this file, specifically the two EVENTs which grant extra population to newly founded cities of certain civs. When you read the code, it's designed to keep the exe from opening the build manager for one turn, so it's not surprising that CTP might see this as a problem. Worst case, those two civ features could be removed, but for now I'll keep this with no changes.
- Kull.slc: A new slic error involving line 14 ("location_t	tmpLoc;") which appears every time the two errors from traits2.slc appears.
- KEY POINT: It only happened twice by 1950 BC, so it's rare, and the errors don't stop the game from proceeding. Also, none of them will appear in the released version, since i will set debugslic from "yes" to "no"

CCXXXIV) Version Name changed from "3+" to "5"
- Files that were changed to reflect the new version number are:
* civilisation.txt
* Gamefile.txt
* Natwonders.slc
* Orders.txt
* script.slc
* Terrain.txt
* Updater3.slc
* Civ_str.txt
* Great_Library.txt
* Info_str.txt
* Scen_str.txt
- TASK COMPLETE!

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CCXXXV) Temple of Zeus to Philosophy:
- "Masonry" has two Wonders, two Buildings, and a TIMP, which is a lot to get from a single Advance. Of these, the "Temple of Zeus" Wonder doesn't really have anything to do with Masonry (its fame came from the golden Statue within, not the building which housed it), so it's moving to "Philosophy", which had no associated benefits. Had to update the GL, Tech Tree, and Wonder.txt
- TASK COMPLETE!

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CCXXXVI) War Elephant (name change):
- A really minor point, but the "Elephant Warrior" unit has a poor name. These have always been known as "War Elephants", so the unit name needs to change.
- As a side benefit, that will add a row to the "Oligarchy" Advance, allowing me to fit in the new (pending) "Mausoleum" Wonder.
- The Code name (UNIT_ELEPHANT_WARRIOR) appears in 8 files, so rather than change them all, the easier fix is to alter only the visible text, which means changes to gl_str.txt and Great_Library.txt
- TASK COMPLETE!

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CCXXXVII) World Peace Center:
- Originally I assumed that this Wonder was missing from Cradle, but it was still listed on the Tech Tree. Also, the GL entries for Gene Therapy and Empaths talks about the "World Peace Wonder" (although there isn't an entry). And something like it (WONDER_WORLD_COUNCIL) is also featured in "endgameobjects.txt", but is commented out. It turns out that the "Global Surveillance Center" Wonder uses all the text from the "World Peace Center" and is available with "Eugenics" (which is the "code name" for "Gene Therapy"). AHA! Per gl_str.txt, Global Surveillance Center" IS the World Peace Center.
- To clarify, this Wonder has NOTHING to do with the "Diplomatic Victory". For more on that, see section CCXXXVIII below.
- Confirmed the movie is correct (GW016.avi)
- There is a "visible wonder" graphic, but it is NOT listed in "mapwonders.slc", so that would need to be added.
- UPDATE #1: Wonder has been added to "mapwonders.slc", so it will appear on-map when built.
- TASK COMPLETE!

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CCXXXVIII) Diplomatic Victory:
- The "Diplomatic Victory" is an active part of the game (including Cradle), and (as outlined in "endgameobjects.txt") has only one requirement: Any civ that has an Alliance with 100% of the other civs will win the game immediately. This is driven by the MinCoverage 1.0 setting in "endgameobjects.txt" (which means it could be set to a lower percentage).
- In order to test this (in concert with reactivating the wonder), open "endgameobjects.txt" and change the setting from "MinCoverage 1.0" (which apparently means that "100% of the world's population is in our alliance") to "Mincoverage 0.0" which should grant victory simply by building the wonder. Also worth testing to see if those percentages are for "percent age of other civs in the alliance", or - as it says - some percent of the global population.
- Apparently the devs intended to require that the player own a Wonder as another pre-req for the victory, as the non-existant WONDER_WORLD_COUNCIL is also featured in "endgameobjects.txt", but is commented out.
- Lastly, there is a TurnsToActivate setting in "endgameobjects.txt", but it is set at "0" which means the victory occurs immediately after the last Alliance is established. This too could be edited. For example, the Solaris Project Wonder has "TurnsToActivate" set at "5".
- Some of my initial ideas for resurrecting the Wonder:
* Use a different, more ancient Wonder? Possibly the Roman "Pantheon"?
* Or a Modern Era Wonder (the UN? Except EVERYONE believes the UN is a joke)
* Or better yet: Wonder = "League of Nations" (improves favorability with other civs), Only Democracies can build, Advance = "Democracy", To win must ally with 100% (?)
- Next, I wanted to see if building the Wonder could be restricted to "Democracies":
- Tried to add first the "GovernmentType" and then the "GovernmentOnly" modifier to Wonder.txt (so that a certain wonder can only be built by a particular gov-type), but the game CTDs. Not too surprising since those are supposedly for units only, but it was worth testing. The idea was to make the Diplo Victory Wonder buildable only by Democracies, but that doesn't seem to work.
- IDEA: There is a new set of code for wonders (NeedsFeatToBuild: Wonder needs feat archived by owner to be built) which could be used to grant the "Democracy" feat when the player discovers that advance, but ACTUALLY that's no different than just having the Wonder available directly under the Advance. What's needed is a feat that appears when the player has the Democracy Gov active, and disappears if/when they change govs to something else.
- IDEA2: So instead, you would need slic code that only allows the Wonder to be built when the player's gov type is correct (i.e. Democracy). For example, a variant of the code which allows "Gutenberg" to be constructed only after the correct number of culture points is reached, except in this case you need code that determines the player has the correct gov-type. I looked around and could not find any examples of slic code which uses the new "govttype" variable, so I have no idea how to make it work.
- TEST: In "endgameobjects", I changed the wonder to "Wonder WONDER_STONEHENGE", shifted the MinCoverage to "0.0" and set the TurnsToActivate to "1". Used cheat mode and built Stonehenge in the first few turns, but nothing happened.
- At this point I'm going to bag the whole idea of making any changes to this and will leave the defaults as they are: No wonder, 100% Alliance needed, and 0 turns notification
- NO CHANGE

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CCXXXIX) "Religious" Victory:
- NOTE: All the internal code text in the slc file uses the word "culture", but the various messages and GL entries refer to this as the "Religious Victory" 
- I like that this is a sophisticated script, that works "behind the scenes" to calculate the number which allows the player to build the Wonder (Gutenberg's Bible) which wins the game.
- What I DON'T like is there's no "pause button" similar to "Birth of Empire", where you can build the wonder AND THEN choose to build all the other stuff necessary to complete the victory (or not).
- In this case, any civ with enough religious points can build the Wonder and then wins immediately
- Better would be the player builds the Wonder AND THEN has to build "religious buildings" as BoE requires (Arch and Monument)
- UPDATE #1: Thinking about how to do this, another idea (borrowed from CXLIII) is to add a "Feat" which completes when a player builds the Gutenberg Wonder, and add the "NeedsFeatToBuild" requirement for the new building. 
- UPDATE #2: Or have a certain number of "Publishing Houses" also required? Thing is the AI will build them if it can, and if you set a high limit to the count, it means the "victory" can only be achieved by large empires which sort of defeats the purpose.
- UPDATE #3: The controlling file for this is culture.slc. The Diplomat victory and the BoE are controlled by settings in EndGameObjects.txt, so you can adjust some of the percentages but the core elements for the victory do not change. By contrast, this religious victory is entirely controlled by the single slc file, and the victory itself is a section of code between rows 279 and 306. Looking at the code, it should be possible to create a second "Wonder" that can only be built by the possessor of Gutenberg's Bible (and in the same city). It could even be called something obvious, like "Religious Victory". Make it time consuming enough to build, and it will give the human player time to try and conquer the city which owns Gutenberg, so he can prevent the AI from winning. More to the original point, it lets the human player build Gutenberg and then hold off on the second wonder so he can pursue an alternate type of victory....or just go ahead and build the 2nd Wonder and get the victory. Either way it fulfills the desire to add a "pause button" to this type of victory, exactly the same as BoE. Using a second wonder as the clinching structure also works, because Wonders don't have the same limitation as buldings (no more than 64 in one city), plus the code is already written to grant the victory after construction of a Wonder, except this way it would be a DIFFERENT wonder.
- ISSUE: There is not ANY code which requires one wonder before building another!! It looks like the only choice is to have code which grants a "Feat" to the player who build gutenberg, and then have the second wonder require that feat in order to be built. In this case it means that whichever civ is the first to build gutenberg is the ONLY ONE that can claim the religious victory. So it's a "limited pause" but there may be no other choice. WRONG! See below....
- UPDATE #4: AHHHAAAAAAA!!!! As a test, I added "PrerequisiteWonder WONDER_CHICHEN_ITZA" to one of the structures in buildings.txt, and even though there is no mention of that code in the BuildingsDB list, it WORKS!!! The building cannot be constructed (even when the advance has been discovered) until the wonder has been built!
- Tested this with multiple cities, and confirmed that only the city which built "Chichen Itza" was able to build the designated building (for test purposes, "Academy"). So this code definitely works.
- Along the way, I discovered that "Colossus" did NOT have the "CoastalBuilding" attribute( ooops!), so I made that fix. And "Pacal" had the wrong sprite (another oops, also fixed). And the newly established cities did not generate the "camel" unit (true, but it wasn't repeatable, so probably something to do with the cheat menu).
- This will require creating a new building that can only be constructed after the "Gutenberg" Wonder has been built. The timeline in which this particular "Victory" is available is the "Medieval Era", so it is IMPOSSIBLE for the city which builds this Wonder to have 64 buildings already. And since completing the construction of this building leads immediately to "End of Game", we can ignore the hard code building limit in this case.
- The building itself will be VERY expensive, since the idea is to provide two options. First, if an AI civ builds the Wonder, it gives the human player some time to try and capture it before the AI is able to complete the follow-on building and complete the victory. Secondly, it allows the player to build the wonder themselves (thus taking "Religious Victory" off the table for the AI) and then to continue the game while seeking a different type of victory OR to just complete the building and gain the Religious Victory themselves.
- While studying the code in "culture.slc", I realized that it actually makes the Wonder available only when the player (human or AI) acquires over 5000 "culture points", NOT when the Advance makes it available. So in this case, the player does not have to discover "Printing Press" (although I suspect that might still make it available...would have to test that).
- Accordingly I think it makes more sense to create a new, non-buildable Wonder (or at least one that only becomes technically available after the final Advance has been researched), and this one can be more directly tied to "Religion" than the first printed book, important as that was.
- ACTUALLY.....when you look at the buildings and wonders which generate "culture points", they are primarily religious in nature, so the new Wonder and associated building should really work on that basis. In that vein, perhaps the Hagia Sophia Wonder can be re-purposed for this role. Among other things, it was widely seen as the wonder of its age, and it uniquely served as one of the pre-eminent religious structures for both Christianity and Islam. In fact, if there was a gov-type requirement for building the wonder (either Theocracy or Caliphate), so much the better.
- The building: What would serve to "cement the religious victory"? Rather try to come up with a historical structure that would "sort of fit" in this role, the best approach is the one mentioned in "UPDATE #3" above - just call it what it is: "Religious Victory"
- BUG: If you click the "Happiness Bar" at the top of the game screen, it displays the total religious points achieved by EVERY civ, so it's easy to see how everyone else is doing. However, that window includes a "Religious Objectives" button, and if you click that it displays the GL Entry for "Tone". This should probably display the "Religious Victory" entry instead.
- BUG FIX: The "culture_msg.slc" file has two button entries which use "LibraryConcept(71)". At one time that probably was the correct location, but if you look in "concept.txt", that entry (called "CONCEPT_CULTURE") is now at position #85. I made the edit to "culture_msg.slc" and now the button displays the correct concept.
- BUG FIX UPDATE: I added two new concepts to "concept.txt" (Martial Law and War Discontent) which moves "CONCEPT_CULTURE" to position #86, meaning another edit to "culture_msg.slc" is needed - DONE
- BUG FIX UPDATE #2: I added another new concept to "concept.txt" (Diplomacy RM) which moves "CONCEPT_CULTURE" to position #87, meaning another edit to "culture_msg.slc" is needed - DONE
- TEST #1: This was to see if the "Printing Press" Advance alone was enough to build "Gutenberg", and it IS NOT! So that's interesting. The next test will be to substitute "Hagia" in the culture.slc file and see if that too cannot be built (in that case, with the discovery of "Theology"). But first, I confirmed that Hagia was buildable in the current set-up.
- TEST #2: I substituted "Hagia" for "Gutenberg" in the culture.slc file and it was NOT buildable with the discovery of "Theology", while Gutenberg now IS buildable with "Printing Press". In addition, the building of Gutenberg did NOT trigger the Religious Victory, so it's confirmed....you can change the Wonder to Hagia.
- Looking closer at Gutenberg, it has three attributes, "IncHappinessEmpire 2" (adds +2 to happiness empire-wide), "ReformCities" (all your cities which were converted to a foreign religion are converted back), and "PreventConversion" (your cities cannot be converted). That is WAYYY too powerful. AOM by contrast removed "PreventConversion" and the Happiness boost while adding "IncKnowledgePercent 10". That is a much better mix, and will be implemented in Cradle 5, although I'll drop the science increase from 10 to 5. Worth noting that Gutenberg didn't actually appear in-game in Cradle 3 (the victory occurred immediately after it was built), so the old benefits never appeared in-game. Also the cost (8000) is too high compared to comparable Wonders of the era, and will be reduced to 6500.
- As for Hagia, the benefits are fine (+1 to empire happiness) but the cost is too low (5400) and will be raised to 6500.

- Files to change when Adding a new Building:
* buildings.txt
* gl_str.txt
* Great_Library.txt
* Uniticon.txt
* BuildingBuildLists.txt

- The Religious Victory message is contained in feat_str.txt and has to be changed from references to "Guttenberg's Bible" to "Hagia Sophia".
- TEST: Set "Stonehenge" to grant 5000 religious points, and cheated to build it within the first few turns. Once built, that did trigger the "Guttenberg" Religious Victory message (which will need to be edited). However, I could NOT see "Hagia" in the build list, probably because you still need to discover that Advance (currently Theology). When I cheated in that advance, then yes, Hagia was buildable. And (thank heavens!), the "Religious Victory" building was NOT. Rush-bought Hagia and the turn it was built, the "Religious Victory" building was now buildable. So far so good. ARGHHH! Constructed the building and that did NOT trigger the win!! OK, checked the code again and I think it's because the EVENT code was looking for a wonder not a building. Re-wrote that line and will try again....HOORAY!!!! OK, that worked! So this new system is totally functional!
- NEXT STEPS:
1) Rewrite the TWO messages in feat_str.txt so they refer to Hagia - DONE
2) Need a building graphic (1) for the "Religious Victory" building (borrowed from AOM) - DONE
3) Rewrite the GL Entry for the Religious Victory so it refers to Hagia instead of Gutenberg (and mentions the need to build the second structure) - DONE
4) Rewrite the GL Entry for Hagia so it mentions that this is the first requirement for Religious Victory - DONE
5) Rewrite the GL Entry for Gutenberg to remove all associations with the Religious Victory - DONE
6) Add "Temple of Artemis" in place of Hagia Sophia in the "Wonder Bonus" section of culture.slc - DONE 
7) UPDATE: Rewrite the TITLE of the first message in feat_str.txt so it does not imply that you have ACHIEVED the Religious Victory but rather that you now have enough points to pursue it (i.e. it's only stage 1) - DONE
- Ran a final test and everything works exactly as expected!
- TASK COMPLETE!

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CCXL) Science Victory: If I was to create a new "ancient-era" Science Victory, then the culminating Wonder could very well be the "Copernican Revolution". It was a vastly important event as it shifted from an earth-centric to a helio-centric model and fundamentally (and permanently) changed the scientific mindset. Creating a victory of this sort is quite possible, simply by changing all the Buildings and Wonders listed in "culture.slc" from religious to scientific. The culminating building would be "Tycho Brahe's Observatory", since he performed the detailed observations which Kepler used to complete his Laws of Planetary Motion, which served as the scientific basis behind the Heliocentric system.
- UNDER REVIEW (but unlikely...too much else to do)

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CCXLI) Economic Victory:
- An interesting option would be something like the old Cradle "Victory II" which among other things required colonies, a "Voyage of Magellan" wonder (there's a Movie for that!) and two buildings (that no longer exist, lol)
- This would bring back the Magellan wonder, use colonies here rather than BoN, and require some number of economic buildings.
- UPDATE #1: Actually there isn't a movie, but a portion of the CtP2 start movie (gm001.avi) could be edited into a "Magellan" movie. The sequence from 00:48 thru 1:06 is perfect for this.
- UPDATE #2: On further consideration, the way to implement this Victory would be to use all the Code from "culture.slc", but to revise it so that the buildings which grant points are all economic (
- UNDER REVIEW (but unlikely...too much else to do)

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CCXLII) Changing the "End Year" to 2500 AD:
- Still thinking about this, but the way to do it is to alter these settings in "const.txt":
END_OF_GAME_YEAR_EARLY_WARNING 2400 ## (2200 in Cradle 3)
END_OF_GAME_YEAR 2500 ## (2300 in Cradle 3)
- UNDER REVIEW

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CCXLIII) Uniticons.txt Error Fix:
- While adding the "Religious victory" entry to the uniticons.txt file, I noticed that "Robotic Plant" had an incorrect link, specifically "Historical "ADVANCE_ROBOTICS_HISTORICAL"" instead of "Historical "IMPROVE_ROBOTIC_PLANT_HISTORICAL"
- Looking further, four other IMPROVE categories had the same problem: IMPROVE_ARCOLOGIES, IMPROVE_GAIA_COMPUTER, IMPROVE_OIL_REFINERY, and IMPROVE_POWER_SATELLITE
- The correct entries exist in the GL, so I fixed the links
- TASK COMPLETE!

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CCXLIV) Natural Wonders GL graphic:
- This picture shows the original 7 natural wonders, but I've added a new one for the "Grand Canyon", and it looks VERY different from the one in this graphic (see section XVII).
- Need to edit the original and insert the new graphic - DONE
- UPDATE: With the new Canyon graphics (this is the 3rd one, lol), the GL pic needs to change yet again (DONE)
- TASK COMPLETE!

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CCXLV) Terraform Ocean Tab:
- According to the Apolyton_README.txt file; "Added: TerraformOcean button in tile bank. This allows modders to use up to 60 of the 64 available tileimp slots (previously only 48/60).
- I "assumed" that meant it was available for ocean terrforming, but actually those 12 slots could all be used for OTHER purposes! So it would be possible to add another "ocean farm" in which the sail-type trawlers are all converted to boats with engines. And similarly, that suggests that additional commerce and land-farm TIMPs are also possible!
========================
- UPDATE 1: WRONG!! It turns out that the new "Terraform Ocean" tab will only accept "terraforming-type" icons, so those twelve slots CANNOT be used for "standard-type" TIMPs like Farms and Mines. So all of the speculation and planning shown below is impossible, but I'm retaining it for "historical purposes":
========================
- In addition, there are enough slots now that one could have "specialty TIMPs" which are created by building something (need to research that). And of course, why NOT allow for terrforming of certain ocean hexes? Beaches in particular could be a possibility.
- Altering this for other uses works even better if the title of the tab is changed, and that is very easy to do: Edit ldl_str.txt (changes the name on the tab in the game screen) and Tips_str.txt (this changes the name which displays when you hover the cursor over the tab)
- How should buildings be structured, given 12 new, open slots. Looking at the "Land Tab", we see that everything on it (Farms/Roads/Mines/Commerce is listed in a top to bottom sequence of one-two-three. The Ocean tab is similar, except it has Farms/Mines/Commerce/Roads. There's only one level of Ocean Road, however, with L3 being used by Land Maglevs.
- One logical method would be to change the name from "Terraform Ocean" to "Land L4-6" AND change "Land" to "Land L1-3". As that implies, things get cleaner since all the Land L4+ items would be placed in the new tab: Mines and Farms come over from the "Special" tab while Roads come over from "Ocean". There isn't a "commerce L4", but if there was it would go here too. In fact, if you move the "Sonar Buoy" and "Shipyard" from Special to Ocean, that would put all the Ocean TIMPS under one tab. Only issue with that is if I decide to add a 5th Ocean level, for "Advanced Trawlers" so the ships change from Sail to Engine. But for now, let's assume that doesn't happen. Additionally, the Land and Ocean columns should "sync up", so that Land & Ocean have the same column groupings: Farms/Mines/Commerce/Roads
- New Land Tab: What would be in the new Land Tab? Easy, actually - the L4 versions of all land TIMPS would be in the same columns as the main Land tab, all in row #1. For now, that means rows 2-3 are blank, but that's OK.
- Revised Special Tab: Based on the changes noted above, two TIMPs are moving to the Ocean tab and two more to the "Land L4+" tab. In return, "Pasture" will move here from the Land tab, leaving 4 empty slots in total. That means there will be 3 levels of watchtower, and two of Pasture (?)
========================
- UPDATE 2: Activating the Terraform Ocean Button - This information is retained because basic data on how to activate buttons and place TIMP icons on the Button Bank is still useful information. Even though "Activating the Terraform Ocean Button" is technically impossible, at least for "standard-type" TIMP icons.
========================
- The next step is to make sure the button (found on the "Tile" tab) CAN be activated. As a test, the idea would be to move the L4 Farm from the Special tab over to column 1 of this tab:
- Coming back to me now, but the initial requirement is to know the name of this "Class".
- Pretty sure that is "Oceanform", and the column and row names are probably the same as those in "Terraform". So Row1 Column1 are probably "Level 1" and "Column 1"
- Confusing the matter is that terminology is DIFFERENT for the first three tabs. "Class" does NOT refer to the button, but rather the NAME of each column. When the first three buttons (Land, Ocean, Special) are identified in tileimp.txt, they only use two data lines but there are THREE data lines for the Terraform and Oceanform tabs. Here are two  specific examples:
- TILEIMP_ROAD: Level: 1 (Row); Class: Road (Column 2 on the Land button)
- TILEIMP_TERRAFORM_DESERT: Level: 3 (Row); Column: 0 (Column); Class:Terraform (Button)
- TEST #1: Move TILEIMP_TERRAFORM_GRASSLAND from the Terraform Button to the Oceanform button
- The only thing I did was to change ONE line of text in the TILEIMP_TERRAFORM_GRASSLAND section of tileimp.txt, specifically from Class:Terraform to Class:Oceanform.
- RESULT: It worked! The "Terraform Grassland" button now appears in Column 1, Row 1 of the Oceanform button, even on active games. This includes the tooltip. And it works. The new button will transfrom terrain from forest to grasssland, same as the old one.
- NEXT STEP: The original idea (changing "Land" to "Land L1-3" and the button directly below to "Land L4-6") is not practicable because too many names will be misleading in the text file. It could be done, but it would be really messy. Instead, the new idea is to change all the "Terraform" buttons to "Oceanform", so they now appear on the bottom-most button, and then rename Terraform as "Land L4-6". We can still change the NAME of the "Land" button to "Land L1-3", since that won't require any changes to tileimp.txt (other than what's necessary to move buttons into their new positions)
- NAME LOCATION: The tab names are located in file "ldl_str.txt". Changed "Land" to "Land 1-3", "Terraform Land" to "Land 1-4", and "Terraform Ocean" to "Terraform Land"
- RESULT: It worked, all tabs that were altered are displaying the new names
** LAND Button (Farm,Road,Mine,ATM): No changes since all the buttons are already in the 1 (top) through 3 (bottom) sequence = NO ACTION
** OCEAN Button (OceanFarm,OceanMine,OceanATM,OceanRoad): The first two columns are OK. In the 3rd column, "Aquaculture" will move from Row3 to OceanRoad Row2. In the 4th colum, the Undersea Tunnel will move from Row1 to Row3, replacing "Maglevs" which move to C2-R1 of Terraform. OceanRoad Row1 will be given to the new "Advanced Trawlers" which are motor vessels that will become the new "Level 4" OceanFarm (with Aquaculture going to "Level 5"
** SPECIAL Button (Structure1,Structure2,LandDetector,OceanDetector): In the 1st column, "Airbase" moves from Row2 to Row1 of Structure2 (2nd column). 2nd column will all move: Hydroponic Dome (Row1) will move to C1-R2 of Terraform (it shifts from Farm L4 to Farm L5). MegaMines (Row2) will move to C3-R1 of Terraform. Nature Preserve (Row3) will move to C4-R2 of Terraform. 3rd column is OK. In the 4th column, "Shipyard" moves from Row2 to Row2 of Structure1 (replacing "Airbase").
** TERRAFORM Button (Columns 1-4): As discussed above, this will be renamed as "Land L4-6". In addition to the changes noted above, C1-R1 will hold the new "Mega Farms" (Farm L4) which use the "Crop Circle" type farm graphics and serve as the modern era bridge to the Hydroponic Farms (Farm L5) that appear much later.
** OCEANFORM Button (Columns 1-4): As discussed above, this will be renamed as "Terraform Land. All 12 Terraform Tileimps sections (in tileimp.txt) were changed (individually) from "Class:Terraform" to "Class:Oceanform". RESULT: Loaded an existing game and all the terraform icons are now in the new tab.
- ISSUE: Buttons placed on the "Terraform" tab do not appear. First problem was the columns were misnumbered (1-4 instead of 0-3), but fixing that did not help. Before the fix, the first row tooltips displayed "Farm", "Road", "Mine" but after the fix the latter two no longer display. They were incorrect anyway, but still...that implies something.
- I was wondering what the "Exclude" flags do, and here's the answer: "Exclude seems to replace another Tileimp. For instance if you have a Farm and build a road over it. Then you can see both. Now if you add the line Exclude:Farm to the Road Tileimp, it will simply replace the Farm."
https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/196222-adding-a-tileimp-harder-than-it-looks?p=6603313#post6603313
- "ahh you might be running into a problem i ran into with the tileimp txt. something here:
Code:
   TerraformTerrain TERRAIN_FOREST
   Level 3
   Column 0
   Class:Terraform
you cant have an repeating column or level names (level is row). ANd that adds to the dilemma because clearly there are more terrains then spots (22 terrains to 12 spots). So technically the AI can terraform but because you cant access the button so you can't."
https://apolyton.net/forum/other-games/call-to-power-2/ctp2-source-code-project/167019-project-playtest-the-4th-thread?p=6101690#post6101690
========================
- ISSUE: Tooltip for Maglevs says they can be placed on "any land tile". Should change to "only on Railroad tiles" - DONE
- ISSUE2: Actually, quite a few of the TIMP tooltips are wrong, or at least could be more accurate. Especially as more of the Land TIMPs are changed so they can be built on fewer types of land tiles, the tips_str.txt file will have to be updated to reflect that - PENDING
========================
- UPDATE 3: Activating the Terraform Ocean Button (Redux) - Looking closer at this, there is an opportunity to use this Button after all:
========================
- As noted above, there are 12 slots on the buttonbank for Terraforming Land, but in fact there are 15 land terrain-types, two of which have both "Add" and "Remove" Advances. Which means that while the game technically allows them to be added or removed, the following ones do not have button-bank slots:
1) Tundra: Add/Remove are both ADVANCE_ADVANCED_COMPOSITES
2) Glacier: Add/Remove are both ADVANCE_ADVANCED_COMPOSITES
3) Dead: Only has "Remove" which makes sense. Since that is activated by the other terraforming types, there's no need for a button
- What's missing then, is the ability to ADD new Tundra and Glacier Terrain. Normally that's not something players would do anyway, but it does suggest that we can place all 4 types of Polar Terrain into their own button:
* Name: Terraform Polar
* Tundra: TerraformTerrain TERRAIN_TUNDRA (Level 1, Column 0, Class:Oceanform)-DONE
* Glacier: TerraformTerrain TERRAIN_GLACIER (Level 1, Column 1, Class:Oceanform)-DONE
* Polar Hills: TerraformTerrain TERRAIN_WHITE_HILL (Level 1, Column 2, Class:Oceanform)-DONE
* Polar Mountain: TerraformTerrain TERRAIN_WHITE_MOUNTAIN (Level 1, Column 3, Class:Oceanform)-DONE
- As to WHY somebody would do this, the incentive will be to create a new Tile Improvement which can be constructed only on two of the Polar type terrains (Tundra and Glacier) and provides 1 food and -60 Production. The idea is to give the player a reason to add these Terrain-types as another way to offset the ever-increasing levels of Production Pollution. If there were room for more TIMPs, it could be called "Carbon Sink" but there aren't, so it will be a sub-level TIMP of TILEIMP_MEGA_MINES. The graphic will be one of the existing space TIMPs, either 104 (space station) or 121 (set of girders). Cannot have different "ConstructionTiles", so these will use the same ones as Mega Mines. Will have to add new text to the Mega Mine GL entry to explain the new TIMP and what it does. DONE
- All the TIMPs which can currently be built on Polar Terrain will remain available with their current Advances. For example, Mega Mines can be built on Polar Mountains with the discovery of "Advanced Urban Planning", and these increase Production
- Terraforming to ADD (and REMOVE) any of the 4 Polar Terrains will now require a new Advance, L24 "Polar Terraforming" which will be part of the "Construction" Series (which oddly ends way back with Oil Refining) and will have the Nano Assembly (L24) and Technocracy (L24) pre-reqs. DONE

- Files Changed: tileimp.txt, terrain.txt, Advance.txt, advancelists.txt, uniticon.txt, gl_str.txt, Great Library, and the Tech Tree. 

Transformation
Terraforming

- INFORMATION & PENDING


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CCXLVI) Security Monitor:
- This building gives -30% Crime which is good, but the offset is -3 Happiness which is a LOT. Quite a bit of discussion among the SC Team about reducing the happiness penalty, but it was never implemented in the AE base game.
- Should have looked at buildings.txt first.....Cradle 3 dropped both values; -20% Crime and -2 Happiness. Will keep this as-is.
- NO ACTION

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CCXLVII) Fusion Plant issue:
[QUOTE=Maquiladora;n7682272]The Nanite Defuser wonder apparently not only destroys all the nukes in the world, but also all the nuclear plants, and forbids you from building any in the future. This also has the knock-on effect that you can't build any fusion plants after the nanite defuser is built either, because they require nuclear plants first. I'm wondering is this really a good idea? A wonder destroying a bunch of buildings, and also banning another building for the rest of the game. It means nuclear plants are almost worthless, since the nanite defuser will always get built anyway.[/QUOTE]

I came across the above quote the other day, and ran a test with Cradle 5 to see if that's still a problem. And it is - if you build the Nanite Defuser, it not only wipes out "Nuke" missiles, but destroys all Nuclear Plants as well. Even worse, since the Nuclear Plant is a pre-req for building a Fusion Plant, those can never be built from that point forward either (although it has no effect on those which already exist). Interestingly, even if the Nanite Defuser is destroyed, you still cannot build Nukes or Nuclear Plants. Worth noting that nuclear subs are not effected (just be aware that in Cradle 5 you need the Uranium Good in order to build Nukes and Nuclear Subs)

The biggest issue is the inability to construct Fusion Plants, so I'm going to remove the Nuclear Plant requirement (deleting "PrerequisiteBuilding IMPROVE_NUCLEAR_PLANT" from the Fusion Plant in "buildings.txt"). That way, even though all things Nuclear are gone from the game, Fusion power is not effected. As to the comment that "Nuclear Plants are almost worthless", the solution is to add a pollution reduction factor, making them a valuable pollution reducer in the end game (radioactivity issues aside, their greenhouse gas emissions are effectively zero), and increasing that value for Fusion Plants to help make up for the loss once all the Nuclear Plants are destroyed.
- UPDATE: On further reflection, it is clear that a great deal of public fear surrounds the issue of nuclear power, so I will add a -1 happiness hit to the Nuclear Power Plant improvement - DONE  
- TASK COMPLETE!

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CCXLVIII) Expel Unit Reputation hit issue:
- The ability to expel civilian units rather than kill them is an important feature in the game, but the player still gets a reputation hit in both cases. This setting (ExpelUnitsRegardCost) is located in "diplomacy.txt", and there is a different entry for every one of the "Diplomatic Stances" (there are 3 of these). "Default" is -10 (which is the same regard cost as pirating trade routes which sounds insane), "Provoke War" is -20, and "Make Friend" uses the same values as "Default".
- Accordingly I'm going to drop the "Expel" reputation hit down to -1 for "Default" and -5 for "Provoke War".
- TASK COMPLETE!

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CCXLIX) Lawsuit Reputation hit issue:
- Cradle uses the "Lawsuit" as a way to assassinate certain civilian units, the idea being that it's a "less visible" method of removing them as opposed to just killing them outright. As with "Expel", this setting (LawsuitRegardCost) is located in "diplomacy.txt", and there is a different entry for each of the "Diplomatic Stances". Once again we see a real disconnect between the reputation hits. For example, in "Default", a secret assassination of civilians costs 30 points whereas a standard "military attack" is only 20 points! The differential in "Provoke War" is similar; -60 for the assassination, -50 for a military kill.
- Accordingly I'm going to drop the "Lawsuit" reputation hit down to -10 for "Default" and -20 for "Provoke War".
- TASK COMPLETE!

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CCL) Diplomacy Photo:
- NOTE: This was originally listed as "Item #7" in the "AE Cradle (First set of changes).txt" file, and was fixed a loooong time ago, so most of the section below (specifically all the comments between the two "asterisk lines") talks about the search for links through a variety of CRARR4 Cradle-specific files (long since changed). However, I'm bringing it over to this file since it's directly related to the pending "Parchment" fixes AND there's a new idea for adding "Modern Era" leader pics & parchments to the "Swap File system".
******************* 
- The "Diplomatic Proposal window" has a photo of a diplomat from the target civ at the top of the window, while your civ has a parchment with your Leader photo in the upper left corner of the parchment. The Target Civ Diplomat photos in Cradle are all modern, and they are named in the file "CRARR4_civilization.txt". Where ARE those photos located? AHH - photo file names are listed in "CRARR4_civ_str.txt", BUT those are "commented out". This is convoluted, so let's try and track it down:
- "gamefile.txt" lists the text and slic files that are to be used by the Cradle mod
- The first file on the list is "CRARR4F_strings.txt" and that has an ADDITIONAL list of files that need to be imported
- The second file on THAT list is "CRARR4_civ_str.txt" which has the list of civs and city names used by Cradle. Near the top of that file is the list of "emissary photos", but it is entirely commented out with the note that all those were placed in the "add_str.txt" file.....except they aren't IN that file! They WERE in that file in the non-AE Cradle version, but apparently when Cradle 3 was modified to fit as an AE scenario, this was omitted. For AE, the generic emissary names (along with national flags which is a new feature) were moved into the "civ_str.txt" file
- Sooooo, the test will be to reactivate them in the "CRARR4_civ_str.txt". If that works, I should be able to substitute the ancient emissary pix used in the MedMod
- YES! Ran a test and linked the Greek Emissary to a different pic, and that showed up when the game is reloaded.
- NOTE: Do NOT have to "reloadslic" in order for modified text files to be used!
- SOLUTION: I tried several "workarounds", but eventually created new pics for all leaders (in the correct .tga format) using a variety of Civ3-6 leaders. Making that work in the "Cradle3" folder involved changes to the "civilization.txt" and "civ_str.txt" files. Tested and they work.
- SOLUTION (con): Did not update all the CIV_EMISSARY_PHOTO links in "civilization.txt", so about half the photos weren't showing correctly. Now fixed. Worth noting that graphic file names of up to 12 characters work, unlike the 11 character limit for sound files.
******************* 
- NEW IDEA #1: Look at the old civ leader list and see if there are "modern" pics for all the Cradle 5 civs. If so, we can include a change in the leaders "look" as part of the Swap File change which takes place at "Age of Reason".
- UPDATE #1: It turns out that only Civ3 had leader pics which changed over time (4 per civ), so this task is much more complicated since almost all the new leader pics would have to be redone, in addition to adding the whole new set for the Industrial/Modern era. I've already done the research and downloaded a ton of new "Leaderheads" (most coming from various Civ3 mods), but this is going to be a LOT of work with limited benefit, and in fact most of the Ancient Era pics will look worse (since the the newer graphics are much better than the old Civ3 group). Accordingly, I'll put this task "on hold" and deal with it as a future mod opportunity.
- NEW IDEA #2: Female Leaders can have their own "Leader Pics". As you recall, Cradle 5 has removed the female gender for historical reasons, and changed the second leader to a different male. At the moment, both Leaders share the same pix, but they *COULD* be different. It would require developing another 33 pics, and the only benefit is eye-candy (which hasn't stopped me before, lol). That said, for now at least this idea is also on hold. It will DEFINITELY complicate the earlier idea of having ancient & modern leaderpix, although it would be possible to have two sets of ancient and one modern that works for both. As noted earlier, by the modern era (i.e. the Age of Reason) there will be fewer civs on the map anyway. This actually opens up the possibility of adding all the new Civ3 Leaderpix under the "female" group, and leaving the existing pix for the "male" (and these would then reference the female leader file names after the file swap).
- UPDATE #2: While working on the new parchments, I found "better" leader pics for Han (Emperor Wu), Greece (Pericles), Macedonia (Phillip), Carthage (Hannibal), Harappa ("Priest King"), and Nubia (Piye) and will add those as replacements - DONE
- ON HOLD (the idea of ancient and modern leader pics)

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CCLI) Parchments - THREE issues here:
1) Parchments have a symbol in the middle that is supposed to represent the civ, but many of them are wrong
2) The tiny leader pics in the top left corner don't always represent the civ they are currently assigned to
3) If we implement a "Leader Pic" ancient/modern swap, the small corner pics will all need modern alternates
- I spent a HUGE amount of time setting up spreadsheets for tracking which civs used which parchments and whether the "corner leader" was correct and trying to assign the symbol in the center of the parchment to a particular civ or at least a culture. Eventually it became clear that it would be easier to just create my own parchment template and populate that correctly.
- Found an image in the ZFS file which matches the background on which the actual parchment is placed and then found a parchment on the web (non-civ) which has a faded line drawing of the continents on earth, and the two of those have been combined to serve as the new template.
- Next I hunted around on the internet for "Civ Symbols" that are all "grayscale" or "black/white". The idea is to replicate the original CtP2 parchments which included civ-symbols in the center of every parchment. That was the biggest problem with using the existing parchments since most of civs are different from those in Cradle, and even when they are the same, the symbols often represent the modern nation as opposed to its ancient version (i.e. a "rising sun" for Japan). Spent an entire day finding symbols (sometimes more than one per civ) and sizing them all at roughly 90x90 pixels (with exceptions for those that are wider or taller). These were placed at the top center of every parchment. I also made sure the leader pics in the upper left of every parchment were appropriate for each civ (and in some cases added new ones and even a few new "non-parchment" leader pics).
- PROBLEM: Should REALLY have tested this before developing all 32 new parchments, because the location of the "Civ Symbols" obscures the text which displays on the parchment when there is ANY diplomacy involving offers and counteroffers! Awful!
- UPDATE: I ran a test, and the Civ Symbols still work, but they have to be smaller (in the 65x65 pixel range) and located in the bottom right of each parchment. That actually looks pretty good, since it provides a balance to the leader pic in the upper left corner. 
- Unfortunately, I didn't save ANY of the Civ Symbols as separate graphics files, so I'll have to go search the internet AGAIN and download them (and re-size) in order to use them in the new location on each parchment. Kill.me.now.
- Additionally, I changed a number of portraits so that none of the parchment "civ leaders" are the same as the "Diplomacy Photo" civ leaders. The idea is that historically it was rare for leaders to speak directly to one another, but rather that was handled through intermediaries (diplomats, emissaries, etc). Plus it helps to add some visual diversity.
- DONE

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CCLII) Great Library update for units and buildings that require Goods:
- A number of units and one building require Goods in order to be built (Horse or Uranium), but this information was not included in their GL Entries.
- DONE

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CCLIII) Great Library update for TIMPs that can't be pillaged:
- Another new feature in Cradle 5 is that several TIMPS are immune from pillaging (Nets & Pastures), but this information was not included in their GL Entries.
- UPDATE: This has been reversed. The AI does not know it can't pillage these TIMPs, so it parks on them and stays there. Meaning they operate as "flytraps", which is not helpful to the AI, and thus a no-go for Cradle (see Section CCCLXXI)
- DONE

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CCLIV) "Goody Hut" listing in the GL:
- The "Goody Huts" are listed in the Concepts section of the GL as "Ruins", and the graphic shows one of the old Goody Huts which has since been removed from the game. Not only do we need a new display graphic, but there should be also be a comment that the "look" of each hut is dependent on the terrain type. Thought about renaming this, but the CtP2 manual refers to them as ruins, so....no.
- New graphic created, using one of the original "Megalith" graphics that still appear on Grasslands.
- Updated the GL Entry to mention the different looks
- DONE

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CCLV) "War Discontent" Research:
- There is not a concept (or anything else) which describes "War Discontent" and how it is calculated. This really needs to be added, especially since the the variables are NOT those which one might expect, such as the duration of war or the number of enemies:

"War Discontent is affected by a large number of factors, all of which vary from one government to another. These include:
- AtHomeRadius: Distance from the nearest city or fort to be considered "near home".
- HomeDefeatCoef: A happiness penalty caused by units dying in combat near home.
- HomeDefeatDecay: The rate at which the Home Defeat penalty decreases each turn.
- OverseasCoef:	Happiness penalty caused by units being away from home	
- OverseasDefeatCoef: Happiness penalty caused by units dying in combat away from home.
- OverseasDefeatDecay: Amount Oversea Defeat penalty decreases each turn
- WarDiscontentMaxUnits: The maximum number of units located outside a city (even during peace time) which increase War Discontent.
- WarDiscontentPerUnit: The amount of War Discontent generated by each of those units.

"Your choice of government has a major impact on the degree to which war discontent affects your empire; however, the resulting effect is invariably unhappiness. Like Pollution, you can view the effects of War Discontent (along with other factors affecting a city's happiness) under the Status tab within the City Manager screen.

War Discontent can be mitigated through the construction of improvements such as City Walls and Monasteries"
<L:DATABASE_BUILDINGS,IMPROVE_CITY_WALLS>City Walls<e>
<L:DATABASE_BUILDINGS,IMPROVE_MONASTERY>Monasteries<e>

- Changes made to GL, gl_str.txt, concept.txt, and uniticon.txt (to include creating the new graphic for this concept)
- UPDATE: Need to improve this entry - add the actual effects from every Gov? Actually, for the most part they are the same for all Gov Types, which is odd.
- Half the metric is related to total number of units that are NOT stacked inside a city or fortification. In Cradle 3, this number is 25 for all Govs, with a value of .5 also for all govs (except Ecotopia which is .75) Peter Triggs worked out the formula as being calculated this way: Total WD = (militaryUnitsOutOfCities - WarDiscontentMaxUnits) * WarDiscontentPerUnit and then (per city): warDiscontent = total/number_of_your_cities.
- So in Cradle if you have 7 cities and 40 units outside cities it would be (40-25)*.5 = 7.5 and then 7.5/7 = 1. Which would be a value of -1 Happiness in each city (subject to further reduction in each city that has a building like the Monastery)
- The other half of the WD calculation involves units that are located "overseas" or "near home". Those values are IDENTICAL in Cradle, AOM, and AE, and I suspect they may not be doing anything. Specifically, for all Gove Types we see:
   OverseasCoef 0
   OverseasDefeatDecay 0
   OverseasDefeatCoef 1

   HomeDefeatDecay 0.5
   HomeDefeatCoef 1

   AtHomeRadius 2
** TESTING: I couldn't find detailed information on how most of these variables work (aside from WarDiscontentPerUnit and WarDiscontentMaxUnits), so decided to run a few tests. Fortunately the kull.slc file grants a number of units right at the beginning of the game, so that made this easier to do.
- First Test: Tyranny, WarDiscontentPerUnit=2, WarDiscontentMaxUnits=0, OverseasCoef=1, AtHomeRadius=2: Two Jav Cav units were moved 3 tiles distant from the starting city (thank you new rivers!). Next turn, there was a warning message about "too many units away from the city" and the War Discontent was at -8!! So that's interesting. I expected "-4", so perhaps the overseas coef is having an effect? Next turn moved them back into the city and discontent dropped to "0". Turn after i moved a pair of Emissaries the same distance and the result was War Discontent was at -4. That is also surprising, since I assumed there would be no effect on "civilian" units. The next turn I moved them back and the discontent dropped to "0". Turn after i added a stone road and that let me move a nomad three tiles from the city. Next turn, the discontent was -1, and returning to the city dropped it to 0. Surprising to see that the discontent number was different between the emissary and the nomad, since both are civilians. Just to be sure, i added a second nomad, moved both, and the discontent was -2. Next I moved a pair of emissaries to the same spot (3 tiles away) and the result was only -2!!!! To avoid commenting on it after every test, after every move which generates discontent, i move the "offending units" back in the city and hit end turn and verify that the level drops to 0. That said, the next test was to move a Jav Cav one spot outside the city. And THAT resulted in -2! Which should not happen since it is inside the "athomeradius". Next i moved the Jav Cav two spaces, and that was still -2. Interesting. At 3 spaces the discontent went to -3. Next i moved it also three spaces, but diagonally to the city border and the result was -4! A 4-space move to the city border provided the same -4 result. Of note, while running this test the Phoenicians had both cities revolt and became the Mayans! So these settings are definitely dangerous for the AI! 5-space move is -5, and an 8-space move is -8. OK, it seems VERY likely that the "overseas coefficient" is causing these numbers to skyrocket, so i'll set that back to zero and run another test.
- Second Test: Tyranny, WarDiscontentPerUnit=2, WarDiscontentMaxUnits=0, OverseasCoef=0, AtHomeRadius=2: Again started the test by moving 2 Jav Cav units 3 spaces, but this time the result was -4. So definitely the overseas coef was driving up the numbers. Next i moved a single jav cav 5-spaces away, and the result was -2. OK, this makes sense. The next test moved 2 spaces from the city, and again we see -2. I expected 0, but maybe AtHomeRadius includes the city? NO!!! A unit only ONE SPACE outside the city also generates a -2! It seems that AtHomeRadius doesn't work....or rather, it only works in conjunction with the overseas coeff. Next I moved an Emissary 4 spaces to the edge of the city radius, and the result was 0! That's great becuase it means that civilian units do not contribute to war Discontent, which makes sense. Conversely, the first test proves that they DO generate discontent as part of the overseas coef (another strike against that varaible). I extended things by sending the jav cav 12 spaces from the city with an emissary 8 spaces away, and the result was still -2. So distance doesn't have any effect.
- RESULT: Now that we know exactly how this works, I will *probably* make some changes to the War Discontent settings in Cradle 5. Both AE and AOM change the settings depending on gov type (Cradle 3&4 do not), but it makes sense that there should be an effect, just as there is with martial law. The AE values are wayyyy too low while AOM might be too generous.

*** DEFEAT TESTING: Next step is to run some tests to see how the Overseas and Home Defeat variables work.
- First Test: I placed a Barb Elephant next to a Jav Cav 8 spaces from the city. It killed the cav unit but the only effect was to remove the -2 discontent. There was no additional -1 (or anything) for losing the unit. Then i did the same thing for a unit two spaces from the city, and also no effect. I'm going to change up some of the variables to make it more likely that we see an effect:
- Second Test Parameters: Tyranny, WarDiscontentPerUnit=2, WarDiscontentMaxUnits=25, OverseasCoef=0, AtHomeRadius=6, OverseasDefeatDecay 0.5, OverseasDefeatCoef 2, HomeDefeatDecay 0.5, HomeDefeatCoef 4: These settings will increase the athome radius to make it easier to have battles inside that area. Likewise, the "normal" War Discontent will be altered so it only appears in the event of units beyond the count of 25, which won't happen in this test. And the two defeat coefficentswill be large enough that we *should* see the effect, if it happens.
- Second Test: I moved a jav cav 4 spaces from the city and it discovered a spearman. Barb units were placed next to each unit, and they attacked and killed them on the next turn. War Discontent was still zero. Next placed a War Elephant next to a phoenician spearman and killed it. And gave them a fascist. They killed my unit on the next turn, 0 discontent. Next i added 7 Fascists to the city of tyre and created a stack of 12 spearmen next to it and attacked. Lost all 12 of my spearmen, which should be a devastating impact, but war discontent remained at 0. Perhaps the unit loss effects require an overseas coef value?
- Third Test Parameters: Tyranny, WarDiscontentPerUnit=1, WarDiscontentMaxUnits=25, OverseasCoef=1, AtHomeRadius=2, OverseasDefeatDecay 0.5, OverseasDefeatCoef 1, HomeDefeatDecay 0.5, HomeDefeatCoef 1, OverseasCoef=1:
- Third Test: I moved jav cav 2 spaces from city and another at 3, and the effect -1 so that confirms that "athome" only applies to the overseas coef unhappiness. Then declared war on Rome and put a stack of 6 spearmen outside the city, intending to attack it the next turn. However, after hitting end turn the unhappiness level was soooo high, that my civ died and i lost the game, lol. Will try it again, but this time will attack immediately. Tried it again and this time attacked Sumer with 10 spearment, lost them all, and had 0 wardiscontent. Tried to have Sumer attack one of my units near my home city, but the distance to his city was so great that his civ rebelled and then the game CTDd!
- RESULT: At this point it doesnt appear that ANY of the defeat variables have an effect. Accordingly, I'm going to set all those values back to the defaults, and will re-write the "War Discontent" description to explain why. This does explain why AOM in particular did not make use of them, as Stan tested almost everything and would probably have used them if it made sense to do so. In fact, what REALLY should happen is to change the name of the effect altogether, since it has NOTHING to do with war, and is entirely related to units that are not parked in cities or forts.
Files:
- Changes made to GL, gl_str.txt, ldl_str.txt, and exp_str.txt
- TASK COMPLETE!

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CCLVI) No mention of the happiness effects from "Martial Law" either!
"Military units inside cities provide a dual function. Not only do they serve as defenders in the event of attack, but they also "Exert Martial Law" which increases happiness. However, the effect varies from one Government Type to another and is controlled in the following way:
- MaxMartialLawUnits: Maximum number of units that can exert martial law in a city
- MartialLawEffect: Amount of happiness provided by each martial law unit
- MartialLawThreshold: Maximum happiness level attainable through martial law
As with War Discontent, you can view the effects of Martial Law (along with other factors affecting a city's happiness) under the Status tab within the City Manager screen."
- Changes made to GL, gl_str.txt, concept.txt, and uniticon.txt (to include creating the new graphic for this concept)
- UPDATE: Need to improve this entry - add the actual effects from every Gov (DONE)
- TASK COMPLETE!

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CCLVII) Determining the correct Max Population Level:
- NOTE: The original problem was identified early in my Cradle research and is outlined below. However, that is how it USED TO WORK. To see the current system, look at "Update #2" at the bottom of this section. But first, the research into the old system:
- This is REALLY complicated, and took quite  awhile to figure out:
- According to "gamefile.txt", the "CRARR4_citysize.txt" controls part of this, but that file does not exist.
- Instead the game hard codes the use of six "difficulty-setting" files named "CRARR4_citysize0.txt" through "CRARR4_citysize.txt5". These are identical in Cradle however, so , difficulty settings don't have any impact on this facet of the game.
- The other file which controls this is "CRARR4_buildings.txt", more specifically the "RaiseMaxPopulation" code assigned to the six buildings needed in order to grow beyond a particular city size limit. Those are:
Increases Max Size of City to 80
1 Apothecary: RaiseMaxPopulation 8
2 Physician: RaiseMaxPopulation 10
3 Bath House: RaiseMaxPopulation 10
4 Drug Store: RaiseMaxPopulation 10
5 Hospital: RaiseMaxPopulation 14
6 Arcologies RaiseMaxPopulation 12
- But that is not all. Those "adder values" are applied to the "BaseMaxPop" level which is assigned to each city level in the "CRARR4_citysize*.txt" file. And to add to the confusion, that number is 12 for city levels 1 and 2 (i.e. the base value and the +8 applied by the Apothecary). However, at Level 3 the "BaseMaxPop" level changes from 12 to 16. Which means the city sizes are capped as follows:
- Level1: City size is capped at 12 until Apothecary (+8)
- Level2: City size is capped at 20 until Physician (+10)
- KEY POINT: The BaseMaxPop changes from 12 to 16 at the next level. So although you might think the new cap is 30, it's REALLY 34!
- Level3: City size is capped at 34 until Bath House (+10)
- Level4: City size is capped at 44 until Drug Store (+10)
- Level5: City size is capped at 54 until Hospital (+14)
- Level6: City size is capped at 68 until Arcologies (+12)
- Final Max size is (presumably) 80: 16+8+10+10+10+14+12
ALL THAT SAID.....It's clear that Hex was not aware that the "BaseMaxPop" level changed from 12 to 16, as his GL entries state that max populations go from 20 to 30 to 40, etc. So the best approach is to simply change the "BaseMaxPop" level from 16 down to 12 in all the Level3 and above cities. The only exception is Level3, since in my current game, many cities are already maxed out at 34 and I don't want them to begin starving - DONE

- UPDATE #1: While looking into issues affecting (or caused by) the citysize*.txt file, I realized that there is a formula for determining if the max population in the CITYSIZE_SIX record is correct, based on this comment from Peter Triggs:
"Another thing that will zero out population growth is when the city's population equals it's overcrowding level. So, in summary, you :
1) Open up each citysizeN.txt (there's six of them) and change the population field in it's CITYSIZE_SIX record to, say, 100.
2) Then go to buildings.txt and change the building's RaiseOvercrowdingLevels so that their sum is equal to 100-18=82 (instead of 60-18=42, see Maq's post above).
3) Or you could allow some other buildings to RaiseOvercrowdingLevel. The point is that the base overcrowding from the citysize record plus the sum of the RaiseOvercrowdingLevels of all the appropriate buildings in the city should equal the value in the (max) population field in the CITYSIZE_SIX records."
- The numbers he uses are not the same as those in Cradle, but the solution is the same. The Cradle base level is 12 and the "population increasing" buildings are Apothecary (+8), Physician (+10), Bath House (+10), Drug Store (+10), Hospital (+14) & Arcologies (+12)
- That means the max population can be calculated as 12+8+10+10+10+14+12 = 76

- UPDATE #2: To clarify, in Cradle 5, the "BaseMaxPop" level is always 12, so that means the max population at city level 1 is 12, then 20 with the Apothecary (+8), 30 with a Physician (+10), 40 with a Bath House (+10), 50 with a Drug Store (+10), 64 with a Hospital (+14) and 76 with Arcologies (+12). If the population increases beyond the the limit allowed by each building (f/e to 31 with a Physician but before building a Bath House), the city will immediately begin to starve. The exception is the final level. After Arcologies are built, the city will stop growing naturally when it reaches size 76 (i.e the growth will stay at "+0"), but if the city reaches 77 or higher (f/e by disbanding a Settler), the city will NOT starve and the growth will remain at "+0".

- UPDATE #3: Changed the "RaiseMaxPopulation" level from 12 to 16 for Arcologies, so the new city population "cap" increases from 76 to 80 (which seems to have been the original intent for Cradle)

- INFORMATION
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CCLVIII) Can River Desert hexes be turned into super farmland (ala Civ3)?
- NOTE: These were called "floodplains" in Civ3 and the presence of a river automatically turned a "0-food" desert hex into a "3-food" floodplain. The values in Civ3 are different than CtP2, so in order to determine what that would mean in Ctp2, here are the values for grassland (2 vs 15) and plains (1 vs 10). Accordingly, the CtP2 equivalent "food" value would be 20!
- This is actually quite realistic since historically a number of "desert river terrain" regions had very high population levels, f/e the Nile, Tigris/Euphrates, & Indus
- Good News! The "terrain.txt" file includes an "EnvRiver" section for EVERY terrain type. Interestingly, the settings are IDENTICAL for every terrain type: +5 to gold, food, and commerce.
- I'm going to change the EnvRiver setting for Desert for food from 5 to 20 and will also increase the "score" (which is how the AI values different terrain types) from 20 to 40, same as "grassland rivers". We'll see how this plays out in testing.
- This works fine in testing, so what remains is to update the GL entry for Desert (and Rivers) to describe the new settings - DONE
- TASK COMPLETE!

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CCLIX) "Under Construction" tiles should ALWAYS have "debris" of some sort which proves that it's not finished yet.
- PENDING

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CCLX) Embassies do not re-establish after a war:
- This is something that was solved using the old diplomod.slc file (not used in the AE), but per Martin Guhmannn (https://apolyton.net/forum/other-games/call-to-power-2/ctp2-source-code-project/109605-design-ctp2-source-code-released-our-actions-brainstorm-discussion?p=3189669#post3189669) there is a problem with the "embassy tracking functions".
- This led to a game crash following a Revolution, because the slic code arrays in diplomod could not handle the appearance of a new civ.
- According to Martin, it is a problem with Diplomod 3.6 (the version included with the Super Apolyton Pack. Worth comparing the code in v3.5 with v3.6 and see if they handle embassies differently.
- Two possible solutions:
1) Create a new slic file that uses only the "Embassy" section of the diplomod code and then see if that still triggers a CTD when a revolution occurs. And of course, make sure that it DOES re-establish embassies after a war.
2) Create a new "one-per-civ" building (or Wonder) which replicates the effect of the Cyrus Cylinder. That will definitely solve the problem, but also removes the primary reason for having diplomats in the first place. 
- Also, Peter Triggs created a new diplomacy slic file that replaced Diplomod (sapnd_01.zip). That includes code for establishing embassies without Diplomats, so maybe worth looking at. It doe NOT seem to have any code for re-establishing embassies, however.... (https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/121940-too-big-for-diplomats?p=3703635#post3703635)
- PENDING

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CCLXI) Unit Veteran-Elite Promotion CTD:
- I got a "No exception object" message when I looked at a Javelin Cav that was promoted, followed by a CTD. And why? An old bug. When the unit experiences the promotion and THEN boards a ship, the game loses track of the connection between unit and promotion message, and the result is a CTD. So at least it's nothing new.
- Of Interest: When you get the message that a new unit was built AND you disbanded that city on the previous turn, clicking the message has no effect. It doesn't center over the previous city but it doesn't CTD either. So a coding fix to the bug would be to replicate this code.
- Rather than "live with it", I looked closer at the message code, and it appears that the problem comes from the "EyePoint" code. All messages which contain the "eye" icon will center the screen on the message subject when you click the "eye". It seems likely however, that once a unit boards a vessel, the code can't find it, and the CTD results.
- I changed the code from "EyePoint(unit[0])" to "EyePoint(location[0])" (hoping that it would center on the location of the event instead of the unit itself), but that generated a different set of errors.
- The next test was to add a new line of code ("KillEyePointMessage();") which should remove the message from the messages list after it is clicked. The idea being that it would work once and then disappear, so there shouldn't be any cases where the message is clicked AFTER the unit boards a ship. Except it didn't work.
- For the next test, I disbanded the unit after the battle since this would be a different situation in which the "EyePoint" would not be able to find the unit. However, clicking the "eye" simply did nothing - which is good, or that would have been yet another issue. Apparently the code doesn't have a problem with dead units, just those aboard ships.
- Next I tried appending the "Abort()" code, but all that did was prevent the message from appearing in the "Msgs" list. It probably only works in cases where the message "pops-up" during gameplay. In this case the code simply prevents the message from ever appearing.
- In the next test, the "EyePoint" code was removed from the message. And that worked. The message still appears in the "Msgs" list, but there's no longer an "eyeball icon" so it never centers on the promoted unit. Which also means you can load the unit onto a ship and sail it off, and there's no CTD when you click the message itself (proof positive that the "Eyepoint" code is the real culprit).
- FINAL SOLUTION: Having a message which tells you a particular unit was promoted and which then centers on the unit is a very nice feature, but retaining code which causes a CTD - even if it's only in rare cases - just strikes me as a bad idea, especially since most of the message functionality is still retained simply by deleting the "EyePoint" code. As a result, I'm going to delete the eyepoints from both the Veteran and Elite promotion messageboxes (code is located in the "script.slc" file.
- TASK COMPLETE!

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CCLXII) Wonder Completion Warning Bug (?):
- In some cases the player gets full warning of impending Wonder Build. But in other cases/civs, the announcement that a particular civ has BEGUN to build a Wonder has the same EFFECT as the "impending build" message. Which means you must buy/build the wonder yourself or the AI grabs it next turn! Issue is that it's some - but not all - of the wonders. Here are proven examples: Spartan Philosophy, Karnak ; Civs: Greece, Shang
- Theory: May be related to the position of a given wonder on any list that tracks them.
- Running a new test game and multiple civs are building Epic and Pyramids, and the "notification" did not result in building them on the next turn. Two of those civs are Greece and Shang, so it appears the "immediate build bug" is not related to civs. Stonehenge is also "safe". ARRG! Now, VOK is NOT building without a warning! Weird...
- List of "No Warning" Wonders: Sargon, Spartan Philosophy, VOK (Karnak - no warning in 1st game), Pyramids (no warning from Sumer in 3rd game but Babylon had been working them for 30 yrs! Implies that civ-name does have an impact, but not always the same civ or even the same wonder. Ugh.
- List of "Warning" Wonders: Stonehenge, Epic of Gilgamesh, Pyramids, Temple of Solomon,  VOK (Karnak - warning in 2nd game!),
- A very strange, intermittent issue, which makes it difficult to figure out what is causing the problem. Also, this was never a problem in Cradle 3/4 or all but the most recent versions of Cradle 5. So it appears that SOMETHING has changed, but I can't figure out what.
- UPDATE: This is one of the "hard code" messages listed in script.slc, specifically: messagebox '45WonderAlmostFinished' It is also called out in two other files, "Critmsgs.txt" and "usercritmsgs.txt". Neither of the latter two files have changed in any way since the game was released, and the text of this message is the same in all versions of script.slc as well. Key is, they haven't changed, so it doesn't seem likely that this is a "new bug".
- Perhaps the most likely possibility is that the AI is somehow starting the Wonder (this message always appears) and already has all the shields needed to complete it on that same turn. So there isn't time for the Warning Message to appear, it's just built on the next turn. That would also explain why the same Wonder has a warning in some cases but not others.
- NEXT: Look at "feat.slc" to see if any civs are getting wonder build bonuses, since that might have an effect as well. Actually not in the slic file but rather "feat.txt". Nobody gets a "wonder bonus" but many civs have a Production Bonus, and during "Golden Ages" it can increase even further. In addition, the slider research (see sections CLXXXIV & CCII) shows that AI civs ALWAYS maximize production as their main goal. Also, at the higher difficulty levels the AI seems to get a lot of free shields, and I've been seeing this in games set at "Hard". Lastly, the game now allows for excess shields to be carried over into the production of potentially many other items (not just the first one on the list), so if one AI civ was building a Wonder and then somebody else completed it AND the AI civ switched production to a few low-shield items before starting another wonder in the same city, it's possible they could have such a large surplus that the new Wonder consumed all the stored up shields and was built immediately on the next turn (hence no warning).
- Especially since this bug is "intermittent", i.e. happens (or not) with the same Wonder in a different game, it seems likely that it's completely dependent upon the AI having a large shield surplus in a given city, which by definition would be a random occurrence, but more likely in the early game when there are so many buildable Wonders available at the same time
- INITIAL FINDING: I can't find any way to control this, so it seems unfixable - the player just needs to be aware that it can happen, especially at the higher difficulty levels
- IDEA: All the recent test games use the "kull.slc" file which gives my human civ a number of advantages, including high levels of starting Gold and PW. I still need to look at the difficulty level code, but IF high advantages for the human player result in added bonuses for the AI (to help them keep up), that *could* explain why I'm suddenly seeing this particular bug. Along with the fact that AI civs seem to be advancing faster than I remember.
- TEST: Start a new game without the human player getting the huge advantages from the kull.slc file and see if this bug "disappears"
- TEST GAME: Playing as Carthage, kull.slc file deactivated.
* 1st Wonder (Epic of Gilgamesh) started by Phoenicians in 2580 and finished in 2410. Warning issued in 2440. @ 6 other civs were building it too.
* 2nd Wonder (Pyramids) started by Egypt in 2520 and finished in 2290. Warning issued in 2320.
* 3rd Wonder (Stonehenge) started by Phoenicians in 2410 and finished in 2220. Warning issued in 2250.
* 4th Wonder (House of Sargon) started by Babylon in 2070 and finished in __. Warning issued in __.
* 5th Wonder (Temple of Solomon) started by Minoans in 2010 and finished in __. Warning issued in __.
- IN PROCESS COMMENT: This game has now reached 2000BC, same as the game using the kull.slc file. Surprisingly, the AI is not too far from levels reached in the "kull" game. However there have definitely been more Wonders completed and being built in the kull game.
- "FINAL" DETERMINATION: Because the "bug" is "intermittent" and applies to some Wonders in one game and different Wonders in another, and likewise is experienced by some cultures in one game and others in another, this issue is VERY unlikely to be a coding problem. Especially because it can easily be explained by looking at an existing game mechanism. Specifically the fact that "unused build shields" carry over to the next item in the build queue. So more likely than not, the occasional instance of Wonders being completed with no warning is directly attributable to this existing mechanism.
- INFORMATION

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CCLXIII) EVENT Errors: I'm still getting a few event errors, specifically:
1) traits2.slc (line 681): "tmpPlayer = city[0].owner;"
2) traits2.slc (line 709): "tmpPlayer = city[0].owner;"
3) kull.slc (line 19): "tmpLoc = City[0].location;" "Array index out of bounds"
- Other slic files use the same code, and it definitely does work. F/E, the kull.slc code creates the nomad in every new city (in perpetuity) and the camel unit for the first 40 turns. This error only happens once per game but happens EVERY game.
- By contrast, the pair of traits2.slc errors can happen more than once, BUT they always happen as a pair, never just one or the other.
- Running a test game to see when these errors happen and if they relate to anything. For the human player, i though it might be related to the termination of the "camel build" in 2600 BC, but by 2550 there was still no error.
- After hitting "end turn" at 2210 BC, as the civs move, during Carthage turn, rec'd the error first for line 19, then line 681, and lastly line 709, all in a row. The only other things happening are that the human player had a "build queue empty" message at 2210 and i did not start building anything that turn (and got another in 2200). Also, had the VOK warning message from the Greeks in 2210 and another from Phoenicia in 2200 (so it should build next)
- Playing a game as Carthage and had a similar result. Hit "end turn" at 2510 BC, couldn't tell where it stopped (was attacked by Barbs immediately after saying "yes" to the last message) and finished at 2500.
- Changing "DebugSlic=Yes" to "No" keeps these error messages from popping up, so even if I can't figure out what's causing them, it's easy to stop them from happening during a game.
- The test game with kull.slc deactivated still generated the pair of 681 & 709 errors during the Babylon turn. Not that i thought they were linked, but now we know they aren't.
- UPDATE: Looking at this again, and I realized that "kull.slc" is the ONLY file which capitalizes "City[0].location". All others use city[0].location. Similar with another use of "City[0]". Change made to all. Ran a test and now the error includes line 43! And then the pair of traits2.slc errors. Happened in 2740 BC - probably on the Shang turn.
- OK, so the line 43 error is probably because that section of code is supposed to trigger after the human player founds his first city AND it has "disabletrigger" code. But I did NOT create the first city before running a Barb-player test, so that code was still potentially "open". Interesting. And the other three lines do not have "disabletrigger" code, so they are seen as open also. So THAT is why those errors always happen to them.
- NOTE: Also fixed the code which keeps AI civs from building wonders until they have 4 cities, and it now seems to work (in strategies.txt those lines had a tab, whereas all the others used spaces. Now they have spaces too)
- OK, next test i will found the city and set only 8 civs which will exclude Shang. This time it triggered early, around 2850 BC. Couldn't tell for sure, but *probably* it was Civ#2, Sumer. It did NOT include line 43, so my guess on that was correct.
- Made a slight change to the code which grants 2 pops (triggers on the number 2 instead of number 1) and restored the count of civs to 10 (puts Shang back) but got the slic error sequence in 2670 BC.
- Put the code back to what it was, but this time changed the AddPops value to 1 instead of 2 in case that is somehow "buggy". Doesn't seem likely though as Shang had about 7 cities with pop count of 3, so the code is doing what it was supposed to. Ran a Barb test, and thru 2040 BC there has not been a single slic error (so far). However, multiple civs are building and completing the Torah - repeatedly!! (This is confirmed to be a different issue - see section CCXC below)
- New test had the slic errors at 2820 BC. All 4, including the "kull" ones, oddly.
- BUG FIX #1: The kull.slc file had code which specified that location_t was tmpLoc and that tmpLoc=city[0].location. This was in two places in the file, and each one was the source of the "Array index out of bounds" error. Looking at other slic files, I saw a few cases where tmpLoc wasn't used in unit creation, but rather the code specified "city[0].location" directly. I made that change in the kull.slc file so that "CreateUnit(tmpPlayer, UnitDB(UNIT_NOMAD), tmpLoc, 0)" became "CreateUnit(tmpPlayer, UnitDB(UNIT_NOMAD), city[0].location, 0)", and the Error is GONE! Ran a quick test game and the code still works the same, so this is a success!
- BUG FIX #2: The traits2.slc file had code which specified that int_t was tmpPlayer and that "tmpPlayer = city[0].owner". The latter is in two places and has been kicking out errors (lines 681 and 709). I saw code elsewhere in which "int_t was tmpPlayer;" was commented out, so I did the same for one of the two and didn't get any errors for either. NOPE. Got both errors even with only one commented out. Next I just commented out line 709. Ran a test and only 681 popped up! It looks like the code is adding the correct additional pop, so that may be the fix. I'll run another test with both lines commented out but adding 4 pop in each case, just to make sure the code is working properly. NO. After 20 turns, none of the 3 civs had any cities with 5 pop. Restored the 2 lines of code and next test all 3 had several size-5 cities. Next I made the same type of change that worked for kull.slc: Stuck the city[0].owner code directly into the "(PlayerCivilization(city[0].owner)" line (replacing "tmpPlayer") and then commented out the two lines which establish the value of tmpPlayer (since now it's not needed). Ran multiple tests and the code works fine, and now there are ZERO errors. Bug is probably GONE! Whew.
- UNRELATED ISSUE: homeguard.slc still has man-at-arms militia. s/b pikemen? others? Changed one instance of "MAN_AT_ARMS_MILITIA" to "PIKEMEN_MILITIA". All others are OK. DONE
- UPDATE1: The errors are BACK! Except this time they are happening directly in rows 684 and 712, which is where I plugged the "(PlayerCivilization(city[0].owner)" code. Damn.
- UPDATE2: Maybe the issue is that "city[0]" is too common? Could the code be changed to something like "city[2]" and "city[3]"
- UPDATE3: A two part fix. First I took the two sections of the "add population" code (the 681/709 problem) and broke that into 4 separate pieces of code (in trats2.slc). That fixed it until I added the new "spearman in every new city" code (in buildingunits.slc) which also used the "city[0]" code and would trigger first, followed by all 4 of the new sets. Eventually I restructured the "spearman" code so it followed the same structure as the "Great King" unit code (in the same file). That appears to have FINALLY solved the problem!

- PENDING (probably fixed, but more testing will confirm)

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CCLXIV) Unit Expiration Advances: The many changes to unit expirations makes it IMPOSSIBLE to "know" which advance cancels the ability to BUILD units of that particular type.
- Need to add this info to the GL record of EVERY unit. Yikes.
- Took a while to make the changes (including identifying those which do not have an expiration-causing Advance, but it's done.
- TASK COMPLETE!

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CCLXV) PT Boat becomes Subchaser: Although the unit graphic remains that of a PT Boat, the primary function of the in-game unit is to detect submerged submarines, something that no PT Boat was ever capable of doing. Accordingly, it has been re-named as the "Subchaser", a similar-sized small naval unit (from the same era) that WAS specifically designed to hunt submarines.
- Changes made to GL, gl_str.txt, and the Tech Tree (all art remains the same)
- TASK COMPLETE!

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CCLXVI) Leader Selection Genders: Can you change the selection screen for leaders from "Male" & "Female" to "Name #1 and Name #2 or something similar?
- Probably yes...look at ldl_str.txt
- There were 8 entries  for "Male/Female", and I changed them all to Leader 1 and 2. Started a new game and the screen displayed the new titles. 
- TASK COMPLETE!

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CCLXVII) Submarine Canyon (Water_Trench):
- NOTE: The original problem was identified early in my Cradle research and is outlined below:
- ISSUE: These things look horrible on the map, as the graphics only show one direction, with no bends or changes in orintation. They do NOT appear on the maps created in the CTP2-AE-Cradle folder, but they DO appear in the Scen-based Cradle in CTP2-AE. So the implications is that it's not forced on you by AE, but can be disabled somehow.
- The programmers in Github fixed this, but it's no help to me. So the question is, how do I deactivate the use of water_trench in Scen-Cradle games?
- SOLUTION: The "Const.txt" file has this setting "PERCENT_TRENCH   0   # percent chance that a trench is seeded - then it spreads automatically". Any number greater than ZERO will cause those ugly trenches to appear on the map (f/e Scen Cradle has the number 3, but CTP2-AE-Cradle is zero as you see above).
- The "Const.txt" file was fixed for Cradle 5 a long time ago.
- TASK COMPLETE!

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CCLXVIII) Adding "Idle" Animation to CtP2 Interceptor (GU046.spr):
- No Idle. Has Movement (no "landing" effect) Compare this with GU225 (also named GU046) which is the CtP1 version.
- Although I originally thought the graphics in GU225 were better, but on further review the only "movement" is a cartoonish jet exhaust, whereas the CtP2 version rocks slightly from side-to-side which is a more natural looking movement.
- There are three animations (Move, Attack & Death), comprising 119 images and another 119 shadow files (total of 238)
- After converting all the files from tga to tif, the 28 "Death" files had to be renamed as always - makespr expects to see files with direction #4 but the tool creates them with #1
- Created a 4-image Idle (w/shadow) in which the jet waggles it's wings just a bit (taken from the Move images)
- One error on the Idle due to having 4 images but referencing FIVE transparencies (easy fix)
- Tested the new unit and the problem is that the "movement" is so subtle (a slight waggle of the wings as it moves) that it's not really visible on the map. Might have to use 225 after all....
- Started work on 225: - There are two animations (Move & Attack), comprising 70 images and another 70 shadow files (total of 140)
- Added the "Death" animation from the CtP2 interceptor (28 frames including shadows) but substituted the CtP1 image in the first frame (which shows the intact jet sitting on the ground)
- For Idle, used a single frame.
- Had to make a number of edits to the CtP2 GU46.txt file before it finally worked, but eventually it did and the new CtP1 sprite was created.
- Tested and the new unit looks good.
- I decided to keep both sprites in the download, and so renamed this one as GU225.spr and updated newsprite and uniticons.txt accordingly. Also added new 2D art (upup225*.tga) which matches the new CtP1 sprite.
- SPRITE COMPLETE!

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CCLXIX) Cruise Missile only displays the unit shield when it moves (i.e. it disappears):
- This is the CtP2 sprite number (GU044.spr)
- Unit does have a movement sequence that works in the editor, and an Idle so that it should work normally.
- Tested again and the unit only disappears when it is moving to directly attack a target. Tried the Nuke as well, and it's the same deal - the missile disappears while moving to a target. Also, the "Death" sequence isn't used by either missile. Apparently that only plays on the battleboard, not on the map, so it's useless for both of these units.
- ISSUE: Any unit which has the "SingleUse" AND "Explodes" attributes in units.txt is destroyed after it hits the target. So when it is given a target and is moving toward it, the game has ALREADY taken into account that the unit is dead (even before it is actually destroyed) and so the unit icon disappears the instant it starts moving toward that final destination. The only solution is to have it move one hex short of the target and then attack from there, which is kind of silly, but at least you don't lose the "flight animation" sequence until - after stopping - it is sent on to the target.
- NO SOLUTION

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CCLXX) New Fighter sprite - Replace P-38 (GU035.spr) with Spitfire (GU108.spr):
- The P-38 sprite does not have Idle, so the movement animations do not display. Rather than rebuild the unit, I decided to use the "Spitfire" sprite which was included with the CtP2 "World War 2" scenario. This unit has all 4 animations, including a nice "Idle" in which the plane touches down and bounces. No sprite editing required! In addition it's a 1-engine fighter, and thus more emblematic of the fighter planes of this era. Lastly it's a more accurate "look" for an aircraft which can operate from an aircraft carrier (which twin engine fighters did not do in this era)
- One problem: The existing fighter pilot's voice (files GUV031-034) is an American drawl, and thus not appropriate for a British plane.
- Fortunately there is a British air alternative: the file group GUV105-108, which is currently assigned to the "Bomber". That unit is an American B-52, so swapping in an American pilot voice is more accurate AND would make these available for the Spitfire.
- RELATED ISSUE: While searching through the voice files, I spotted another issue. The voice sequence for the "Machinegunner" (GUV101-104) is actually that of an American-accented pilot. He talks about "skies open" and you can hear the "mic click" at the end of each phrase. So that is definitely not correct for a ground unit! A good "ground unit" alternative is the GUV076-079 series (currently assigned to "Leviathan"), especially since that's a very late game unit which would benefit from a more electronic sound. And fortunately, that is EXACTLY the voice used for the Leviathan in CtP1! Why it was changed, I don't know, but now it's back.
- And with that, the GUV101-104 sequence can shift from "Machinegunner" to "Bomber", and the voice issues are all resolved.
- Putting the Spitfire in-game (and performing the other voice swaps discussed above) required changes to newsprite.txt, sounds.txt, uniticon.txt, new 2D art (borrowed from AOM), the Spitfire sprite, and four Leviathan voices copied over from CtP1.
- UPDATE: I realized after implementing the Spitfire that the sprite does not have ANY shadow files. Fortunately the German Bf-109 (also from the WW2 scenario) is the same size, has exactly the same number of files in every animation, and it DOES have shadow files for all of them. I disassembled the Bf-109 (after giving it the same number as the Spitfire so I wouldn't have to rename all the files), converted all 90 shadow files over to the correct format, add them to the likewise disassembled & converted Spitfire files and then rebuilt the sprite. The shadows match perfectly, and the sprite is now greatly improved.
- TASK COMPLETE!

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CCLXXI) Revising the Stealth Fighter sprite (GU032.spr):
- There are four animations (Move, Attack, Idle & Death), comprising 66 images and another 66 shadow files (total of 132). However, there's a number of issues with this sprite:
- MOVE: There are 5 files in each direction of the animation sequence, but they are all identical. Meaning that it doesn't show any movement when it moves.
- ATTACK: This is fine. 6 looped files which show the fighter shooting it's guns. Good animation.
- IDLE: There's only one file in the Idle Animation, and it's just a copy of one of the Move files. It's usually good to have an Idle, but given the lack of movement animation, kind of pointless in this case.
- DEATH: This is an interesting 5-file sequence in which the fighter gradually fades away. Odd, but it works.
- CHANGES:
1) Move: Not a lot of options. Probably the best is to adjust the burners at the rear, changing length and maybe color. Could add a blinking light, same as we see on the stealth bomber/spy plane. Another option is to use the "Fade" feature and have the fighter fade out of view (but not entirely) and then back in.
2) Attack: None
3) Idle: Use the existing death animation as the Idle. Very cool if you think about it. A Stealth fighter just "disappears", leaving only a shadow on the ground (and a shield). It should revert back to the visible plane, possibly by changing the fade out to a fade in. 
4) Death: The Spitfire has a 12-file death animation which features an explosion, but no plane parts. That could be used "as-is" to entirely replace the "fade-away".
- Stealth Fighter voices are fine.
- 2 of 5 of the "Attack" directions only have "exhaust" (or maybe turbulence) coming off of one wing (12 of 30 files). In those cases, I'm adding a exhaust plume to the other wing as well. It did look weird during the combat animation, seeing only one stream.
- In addition, 3 of 30 had missiles coming from only one wing. Fixed those as well.
- The same 2 of 5 "Move" directions also have only one "exhaust" plume (12 of 30 files). Again, I'll adding the missing exhaust plume to the other wing.
- Had to disassemble the Spitfire in order to extract the 24 files to be used for the Stealth Fighter death animation. Of those, the 12 shadow files are all blank.
- For the Move, I used the same files, but tried something new - editing the "Fade" values so the plane gradually fades in-and-out of view as it flies. Which looked GREAT during the test!
- Made all the changes noted above, and everything looks good - all the missing plumes are present, the new "Idle" matches well with the "fading move" animation, and even the "Explosion" looks natural. Success! 
- UPDATE: Revised the sprite to remove the "wing turbulence" from the Idle animation. It shouldn't look like it's moving when it's parked!
- SPRITE COMPLETE!

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CCLXXII) Adding "Idle" Animation to CtP2 Stealth Bomber (GU051.spr):
- No Idle. Has Movement (rocks up and down and has blinking red lights on the wing tips)
- There are three animations (Move, Attack, & Death), comprising 226 images and shadow files. Originally I planned nothing more than adding an Idle Animation, but the success with the "fade in-out" effect with the Stealth Fighter strongly suggests that it should be used here as well. 
- Stealth Bomber voices are fine.
1) Move: There are 6 files and these will be used in a 20-file animation sequence in which the unit fades in and out of view. I was planning to remove the red wing lights, but in the "stealth flight" animation they disappear anyway, so no change was needed.
2) Idle: Used the same six "move" files in a 10-file fade-out-fade-in animation. Looks very cool.
3) Attack: No change.
4) Death:  No change. 
- Made all the changes noted above, and everything looks good. The fading animations are just perfect for stealth units!
- SPRITE COMPLETE!

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CCLXXIII) Adding "Idle" Animation to CtP2 Spy Plane (GU057.spr):
- No Idle. Has Movement (rocks slightly up and down and has blinking green lights on the nose)
- This is very similar to the CtP1 Stealth Bomber sprite (same size & shape, slight color change), but that had only one animation (Move) and the 4 files were identical. 
- There are three animations (Move, Attack, & Death), comprising 118 images and shadow files. Originally I planned nothing more than adding an Idle Animation, but the success with the "fade in-out" effect with the Stealth Fighter strongly suggests that it should be used here as well. 
- Spy Plane voices are fine (female).
1) Move: There are 5 files and these will be used in a 16-file animation sequence in which the unit fades in and out of view. As with the Stealth Bomber, the blinking green nose lights disappear during the "stealth flight" animation, so no need to remove them.
2) Idle: Used the same five "move" files in a 9-file fade-out-fade-in animation same as the Stealth bomber.
3) Attack: No change. The animation sequence in the original started with "File number 6", even thought there were only 4 files! Fixed in the new sprite.
4) Death:  No change. The animation sequence in the original started with "File number 30", even thought there were only 14 files! Fixed in the new sprite.
- Made all the changes noted above, and everything looks good.
- SPRITE COMPLETE!

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CCLXXIV) Review CtP2 Bomber (GU047.spr):
- The CtP2 Bomber is the US B-52
- The sprite has Move (rocks side to side), Attack (drops bombs), Idle (1 image), and Death (pieces fly in all directions), so no changes are needed
- Had British voices, but that was changed as part of the effort to swap in the Spitfire for the P-38 (the Bomber now uses the ones that used to be assigned to the Machine Gunner - see section CCLXX for details)
- The CtP1 sprite art is much worse, and has fewer animations so there's no benefit to activating it.
- TASK COMPLETE!

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CCLXXV) Green Sprite Selection Circle (Reticle):
- While testing out the new air unit sprites, I realized that it's very hard to see any motion because the "unit selection circle" (or reticle) is large and bright green. Can it be made smaller or at least less obtrusive? Not only is it "neon green", but the reticle continues to surround the unit as it moves, thereby obscuring many of the "moving pieces" as the unit moves to a new location 
- First of all, the "selection cirle" (or reticle) comes in several different colors, each of which means something:
* 1) Green: Unit Sprite has movement points available.
* 2) Yellow: Unit Sprite has used up all movement points on this turn
* 3) Red: Unit Sprite has no movement points (f/e a "city")
* 4) Black: Sprite is a Good (reticle appears and then fades away)
- Could not find the graphic for this circle in any of the files. It's not included with the .zfs files or the .til files nor is it one of the editable cursors (default\graphics\cursors). In addition, there is a different cursor for the settler-type units, as the green reticle also includes a small green outline around the adjacent hexes.
- The good news is that I found the file which controls the colors: Colors00.txt. Rather than have modders edit this file, the SC team added a line to userprofile.txt (ColorSet=0). The way it works is, you create an alternate file with a different numeric ending (f/e Cradle5 will now use the file named Color06.txt and the line in userprofile.txt was changed to ColorSet=6) the game will use that file instead of the default. Line 44 is the culprit: "COLORSET_COLOR	0	255	0	#	COLOR_GREEN" makes the reticle a bright neon green. I played around with this and tested a number of different colors, but all of them obscure the movement to some degree. The big problem is the reticle does not have an alpha channel (nor can one be assigned), so it's imposible to add a transparency effect, which would solve the problem. Anyway I finally settled on a "less bright" form of green, and the reticle is somewhat less obtrusive.
- TASK COMPLETE!

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CCLXXVI) Add Concept Entries for every Civ:
- It would be helpful to have the bonuses of each civ explained (would it?) so you could look up their relative benefits. Also useful to know this when picking a starting civ.
- Still thinking about this....it might be "too much information", although I kind of like the idea of having an entry which provides some historical background for every civ option in the game.
- PENDING (May not do this)

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CCLXXVII) Swap in the SC dip2_str.txt file:
- As a general rule, in ALL cases where the SC team has created a new text file (easy to identify since all their files have a long header section identifying changes), Cradle-specific modifications should be made to THAT file.
- The SC file has three new messages
- The only Cradle-specific changes were to change the wording on two Diplomatic messages, from "Bio-weapons" to "Atrocities". Cradle5 has renamed the "Bio-Infect" attack to "Siege" (an ancient-era only attack) while Plague (the other bio attack) is modern-era only.
- RELATED ISSUE: The "Exp_str.txt" file also has a reference to "Bio-weapons (see section CCVI). At the time, I changed the text to reference the "Siege" attack, but it's possible that you would get the same message for a late-game plague attack.
- CONCERNS: There are two concerns. None of the ".str" files are included in the "Swap File System" because of the known message corruption issue associated with info_str.txt. Secondly, the Siege Attack is still present in the modern era, since the units which deploy it are all Great Leader units, and these never expire or upgrade. So that means the Plague & Siege attacks (and associated text) are both present in the modern era at the same time. This is already a known problem since both attacks share the same graphics effect when deployed against a city, so the siege cursor and sprite will shift to the Bio-Warfare versions when the "Swap" takes place. Ugh.
- PARTIAL SOLUTION: Since a new units.txt is already part of the swap, remove the "siege" attack from all the Great Leader units which have it. At least that way both attacks will not exist at the same time. 
- AND: Test out a file swap which includes dip2_str.txt and exp_str.txt and see if that still results in message corruption.
- TEST RESULT: As described in "1A-Edit the TIMP Selection Screen.txt", changes were made to a pair of string files, specifically "dip2_str.txt" and "feat_str.txt". I loaded an ongoing game and immediately got slic errors that had nothing to do (at least directly) with the changed files. Game could not be continued. The lesson is that you can't substitute ANY string files into an ongoing game!!
- ANOTHER ISSUE: The Cradle Text all assumes the Bio-Weapon attack is the Cradle 3 "Atrocity" attack, which has been altered to "Siege". Looking closely at the "bioweapons" text in this file, it's what the AI uses when contacting the human player to discuss reducing "Bioweapons" (the equivalent of "nuclear weapon reduction talks"). The big problem is that there is no way to make this "Era-dependent", since all the text is in a string file and those cannot be "swapped". And of course there is no similarity between the early game "Siege" and the late game "Plague". Additionally, the text talks about reductions using text like this: "We demand a {value[0].value} percent reduction in your biological weapons arsenal." So what exactly would be "reduced"? There aren't any bio-weapons pe-se, but rather a group of units which have the ability to carry out those attacks. So presumably it means disbanding the Great Leader units which have the Siege attack, and, later, the "Infector" who can use the Plague attack.
- The best solution would be to eliminate this messaging altogether, or - failing that - to alter it to mean something completely different.
- The messaging is controlled by 4 sections in the diplomacy.txt file (see section XXX for more on this file). As I discussed (and then forgot) in section CLIII of "AE Cradle (AI files).txt", Cradle was already proactive in this area, reducing priority for the AI to send bio-weapon reduction messages down to "zero". So THAT is good! However, nothing stops the human player from sending such a message, so the next step is to make it almost certain that the AI will reject such a request. I don't know what the code uses as each of the max values, but looking at those which are actually used in the various categories:
SendPriority: 0 (this means the AI will never send a proposal)
AcceptPriority: 0 (the AI should not accept the proposal)
RejectPriority: 150 (in combination with the low accept value, it should always be rejected)
SenderRegardResult -50 (Penalty for sending stupid requests) 
ReceiverRegardResult 0 (No impact on the AI for receiving the stupid request)
ViolationRegardCost -200 (the existing values)
ViolationTrustCost -20 (the existing values)
- DONE (the new settings in Diplomacy.txt)
- NEXT: For messaging I considered making some changes, but actually that seems a bit superfluous. Let the messages use the default "bioweapon" text, since at least it's appropriate for the modern era, and either way it will never be sent to the human player by the AI....
- EXCEPT: Hmmm. Maybe include "Diplomacy.txt" in with the other Swap files? In which case the "modern era" files would use the SC defaults, so that the AI actually DOES send and receive "bioweapon" proposals, but now they will only apply to the existence of the "Infector" unit and it's "plague" ability! Good idea!
- PENDING (Set up the Diplomacy.txt files for inclusion in the "Swap File" folders)
- UPDATE: The issue arose again during a playtest. Problem is that the "bio weapons" text still appears in the Diplomacy windows, both "Offer (reduce bio weapons) and "Request" (request bio weapon reduction). Important to note that appearance of this text is controlled by sender and/or receiver owning a wonder unit with "Siege" capability. Anyway, the text is completely "prochronistic" and is jarring to see. Plus it will ALWAYS be visible during Cradle games, most of which won't reach the modern era anyway. Even though it cannot be altered using the Swap file system, the goal should be something indeterminate, maybe something war related that is obviously impractical: "Request total disarmament". Sounds stupid, but maybe refer to it with a concept entry in the GL so players know what it really means? Here are the affected messages in dip2_str.txt:
1) REGARD_EVENT_ENEMY_BIO_INFECTED_CITY	"Our use of bioweapons has forever tarnished our reputation with the {player[0].civ_name_plural}.": This is OK, since biowarfare can't be initiated by the human player. Actually, it CAN! It just doesn't work. Change text to: "Our use of aggressive warfare has forever tarnished our reputation with the {player[0].civ_name_plural}."
2) DIP_OFFER_REDUCE_BIO_WEAPONS "Reduce bio weapons": Change text to: "Reduce military units" - DONE
3) DIP_REQUEST_REDUCE_BIO_WEAPONS "Request bio weapon reduction": Change text to: "Request military unit reduction" - DONE
4-25) There are a TON of specific messages (rows 359-378) which should be changed to whatever the new name of this thing will be (all text shifted from "bio-weapons" to some form of "military units"- DONE

- PENDING

 use of bioweapons
aggressive warfare






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CCLXXVIII) Adding "Idle" Animation to CtP2 P-38 Fighter (GU035.spr):
- There isn't a need for a second WW2 era fighter plane, but I decided to go ahead and convert it anyway. It can be included in the download using the original sprite number since all the in-game links now point to the spitfire (GU108.spr).
- For the sake of completeness, I also took a look at the the CtP1 Fighter sprite, which is also a P-38. However there's only two animations, and both suck. Move has a single file pointing in each direction (no motion, obviously) while Attack has only three files with a cartoonish flame burst from both wings. I like the artwork on this plane better than the CtP2 version, but there's not enough to work with here.
- No Idle. Has Movement (propellors spin)
- The CtP2 sprite has three animations (Move, Attack, & Death), comprising 238 images and shadow files. All the Move images have a blurry in-motion propellor, so for the Idle I'm going to use the first file from the Death animation (shows a P-38 parked on the ground with a non-moving 3-bladed prop) but will change it's location to show it in the air. Will need to pair that with one of the Move shadows.
- The original P-38 voices are good and weren't assigned to another unit, and thus are still available.
1) Move: No change.
2) Idle: Four files, the first three with spinning props, the last one with non-moving props
3) Attack: No change.
4) Death: No change. 
- Made all the changes noted above, and everything looks good.
- SPRITE COMPLETE!

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CCLXXIX) Pollution:
- ISSUE: Pollution levels per city rise very quickly, and the buildings which are supposed to reduce pollution barely touch it.
- One problem is that most of my playtesting ends very early, so I actually have no idea how big a problem this is or when it does become a problem (i.e. what era in the game). Fortunately there have been a lot of comments over the years on pollution problems, and here are some of the suggestions for dealing with it.
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https://apolyton.net/forum/other-games/call-to-power-2/ctp2-ages-of-man/237210-aom-iv-general-talking-about-stuff?p=7767291#post7767291
- Let's start with Hex's comment on how he addressed it (or not) in Cradle:

As for Pollution...
I think a better word for Pollution would be Health. Generally, the larger the city, the greater the chance of unhappiness due to disease, and health was a major problem in ancient and medieval cities...and disease spread rapidly in large cities. Many of the buildings in the game that decrease pollution are either medical or provide clean water.

Since Cradle did not really focus on the Modern ages, I did not do any work on the Modern governments. To alter the pollution settings, go into the (CRARR...)govern.txt, under each government, look for

PollutionCoef 1.1
PollutionUnhappyCoef 0.025

and lower the numbers (I believe)
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https://apolyton.net/forum/other-games/call-to-power-2/ctp2-ages-of-man/237210-aom-iv-general-talking-about-stuff?p=7769005#post7769005
- Maquiladora has another suggestion:

The easiest (least work) way to tinker with pollution is to change the following lines in DiffDB.txt for each difficulty (or just the difficulty you're testing at):

POLLUTION_START_PRODUCTION_LEVEL 300
POLLUTION_START_POPULATION_LEVEL 16
POLLUTION_PRODUCTION_RATIO 1
POLLUTION_POPULATION_RATIO 15

In Const.txt there is also:

LOCAL_POLLUTION_LEVEL 400
LOCAL_POLLUTION_CHANCE 0.0005

IIRC these control the chance of a dead tile appearing.


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Originally posted by Son of moose

# Hexagonian mentioned that I should adjust the (?) pollution setting to correspond to the reality of playing on a megamap. For my proposed CB-type CTP2 scenario, I am thinking that either zero (or minimum) pollution would be best.  What needs to be done to achieve this?
I dont have much experience with adjusting pollution levels but i think the only value you NEED to change is in govern.txt in ...\ctp2_data\default\gamedata.

Code:
   PollutionCoef 1
   PollutionUnhappyCoef 0
PollutionCoef - Government modifier to Pollution rate. Pollution is multiplied by this number.
PollutionUnhappyCoef - Unhappiness amount caused by Pollution. Pollution is multiplied by this number to get Unhappiness amount.

# Is there an entry for the maximum number of cities (or is this hardcoded  )? How can this be dramatically increased?
In govern.txt again for each government:

Code:
   TooManyCitiesThreshold 1000
# Is there the concept of corruption (like in Civ3) and can this be correspondingly reduced to mirror a massive number of cities?
There is crime in CtP2, the default level is 25% IIRC, crime is altered by government, distance from capital, city buildings, wonders etc.

In govern.txt you can reduce:

Code:
   CrimeCoef 2
   CrimeOffset 95
CrimeCoef - Government modifier to Crime rate. Crime is multiplied by this number.
CrimeOffset - Happiness rate where crime starts. Cities with Happiness over this number will have no crime.

Youll also want to change:

Code:
   EmpireDistanceScale 0.00001
   MinEmpireDistance 100
   MaxEmpireDistance 4000
EmpireDistanceScale - Coefficient for distance to capital happiness penalty. Distance is multiplied by this value to get penalty
MinEmpireDistance - Distance below which there is no penalty
MaxEmpireDistance - Distance above which the penalty no longer increases

# Is there an entry for the maximum number of units (especially military units) and can this be correspondingly reduced to mirror a massive number of cities?
All units are supported by empire production for each government, in govern.txt:

Code:
   SupportCoef 1
SupportCoef - Government modifier to Support cost. Support cost is multiplied by this number.

Also you can change the support cost for units in units.txt (same folder).
****************************

UPDATE: The extensive testing discussed in section CCCIV (below) revealed that pollution is a HUGE problem in unmodded AE (Dead tiles begin to appear in the Middle Ages, and even Global Warming events prior to 2000 AD), but in Cradle 5 the effects don't become significant until after 2000 AD (i.e. not even Dead tiles except in rare cases). Realistically, that's exactly how I'd like to see pollution appear in this mod, so accordingly, there won't be any changes to the pollution numbers in Cradle5.

- TASK COMPLETE (in this case, no changes)


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CCLXXX) Wonder Unit Attribute changes:
- Most of them are ancient/classical era units and their attributes don't translate well into the Modern Era. One option is to have them expire (i.e. "Die") with different advances. I do love having them, so this is not the preferred solution. The second option is to change their attributes as part of the "Swap File System".
- I already decided (see section CCLXXVII) to remove the "Siege" attack since the graphics are going to shift at the same time (from burning cities to swirling green mist)
- The other problematic attribute is "Victory Enslavement", which means these units will still be delivering slaves after the Emancipation Proclamation, which is supposed to end the practice worldwide. And happy coincidence, that Wonder is buildable with "Age of Reason", so it's a natural fit for this attribute to be removed at this time.
- Wanted to add "plunder" capability as a replacement, but that is controlled by SLIC
- Another idea is to make them all "upgradeable"!! Oooooo, I like this! The idea would be to drop the attributes to a very low level so they aren't very useful in their original "look". At the same time, make them all upgradeable to a 1700's type of unit that would be called a "General". All would have the same attributes, so it would function as a "back row" unit in battle. The "Great General" would also upgrade to this, and so would the "Hero". Both those units are "legion-types" and don't fit into the modern era either. A cavalry sprite would be best. There should then be a true "Modern Era" upgrade with a later advance, maybe to a tank? Or one of the colored facists?   
- Laid this out in a spreadsheet, and the idea is to have two upgrades and two DIFFERENT "general-type" units. At Age of Reason, all the existing Wonder Units will upgrade (zero cost to make sure it is done) to either Field Marshall (ctp1 red hat cav) or Brigadier (ctp1 red coat musketeer). Then at Electricity they will upgrade again to General (ctp2 Brown General) or Colonel (ctp2 us paratrooper). In most cases all the "2-star" units will upgrade to the lower rank units (Brigadier/Colonel) while the "3-stars" upgrade to the higher rank (Marshall/General).
- The exceptions are US Grant (keeps his current stats and sprite but then does the 2nd upgrade to General), Dwight Eisenhower (never upgrades) and Norman Schwartzkopf (changes from Interceptor to Heavy Tank and never upgrades - see section CCLXXXVIII)
- Three other exceptions: Most of the units which have religious conversion powers (David, Muhammad & Pacal) will upgrade to Patriarch
- ISSUE: None of these units are buildable (the wonder units, patriarch, or any of the new generals) which means they can't be upgraded using the new upgrade code. Instead, this will require making changes to updater3.slc, the same system used to upgrade the Elite units into newer versions of the Elite units. An even better approach would be to create a new slc file that ONLY handles these "wonder-unit-to-general" upgrades. And even more, make it happen automatically (at no cost) without going through a menu interface. Develop a test file that upgrades the units which are about to become "Patriarchs", since that can be done without adding the 4 new units to Units.txt.
- ALSO: If the new units are going to get "Plunder" ability, the "plunder.slc" file will have to be updated in order to add 4 new units to the list of those which have this ability. That is a two part effort:
- 1) Renumber the units in units.txt so as to insert the four new units into slots 137, 138, 139, and 140
- 2) Revise line 103 in plunder.slc so the end number changes from "136" to "140"
- ALSO: Since all of the Wonder units (at least those getting "upgraded") will disappear with the discovery of Age of Reason, there is no reason to change any of their attributes in units.txt NOR to change their descriptions in the GL
- HOWEVER: Should it matter who discovers "Age of Reason"? In other words, if one of the AI civs gets there first, does that upgrade the human player's units as well? (No, not an issue) I think probably not....Look at the code in updater3.slc to see how it handles the automatic AI upgrades and repeat that here.
- Need to look at three of the four new sprites and make sure they have all the required animations:
- 1) Field Marshall (ctp1 Cavalry - red hat): Has already been modified, has all 4 animations, and is used by US Grant (GU120.spr). For the stats in units.txt, use all those from US Grant (same time period)
- 2) Brigadier (ctp1 red coat musketeer): No, only Move and Attack. Have to rebuild the sprite (see section CCLXXXIII below - now GU119.spr). DONE!
- 3) General (ctp2 Brown General): Yes, all 4 animations (GU187.spr)
- 4) Colonel (ctp2 us paratrooper): Yes, all 4 animations (GU178.spr)
- Created new 2D art for all four units. It uses a format similar to the "Elite Unit" art, but instead of a large "E" and a pair of chevrons, these unit cards have a single large "G" in a band on the left side of the unit card, along with "1-star" for the Brigadier/Colonel and "3-stars" for the FM/General. DONE
- New unit voice files were brought in from CtP1 (see section CCLXXXVI) - DONE
- Unit stats were created as follows: As noted above, since the Field Marshall is from the same era as US Grant, they have identical stats. The Brigadier uses the same stats, but reduces them a level. The General uses the FM stats as a baseline, but increases them so they are similar but less than those used by Eisenhower. The Colonel takes those stats and reduces them in exactly the same way the Brigadier does with the FM stats - DONE 
- OPTIONAL: Once this has been implemented and confirmed to work, the code which upgrades Elite units to "Hero" (and Heroes to "Great General") could be revised so that the Industrial/Modern Era Elite units can now upgrade to the these new "Officer" units
- ISSUE#2: The code in wonderunits.slc includes a section ("Wailers")which looks for each of the unit-granting Wonders and then looks to see if the associated Wonder unit is still "alive". If not, a "happiness malus" is imposed. Obviously, once the Wonder Units are upgraded, they will no longer exist and so the code will assume they were killed and will impose the malus. Need to either remove the code or else re-write it so that it no longer is active once "Age of Reason" has been discovered. OK, I looked closer at the code and the "unhappiness level" is "0", so there is no effect. Which actually means the whole section could be (probably *should be*) removed!
- INFORMATION: All the units in Units.txt have an attribute (DeathEffectsHappy) which supposedly causes unhappiness if they are killed, but I can't find any evidence that it actually works.
- Tried creating a stand-alone file that would upgrade the Wonder Units, but kept getting errors. Decided to add it to the Update3 file and see if that worked. For the Test, I set the David unit to upgrade to Patriarch with the discovery of Agriculture. Also revised kull.slc to give one David unit to the human player and set it to provide Davids to the AI civs everytime they founded a new city within the first 10 turns.
- TEST #1: Discovery of Agriculture upgraded the AI David units, and it did so on a per-civ basis (i.e. only those which discovered Agriculture themselves get the upgrade, it's not a "Global" upgrade (which is fine). However the human player's David did NOT get an upgrade notification message.
- TEST #2: Actually it took two more tests before I discovered the problem, and confirmed it by giving the human player TWO Davids and TWO Elite Spearmen (also set to upgrade with Agriculture). The problem is that ONLY units in cities can be upgraded! Thinking back, that was also true during my earlier tests of the updater.slc files, but I'd forgotten that. It ALSO points out a real problem - the player is going to have to put all his Elite Units (and Wonder Units) inside a city (or fort) in order to see them upgraded. That particular code made sense in the past (sort of anyway) when the updater file was the only way to update ALL units, but now it's only used by these "specials", and there's a limited number of Advances which will allow this upgrade to take place. The real issue is, "do you have enough money to upgrade?", so in that sense it should not matter where they are located. It's fine for the new unit updating system, as that can be performed anytime an upgradeable unit enters a city, but the restrictions are much tighter for the Elites. Realistically, requiring presence inside a city is actually a "bug"! Especially since the AI does NOT have this requirement - its units are upgraded regardless of where they are located. Anyway, need to look at the updater3.slc code and find a way to remove the "must be in a city" requirement for the human player (code already does not require this for the AI).
- TEST #3: Removed the "build queue" code for the human player since none of these units will ever be in a Build Queue anyway. Idea is to make incremental changes and ensure the code still works. File loaded fine in a new game and when the "Agriculture" advance triggered the upgrade, there were no errors. Can't be sure, but it appears that an AI civ had two "Davids in a Coracle, and they upgraded to Patriarch anyway. Might have been loaded after the upgrade, so I can't be certain.
- TEST #4: Removed the "build queue" code for the AI. By 2800 BC the AI had several "Agriculture" advance upgrades and there were no errors. None for human either. This means the code can be removed from BOTH.
- TEST #5: Kind of hard to describe, but copied the AI text which doesn't check for city, fort, or airbase locations to replace the Human upgrade code (well, at least the first part of it). Human discovered "Agriculture" in 2890 BC and was still given the message to upgrade the unit in the city. The one outside the city ALSO triggered a message (normally the code ignores these units) but the message box did not have an upgrade button, and closing it left the unit un-upgraded. One AI civ had upgraded units at this time, so their code still works. Need to eliminate the messages.
- TEST #6: This time I'll replace the "if (NUM_OBS_UNITS)" code on the human section with the equivalent code for the AI. That *should* remove the messaging and just do the upgrade. Fingers crossed. IT WORKED!!! The only caveat is that several AI civs have "Agriculture", and yet still have David units. *Probably* they started the game with Agriculture, or may have discovered it from a Goody Hut. So I need to run another test just to make sure I know which ones start the test unable to Upgrade. Just ran a quick test - 5 of 6 AI civs START with Agriculture, so it's apparently very common.
- TEST #7: Next I'll remove all the code which runs messages and checks for Gold availability. That's almost 250 lines! Good, that worked fine - no errors!
- TEST #8: Forgot to remove the bottom two messages (@25 lines) below the 250. Test showed the upgrades happened automatically for human and AI, no problems.
- TEST #9: There's another 130 lines of messagebox text at the bottom of the file. Will remove all of that and see what happens. Had an error relating to a disabled trigger. Probably related to an Event on rows 31-33. Will delete those and try again. OK, that worked! Human player got the upgrades, both units outside cities, no Gold cost, no messages. Three different AI civs had Davids upgrade to Patriarchs at different times, all dependent on them researching Agriculture and receiving the Advance at different times. So this definitely works!
- TEST #10: Looking closer, it seems the message code in the bottom 130 lines is ENTIRELY related to the 800+ lines of "HasAdvance" code directly above it. In fact, it all appears to be related to the "Put unit to sleep in order to upgrade it" system, which is all code that was utilized prior to the SC Team adding the upgrade unit function to the exe. If so, ALL of that can be deleted as well! Will delete all that and run another test. OK! This works as well!
- FINDING: OK, so I have vastly slimmed down code which upgrades Human and AI units without asking any questions. However, that will not work as part of the update3.slc code, since that does require interaction with the human player. So a separate file is required. The next step is to create a new file, copying the modified updater3.slc file to use as the base. Then list only the Units and Advances which apply to this new "Wonder Unit Upgrade System" (these are in the DATA ARRAY section at the top of the file). I'm a little concerned about using the same code names in BOTH files for the various Arrays and other pieces of code. So I'm going to rename all of them, although that is going to be a little time consuming. 
- OPTION #1: Now that I have a better understanding of how this all works, it might be better to change the code in undater3.slc to remove the "must be located in a city/fort/airbase" code and just allow all elite upgrades to occur based solely on having enough cash. So all the messaging and costs remain the same but the code would no longer check for location. Probably not, after all most elites have multiple chances to upgrade.....BUT the player definitely needs to be aware of the issue, so they can plan ahead when an upgrade is coming. Added information to the GL so the human player is aware of which Advances trigger the upgrades - DONE
- OPTION #2: The "Sleeping Unit Upgrade" code is not required for non-Elite unit upgrades anymore, so it could be deleted from the updater3.slc file. HOWEVER, if it works for the Elite Units, that would be cool, as the player could miss the original upgrade Advance opportunity and still be able to update the unit by putting it to Sleep in a City/Fort/Airbase. Would have to test that. If that doesn't work, then there's no need to have this code at all. - PENDING
- AFTER TESTING!!! A number of files were altered in order to facilitate this testing. These include units.txt (cost and other factors of David Unit, maybe Patriarch), kull.slc (the units being granted at start, also a new section giving David to AI), updater3.slc (huge number of changes to test out various portions of the code), script.slc (needs to load the new Wonder Unit upgrade slic file) - DONE
- TASK COMPLETE (except for "option 2")


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CCLXXXI) Tileimp.txt Issues:
- The "Lake Baikal" natural wonder has a double set of "Excludes" - FIXED
- Will need to revisit ALL the "excludes" if/when I activate "OceanForm" as a functional tab.
- UPDATE: The "Terrafrom Ocean" button cannot be used for anything except terraforming (see Section CCXLV for details). As for the "Excludes" lines, they only matter when dealing with "buildable" TIMPs. How they work and what they do is discussed in more detail in Section CCCLVI below.
- INFORMATION

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CCLXXXII) New Renaissance era Advance (Age of Discovery) & Wonder (Magellan's Voyage):
- One of the Cradle players made a good point about using the "East India Company" as the Wonder which delivers "Hernan Cortes". The time frame is wrong for Cortes, plus having a British Wonder deliver a Spanish Arch Enemy is, well, weird:
https://apolyton.net/forum/other-games/call-to-power-2/ctp2-ages-of-man/237210-aom-iv-general-talking-about-stuff?p=7769793#post7769793
- Initially I thought about adding a new Wonder Unit that uses a "ship sprite". Specifically Horatio Nelson using the Ship-of-the-Line sprite. Unfortunately this comes AFTER the "Age of Reason" upgrade and having a SotL sprite hang around until Electricity is just wrong. On further reflection, this is just too complicated, and the reality is that we don't NEED a wonder unit associated with "East India Company", just had to find a better link for Cortes.
- Rather than delete Cortes, he belongs in a 1400's era Wonder, and the best EXISTING fit is to associate him with "Gutenberg's Bible" which is no longer part of the Religious Victory and was first printed in the 1450s, right near the Cortes era (1485-1547).
- On yet FURTHER reflection, I'm leaning toward a new "Age of Discovery" wonder such as "Magellan's Voyage". That would be a much more natural fit for Cortes. Isn't appropriate as a "visible wonder" either, so that makes it a bit easier. There are scenes from the CTP2 movie which could be cropped into a Wonder movie, so it doesn't have to be created from scratch. NO! Looked at that and most of that CTP inteo movie is already used by the East India Company Wonder. Instead I found a decent video on youtube and was able to record it on-screen (after shrinking the window size down) using my Flashback Pro app and then edit it from 2 minutes to 18 seconds AND add the Cradle "wonder movie" soundtrack and (finally) convert it from .fbr to .avi format. NOTE: After the file is saved as fbr and you open Flashback Recorder, click "Recordings" to get a list of all your fbr files. Then click the "Export" button on the one to be converted, and choose "avi" and select the "Microsoft Video1" codec, and then accept all the default options on the next screen and hit "Export"  - DONE.
- Will also need new 2D art - DONE.
- I originally planned to give this a set of Wonder benefits which are similar to "Lighthouse" (CoastalBuilding, GoldPerInternationalTradeRoute 10, GoldPerWaterTradeRoute 15, IncreaseBoatMovement 100), but the "East India Company" already has many of those and it is available only one Advance away. Instead, a better set might be "DecEmpireSize" (eliminates unhappiness associated with distance from capital) since only one other Wonder has this ("Appian Way"). Could still use "GoldPerInternationalTradeRoute" and "CoastalBuilding" since "EIC" doesn't have those - DONE.
- Cost will be 8000 (slightly cheaper than "East India Co") - DONE.
- Expiration will be "Electricity", since that is one Advance earlier than "Mass Media" (which is when "EIC" expires) - DONE.
- The "CoastalBuilding" attribute means we can even add a free "Galleon" as an associated wonder unit that arrives at the same time as Cortes - DONE.
- In addition, a new Advance would be desirable for this new Wonder, and a good one would be "Age of Discovery". This would be in the "Sea" category, and would slot directly in front of "Chronometer" (the home of "East India Company") and would get the "Cannon Making" and "Astrolabe" advances (Chronometer will now have only the new Age of Discovery as a pre-req). This also works well since the "Galleon" (another Spanish-related unit, like Cortes) can now be associated with Age of Discovery. This will need 2D art, and there's a really good piece used in the FF mod (a very early map of the New World). Coincidentally I tried (unsuccessfully) to make art using this EXACT same map! - DONE.
- End result is to add a new Advance, link Galleon to the new Advance, add a new Wonder, link Cortes to the new Wonder, create a new Wonder movie and add two pieces of new 2D art. Whew!  
- Files that have to change in order to do this are: gl_str.txt, Great_Library.txt, wonderunits.slc, Advance.txt, uniticon.txt, wondermovie.txt, Tech Tree
- UPDATE: Forgot to update the aidata folder files: WonderBuildLists.txt and advancelists.txt - DONE
- TASK COMPLETE!

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CCLXXXIII) Adding idle to CtP1 Musketeer (GU22.spr):
- This will become the sprite for the "Brigadier" unit (GU119.spr)
- No Idle. Has Movement (marches while carrying weapon on shoulder)
- There are two animations (Move & Attack), comprising 170 images and shadow files. Like many other CtP1 sprites there isn't a Death animation, so it just disappears when killed. For the Idle Animation, I plan to use the first three images from Move where the unit starts to march, and will then reverse them so the unit appears to stamp and then come to attention.
- It may be possible to create a decent Death Animation. Use the one from the CtP2 Infantryman since they have nearly identical uniforms, and just replace the White helmet with the Black fur hat. Yep, that worked!
- Added the new Idle & Death animations as noted above, tested the unit in-game, and everything looks good.
- SPRITE COMPLETE!

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CCLXXXIV) Problem Wonder/Building Attributes:
- Colosseum has the "IncreaseFoodAllCities" attribute which doesn't really make sense. It's clearly intended to replicate the "free Bread" aspect of the Roman "Bread & Circuses" system, but the Colosseum itself was just the entertainment aspect of that system. And giving food to ALL cities seems wrong, since it was a feature provided just to the citizens of Rome, not those in every city in the Empire.
- Castle also has the "CityWalls" attribute, which is duplicative with the "City Walls" building itself. Since the player (and AI) will usually build BOTH improvements, it adds questionable value and might even have an unseen doubling effect on Defense. Should be removed from the Castle.
- Lighthouse of Alexandria grants an international trade route bonus AND one for every water trade route. That's a bit much, so I'll remove the "international" bonus. Especially since it's duplicative with the new Magellan's Voyage wonder which is a much more accurate provider of the "international" trade bonus. Also, a "Lighthouse" is beneficial to water trade, but not necessarily "international", since that can involve purely land routes.
- Changes made to Wonder.txt and buildings.txt
- TASK COMPLETE!

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CCLXXXV) Building "Bug":
- After editing a few files I returned to a saved game and noticed that one of the AI civs had built the VR Amusement Park in 2350 BC. Which is loooooong before it was available!
- Quickly realized it was because I "re-ordered" the improvements in buildings.txt, specifically switching the positions of "Wall" (was #61) and "VR Amusement Park" (the new #61) for alphabetical reasons.
- Also, it was just "temporary" and applied only to structures that were already in build queues at the moment the the file change occurred. In other words, cities building the "Wall" instead found the queue occupied by the "VR Amusement Park". When they finished that, they still had the ability build a "Wall", and did that next.
- Anyway, it's not really a bug, so long as the sequence of structures in "Buildings.txt is not re-ordered DURING a game!
- INFORMATION

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CCLXXXVI) New Unit Voices:
- This issue was originally addressed in section CXXVI, but this is a new effort which was kicked off by the addition of the four new "General-type" units (as described in CCLXXX), but which expanded significantly from there.
- Key point is that many of the original CtP2 unit voices were shared between different types and some of them weren't very accurate. By contrast, many of the CtP1 voices were very specific and used phrases like "Shields Up!" (hoplite), "Centurion here" (Legion), and "Fix Bayonets" (Musketeer). There were also opportunities to use better accents (f/e Cortes now has a Spanish accent while the Knights & Charlemagne use French).
- This sub project assigned 30 CtP1 voice files to 24 units (32 units when including Elites & Militia).
- Changes made to units.txt and sounds.txt
- UPDATE: More voice file changes
- Revised the Slinger Acknowledge (see section CCLXXXVII below)
- War Elephant "Cantmove" should be an elephant sound to match it's acknowledge (instead of a human voice). Decided to redo all the "elephant voices" using existing wav files from EB: Acknowledge, Attack, Death, Victory, and CantMove. Didn't work! UGH, forgot that sound files cannot be longer than 11 characters...der. Renamed and tested again, they work nicely - DONE
- The "pakistani" Pikemen acknowledge is shared by Man-at-Arms, Spearman, and Halberdier. Similar to the new Slinger voice, one of these could have the unused "Select1" voice (GUV276). Better yet, I give it to the "Elite" versions of all three units! - DONE
- The "foreign" Samurai acknowledge is shared by a large number of units: Chariot, Pezheteroi, Praetorian, Great General, Genghis, Hannibal, Atilla, Saladin, Leonidas, Marius, Muhammed, & Scripto. Both "Select1" and "Select2" are unused and the commands are acceptable as acknowledge replacements: "I am your humble servant" and "I live only to serve you". Select1 could work for Praetorian & Great General while Select2 works for Chariot, Pezhet & Scripto. That would leave "acknowledge" reserved exclusively for Great Leaders. Tested all changes and can confirm they work - DONE
- Hannibal: Uses the War Elephant sprite so should get many of the same new "elephant" voices. Gave him all the same ones - DONE
- UPDATE: Gave an unused CtP1 "Eco-Terrorist" voice to Ghengis & Atilla, and gave the Poisoner/Assassin voice to the CyberAttorney - DONE 
- TASK COMPLETE!

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CCLXXXVII) Playtest of New Changes:
- ISSUE: Slinger Acknowledge Command. Tone is too firm. Does not blend with the other voices you hear in this early era. Switched in the "pakistani" accent used by the spearman (one of the two unutilized "Select" voices). Tested in-game and it's MUCH better! - DONE
- ISSUE: Can't Fortify certain Civilian units. Makes sense in a way, but it's a problem in because Entrench & Sentinel are the only way to keep a unit from "blinking" (indicating that a unit requires action during a turn). If a unit does not have the "Entrench" attribute, the only way to stop that is to put it on "Sentinel". And THAT is a problem in Port Cities since units set to "Sentinel" are automatically loaded aboard any Transport-capable ship that passes through, whether you intended that or not. "Entrench" needs to be added to: Abolitionist, Corp Branch, Cyber Ninja, Diplomat, Empathic Diplomat, Lawyer, Emissary, Ambassador, Assassin, & Legal Team - DONE
- FINDING: Capture of settlers no longer results in automatic war! I changed the settings in diplomacy.txt, and that must be why. In the "diplomacy_default" section, the settings changed as follows:
Cradle3: EnslaveSettlerRegardCost -60 (SlaveRaidRegardCost -50)
Cradle5 (v1): EnslaveSettlerRegardCost -25 (SlaveRaidRegardCost -50)
Cradle5 (v2): EnslaveSettlerRegardCost -10 (SlaveRaidRegardCost -50)
The idea is that unprotected settlers being "stolen" by invisible Slavers should not generate the same level of outrage, since how would the victim civ know who was responsible? Whereas "SlaveRaidRegardCost" remains high since it happens AT the victm civ city and there are plenty of "witnesses" to the attack, even if it's not immediately clear which civ was responsible (since the slaver is still invisible). Anyway, this resolves one of the Cradle5 goals, which was to make Settler Enslavement not necessarily a war-causing event. Updated the GL record to reflect this change - DONE
- ISSUE: While running a voice test, the "Knight" was using the "Zulu Warrior" sprite! Must have made that change as part of a test, long ago (now FIXED). Will need to place every sprite on the map to make sure they are what they say they are! Confirmed that they all correct.
- ISSUE: While running the "sprite test" (see issue above), it seems that some of the chariot-borne units can appear on mountains without roads! Ooops. Better check all the wheeled vehicles. Removed from "Great King", Teutonic Knight, Sargon, Hammurabi, Khufu, Nebuchadnezzar & Ramesses. Also had to remove "CanAttack Mountain" from all of them.
- ISSUE: Composite Archer can move in mountains but not attack there. Added "CanAttack: Mountain"
- ISSUE: Dromon had ability to carry units. WRONG! The upgrade path does not include units that can troops, plus historically it was too small. (removed)
- ISSUE: Longship GL Entry says it only carries ONE unit but the actual value was TWO (changed to one). Changed ZBRangeAttack from 0 to 10 and gave it the "IsFlanker" attribute so it's weak attack is possibly survivable.
- ISSUE: Mounted Archer had half of the "bombard attributes" (so it didn't work) but shouldn't have any (removed).
- ISSUE: Raider is Stealthy and can "see Stealth", which is overpowered (removed the latter).
- ISSUE: Added "CanBeExpelled" to all the legal units
- ISSUE: Added "CanBeExpelled" to the Corporate Branch but removed "civilian" from the SubNeural Ad since it's not a person (so killing it shouldn't have the same global outrage effect)
- ISSUE: All 4 Plunder Units have "CanAttack" attributes. Those need to be removed! DONE
- ISSUE: Several of the "Wooden Ships" did not have the "Wooden Ship" attribute (Bireme, Galleon, & SoL). This is necessary to identify whether a defending vessel is subject to the "AttackWoodenShipBonus" attribute. The only ship which had this bonus was the Dromon, but I've now given it to the Ironclad unit as well, since historically that ship was VERY effective against wooden ships, and basically made them obsolete (as war vessels anyway). The Ship of the Line has also been given a small bonus against wooden vessels so it's able to smash the Dromon. - DONE 

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CCLXXXVIII) Cities on Mountains:
- While reviewing unit stats as part of the latest playtest, I noticed that Nomads and Settlers have the "Settle: Mountain" attribute. One of my "pet peeves" is that when you are building out the early empire, sometimes there are large areas dominated by mountain terrain, and it's definitely NOT a good place to create a city. However, if you don't settle it or post guards to kick them out, the AI WILL send Nomads and create these worthless cities there.
- Historically, there weren't large cities built on top of Mountains, especially in the early eras. Villages and Forts, yes, but not Cities. Anyway, it seems like a good idea to remove that attribute from Nomads but keeping it with the Settlers (who arrive late in the ancient Era) and Urban Planners. Will need to be playtested to see how the AI handles the change, but assuming they can, this is change that will DEFINITELY be made!
- DONE (Works for the human player but need playtest confirmation that it does for the AI). It does - no more AI mountain cities.

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CCLXXXIX) Norman Schwarzkopf Wonder Unit:
- This unit is an "Interceptor", but Schwarzkopf was a US Army General, and most famous for his armored assault in the Desert Storm campaign. Yes, air power was a huge component of that, but even so it's not a proper representation of his military branch.
- Additionally, all the other Wonder Units are Land units, so this is an oddity in that regard.
- Lastly, Cradle 5 has the new "Heavy Tank" unit which uses an M1 Abrams-like sprite, which was the emblematic ground unit of that campaign.
- Changing this in-game requires a new 2D Unit Card (Cradle 3 already had one that was previously assigned to Eisenhower - see section CXX), new stats in Units.txt (obtained by increasing those assigned to Eisenhower), a revised link in Newsprite.txt (from 46 to 38), and changing the 2D linkages from UPGP212* to UPGP209* in uniticon.txt (surprisingly, no changes were needed to the GL entry).
- TASK COMPLETE!


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CCXC) Too Many Wonders and Buildings:
- While running tests associated with eliminating the last few SLIC errors (see section CCLXIII), I realized that different AI civs were building the same Wonder again and again. All the comments and tests associated purely with that issue have now been moved into this new section:

- ISSUE: Multiple civs are building and completing the Torah - repeatedly!! Checked, and 14 have been built, and Japan has 4 of them! Also, when you look at the Wonder List, the city name (where it is located) is blank! Uh oh....Torah is Wonder number 65....does that mean it has violated a hard code value? Worth noting that AOM only has 62. Also, #64 is Polytheism (Epic of Gilgamesh), and that WAS built. If this is a Hard Code issue, then something has to be done since the current count of Wonders is 69, 5 over the limit.
- Looking back at other mods: Cradle4 had 75 Wonders, but 65 and above were all the future wonders, so they typically were never built anyway. The exceptions were two middle game wonders, East India Company and London Exchange. They are in positions #74 & #75 in that file, and sure enough, my "error notes" from the last Cradle4 campaign (4 years ago) confirm that this same problem existed for both! Also, AOM had only 62, which only makes sense if there was a limit, since AOM pushed the boundaries on everything. The baseline AE version only has 30. Anyway, the easiest test is to move another Wonder in front of Epic of Gilgamesh, making it #65. If everyone can keep building it after the first is completed, then yes, this is the issue.
- 64 LIMIT CONFIRMED: In the new test game, 7 "Epics" were built by 2610 BC. Ugh. Will have to remove 5 of them from Cradle 5.
- ALSO: Will need to check and see if Building #65 is also a problem!
- Next test is Buildings. Right now there are 67 buildings. For this test I moved the "Religious Victory" from the 67 slot to #64, which pushes "Ziggurat" down to #65. Started a new game and used the cheat mode to give my civ "Astronomy", allowing it to build the Ziggurat. I built one in each of two cities, and on the next turn there was NOT a ziggurat in either city AND it was still selectable as a buildable item! ARGH!!
- FINDING: The 64 buildings and 64 wonders limit is NOT based on how many can fit in a particular city, but rather on the COUNT and SEQUENCE of items in buildings.txt and Wonder.txt. Any structure which comes sequentially after #64 on either list (regardless of when it is chronologically available) can be selected and added to the build queue, but after completion it does not appear in the list of city assets and is thus buildable again by the same city (and any other).

- REMOVE WHICH WONDERS? Islam has Koran AND Mecca, Christianity has Resurrection AND Holy Scriptures (that would remove 2). Maybe Judaism (has Temple of Solomon and Torah). Hadrian's Wall is somewhat duplicative with Great Wall. World Peace Center is possible (but i hate to delete any of the "Far Future" wonders). Appian Way is possible. So is Spartan Philosophy. For "Great Houses", Atilla and Sargon are possible (mostly Atilla - kind of an AOM Dark Ages thing). Cyrus Cylinder is kind of weird - the benefit it gives isn't historical. Better would be embassy everywhere but only when NOT at war (and better yet if a building could grant this). 
- There are 6 Religion Wonders, and could those be replaced by the new "Religion" feature added to AE? I don't know if that's buggy or not, or even how it is supposed to work. I thought MoT was using this, but instead the visual element involves a number of TIMPs which are linked to Feats. For example, the first civ to achieve "sailed around the world" would get a TIMP. Anyway, too much research and testing would be needed to see how all this is supposed to work, what it actually does, etc. So, NO.
- Look at ALL the "Great House Wonders". The primary thing they do is to deliver Wonder units, and these *could* be associated with other Wonders. The more I think about this, the first target should be the "Great Houses". Let's look at them individually:
YES - 1) House of Saladin (Caliphate): Muhammed comes with Mecca, so instead link him to Koran and tie Saladin to Mecca and move that to Caliphate. Among other things, it means that you MUST have the Koran before Mecca.
- WonderBuildLists.txt: Remove "Saladin" - DONE
- Wonder.txt: Remove "Saladin" entry, Change enabling advance for "Mecca" Wonder to ADVANCE_CALIPHATE - DONE
- wonderunits.slc: Change all Saladin code from WONDER_SALADIN to WONDER_MECCA and all Muhammad code from WONDER_MECCA to WONDER_KORAN- DONE
- GL_str.txt: Comment out "WONDER_SALADIN" entries - DONE
- Great Library: Remove "Saladin Wonder" links, Change entries so that Saladin is awarded by Mecca and Mecca is provided by Caliphate. Change entries so Muhammad is awarded by Koran - DONE
- Tech Tree: Remove "Saladin Great House" icon from Caliphate and move Mecca from Islam to Caliphate - DONE
- SALADIN UPDATE: All above actions were REVERSED!
MODIFY - 2) House of Alexander (Republic): This is a "Great House" I planned to keep anyway, but Republic is a bad linkage since it's a gov-type that comes after the Alexander Era. Even worse, right now you get Hannibal BEFORE Alexander, which doesn't make historical sense. While still keeping the linkage to Governments (since most "Great Houses" are associated with a Gov), it makes more sense (from a time period perspective) to move Alexander to "City State".
- UPDATE: With the move of "Alexander" from Republic to City State, that means the "Pezheteroi" unit is now subject to being disbanded when govs change (f/e from City State to Oligarchy, which just happened in my test game). Need to change the free unit to "Hypaspist", since that will not disband when moving to Oligarchy OR Republic (given the projected extension of it's availability). Also need to switch the Alexander/Hannibal GL references to the "House Number" (since Alex is now 2nd and Hannibal 3rd). DONE
- File changes: Wonder.txt, GL, Tech Tree. ALSO: This is now a "beyond 64" Wonder (code added to "wonderunits.slc") - DONE
3) House of Attila (Dark Ages): Time period is right and there isn't an obvious alternate Wonder that should produce Attila. Also, this is the only GH NOT associated with a Gov. N/C
4) House of Charlemagne (Theology): With the removal of Resurrection (see #9 below) and movement of Scriptures to a different Advance, this Great House is the best link (better than Byzantine Hagia Sophia anyway). N/C
5) House of Ghenghis Khan (Monarchy): Not really anything to do with Monarchy, but the time period is OK. Maybe a link to "Silk Road", but the association with Banking isn't great either. N/C
6) House of Hannibal (Oligarchy): Actually a good fit to the gov-type. However, the associated Wonder is "Mausoleum", and that's not a great fit for a Carthaginian, so his House is still needed. N/C
MODIFY - 7) House of Julius Caesar (Dictatorship): With Alexander going to City State that could allow Caesar to move to Republic, except he appeared at the very end of the Republican era, so not a good fit in that regard. Either way, this isn't a House I planned to remove, because it really WAS the start of a Dynasty. This is now a "beyond 64" Wonder (code added to "wonderunits.slc") - DONE
MODIFY - 8) House of Sargon (Dynasty): Could make a pretty good case that this is duplicative with the new "Dynastic House". Historically, Sargon WAS a "Great King", and basically fits in the same era. In addition, there aren't any Wonders-that-provide-no-units in the same time frame that are a fit for Sargon, so it looks like we are removing the Wonder AND the unit. That means we should also "upgrade" the Great King by giving it all the extra abilities held by Sargon: Produce Plunder, increase Move points from 2-to-3, increase vision from 1-to-2, and (eventually) upgrade it to FM instead of Brigadier. The above removal decision was REVERSED and this is now a "beyond 64" Wonder (code added to "wonderunits.slc") - DONE
- Other Removal Candidates:
YES - 9) Resurrection: Most of the "Religion" Wonders are associated with a "book", which means this should be downselected to "Holy Scriptures". The Resurrection itself was not a world changing event AT THE TIME IT HAPPENED, but became so as the word spread, which again, leads us back to the "Holy Scriptures". The change here is to remove Resurrection and move Scriptures from Theology to Christianity - DONE
- WonderBuildLists.txt: Remove Resurrection (happy), Don't touch Holy Scriptures (science) - DONE
- Culture.slc: Remove points for building "Resurrection" - DONE
- Wonder.txt: Remove "Resurrection" entry, Change enabling advance for "Christianity" Wonder to ADVANCE_CHRISTIANITY - DONE
- GL_str.txt: Comment out "Resurrection" entries - DONE
- Great Library: Remove "Resurrection" links, Change "Christianity" Wonder links from Theology to Christianity, Remove "Resurrection" points from the "Religious Victory" Concept entry - DONE
- Tech Tree: Remove "Resurrection" and move Holy Scriptures from Theology to Christianity 
- Files to Change: Advance.txt, feat.txt, feats.slc, feat_str.txt, uniticons.txt, , gl_str.txt, Great Library, and the Tech Tree. (and maybe more...) Yep: WonderBuildLists.txt and advancelists.txt - DONE
YES - 10) National Shield: A very late game wonder which provides Forcefield buildings in every city. Does nothing more than repeat what is already available as a building. Changed: Wonder.txt, gl_str.txt, WonderBuildLists.txt, and the Tech Tree - DONE.
YES - 11) Central Matter Decompiler: Another late game wonder which puts Matter Decompilers in all cities. As with National Shield, it doesn't provide anything new, but rather repeats what is already available as a Building.
Changed: Wonder.txt, gl_str.txt, WonderBuildLists.txt, and the Tech Tree - DONE.
YES - 12) Internet: Another late game wonder which puts Computer Centers in all cities. As with National Shield, it doesn't provide anything new, but rather repeats what is already available as a Building. See section CCXCII below for a full discussion on everything necessary to implement this change - DONE
- REMOVALS (4): Resurrection (Christianity), National Shield (Unified Physics), Central Matter Decompiler (Ecotopia), & Internet (Nuclear Power)

- REMOVE WHICH BUILDINGS? There are currently 67 buildings, and the only good news is that 1 of the 3 is an "automatic end game" structure and thus doesn't have to be a "real" building. The instant the "Religious Victory" is finished, the game comes to an end so  the "repeatedly buildable" issue does not affect it. The other new Buildings are "IMPROVE_MATTER_DECOMPILER" and "IMPROVE_MICRO_DEFENSE". Both were recent additions to Cradle, but they serve a strong purpose and I don't want to delete them unless there's no other choice. So, looking at the list of buildings here are the removal candidates: 
YES - 1) Orbital Lab: This is a REALLY strange building. You can build one in every city (+30 Science), yet it's an orbiting space lab? How does that make sense? It works MUCH better as a "Wonder", except we've already got too many of those. Either way, it's a prime candidate to be cut. This also has an associated Feat, so that will need to be addressed as well. See section CCXCIX below for details - DONE
2) Food Silo: Very similar to "Aqueduct" as each one adds 15% Food, but Food Silo also protects against starvation for 15 turns. Aqueduct should NOT add that much food - they weren't used for agriculture (Aqueduct reduced to 5%). Also, it looks like some of the GL entries for Granary-Silo-Aqueduct-Food Silo are incorrect. (Added "starvation" mention to Granary, changed a few numbers to match those in buildings.txt) - DONE
3) Body Exchange: An ultra-late-game improvement. It has nice features, and I like the "future era" story, but losing it wouldn't have that much of an impact. N/C
4) Castle: Lowers crime and improves city defense. Only two ancient era buildings lower crime, this is the only one in the middle age, and the other three are modern/future. No other good alternatives. N/C
YES - 5) VR Amusement Park: +3 Happiness. A late-game building, and if anything the current technology trends suggest this is an unlikely future option. VR is happening at home, not in a large facility you have to physically visit (which is counter to the modern reality of do-it-from-home VR). Optimally, it's preferable to replace this with something else that delivers a Happiness Bonus; TIMP, Good, Wonder, Feat. Ran a few tests but I couldn't get something that would easily work for all civs (like a building). Such a shame that you can't assign attributes directly to an Advance, but none of the other options have worked out in testing, and - at least for now - I don't want to add a ton of complexity in order to solve a very late game "problem", or at least a loss of "future flavor". The reality is that - compared to Cradle 3 & 4 - what we're doing here is ADDING two important late game buildings and removing only one, and that one is a happiness booster (of which there are many). So in that regard, it's a net improvement. Anyway, this building will be removed. See section CCC below for details - DONE
6) Monument (Gaia Satellite): The "Birth of an Empire" victory requires Colonies, 2 buildings, and the Wonder. As described in section CCXCV below, this is a unique Building which represents a Satellite and is hard coded NOT to appear in the City Inventory. In other words, it ALREADY operates EXACTLY like a building located in a position higher than #64! Accordingly this building is perfectly OK as-is, and just needs to be moved up to position #65 (from #50). Shifted to #65, and it DOES NOT WORK (see detailed testing in section CCXCV below). So no, this building has to stay, and the Arch too. N/C
7) Religious Victory: As discussed above, this will stay in game. This was originally located in the #67 position, so the successful modified Religious Victory test was performed when its placement was already beyond the #64 position (i.e. no additional testing is required). Even so, the location has to change (now at #65) since it is the only active structure placed beyond the #64 limit - DONE
- UPDATE: As per the Discovery outlined in section CCXCVII below, there is actually NO LIMIT to the number of Wonders that could be added to the game.
- TASK COMPLETE! (all the many actions listed above are done)


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CCXCI) Visible Wonders not appearing on the map:
- While running tests associated with the "Too Many Wonders" problem (see section CCXC), I noticed an instance where the Lighthouse visible wonder does not display, AND you don't see the "in process build" graphic either. Hmmm. Ran a test at a different location and it DID put the Lighthouse TIMP next to the city. The issue seems to affect cities that don't have plains, grassland or desert tiles in the "first ring", since the problem appeared in a series of tests involving cities that only had forest and swamp. Plot thickens.
- The next scenario involves a different city surrounded by 5 Beach hexes and 3 Forest: Ran a test, and that city did not build Lighthouse, but for Stonehenge it changed the forest to plains, and built the TIMP!! So why does it work for Stonehenge but not Lighthouse? And it also did NOT work for Code of Hammurabi!
- THEORY: Related to the "Construction" TIMP. Stonehenge uses #12, while the other two use 1 (Lighthouse) and 265 (Code). Trying Pyramid (260) and it worked! Next is Solomon (265) and it did NOT. Next was Chichen Itza (1) and it worked. This can't be it...
- FOLLOW THE CODE: The mapwonders.slc file has code which looks at the tile, and if it is water or mountains it moves to the next one. Then it checks to see if the tile is Grass, Plains or Desert. If "yes", the TIMP is placed there. If instead it is forest, swamp or jungle, the code terraforms it to either Grass or Plains and THEN places the TIMP there. It also looks for other Wonder TIMPS and other TIMP improvements (roads, farms, etc). but that isn't an issue (yet). Instead, it seems to be that the code stops when it finds a swamp/forest/jungle/. That part of the code seems to use a count of TIMPs, which was set at 49, but there are 87 in Cradle5. So I changed that in mapwonders.slc and started a new game, tried to build Lighthouse in a city surrounded by forest and beach, and nothing. Ugh.
- NEXT: What are the TIMP numbers of those that terraform forests vs. those that don't?
Lighthouse (no): 58
Chichen Itza (yes): 46
Stonehenge (yes): 63
Pyramid (yes): 61
Code of Hammurabi (no): 47
Solomon (no): 64 (Still gives the Wonder Unit)
Eifel Tower (no): 70
- NEW THEORY: The code which sets the "number of TIMPS" is set at "49". I counted all those in the list and there were 89. Changed that value in mapwonders.slc, started a new game, but no difference. Still not building the same ones. Next I changed the value to "30" since that is the count of "Wonder TIMPS". First test and it built Code of Hammurabi on a cleared forest tile!! But then it built Solomon's Temple (Yay!), but on top of Code. Ugh. And it then built Pyramids, also on top of Solomon. UGH.
- VERDICT: Partial success. Changing the count of TIMPs value has an effect, but the "don't overwrite other wonders" code isn't working. And maybe it never did....
- MANY TESTS: Ran a ton of tests changing various lines, and the only effect is that sometimes you could build a TIMP that didn't build before, but at the cost of losing some that were previously not a problem.
- VERDICT #2: At this point I've run enough tests to say with a high level of confidence that the code which terraforms works "sometimes", and the code which prevents overwriting of Wonder TIMPs also works "sometimes". In other words, the code is not well written, and it's way beyond my ability to fix. Keep in mind, this testing was EXCLUSIVELY performed using cities in which ALL the surrounding tiles were either unbuildable (water or mountain) or required terraforming (every tile-type other than Plains, Grassland, or Desert). That's why this problem hasn't surfaced in previous testing, since it's rare to have a situation like that (although, anecdotally, I've seen it happen in previous Cradle games). The best way to minimize further occurrences of the problem is to expand the number of acceptable terrain types. In particular, Forest, Hill, and Jungle are very common, and including those in the mix would make this bug extremely rare. That will take a fair amount of text editing (mostly in the tileimp.txt file), but it's worth the effort - DONE.
- ERROR: While testing the new code (which works great), discovered that the Taj Mahal TIMP does not appear on the map. The tooltip says it's there, but nothing is visible. Checked and the TilesetIndex number (440) in tileimp.txt was never loaded into the til file. FIXED (checked in game and it looks OK...pretty small.)
- TASK COMPLETE!


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CCXCII) Replacing the Internet Wonder:
- As part of the solution to the "too many Wonders" problem (see section CCXC above), the Internet Wonder is going to be removed and replaced with a different mechanism. That's a more complicated process, so I'm giving this it's own section:
- Internet: Another late game wonder which puts Computer Centers in all cities. As with National Shield, it doesn't provide anything new, but rather repeats what is already available as a Building. The main difference that the "Internet" is a real thing, and deleting the Wonder removes it from the game completely, which just seems wrong.
- More to the point, the way in which CtP2 portrays the Internet is completely incorrect. The main fallacy behind an Internet Wonder is that ONE CIV would have the Internet and nobody else gets it? Absolutely wrong. In addition, the benefit of the Internet Wonder - placing computer centers in each city - is not a reflection of how the real Internet actually works.
- The solution to all this is to remove the Wonder and replace it with an ADVANCE called "Internet" and associate that with a FEAT which increases Science.
- Internet Advance: The Wonder is buildable with the discovery of the "Nuclear Power" Advance (in the "Energy" group). For the new Advance, the easiest fit on the Tech Tree is to have it follow "Quantum Physics" (part of the "Physical Science" group), especially since the pre-req for that is "Computer". The other pre-req will be "Nuclear Power" since that locks in the proper sequence of technological advancement (plus, it's a nod to the original requirement). I considered adding it into the "Engineering" sequence, but don't like any of the linkages in that group.
- Internet Advance (con): In addition to the pre-reqs (Quantum Physics & Nuclear Power), two other Advances will now require "Internet" as a pre-req. Global Communications (replaces Nuclear Power) & Robotics (also replaces Nuclear Power) 
- Internet Feat: The "TriggerFeat" attribute will be applied to the new Internet Advance, and the question is - who gets it? It could go only to the first civ to discover the Internet, but I think it's best to make that Feat apply to ALL civs (NOT POSSIBLE), since that's actually how the Internet works - every country can use it, not just the discoverer. The models for this are the existing Science Feats which are granted to the first civs to discover the various Religion Advances. For example, "Buddhism" has this attribute:   "TriggerFeat FEAT_ADVANCE_BUDDHISM" which refers to this section in the feat.txt file:
FEAT_ADVANCE_BUDDHISM {
	Duration 250
	Description str_ldl_0
	EffectIncreaseHappiness 1
	SlicMessage "FeatGotBuddhism"
Except we'll use "EffectIncreaseScience" as shown below:
FEAT_ADVANCE_COMPUTERS {
	Duration 15
	Description str_ldl_0
	EffectIncreaseScience 5
	SlicMessage "FeatGotComputers"}
We also have to create a new message, which takes us to "FeatGotBuddhism" in the feats.slc file:
messagebox 'FeatGotBuddhism' {
	Show();
	Title(ID_FEAT_ACCOMPISHED_TITLE);
	Text(ID_FEAT_GOT_BUDDHISM);}
That sends us to the feat_str.txt file:
FEAT_GOT_BUDDHISM		"You have founded Buddhism. For the next {FeatDB(Value[0]).Duration} turns, as your people adopt the tenents of this new faith, your nation will receive a +{FeatDB(Value[0]).EffectIncreaseHappiness} happiness bonus."
Except we'll use the example below as our template since it involves Science:
FEAT_BUILT_INTERNET		"You have built Computer Centers in several of your cities, linking military facilities, universities and private research centers in a high-speed, nationwide network of supercomputers.  For the next {FeatDB(Value[0]).Duration} turns, your science output will increase by +{FeatDB(Value[0]).EffectIncreaseScience}."
- ARGGH. I can't find any code which grants the effect of a feat to all players. Must have misinterpreted the existence of "NeedsAnyPlayerFeatToBuild" as a way to give a feat globally to all players. Still looking...aaaand nothing. Grrr. Ok, so this Advance will just grant Science to the player who gets there first. Even so, that's effectively no different from a Wonder that also benefited only one player.
- That said, one of the things I learned from the "Wonder Unit Upgrade" project is that you CAN have SLIC code which provides a benefit to each civ which discovers an Advance, as they discover it (rather than based on the first civ to get there). That code triggers a unit upgrade, but presumably could do other things. SLIC can be used to run the "TriggerFeat" code, and presumably that could be used in this context. But can the same Feat be "triggered" for more than one civ? And if so, does it remain active with those who had it prior to the "next" triggering event? Would need to run a lot of tests to see, and frankly I'm not in the mood.
- Interestingly, the Base Game includes an "Internet Feat" awarded to the first player to build 12 Computer Centers, so that will be modified to reflect the parameters of the new Feat. This took a looong time, but I was able to run a game long enough (even with cheats it still took until 2080 BC) to confirm that the "Feat of Wonder" associated with discovery of "Internet is working - DONE
- All that said, all these changes will involve the following files: Advance.txt, feat.txt, feats.slc, feat_str.txt, uniticon.txt, Wonder.txt, gl_str.txt, Great Library, and the Tech Tree. (and maybe more...) Yep: WonderBuildLists.txt and advancelists.txt
- UPDATE: Forgot another file: updater3.slc
- TASK COMPLETE!


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CCXCIII) Feat Research & Modifications:
- Could a "Feat" be a substitute for the benefits provided by a building? In some cases yes, but they would apply across the entire civ not to just one city. As an example, you could award a feat to each civ that reaches 10 cities, but it would be complicated since Feats are supposed to be "one per civ". So there would have to be 32 different feats to do that.
- There is also the question of a limit on the total number of feats. "Mr. Baggins" says there is, and it's 64. But Cradle has 96, and I haven't tested to see if they all work.
https://apolyton.net/forum/other-games/call-to-power-2/ctp2-source-code-project/125199-design-help-with-netinfo-protocol#post125199
- TEST: I moved the "Shrines Feat" to the end of the list, and it still activated. So if there are limits on Feats, it's not related to location in the feat.txt file.
- How the Religion Discovery Feats work: Discovering each of the 6 Religion-type Advances triggers a Feat which in turn generates the "EffectIncreaseHappiness 1", so there is happiness associated with the Advance. These happiness bumps are also 250 turns each (given the settings in DiffDB.txt, that is roughly 2500 years). It's not transferrable via Conquest, as is a city containing a Happiness Wonder, so any civ which is able to research these first gets a big, long term benefit.
- An additional Feat has been added for the builder of the first 5 Ziggurats, since there *should* be an early game Science Feat. Tested and it works - DONE
- The Minoans and Mayans have "Dark Age" Feats which last for 100 turns. By contrast,  there are only 6 other Civs with Dark Ages, and their duration is either 20 or 30 turns. I've experienced the longer ones, and the duration is just beyond painful. Acccordingly we'll drop them from 100 to 50 turns - DONE
- The first civ to discover each of 13 Advances (f/e Concrete, Internet, Robotics, etc) get a Feat Bonus, but that information was not included in the GL. It is now - DONE
- The "Science" Feats (ALL of them) did not include the "%" behind the number, so it wasn't obvious that Science was increasing by +5% instead of +5 - FIXED
- INFORMATION

*****************************************

CCXCIV) Religion Wonders:
- There are 6 of these: Epic of Gilgamesh (Polytheism) Torah (Judaism), Pali Canon (Buddhism), Doctrine of the Mean (Confucianism), Holy Scriptures (Christianity), The Koran (Islam)
- In addition, there is one more Wonder that mostly fits into this pattern: Ramayana (Hinduism) is one of the default CtP2 wonders, but it's also definitely the "Book" for Hinduism.
- The big oddity is the 6 designated "Book" Wonders provide two Religious Units AND a 5% bonus to Science. So they are supposedly Religious but primarily effect Science, and that is potentially +30% if any one civ gets them all. Happiness seems like a better fit, but overpowering in a different way if civs can build many of them. The other issue with all the science boosts is it speeds up the game. And the disconnect is that Ramayana is a happiness wonder (and gives no units) Really, all seven should be the same, whatever that turns out to be.
- Will also need a detailed analysis of all 32 civs, and see how they can be limited in their options so that only a subset can build each Wonder, by using the FEATS associated with each civ (DONE).
- IDEA: Polytheism is currently a "middle east" Wonder. But there are others which could fit as reps for other Geographic Regions. Stonehenge (Europe Poly), Chichen Itza (America Poly), Pyramids (Africa Poly), Doctrine of the Mean (China Poly-equivalent) and Ramayana (Indian Poly). That way there are Six Polytheistic religions and Four Monotheistic. I already worked out a system that logically restricts 2 of the 10 to every Civ, and that ensures every civ has one Poly and one Mono. With that, it could further be adjusted so the Poly Religions give Happiness while the Mono Religions give Science! No overloading of bonuses!
- Obviously that doesn't stop a civ from acquiring more Wonders through conquest, but that's always an issue regardless.
- Discovering the Advance which makes these Wonders available also triggers a Feat which in turn generates the "EffectIncreaseHappiness 1", so there is happiness associated with the Advance. These happiness bumps are also 250 turns each (given the settings in DiffDB.txt, that is roughly 2500 years). It's not transferrable via Conquest, as is a city containing a Happiness Wonder, so any civ which is able to research these first gets a big, long term benefit.

- PENDING

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CCXCV) "Birth of an Empire" Victory:
- NOTE: While working on the "Too Many Buildings" project, I ran a number of tests to see how this victory actually plays out. The main finding is that 1) I didn't realize you could track progress using the "Gaia Controller Screen" and 2) The "Monument" isn't really a building since it never appears in the cities which construct it. Anyway, the 6 tests are included below for posterity, but the real actions don't show up until the paragraph which starts off with ARRRGGGGHHHH!!!!
################################
- Pax Romana Victory Test #1: Ran a game on a "Large" Map (not the usual "Gigantic") in which the ENDGAME_GAIA_CONTROLLER_CORE stayed exactly the same (WONDER_THE_SOLARIS_PROJECT), the ENDGAME_GAIA_COMPUTER requirement shifted to a TIMP (WONDER_TEMPLE_OF_SOLOMON) and a quantity of 1. The ENDGAME_POWER_SATELLITE stayed as the Monument (IMPROVE_POWER_SATELLITE) but Min and Max requirements shifted to 1 and 3. The ENDGAME_PROCESSING_TOWER stayed as the Colony (TILEIMP_PROCESSING_TOWER) but Min dropped to 5, no change to Min and Max Radius, while MinCoverage dropped from.75 to .15.
- RESULT: No effect. I did use cheats extensively, and by 2440BC my civ had built the Solomon Wonder and built Pax Romana. Also built Monuments in 5 cities, and constructed 93 (!) Colonies, which certainly should be enough to dominate the map.

- Pax Romana Victory Test #2: I'll try again, but this time using the Arch instead of a TIMP (in case that is a hard code requirement). Will change the requirement to 5 Arches and change min-max for Monuments to 3 and 5. Will reduce the MinCoverage to .25 for Colonies (but will restore the min to 10). Also removed the prohibition on building Arch & Monument in cities with the Capitol building (no longer needed anyway).
- RESULT: No Effect. Biggest issue is the "Monument" is not appearing in the city structures list. It is item #__ on buildings.txt, but it has the same symptoms of a #65 building: You can build it, but it doesn't appear, and it can be built again in the same city. VERY UGLY.
- DIFFERENT ISSUE (happened last test game too): The Lighthouse visible wonder does not display, AND you don't see the "in process build" graphic either. This is an unrelated problem. See Section CCXCI below for research on that issue.

- Pax Romana Victory Test #3: On the chance that "Monument" is not being built because there are currently 67 structures in buildings.txt, I'll remove three of them and see if that changes the dynamic. Will eliminate three of the late game structures (purely for testing), Micro Defense, VR Amusement, and Roboic Plant. Chose these because the only other file that has to be edited (to prevent Errors) is BuildingBuildLists.txt.
- RESULT: No Effect. The "Monument" is still not appearing in the city structures list.

- Solaris Project Test #4: Next test is to see if you can build a "Power Satellite" (the Cradle "Monument") in the base game, as part of the "Solaris Project" victory option (Pax Romana in Cradle). Similar test, involving three cities and the cheat menu. Waited six turns and then cheated the Techs necessary to construct the Wonder and then the buildings. Wonder built fine and the other two were then set to build a Gaia Cntroller Core and a Power Satellite.
- RESULT: No Effect!! The "Power Satellite is built but does NOT appear in the list of city structures! Beginning to sound like this could be another bug introduced by the SC Team.

- Pax Romana Victory Test #5: This time I will run the test in a Cradle 4 game that runs in the original, unmodded CTP2. Similar set-up, using cheat mode and gifting advances and money to 3 cities.
- RESULT: No Effect. The "Monument" is still not appearing in the city structures list.

- Pax Romana Victory Test #6: This time I will run the test using an existing Cradle 4 game in the original, unmodded CTP2. This is a huge Roman Empire that already has Pax Romana, so I'll just build Arches, Monuments and Colonies in huge numbers.
- RESULT: No Effect. Regardless of how many Arches and Colonies exist, the "Monument" is still not appearing in the city structures list.
################################
- ARRRGGGGHHHH!!!! OK, so i'm stupid. As noted earlier, the "Monument" is the "Power Satellite", and that is something which is launched into Space! So it CANNOT be a building that you see in the city inventory! But they are counted after being built, because you can see them in the "Gaia Controller Screen" (which I never even knew about...gah). So actually, this could be PERFECT! The problem with buildings that are listed at #65 and higher is that "you can build them, but they won't appear in the city". Which is EXACTLY what this building is DESIGNED to do. It can be constructed again and again, even in the same city, but that is OK with this structure since the game "counts" them even though they don't physically appear. DOESN'T WORK!! Ran a test with "Monument" in position #65 on the list, and no matter how many I built, the game did not count them. So this idea doesn't work. Frustrating!
- Tried to substitute a TIMP for the Arch and shifted the Arch to the Power Satellite. Did not accept the TIMP and now the Arch is invisible! So whatever is placed in the "Power Satellite slot in endgameobjects, it will be invisible. Interesting.
- Next set the Arch as the building for both the Satellite (was Monument) and the Computer. What happens is you see the Arch building in the Arch screen but when it is completed, it shows up in the Monument category (and yes, it is not visible in the City Inventory). So this doesn't work either.
- Next I kept the Arch in the Satellite slot and moved the Granary to the Computer slot (in endgame objects). No other changes, and it worked! So ANY building can work as an Arch. Unfortunately nobody except the Pax Romana owner can build it.
- The final test will be to see if a Wonder can take the Computer slot. Make the requirement "1", since it is a Wonder. Nope. Game let's anyone build the Wonder, even without Pax Romana. Once it is built, it does not satisfy the Computer requirement. So that means you cannot use Wonders or TIMPs in the computer slot.
- At this point it appears that endgameobjects insists on two different buildings being in the Satellite and Computer slots. Accordingly, I'll have to remove a DIFFERENT building in order to get down to the limit of 64 (65 actually, since "Religious Victory" still works in the #65 slot)
- TESTING COMPLETE

################################
- CHANGES TO THE SYSTEM:

- On the "Empire" tab, the Description still calls this the "Gaia Controller". Need to change the text so it reads "Birth of an Empire" (what file? ldl_str.txt) - DONE
- On the Gaia Controller screen, the header at the top says "Science Victory". That should be renamed to "Empire Victory" (ldl_str.txt) - DONE
- Also, there is a button called "Declare Rulership" which starts the 5 turn victory countdown. Maybe rename it to "Declare Empire"? (Yes, DONE) (what file? - ldl_str.txt and maybe info_str.txt) NOTE: When all conditions are met, the button changes from Blue to Gold. After pressing, the screen disappears, and what you see is text which says "Rule the World in 5 turns..." And it counts down from there; "...in 4 turns...", "3", "2", "in 1 turns" (grammar!); "in 0 turns...". And then it plays the victory movie, after which the game closes.
- GL changes: Need to CLEARLY specify how this victory plays out. CTP2 experts may understand, but newbies won't - DONE
- Monuments (Power Satellite): A series of changes are needed here.
* Change the name from "Monument" to something that is obviously not supposed to appear in a city buildings inventory. Something like a "Speech"? Maybe a "Law"? Need to look at the Roman Empire and look for something important but not physical. Since these aren't "real" buildings (i.e. they don't appear in the City Inventory), there's no limit to the number which can be built by any city. Rather than a structure, perhaps it could be "Magistrates Appointed"? That offers an explanation as to why they can be unlimited in number, since you are simply recruiting individuals to fill out the many offices of the Empire  - DONE
* The quantity required is also too low (15 in Cradle 3/4). Maybe more like "25" with a max level of "50"? - DONE
* Remove the maintenance cost from buildings.txt. Since this "building" doesn't appear in the City Inventory, the cost is ZERO anyway - DONE (cost reduced from 15 to 0)
* Would need an explanation in the GL, revised text in several places, and revised graphics. Maybe the Roman Senator from EB that represent one of the Roman Govs? - DONE (the graphic)
* Changing this from a physical structure (Monument) to an office also aligns much better with the existing enabling Advance ("Bureaucracy"), so that will stay the same
- Arch (Gaia Computer): This is the one structure which directly relates to "number of cities" controlled by the player. Currently that is 15, which is the limit for Dynasty, a much earlier type of gov. By contrast, Tribunal Empire allows up to 30 cities. Accordingly, changing this number to 30 would align it directly with the "Empire" gov. On the other hand, while this works well given the Empire sizes one might expect to see on the "Gigantic" map, it's excessive in the context of smaller maps. So perhaps the "happy medium" is to increase it to 25, which at least aligns with Republic - DONE
* In addition, the Advance will change from "Bureaucracy" (which has nothing to do with Arches) to "Civic Engineering". NO, moved to "Concrete" - DONE
* Will need to edit the entry in the GL - DONE
- Colony (Processing Tower): Several changes here as well
* What happens when the AI builds it's own colonies? Does that help the Pax Romana owner? Need to run a test in which the human civ builds the wonder but have 2 or 3 AI civs create colonies. If so, may need a different TIMP for the Pax Romana owner. NO - The game knows who owns each colony. NOT A PROBLEM.
* With "Arch" moving to "Civic Engineering", we'll move Colonies (which really have nothing to do with "Civic Engineering") to "Tribunal Empire". Definitely a better fit. NO Arch moves to "Concrete" and Colonies stay with Civic Engineering - DONE
* Will need to edit the entry in the GL and make changes to the Tech Tree - DONE
- Victory movie is GW36A.avi while "Loss" movie is GW37A.avi. Created and implemented a new "Science Victory" movie, see section CCXCVIII below - DONE
- Hex built a new "Science Victory" screen for Cradle4, and that is now incorporated into Cradle5 (file: \Cradle5\english\uidata\layouts\sciencevictory.ldl). Discussion with Maq was here:
https://apolyton.net/forum/other-games/call-to-power-2/222493-changing-the-gaia-controller-screen
- The new screen is OK, but the panels which hold the status text are a dull dark blue which doesn't match anything else on the screen, and the frames are just ugly. Needs to be rebuilt (which is hilarious since i didn't even know it existed until yesterday!) Also, the "Arch" text bleeds into the frame, so I need to change that - right now it is 8 pixels wide, so probably move the two black pixels to the outside, and then maybe a gradation into the frame color for the interior 6. Found all the files which control the frames and the background colors and changed them to a dark brown-to-tan color which matches the colors in the side towers. Frames are also thinner, so the text does not bleed into them. Looks nice! - DONE
- UPDATE: The buttons which can be pushed are Gold (not the new Tan color), and I tried changing them to blue or green but the colors conflict with the new thinner frames. Instead, I changed the colors on the three "active button color" files and made them "more gold". That looked good, but in addition there are three files which control the "highlight effect" and those still matched the frame sizes on the original screen. I changed those so the size fits the new frame and the color is a much brighter yellow. Overall effect is good - DONE
- TASK COMPLETE!


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CCXCVI) "IsWonder" Attribute for TIMPs:
- According to the Apolyton_README,txt file:
  IsWonder TerrainImprovement can only be built once 
           It must be built in a square owned by the city that built the wonder.
- This would be a much better mechanism for creating Visible Wonders, since the player could put it on ANY tile in the city Radius, but it would have to be tested to make sure it works. Also...will the AI use it? Initial testing shows this does not work. Possibly I'm doing it wrong, but the test associated the "Olympics" wonder graphic with "Polytheism" and despite several changes to make it appear as a selectable TIMP, that never happened after the Wonder was built.
- Another idea is to give the same Wonder via SLIC to every player that discovers an Advance. Will that work? DON'T KNOW. The whole point was to tie a one-time buildable TIMP to multiple versions of the Wonder, but until/unless they are proven to be buildable, there's no point.
- A thread with lots of Slic Q&A:
https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/135999-slic
- UPDATE: The fundamental problem is that a "Buildable" Wonder TIMP would require a slot on the button bank, and there's only 36 of those available. So while this might be a useful feature in a narrowly focused mod (such as LOTR) it's of no use in a large "total conversion" mod such as Cradle.
- INFORMATION

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CCXCVII) Exceeding the 64 Wonder limit:
- Another idea, roughing it out. Wonders disappear from the build list when the expiring Advance has been discovered. For Wonders in the 65 and higher position, can a feat be awarded immediately after the first one is built which awards a non-researchable expiring advance? The wonder doesn't appear in the City Inventory, so what kind of code would recognize that it was built? The game certainly DOES know they are built - and how many - since you can see them in the "Wonders" screen. If that doesn't work, perhaps the existence of a Wonder Unit might be recognizable.
- The whole point of this would be, it's a perfect mechanism for awarding "Great House" units, since the "Wonder" would still appear in the GL, the player would get the unit, and then the Wonder would not be buildable. Especially since these wonders don't do anything other than award the unit.
- Would need to do this in SLIC, using "GrantAdvance"
- Code that gets the number of players in the game:
int_t NumOfPlayers;
NumOfPlayers = preference("NumPlayers");
- Code that specifies everything which follows applies to ALL players except the Barbarians
if(g.player != 0) {
- Baseline script is probably some combination of the Wonderunits.slc and the "Cattle Pasture" slic in Ahenobarbs Demo Script 6.1 (page 124)
- Anecdotally (haven't tested this thoroughly), it seems that the first wonder in the group of "perperpetual wonders" (the Torah, in this example) drops the Wonder Units IN THE CITY WHICH BUILDS IT (!!!!) but the next civs to build the Wonder don't get the units. Which is because the slic code has a "Disable Trigger" command. Anyway, the point is that even Perpetual Wonders do deliver Wonder Units, so the game KNOWS it was built, even though it's not in the City Inventory. So that means I can use the Wonder Unit creation code which delivers units except now it will deliver the expiration Advance.
- Will run a test with a new Advance (Z_LAST) that obsoletes a particular Wonder
Added to Advance.txt, uniticon.txt, gl_str.txt
- Of course, now I've removed 5 wonders, so there's no easy test, and will have to ADD a new one for this purpose (kill.me.now.)
- New Wonder is a Copy of Sargon, called Sargon2. Can build with toolmaking, expires with Z_LAST.
- Added to Wonder.txt, uniticon.txt, gl_str.txt, Great Library
- A new test game was launched and early on every civ began building the Sargon2 Wonder in multiple cities. By 2340 BC the race was almost over, with Egypt on the verge of completing the "House of Sargon2" in Memphis. As you know from the attachment in Post #223, that normally wouldn't matter much because the instant the Wonder was built, other cities such as Tanis and Abydos would continue to work on it - as would every other AI civ in the game.
- But that's not what happened. Instead, on the very next turn (2330 BC) Sargon2 has been built and both Tanis and Abydos have switched production to Nomads (and given the mass of shields built up in the process of working on Sargon2, those units will be constructed immediately). And - tellingly - no other Egyptian cities are working on Sargon2. And in fact, EVERY Civ has switched production to something else. As additional confirmation, a full 12 turns later and we see that only Egypt has built Sargon2, something that is seemingly impossible given the parameters of the "Hard Code Limit".
- So how can this be? Well, it's surprisingly simple. Once Egypt built Sargon2, the SLIC code gave them the Obsoleting Advance, and that makes it IMPOSSIBLE for any other civ to build this Wonder. To put the discovery in perspective, it means this: Rather than a limit of 64 Wonders, the real number is UNLIMITED. Kind of stunning when you think about it.
- FINDING: "Original" Wonders must exist in the City Inventory in order to provide the built-in attributes that can be assigned in Wonders.txt (i.e. you don't need to run SLIC in order for the Wonder to deliver science or commerce, etc.), and for those there is a limit of 64. But there is no limit on the quantity of "Trigger" Wonders, those which activate Slic code AND (importantly) appear in the GL
- UPDATE: There are now three "excess" Wonders in the 65-67 slots; Great Houses for Sargon, Hannibal, and Alexander. They will each get an expiring Advance (Z-Sargon, Z_Alexander, and Z_Hannibal), and three sets of code awarding these advances will be placed in wonderunits.slc - DONE
- PLAYTEST RESULT: In a Barbarian test game, by 1280 BC, the Greeks built Sargon and Hannibal while Babylon built Alexander. Each civ rec'd the Wonder units AND associated units in the city which built the Wonder (even though it isn't in the city inventory for that city), and no other cities built the Wonders. So the system is working perfectly!
- INFORMATION

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CCXCVIII) Victory Movies:
- Need to see which movies play when Religious Victory and Birth of Empire Victory are achieved.
- I think the movies are controlled through the "victorymovie.txt" file.
- The opening sequence of the CtP1 intro movie (GW00A.avi) has a trireme and a centurion who plants a staff bearing a CTP symbol (from 0:21 to 0:43). This might work very well as the "Victory Movie" for "Birth of Empire". Similarly, perhaps the sequence from 0:44 to 1:11 would work for the "Religious Victory".
- Created the BOE Win and Religion videos using the idea noted above - DONE
- Added each of the new movies to "victorymovie.txt" file. BOE plays after winning the Science Victory, "Religion" plays after winning the "Scenario Victory" (no idea what actually drives that, so this is more of a "post it there and see" test).
- UPDATE 1: Ran a new test and the Religious Victory DOES play the new "Scenario Victory" movie!
- UPDATE 2: Continued the test from an earlier save game and the Science Victory (BoE) plays the other new movie! So....perfect!
- IDEA: There is also a movie for the "Confucius Academy" (GW05A.avi) which could be used for the "Pali Canon" wonder? Except there's already a Cradle Movie for PC, and it's less cheesy than the CtP1 movie. So....no.
- TASK COMPLETE!

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CCXCIX) Replace Orbital Lab (Building) with Space Station (Wonder):
- This is a REALLY strange implementation for a building. You can build one in every city, yet it represents an orbiting space lab. How does that make sense? Even if this were a "Far Future Era" structure (which it isn't), it's hard to visualize a scenario where every city on the planet would maintain their own private space laboratories.
- In fact, this works MUCH better as a "Wonder" - a single orbiting space station. The associated Advance is "Space Flight", and as such the very first Space Station would (and historically did) qualify as an amazing technological spectacle, the very personification of a "World Wonder".
- The current building gives a 30% Science increase in each city that builds it, but as a Wonder we'll reduce that to 10%, since it immediately benefits the entire Empire. In addition - since this will be a "normal" Wonder using the "built-in" attributes - the host city will gain a Science Specialist.
- Will need 2D Art (same as the existing?) and a Wonder Movie. The movie could be taken from the CtP1 intro movie (GW00A.avi). Possibly from 1:37 (or 1:42) to 1:53. Would be cool to keep the associated music.
- Actually, the "Solaris Project" Wonder has a good movie showing a large space station, and that could be used exactly as-is (GW030.avi). At one point it does show an inscription saying Solaris, but who cares? The existing 2D art (upwp030L) isn't as good since it doesn't show the Station, but I've created a new one that does (a screen shot from the video) - DONE
- File Changes:
- buildings.txt: Remove "Orbital Lab" - DONE
- BuildingBuildLists.txt: Remove "Orbital Lab" - DONE
- WonderBuildLists.txt: Add "Space Station" - DONE
- Wonder.txt: Add "Space Station" - DONE
- Wonderunits.slc: Add free "Space Plane" with completion of "Space Station" - DONE
- feat.txt: Remove "Orbital Lab" (no replacement) - DONE
- feats.slc: Remove "Orbital Lab" (no replacement) - DONE
- feat_str.txt: Remove "Orbital Lab" (comment out text) - DONE
- uniticon.txt: Add "Space Station" (don't remove Oribital lab) - DONE
- gl_str.txt: Add "Space Station" ("comment out" Oribital lab) - DONE
- Great Library: Remove "Orbital Lab" links (entry can stay) or change them to "Space Station, Add "Space Station" entry and links (text modified from "Orbital Lab") - DONE
- Tech Tree: In "Space Flight" Advance, Change "Orbital Lab" to "Space Station" - DONE
- TASK COMPLETE!

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CCC) Replace VR Amusement Park (Building) with Dinosaur Park (Wonder):
- This is primarily driven by the need to remove one last Building from buildings.txt, but the "VR Amusement Park" idea is unlikely to be realised. Current technology trends point more toward Virtual Reality happening at home, not in a large facility you have to physically visit. By contrast, something that is within the realm of "far future" possibility would be the CtP1 "Dinosaur Park" Wonder. For which there is also a TIMP (so it will be a Visible Wonder!), a movie (GW24A.avi), and 2D wonder art (cw024f). The movie will need to be edited to remove the "bonus list" at the end, and the 2D art is a bit plain and could be replaced by any of several screen shots from the Jurassic Park movies.
- The existing structure provides +3 Happiness in every city which builds it, but that's a bit too much for a Wonder. So we'll drop that bonus to +1 and will also add 2 Scientists to the Specialists in its home city. Since this will be a "normal" Wonder, it can use existing "built-in" Wonder attributes - DONE
- To make up for some of the Happiness Loss, we'll add +1 Happiness to the "Incubation Center" which is a nearby structure on the Tech Tree that currently provides only a single benefit - raising the overcrowding level - DONE
- In addition, although the VR Amusement Park is enabled by "Neural Interface", the new Wonder will instead be associated with "Genetic Tailoring" - DONE
- File Changes:
- buildings.txt: Remove "VR Amusement Park" - DONE
- BuildingBuildLists.txt: Remove "VR Amusement Park" - DONE
- WonderBuildLists.txt: Add "Dinosaur Park" - DONE
- Wonder.txt: Add "Dinosaur Park" - DONE
- tileimp.txt: Add "Dinosaur Park" - DONE
- mapwonders.slc: Add "Dinosaur Park" - DONE
- uniticon.txt: Add "Dinosaur Park" (don't remove VR Amusement Park) - DONE
- gl_str.txt: Add "Dinosaur Park" ("comment out" VR Amusement Park) - DONE
- Great Library: Remove "VR Amusement Park" links (entry can stay), Add "Dinosaur Park" entry and links, Add GL text from CtP1 zfs file - DONE
- Tech Tree: Remove "VR Amusement Park" from the "Neural Interface" Advance and add "Dinosaur Park" to "Genetic Tailoring" - DONE
- TASK COMPLETE!

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CCCI) Replace Muhammad with Khalid ibn al-Walid (Wonder Unit swap):
- There's no doubt that Muhammad is one of those rare figures who was both a major religious figure and a successful general, but clearly his religious role far outstrips the military. However, as a Wonder Unit in Cradle the reverse is true and that just feels wrong - especially since he is the only religious leader to be portrayed individually in this mod. Fortunately Muhammad's contemporary, the early Muslim general Khalid ibn al-Walid, was one of the most successful military leaders of all time. He led many of the early campaigns in Arabia, and followed that with conquests over the Sassanids in Iraq and the Byzantines in Syria. Accordingly, we'll make this swap and that includes changing the Wonder Unit sprite from an infantry-type to a mounted Raider.
- File Changes:
- Units.txt: Change "Muhammad" to "Walid" - DONE
- wonderunits.slc: Change "Muhammad" to "Walid" - DONE
- wonderunits2.slc: Change "Muhammad" to "Walid" - DONE
- newsprite.txt: Change "Muhammad" to "Walid" - DONE
- Uniticon.txt: Add "Walid" (don't remove "Muhammad") - DONE
- gl_str.txt: Add "Walid" ("comment out" "Muhammad") - DONE
- Great Library: Remove some "Muhammad" links (entry can stay) and change others to "Walid", Add "Walid" entry and links - DONE
- 2D art borrowed from Cradle4 (Raider on purple background w/2 stars) - DONE
- For the GL Text: https://en.wikipedia.org/wiki/Khalid_ibn_al-Walid
- TASK COMPLETE!

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CCCII) Labyrinth Wonder:

- OPTIONAL: This is a CtP1 Wonder that granted "free trade routes, no caravans required". I doubt that can be done in CtP2, and is overpowered anyway, but now that Wonders are "back on the menu", it's worth looking at this one as a possible addition to Cradle5.
- The movie is GW24A.avi and there's a 2D pic

Text from the CTP1 zfs file:

An Ancient Age amusement park, the Labyrinth attracts tourists and thereby increases trade. This Wonder  grants free <l:6,59>trade routes<e>  by providing unlimited <l:1,72>Caravans<e>.

Coastal travel also enables men to go in search of unusual Wonders and entertainment. The Wonder, the <l:3,2>Labyrinth<e>, draws such thrill seekers from far and near. 

 The Bronze Age king of Crete was the legendary Minos, the priest-king whose palaces of Knossos and Phaestos date from about 2000 BC. Legend has it that this was the home of the Minotaur, the man-eating, half-bull of the maze. Some have speculated that the Labyrinth was regarded as an ancient day "Disneyland" of sorts,  leading to increased tourism and ultimately, increased trade with the Minoans.

- OK, so the story behind the CtP1 implementation was complete hogwash. Instead, imagine a connection with the Werewolf Sprite. Spin up a tale of an ancient monster, like those found in the early tales of Gilgamesh (Humbaba) or Beowulf (Grendel). The Labyrinth is either built or awarded but once it expires, the Beast is Released (as a Barbarian). Or perhaps the unit is created by Slic and once it is "captured" (actually, killed), that Awards an Advance which allows the player to Build the Labyrinth. That requires a fair amount of SLIC, but the necessary code might be found in the "Magnificent Samurai" scenario.
- Rather than an Advance, you'd want to grant a "Feat" which allows the Wonder to be built (using "NeedsFeatToBuild"). An Advance can be stolen, but a Feat cannot.

- PENDING

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CCCIII) Star Ladder Wonder:

- OPTIONAL: The CtP1 "Star Ladder" is another interesting Wonder (free transport to the Space Layer), but would need a new function in CtP2 since the old benefit is meaningless in this game. The movie is GW22A.avi and there's a 2D pic. It could be a VERY late game Wonder, plug it in under "Smart Materials"

Benefits: Pollution Reduction, 1 Scientist in Host City, Commerce increase.

Star Ladder<e> supports an elevator to space, made safe from storms and earthquakes by its "muscles" of steel.

 The Star Ladder creates a <l:6,106>Space Colony<e> above the <l:6,104>city<e> in which the Wonder is built. Units have unlimited access between these cities and without any effect on <l:6,91>pollution<e>. Easily the greatest <l:6,64>Wonder<e> of the World, the Star Ladder is the largest structure ever built by man, a testament to man's desire to reach for the stars.

In the late 22nd century advances in Smart Materials opened a new route to space, the Star Ladder. The Star Ladder, a "ladder" which connects ground cities to orbital cities, revolutionized space travel. Beginning as a carbon strand spun down from an orbital city, the Star Ladder was reinforced with electrically conductive "muscles" capable of flexing to meet sudden gusts of wind and changing temperatures.  Up until the Star Ladder, though mankind had entered into space, the cost of launching was immense. The Star Ladder changed all this by providing a cheap and pollution free method of "launching" cargo into space.

- PENDING

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CCCIV) Extensive Playtesting following the "too many" Wonders and Buildings fixes:

Game Crash: The first one happened in 1600 BC but did not repeat. The second one ocurred at the end of the 1120 turn (1110 according to the game). Normally its just a "silent crash", but when I played as Babylon (the 2nd to last civ), you get the end Game movie, and then units dying (because they can't be supported) and then requests to free slaves and then to liberate cities. And when I said "liberate city", a SECOND end game movie played!!

- I think it's because the entire civ revolted, not just part, the whole thing. I took over the Babylon turn using the 1130 Barb save, and immediately increased happiness as far as possible, but even so three cities revolted to the Mayans on the next turn. "Units aways from home" caused -15 happiness, and after the revolt it was -17! Heavy changes eventually kept most of the civ intact and I made it to 1100, so this seems like the issue.

- I'm suspecting it's the "War Discontent" values (in "govern.txt"). In general, it looks like I calculated BACKWARDS. The HUGE problem is Anarchy, where the "WarDiscontentMaxUnits" (the amount of units a civ can field per city, after which the unhappiness values kick-in) was 25, but is now ZERO!! Jesus! What was i thinking! That means Anarchy is almost guaranteed to start a revolt! That should be a HIGHER number, not lower. The "WarDiscontentPerUnit" rate was .5 and is now .1, but that can't offset the other value. Will change max units back to 25 and incease the rate from .1 to .2. The other issue is that "war monger" type govs (Dictatorship, Fascism, Communism) should have a lower rate, but again I changed it the wrong way - from .5 to 1.0, whereas it should drop (.4 or .3)

- Will load the 1130 turn as Barbs and see if the new settings make a difference. NOPE. Blew up at the same place, during the Bab turn.
- Did the same thing, but this time I deleted over 200 of the Babylonian units. RESULT: No CTD!! So it definitely sounds like this is (or was) the problem.
- NEXT TEST: Need to see if there's a problem with the AI civs just not being able to manage that many units, or perhaps the problem is thatwhen an AI civ collapses AND the human player is the Barbarians, that causes the problem. Next Test I'll cheat the human player onto an island and keep it out of the way. No growth, exploring, nothing, just run as many turns as possible and see how long it goes.

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Island Test: Several things popped up during this test:
1) buildingunits.slc had incorrect code for the "chariot unit" gift (used the "CreateWonder" Event, not "CreateBuilding" - FIXED
2) Assyrian "Dark Age feat kicked in @1700 BC (with message). 30 turns later it ended (@1400), but there was NOT a message. AHA! Ok, there aren't "ending messages" for ANY "Golden" or "Dark" Ages. The messages are in "feat_str.txt", messagebox code is in "feats.slc", and the duration along with *some* of the effects are in "feats.txt". Most of the civ bonuses are awarded by slic code in the "traits2.slc" file. The code which has the TIMING of "Golden" and "Dark" Ages is in the traits.slc file. So adding "ending messages would go here (have to study that) - PENDING
3) STILL getting the row 684 and 712 errors. The solution may be to get rid of the code which "stops the build manager opening", an old bug that hopefully was fixed anyway by the SC guys. The trick would be (first) to comment out the possible problem code and then play as Egypt or Sumer and see if I can "break" the ability of the code to award the extra pop by opening the building manager. First of course would be to comment it out and run a test to see if the error still pops up If not, THEN run the Egypt/Sumer playtest - PENDING
4) CTD: Another "silent CTD" at 1250 BC. Not sure who's turn. EXACT SAME error message in the crash log! ARG. Restarted and continued the game, and it did not repeat. Crashed again at 1210 BC (pink civ showing), and this is repeatable. Switched to Babylonia (by accident - blue civ) and it played through. Tried Phoenicia (pink) and it CTD'd during the turn. Switched to Crete and it played thru. Tried Crete again and it played thru with a TON of revolting cities (8 of 13). Definitely CTD ing during Crete (salmon) turn. Playing as Crete, it CTDd again. This time i played as Crete, but adjusted the food setting to make the civ happier. No CTD.
- FINDING: Almost certainly something is happening that involves revolts. The civ SHOULD revolt, but instead we get a CTD.
- IDEA: One thing different is that I'm now playing with the max number of civs (12 active,31  total). Before it was like 20 max. For the next playtest, I'll run as Barbs (no intervention FOR SURE this time!), using 12 civs, gigantic map, but max of 25. Let's see what happens.
- IDEA2: Check the "War Unhappiness" settings again, maybe reset all to the original levels to make sure that's not the  issue. PENDING

Next Barb Test: Setting as described above, but this time with "battle view turned off", so the barb turns will go faster (Options/Gameplay/"Show all battles off"
- Two of the 684/712 errors already. And three more!! Fuck this. Time to test that fix.
- Restart with error fix. Didn't work. New theory: All 4 civs are using the same code to get two different results (+1 or +2 pop). OR: since only the first of two lines in each case "pops", maybe those are the problem? Anyway, fewer errors with the original settings again.
- CTD at 1640 BC, same error message. Reading it in more detail, the game seems to be processing AI "Goals" when it crashes. CTD not repeatable.
- I did change the "Goals.txt" file recently, by renaming WONDER_THE_FORBIDDEN_CITY as WONDER_FORBIDDEN_CITY. Need to do a file compare with the baseline SC file and see how similar they are. It couldn't be THAT....right?
1) Changes in that file: The two "squadclass" for GOAL_BIOTERROR_CITY are different
2) Name of Forbidden City is different
3) GOAL_ESTABLISH_EMBASSY is different
4) GOAL_THROW_PARTY is different
- Will continue running the test, and if it fails (likely), will try again with "Standard" Goals.txt file.
- OR: According to BB, he was getting similar types of crashes by modifying the settings in the "strategies.txt" file. So that's another file to run a "compare" on.
- Per Martin: "The Apolyton Edition ignores any stuff regarding the specialist number in the strategies.txt."
https://apolyton.net/forum/other-games/call-to-power-2/250137-city-managers-don-t-pay-attention-to-negative-food-production-even-when-set-to-growth-playing-latest-ae#post8400627

Next Barb Test: Using Regular map, 8 civs, different human starting civ (Aztec instead of Assyria) and max of 20.
- One of the 681/709 errors in 2400 BC. Game moving much faster. Map looks better too (i.e. North/South edge is pure arctic, no arctic tiles anywhere else. 
- CTD at 1540 BC, similar error message. This one has a few more lines after the ERR lin, but the same sequence leading up to it. And again, the CTD is not repeatable.
- Very interesting that the first error is about 1600 in all cases, it's not repeatable, and the next one is around 1200 and IS repeatable.
- Civs are starting two Wonders (Mausoleum and Aristotle), not that it probably matters.
- Also, Greece has 492 units, which is a lot. Again, may not mean anything.
- Other issue is the Dynasty Building now has an expiration, the only one that does. May not mean anything either.

Time for something completely different. Run a test with the original Cradle3 and see if anything like this happens. Probably not, but it will confirm that it's something I added.
- OMG. EVERYTHING is different, lol. This is just going to be a waste of time. For one thing, after I completely revised the AI files, I had at least one game get all the way up to 1500 AD (September 2022), so whatever is happening here, it is something introduced AFTER that occurred.

Next Barb Test: I'll stick with the smaller map-fewer civs setup for future tests. Reading through my "report" on 9/22, i was getting a similar set of CTDs, and the problem was resolved by "restoring all the files to the original Cradle settings (while making necessary changes for things like new units and advances)". The first thing will be to roll back the renaming of "Forbidden City", and just change the display name. NO (not needed)

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AIData files review: The last persistent CTD problem (9/22) was fixed by rolling back changes to the aidata files. So this review will go through every one of the files, and compare the files which fixed the problem last time with those in the folder today (2/7/24), using WinMerge:

1) Advancelists.txt: The only difference is the addition of all (?) the new Advances to the AI's research list. Those are Exploration, the renaming of Alchemy to Mathematical modeling, Age of Discovery, Internet
- RESULT: Everything new looks correct

2) BuildingBuildLsts.txt: The only difference is the addition of Religious Victory, Micro Defense, and Matter Decompiler and the removal of VR Amusement Park and Orbital Lab.
- RESULT: All changes look correct

3) Buildlistsequences.txt: Files are identical

4) Diplomacy.txt: Changed values for Regard costs for Lawsuits, Epel, and Enslave Settler plus revaluing the "BioWeapon Offers" (since in C5 it is mostly "Siege").
- RESULT: All changes look correct

5) Goals.txt: Discussed above. Will leave the same for now. 

6) ImprovementLists.txt: Files are identical

7) personalities.txt: Files are identical

8) strategies.txt: A TON of changes here. For testing, this should be restored to the last version just to see what happens (no changes)

9) UnitBuildLists.txt: Has several of the newer units (and those that were renamed), but the lists look OK
- RESULT: All changes look correct

10) WonderBuildLists.txt: Main issue is that "Saladin" was removed but not restored after the "unlimited Wonders" discovery. Otherwise it has the new ones (Mausoleum, Eiffel Tower, Taj Mahal, Magellan, Great Library, Temple of Artemis, Dino Park and Space Station) while others have been removed (Internet, Central Matter Decompiler, National Shield, & Resurrection) while two were renamed (Appian Way and Forbidden City had "the" removed from their names)
- RESULT: Need to add Saladin, otherwise changes look correct - DONE

Next Barb Test: Will keep all files the same, but will sub in the original "strategies.txt"
- First 681/709 errors in 2890 BC
- CTD at 1500 BC, same error message as last test. The replacement strategies.txt file fixed nothing.

Next Barb Test: Will keep all files the same (including replacement strategies.txt file) but will sub in the original "Goals.txt". I won't restore the original Forbidden City name just yet.
- Interesting. Played with no 681/709 errors! Weird.
- CTD at 1370 BC, same error message as last test. The Goals.txt file fixed nothing.
- One difference is I set the /rnd at 200 so it would play straight through to 1000 BC, and it did run longer. Will give it another 200 turns and continue this test.
- Also, Aztecs built 4 "Hannibal" Wonders, but it was all by the same civ, completed the same year (1490 BC). So it's possible to have multiple versions of these "invisible House" wonders built, but only if they all finish at the same time. Not a big issue, especially since only ONE Wonder Unit was delivered, so it can't be seen as an exploit (NOTE: This never happened again in ANY of the many playtests that followed - NOT AN ISSUE).
- CTD at 940 BC, same error message as last test. And as with the earlier tests, this CTD is repeatable. How strange - the first one is not, the second always is!
- The CTD happens during the Egypt turn (3rd) or possibly at the start of Crete (4th). Will change to Egypt and run the turn again. Happiness is very low, and they aren't using any Entertainers. Hmmmm.
- YES. The "Endgame You Lost" Movie. Every city revolted. The AI is NOT managing happiness well, to put it mildly. Also strange - there aren't any partial revolts, it's always the entire civ or NOTHING.
- Started again at 940 BC, changed to Egypt, raised national happiness from 75 to 77. 4 cities revolted and joined a new civ, and most of the rest are in revolt, national unhappiness dropped to 67! Probably the effect of going from AI to Human.
- Also, the AI is building these absolutely HUGE armies but isn't doing anything with them. No cities have changed hands.
- Compared the DiffDB file from AE with the modified one in Cradle5. I think Hex was too generous to the AI, and it's actually harming the AI civs in AE because they don't need all that help. Going to make a radical change to that file, putting it mostly in line with the AE version. That will be the main feature of the next test. Spotted one major error already. Cradle has 6 Eras while AE has 5, but the "scaling sections" in the Cradle file only have 5 entries each, meaning there's nothing for the 6th Era. My "fix" is to use the AE scales (which was the plan anyway) and to copy the 5th scale on every line and use that for the 6th Era. I haven't had any games even come close to that era, but hopefully it averts a potential disaster if/when that happens.

Next Barb Test: Everything the same except for the new diffdb file
- First 681/709 errors in 2560 BC and again at 2070 BC
- Amazing! Used /RND 200 and it played straight through to 1000 BC with no CTD. Checked out the Greeks, and none of the cities have run out of things to produce - every city still has the potential to build 8-12 more buildings. Even better, unit count is MUCH lower - 144 vs the almost 500 in the earlier tests. One problem is that garrison levels are too high, so they have far fewer available stacks for offense or defense. As a result, the "war discontent" is almost nothing, which of course is hugely beneficial in preventing these civ-destroying revolts, but has the downside of (possibly) hampering offensive operations - not that any were happening before.
- Another Benefit: Before, once a Wonder was started, every civ that could would assign multiple cities to build it. At 1000 BC there was only one Wonder under construction, by both Japan and Carthage. Despite having 19 and 16 cities respectively, only ONE city of each civ was assigned to build the Wonder. That is FABULOUS!

Next Barb Test: Restored the C5 Goals and strategies files and activated frenzy. Let's see how this goes.
- Stopped game at 1870 BC (no 681/709 errors yet)
- One city conquest (Sumer took Athens)
- NO SLAVE SOUNDS! A fair number of slave markers, but that is probably from GK enslavements.
- LOTS of religious attacks
- Only one civ has embassies (with 3 of 7 civs) and is the only one not building slavers
- Lots of naval exploration thank heavens
* Stopped game at 1000 BC (still no 681/709 errors)
- An additional city conquest (Sumer took Tiryns)
- There actually is slaving happening, but the AI is sending out unaccompanied Nomads, so you don't hear those sounds. But the whooshing net from city slaver attacks? TONS of those. 
- Actually, now hearing ALL the special attack sounds, so EVERYTHING is working. Hearing lots of Gossip, Parties, even Assassinations. AMAZING.
- And the BIGGEST SHOCK? Turns are flying by. No appreciable difference in turn length!
* Time for another 100 turns...
- OOOOH! In 570 BC a new error, in script.slc: Line 2653 which is Text(ID_CONDUCTHIT_FAILED_ATTACK). The text of the message is in info_str.txt, but looks fine. This is followed by "Array lookup player[0] failed". Game continues, fortunately.
- Saw a "downward pointing knife" graphic for the first time in 550 BC (from the AI)!
* Stopped game at 1 AD (still no 681/709 errors)
- An additional city conquest (Sumer took Sparta)
* Stopped game at 1000 AD (still no 681/709 errors)
- Most cities are showing a "middle ages" appearance.
- Carthage complete Pax Romana, has built 2 Arches and 1 Colony so far. Since they only have 8 cities, it's not possible for them to win the game this way (can't build 15 Arches)
* Time for another 100 turns...
- I've rec'd a few messages mentioning "Babylonians", and sure enough one of the Aztec cities revolted and became a new empire. VERY ENCOURAGING, especially in light of the previous CTDs which involved the entire civ revolting
- ISSUE: The Quinqueremes have the shield in the center of the ship as they move around. Really need to re-build the sprite! DONE
- Several attempted Slave Revolts after 1450 AD, all failed, and each time a civ is lost for good. Can the chances of success be improved? On further reflection, I suspect most of the "new one-city civ revolts" are caused by AI Spies, so improving the other mechanism for causing city revolts is simply a bad idea. NO ACTION.
* Stopped game at 1545 AD (still no 681/709 errors)
- Officially the LONGEST CRADLE-5 GAME EVER!! Very cool.
- Carthage Pax Romana status: 4 Arches, 1 Colony, 17 Monuments. Answering an earlier question, other civs are building colonies, and those do NOT count in Carthage's BOE list!
- Carthage conquered Sparta (from Sumer!) On a different continent no less, but that is the only city to change hands. Still, something.
- Army count is surprisingly low. Nobody has the 500 level. Sumer at 360 is the biggest, but most are between 250 and 170. Except newbie Babylon at 10, lol. 
- Religious Victory could be soon. Harappa is at 4500 of 5000 points and can probably build Hagia immediately after.
- ISSUE: "Trawler" under construction and it shows the "Aquaculture" in-process graphic! Checked tileimp.txt, and it should have "50" in all 3 pre-construction levels, but the last two are "235", same as Aquaculture - FIXED
* CTD at 1695 AD: No crash log. Uh oh. Restarted though.
- There is now a 10th civ, Han
- ISSUE: A Harappan Longship is fortified on a Beach Tile (uh, no...). Fix this. Looked into this and none of the ships have the "CanEntrench" attribute. Tried to get one to fortify, but that is not a selectable option. It is *possible* that what I saw was a ship sitting on a beach tile with an entrenched land unit. NOT A PROBLEM.
- ISSUE: Harrapans also pursuing BOE? They have 10 Arches and 10 Colonies! No monuments tho. Meanwhile Carthage is 5-1-26. Sumer is 10-8-19!! Greece, which only has 4 cities is 4-1-82!!
- Clearly there's a problem with BOE. Research it. Apparently will need to put a pre-req in place for the buildings, monument especially since there is no limit on how many can be built. Can use the "PrerequisiteWonder" requirement to keep them from building these unless they own "Pax Romana". Did that for the "Monument". NOPE, breaks the ability to build them altogether. REVERSED.
- ISSUE: Indus completed Hagia Sophia (1716) and thus should build the "Religious Victory" next, but the only city which can, isn't building it (as-of 1764). I *think* that's because it offers no associated benefits, like commerce, science, or food. Will monitor. For now not a bad thing since the playtest can continue.
- Many cities are adding ports to Nets, but not exclusively Ports. And much later when they can build Trawlers, they are maintaining a mix of Trawlers and Ports. Not all cities, but most!
* Stopped game at 1806 AD (still no 681/709 errors)
- Indus started "Emancipation Proclamation" in 1802, meaning they had achieved "Age of Reason". And sure enough, they have a "Field Marshall" unit, so the upgrade slic is working!
- Another city conquest (Sumer took Coyotepec from Aztecs)
- Message: "Kushites have gone to war with the Sumerians" (except there isn't a Kushite civ on the map...)
- ISSUE: There IS a Kushite civ! They have the bright blue which is normally Babylon, and have one city - Panormus, which they apparently took from Carthage, presumably by revolt. Or maybe Sumer conquered it from Carthage and THEN it revolted? Either way, you cannot select this civ using the Cheat Menu! Odd.
- Interesting: Indus will build "Emancipation Act" in 1848, so the historical timing is VERY close! Many other Advances and wonder are similar. Will be interesting to see the effect. Well, it worked. All cities lost their slaves.
- ISSUE: Utica is building a Slave Trader...will that complete? Even worse, they are still selectable from the Units menu.....hmmmm. OK, definitely a problem!! Civs can still build slavetraders even after Emancipation Proclamation. Even Indus, which BUILT the Wonder, can still build them. "ExcludedByWonder" would keep Slaver units from being built, but would only work for the civ that owns the wonder. May need to make these gov-specific, so that all govs after Caliphate make the Slaver units disband. In addition, give the "Eiffel Tower" the same "frees slaves" attribute so that will clear out any remaining slave populations. And Abolitionist can expire with discovery of the Electricity Advance (and upgrade to "Legal Team" so they aren't still hanging around into the modern era). Better yet, have both units expire with Age of Reason, as the 1st civ to reach that will immediately build "Emancipation". Still need to make them obsolete/upgradeable as described above. OR: Add "ProhibitSlavers" to Emancipation, as is done in AE. That can be quickly tested since I save the game right before the Wonder was built. So add it, then load that game and see what happens...YES!!! That did it - all Abolitionists and slave traders AND the ability to build more of them, all GONE. FIXED!!
- FINDING: Pollution is building, but there are no Dead Tiles yet, so that is good. It suggests that nothing more needs to be done in this area, at least up through this era.
- ISSUE: Frenzy is causing units to stack which don't belong together. No way around that without coding that I don't know how to do. The issue is when you have civilian units stacked with military, and the civilians have "CantCaptureCity", that *might* be keeping the AI from conquering more than they do. Will have to remove that in the next test. Better yet, run tests later to see if this is really an issue. Ran a test, and there is nothing to prohibit a stack from attacking a city if it contains civilian units 
- ISSUE: Indus (Mehrgahr) built Mecca, but did not get the "Kaaba" TIMP. Check the code to see why (it has 8 tiles on all sides that should have been able to accept the Wonder. In fact, same is true of "Shakespeare's Theatre". Also not on a tile near the same city. Maybe it was Terraforming at the same time?
* Stopped game at 1908 AD (still no 681/709 errors)
- "Conscript" appeared in 1914 (scary!)
* Stopped game at 2025 AD (still no 681/709 errors)
- Pikemen Militia don't have death animation. Why? Didn't have one in CtP1. NOT AN ISSUE.
- Smashing success!!! I'll stop this here, and the next playtest will use the gigantic Map and will comment out all the "CantCaptureCity" attributes for the civilian land units, just in case that inhibits city attacks.
- TEST COMPLETE (including all pending actions listed above)

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Next Barb Test: This will have Celts, Hard, Gigantic map and 12 civs. And Frenzy!
- Had one of the 681/709 errors in 2430 BC (probably because Sumer is missing?) Except it isn't...still there in the second slot. Run a "restart" of this game to see what actually happened with that error.
- First run was to 1000 BC, no problems.
- Next run was to 1 AD, no problems. Phoenicia is 5 turn away from "Pax Romana", but only has 14 cities so can't build 15 arches unless it gains one more city. Not seeing any conquests yet. Actually, there might be, it's just a lot harder to see since there are so many more civs and cities on a much larger map.
- Next run was to 660 AD, no problems. Rome conquered Greek Mycenae (!) The 2 civs are not adjacent, so I wonder how it happened? . Phoenicia is 9-9-0 for Pax Romana structures (Arches-Colonies-Monuments)
- The pre-req to build monuments (Solaris Wonder) is preventing them from being built even by the civ which owns that wonder. FIXED (removed Wonder pre-req)
- I suspect the AI is terraforming the land beneath certain Wonders, and thus destroying them. This does not happen with "Natural Wonders", so the protection code for those should be used exactly for Wonder TIMPs. Tested this in game, and the only code that works is that which "prevents overbuilding". So no roads or anything else can be place here, but that's not a bad thing, actually - FIXED (confirmed in testing that this solved the problem)

* Ended test at 1100 AD:
- There was only ONE city which changed hands, and it soon reverted back. And the frenzy code on maps this large takes FOREVER to process each turn. Accordingly, Frenzy appears to be a bad idea on Gigantic maps (and maybe others)
- Conversely, the game was stable - no CTDs

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Next Barb Test: This will have Celts, Hard, Gigantic map and 12 civs. No Frenzy
- Initial impressions are that there are a LOT more special attacks
- 210 BC (Carthage City Theveste induced to revolt by Egypt - become new Maya civ)
- 130 BC (Carthage City Lilybaeum induced to revolt by Egypt - become new Nubia civ)
- 90 BC: Another script error at "line 2653", which is CONDUCTHIT_FAILED_ATTACK, the message you get if the "Assassinate Ruler" attack fails. So not related to "frenzy"
- 70 AD: CTD. Game crashed, no crash log. Could not restart from the Save Game! "980424-JRL-015 - The size of the save game file is incorrect". My last save was at 10 AD, and an auto-play up to 100 AD worked.
- 200 AD: Or thereabouts. Yamato captured Persian City of Der at some point earlier.
- 300 AD: Rome build Pax Romana
- War Elephants (& Leviathan) are the only "Large" land unit? Even Tanks are "Medium". Elephant s/b "Medium" - FIXED
- Eisenhower & Schwarzkopf (Tank) are "Small", s/b "Medium" - FIXED
- 560 BC: Indus City Karthast revolts - becomes new Aztec civ
- 750 AD: "Etruscans conquered the nation of Maya". Also, CTD
- 830 AD: Another script error at "line 2653", which is CONDUCTHIT_FAILED_ATTACK, the message you get if the "Assassinate Ruler" attack fails. First time there were 2 of them.
- 990 AD: "Etruscans conquered the nation of Maya". Previous one was wiped out by the re-start. No CTD. Actually yes, CTD! Same "crash.txt" message as the one from 750 AD, and matches the others from the pre-diffdb-fixes games. Also, the two CTDs here coincided with one-city-civs revolting completely into a different civ. So that REALLY confirms what's causing these CTDs. Also, recoverable - started up the autosave and the game continues. And the Etruscans are still in place.
- 1090 AD: Sumerian City Nippur1 revolts - becomes new Israel civ
- 1115 AD: Phoenician City Petra revolts - becomes new Assyrian civ
- 1165 AD: Rome has 12-1-64 (6%) of the Pax Romana items. Tried to save at this point and the Game CTDd with no Crash log. Just guessing, but *probably* it's because "Assyria" isn't in the civ list yet, for whatever reason. Reloaded the Auto-save and now Assyria IS in the list and the game can be saved!
- 1180 AD: Greek City Syracuse revolts - becomes new Han civ
- 1330 AD: Nubian City Lilybaeum revolts - becomes new Inca civ. "Inca defeats Nubia". Crashes next turn (usually sooner).
- ISSUE: 1335 AD: Between Israel #13 and Aztec #15 is an empty civ slot (14) which has no name...but WAS the Nubians! Interesting. Need to look closer at this civ. Is there some issue with it that is causing the CTDs? Of course, this was the same civ that was blowing up the game a year or so ago. UPDATE: Some of the tests which follow had a similar issue, and the missing civ was not always Nubia. Not sure what is going on, but doesn't seem to be fatal. PENDING
- CTD at 1370 and 1425
- 1475 AD: Another script error at "line 2653", which is CONDUCTHIT_FAILED_ATTACK, the message you get if the "Assassinate Ruler" attack fails.
- 1495 AD: Another script error at "line 2653", which is CONDUCTHIT_FAILED_ATTACK, the message you get if the "Assassinate Ruler" attack fails.
- 1500 AD: Rome has 13-1-138 (6%) of the Pax Romana items. Egypt (Abydos) will build Hagia Sophia next turn. Celts have 16-29-22 (28%) of Pax items. Will be interesting to see if they can get 50% coverage.
- CTD at 1505
- ISSUE: Religious Victory Grammar: "The Harrapans HAS completed the Religious Victory..." Have to make the change in feat_str.txt - FIXED

- IDEAS:
1) Test the Pax win by playing as Celts and giving them enough colonies to reach 50%. WOW!! Celts do NOT have Pax Romana but were still able to "push the button" after I gave them enough colonies to achieve the 50% coverage requirement! First turn after that was done, the countdown started! Definitely need to test this using the unmodified AE. Would need to run a long Barb test to get the civs running long enough to build components. Might have to alter the Tech Tree....or just grant the necessary Advances to everyone after enough time has passed.
- TEST RESULT: Gaia Controller Science victory works EXACTLY the same in AE and Cradle! Once the Wonder is built, all the structures can be completed.
- NEXT: Need to revise the GL entries which discuss the Wonder, buildings and TIMP - DONE

2) Find that software which fixes the RAM problem in old games to see if it helps with CtP2. It's the "4GB Patch tool", which is still in my MTW Modding folder. Ran the ctp2.exe file and it said it was successfully patched, but i got the same message when patching the same exe again. So not sure it wasn't already fixed...
- Comparison Test:
- The Barb turn at 1500 AD ran for 2 minutes and 20 seconds (unmodded exe)
- The Barb turn at 1500 AD ran for 2 minutes and 15 seconds (modded exe)
- Soooo.....no difference.

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Standard AE Playtest: Played as Barbs, Regular Map, 8 civs.
- WOW!! Game absolutely FLEW! Huge amounts of conquest (3 civs wiped and Greece with clear domination
- The entire game from 4000 BC to 2300 AD could complete in one evening
- No errors, no CTDs.
- Actually, now getting consistent CTDs in the end game, all of them happen when trying to move nuclear subs. Aaaand can't get past 2366 AD. All civs CTD if human, except Greece. Switched to Greece and it ran until 2400 AD. Cheated to give them enough money to buy all necessary components and they started the Gaia Countdown (10 turns in AE). But when it got to zero, that's where it stopped. It never completed. Ran 5 more turns at "zero turns to complete" and the game still didn't end. But switch to any other civ and the game CTDs. Oh well!
- Tons of Global Warming too. A zillion Dead Tiles, at least 5 "flood" events.
- The whole point was to see how the Gaia Controller plays out, and the game was about to end 2200+ so i gave the Advance to 3 civs along with lots of free cash and PW, and ALL THREE can build the elements.
- That confirms the situation in Cradle is NORMAL! Whoever builds the Wonder, starts the race.

- KEY POINT: I have to take another hard look at the AI files, and really, everything else! Whatever AE is doing, it WORKS. Might even be as simple as the ratio between Attack-Defend. Need to layout the stats for all AE units and compare to Cradle.
- The speed is also a factor of small map, fewer civs
- But also fewer slic files. Need to take another look at those in Cradle

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Standard AE Playtest: Played as Barbs, Gigantic Map, 12 civs.
- This test is intended to see whether map size and more civs have an impact on the AI. Also watching each turn progress to try and analyze what is different.
- Still extremely fast. First 200 turns went to 200 AD.
- FINDING #1: AI is not "Stacking" to attack the Barbs. Rather, single units are sent to kill them. Mostly it was Barb Warriors (they have the Cradle Hoplite sprite), and the AI sent Hoplites (Cradle Hypaspist) and Pikemen as singles. The Warrior is 10A-10D, Hoplite is 10A-15D and Pikeman is 10A-25D. That is NOT what i expected. Must be using the "old combat" model in which A+D=Attack value. NOPE! Setting is for "New Combat" (Attackers use A value, Defenders use D value)
- FINDING #2: In addition, there is a HUGE amount of city turnover! Americans have taken 3 Chinese cities, English have 5 NA cities, French have 1 Japan city. And there are others. One noticeable thing is very small garrisons on the smaller size cities. And no huge stacks. But there IS a huge technology difference. English have Infantrymen and NA are still at Hoplites!
- HOWEVER: Very little slaving and absolutely ZERO religious attacks. Only in the late game do you start to see stuff from Spies and Cyber Ninjas. Special attack stuff is much weaker with AE.
- 600 BC: With Militia activated, it slows down the city turnover, but still happening. About 4 cities have changed hands
- 200 AD: Cities are changing hands, but never more than two losses (and some recoveries). Not seeing the "steamroller effect" from earlier, and that is probably because of militia

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Cradle Playtest: Played as Barbs, Gigantic Map, 12 civs.
- TEST #1: The first playtest was with the "usual" settings, with activated AIMilitia in userprofile along with the new const.txt and units.txt. It took 32 minutes to reach 1810 BC. No cities conquered.
- TEST #2: The next one had those changes plus removing the Cradle Militia slic files and adding a small spearman generating line to kull.slc (which did nothing since there wasn't a human player in this test). This time it was only 22 minutes to reach 1810 BC! So a major reduction in time and cycles! However, still no conquests. Also no slic errors!

Cradle Playtest: Played as Barbs, Regular Map, 8 civs.
- TEST #3: Has all the changes from Test #2 PLUS the new, hopefully more aggressive strategies.txt file. LIGHTNING FAST! Only 13 minutes from 2000 to 1000 BC. And finally! Sumer captured a Roman city (Mediolanum - which was a "Cross-water" invasion) and Rome conquered a Chinese city (Dengfeng). So it IS working. Will continue the playtest for another 100 turns. At 1 AD now: It slowed down, but still fairly quick. Bad news is there were no more city captures.
- TEST #4: The only difference is a new "strategies.txt" file in which GOAL_SEIGE is boosted well above GOAL_ATTACK. Maybe too high, but at least this should indicate if that is the solution. Fast again, only 6 minutes from 3000 BC to 2000 BC. More city captures! Indus took TWO Egypt cities (Thebes and Amarna & Greece took 1 from Rome (Agrippina). I heard a lot more of the "city capture" sounds than ever before, so most of those must have been size 1 or 2 and were destroyed. 18 minutes from 2000 to 1000 BC this time. Had 4 Soothsay attacks - haven't heard those in a long time. Two more city captures: Greece from Rome (Pompeii) and Indus from Greece (Troy). However from 1000 BC to 1 AD, no captures.
- TEST #5: The only difference is a new "personalities.txt" file in which Siege is the paramount task (from 200 to 950) and all defense has dropped from 800 to 300. At 2000 BC, Sumer took 2 cities from Carthage, including the capital! (Carthage & Cartenna) & Indus from Mongol (Nishapur). At 1000 BC no change. The good news is that every city isn't packed full of defenders - in fact many have very few. The problem is the AI isn't taking advantage. As a test, I'll shift human to Mongol, do nothing, and see what happens. As usual, couldn't "do nothing". The main disappointment is the AI is not attacking things it could easily kill. I can see the need for having the "Attack" numbers be a bit closer to "Siege".
- TEST #6: Increased the Attack values in both "strategies.txt" & "personalities.txt". At 2000 BC Sumer took 1 Greek city (Thebes), and that's it. Worst performance yet, lol. At 1000 BC Sumer took 2 Hebrew cities (Acco & Beer-sheva). And, as usual, at 1 AD there were no further city captures. UGH.
- ANALYSIS: I think the main effect was the removal of the "high defense" coded militia units and their replacement with cheap auto-units. From what I've seen, the initial conquests are made by the Wonder Units, but somewhere after 1500 BC the AI civs churn units out in larger numbers and the AI defends it's frontline cities better, so nothing changes hands. Also, in AE there seems to be a greater disparity between the Tech Advances by civs, and those which advance faster get better units, and use them. 
- TEST #7: Dropped some of the siege values in "strategies.txt" (from 900K to 800K) so they are still higher than everything else but not too close to the 7-figure cap. The main change was a huge reduction in the "force match" requirements, so the AI is willing to throw units at more difficult targets. The idea is they won't pile up big, unused stacks around their own cities but will be more willing to send them off to battle. At 2000 BC Rome took 1 Sumerian city (Eridu), and that's it. At 1000 BC Rome took 1 Greek city (Olympia) & Egypt took 1 Carthage city (Tipasa) and 1 Indus (Amri). The big thing is I'm not seeing huge stacks parked outside their own cities, so that IS working. Revolt at 200 BC (Carthage city becomes Shang). Game "froze" at 170 BC when Egyptian Hammurabi killed a Barb Spearman. Game loaded from autosave and proceeded normally. Revolt at 60 BC (Yamato city becomes Phoenicia). And, as usual, at 1 AD there were no further city captures. However, the count of units per civ is WAY down, and that will likely help avoid the frequent late-game CTDs, since there are less system resources dedicated to tracking big stacks that aren't doing anything. There's also a noticeable difference in Empire sizes. Two really large, two very small (and both of those got smaller from two revolts), and the rest "medium". Possibly that would translate into more activity as the game progresses, so I'm going to extend this for another 100 turns, just to see. Revolt at 420 AD (Phoenicia city becomes Babylonia). CTD at 460 AD - A new one! This crash.txt said it started with the "goal scheduler" and then after an "AI improvement was completed" the crash text started. Greece, Sumer, Egypt had no buildings being completed, Hebrews have one city finishing a Forum, Indus has 1 finishing an Aqueduct, Rome (1 Bath House), Carthage (1 arena, 1 work camp, 1 ballista tower). No matter, game continued from the auto-save. Revolt at 720 AD (Carthage city becomes Persia). At 920 AD, the script error at "line 2653" (CONDUCTHIT_FAILED_ATTACK) which seems to be related to playing as a Barb. Reached 1000 AD and there were no further city captures.
- ISSUE: Egypt is building all the wonders, and all in the same city. Need to enact the limit of "wonders-per-city" as per file? In Const.txt, MAX_CITY_WONDERS setting changed from 1000 to 5 - DONE
- ISSUE: Heptireme Sprite (125) has the shield in the middle of the unit. Need to rebuild the sprite in order to move the shield off to the side, same as all other sprites - DONE
- ISSUE? Japan is always very small - only 6 cities this game, with Shotoku (a Caesar). Also small is Indus (5 cities) led by Chandragupta (Gandhi). On the other hand, Egypt is large (19) led by Narmer (Caesar) as is Rome (20) also led by a "Caesar-type". NO ACTION
- ISSUE: One strange thing from the last few playtests is that some of the inland cities have single naval units in them, mostly biremes but even a coracle. I wondered if maybe it was related to the "CanBeExpelled" trait, but they don't have that. On the other hand, they DO have the "CanExpel" trait which might be why some ships are trying to do something (red-x) when passing others (NOPE). They also have the "CanReform" code which just seems weird. Will remove both of those from Coracle and Bireme and Trireme to see what happens. May extend it to others, depending. I suspect the other thing may be related to carrying stealth units. Those often appear to be parked onshore aboard a ship, when in reality they are moving inland. MAYBE if/when expelled, they drag the ship with them. There is definitely something odd with that code, so it could be - DONE (removed CanExpel and CanReform from the 3 units) (but still not sure how to keep them from appearing in inland cities)
- ISSUE: AI does not know how to use Plunder Units and has them wandering around. Add "CanBeExpelled" to all four types so at least you can get rid of them non-violently. Same applies to Hired Thug and Assassin. I had a thug from a friendly nation using sabotage every turn and could not get rid of it without starting a war - DONE!
- ISSUE: Great King needs similar stats to Sargon. The only difference is that Sargon can create plunder while Great King cannot, BUT that makes sense because the AI does not know what to do with Plunder Units - DONE
- TEST #8: Mostly changes to non-AI files (all the "issues" mentioned above in Test#7) and a change in Goals.txt to hopefully get the AI to target smaller civs. Got the 681/709 errors! So the "fix" did nothing. At 2000 BC Greece took 2 Carthage (Cartenna & Utica with Sargon & Ramesses!), and that's it. Found two biremes in Carthage interior cities and two more in Mongol interior cities, 1 Indus. So this is a big problem. Will start over, but this time with the screen showing all civ moves....yikes. One change was to reactivate the "CantCaptureCity" attribute for Civilian units.
- TEST #9: Started as Mongols and quickly built 5 cities. Watched the other civs move, and then noticed the Yamato had a coracle sitting at an inland city in 2650 BC. There was NOT an "expel unit" event ANYWHERE prior to that. It just showed up. Even though you can't build one there....ugh! THEORY: The Coracle (and later, the Bireme) appear at the TOP of the build queue list because...alphabetical. Maybe something happens which shakes up the build list, and it just defaults to the first item on the list?
- TEST #10: Swapping Nomad and Coracle in the units.txt sequence. ARGH 2750 BC and there's a coracle sitting in a newly founded city! This was NOT happening before..... OK. It now looks more like a problem with the "Free Militia" code. In fact, it appears that the AI is getting TWO free units when a city is created. And if the civ has discovered "ship building", one of those is almost always a Coracle. GAH! So they fucked up the code, and don't distinguish between land and sea units. Fabulous!!!
Even better. Sumer founded a new city and has NOBODY in the garrison. Yamato a new city, one coracle. This is AWFUL. Code is broken. The solution will have to be same as the "human" code. Every new city gets a Spearman.
- TEST #10: Added new code to kull.slc which creates a new spearman in any city that is founded. This will continue for 600 turns, until 1 AD. And.....it WORKS! 20 turns in, and there's no Coracles parked in cities, but there IS one spearman in each. OK, need to reverse the Coracle-Nomad swap in units.txt and move the new code into a different slc file (buildings.slc which has garrison code for the AI and human - 6 lines total, lol). Will also - FINALLY - change the "addpop" code that spits out the 681/709 errors (from two sections to four). Hopefully that solves it.
- TEST #11: At 2000 BC Indus took Sumer (Eridu w/ Sargon), and that's it. At 1000 BC Rome there was no change. On the plus side, no 681/709 errors and the militia bug is definitely solved. I'm going back to the "original" strategies.txt file which is mostly the AE defaults (ie. before changing the siege-attack balance and the new force matching). Let's see how this plays out.
- TEST #12: At 2000 BC Japan took Greece (Corinth & Pylos - no Wonder Units in the cities which is a first!) At 1000 BC Japan took 1 Greek city (Elis w/ GK). Game froze (i.e. stopped processing the turn although everything looks normal) during Sumer turn on 280 BC. Continued on to 1 AD as usual, there were no further city captures. Pretty stable, just one freeze, low army counts and a few early city captures. But the main issue is that stacks are not leaving the home territory. In strategies.txt, next I will bump up the default GOAL_SEIGE from 725K (same as attack) to 750K. A small nudge. Will also change all "DesireAttack" from 800 (lowest number) to 1200 (highest, above all others). Running out of ideas at this point....
- TEST #13: Switching from Mongols (last three tests) to Assyrians. Ugh, a new error. The file that creates the spearman guard just kicked out an error during the Rome turn, on line 19 (which is where the spearman is created), and then got all 4 of the errors from the rewritten code that "fixed" the 681/709 problem. Double Ugh. Rewrote the code for the militia spearman so it doesn't use the same variable ("tmpPlayer") as the 4 lines of addpops code.
- TEST #14: At 2000 BC Indus took Egypt (Heliopolis w/ Sargon) & Japan took Rome (Virconium w/ GK). At 1000 BC Indus took THREE Egypt (Abydos, Tanis, and Faiyum - eating out the heartland of Egypt!! using Sargon & Hammurabi AND other units) & Japan took Carthage (Zareptha w/ Ramesses). Very promising, especially since FINALLY I'm seeing (small) enemy stacks inside the borders of other civs. At 1 AD Indus took 1 Egypt (Thebes w/Sargon & Hannibal). So that's a first! But it still shows that the AI needs Wonder Units in order to capture cities. They are still not assembling big stacks for this purpose.

Cradle Playtest: Played as Barbs, Regular Map, Much more land, less water, 8 civs.
- TEST #1: The previous tests were 2 slots right of "Island" and 5 right of "Ocean". Since the AI is supposed to work better with more land, the next test will shift that to 2 slots left of "Land" and 4 slots left of "Continent". At 2000 BC no cities were captured but Egypt (Pithom) rebelled into Shang & Rome (Neapolis) rebelled into Phoenicia. At 1000 BC Greece took Mayan city (Zaculeu), Sumer took 3 Greek cities (Pylos, Elis, Delphi), Maya (Tikal) rebelled into Babylonia & Maya (Kahbah Labna) rebelled into Persia. Had a CTD (w/ crash log) at 390AD. Locked at 1380 AD. Had a CTD (w/ crash log) at 1490AD (these are the "goal" ctds). At 1500 AD, no city conquests since 1000 BC. Ur has 5 Wonders and can't build another, so THAT is working! Also, Sumer has 20 Captives and 30 Cows so there are MANY battles happening, just no city-taking. Unrecoverable CTD @ 1900 AD. Could not restart from the Save Game! "980424-JRL-015 - The size of the save game file is incorrect".

Cradle Playtest (Barbarian): Same as above except with Frenzy.
- TEST #1: (Kush, Color-Pink) The good news is the AI is sending a few stacks into enemy civ territory. Also, the turns moved very quickly. However, at 2000 BC no cities were captured, no rebellions. By 1000 BC Japan took 2 Greek (Mycenae & Tiryns) and 1 Sumer (Umma) and Indus took 1 Egypt (Pithom). There have also been 8 Rebellions! All are 1-city civs, and include Rome going to Mayans. So far it's been stable and pretty fast, and I'm finally seeing good, aggressive AI behaviors. Blew up on the way to 1 AD: Could not restart from the Save Game! "980424-JRL-015 - The size of the save game file is incorrect". Pretty sure that this CTD is caused by the system going into "sleep" mode - have never seen it except when coming back to an in-process Barb test game where the screen is black, and on activation the game has disappeared. Long way of saying..."probably not a real problem". After all, it does start from the last save game and will play through from there. At 1 AD, there were no more city conquests, but ALL the civs are now in-game (including the last one, Hexagonia). To be clear, that is TWENTY additional civs and all are 1-city in size. Yikes.
- So realistically, "frenzy" isn't moving the needle. In fact, it seems to be worse, because of the huge number of rebellions, plus the fact that even though the map is littered with tiny civs, the AI is not taking advantage. It should be EASY to conquer these, but nothing is happening.
- All in all, a hugely frustrating result.
- At 10 AD the inevitable - a Japanese city (Matsuyama) rebels to the Barbs. The interesting thing is there are no Diplomats or anyone else who could have caused the rebellion - presumably it's unhappiness. Checked Japan and empire wide, "military unit unhappiness" is zero, so that's not the issue.
- Very lucky that this happened right away, because I went back to the previous turn at 1 AD and looked at the city....and VOILA! Matsuyama has 13 slaves out of a population of 25, and the garrison was ZERO! Meaning it was a slave revolt! So now we know...frenzy is emptying some of the cities, and THAT is why there are so many revolts. GAH!!! Well, time to take another look at the city garrison level code
- In const.txt, SLAVES_PER_MILITARY_UNIT is 6, while Cradle previously used 12. Of course, even 12 isn't enough if there isn't anybody on guard. Even so, I'll boost it back to 12, since there aren't militia defenders any more.
- I'm going to restore the AE values for defensive garrisons (strategies.txt)
- TEST #2: (Zulu, Color-5-Purple) using frenzy. Getting the old "array out of bounds errors" again. Which seems to happen every time i pick a new color for the starting civ. Anyway, I rewrote the new "free spearman" code (in accordance with some hints from "slic kung fu") and the errors are gone again. At 2000 BC there are ZERO city captures (again), also no rebellions. HOWEVER: Almost every civ has at least one city with no garrison. So it appears that frenzy is over-riding the garrison fixes to strategies.txt. Sure enough, at 1960 BC Roman Cumae revolted. And the turn before it was empty.
- BOTTOM LINE: Frenzy does NOT work without a Militia Code that parks unmoveable units inside cities.

Cradle Playtest (Barbarian): Same map as above, but w/o Frenzy.
- TEST #1: (Vikings, Color-6-Lt Blue). Again with the "array out of bounds errors". This time i rewrote the code so the structure matches that of the "Great King" code. After multiple failures, it finally ran - no errors so far. At 2000 BC Sumer took Greece (Corinth - No Wonder Unit there!). Unfortunately, there were 3 of 8 civs that had 1 or 2 cities with no garrisons. So frustrating. Or maybe not...At 1000 BC Carthage took Vikings (Kaoping - across water with a huge stack, no less!) and Japan (Nagaoka) rebelled into Shang. On the plus side, EVERY city has a garrison at least of 2 units, but the vast majority are at 6 or more. At 1 AD, there were no more city conquests or rebellions. Total unit counts are 200 or less per civ (so military unit unhappiness is still relatively low) and garrisons are roughly the same (6-12).

Cradle Playtest (Barbarian): Same map as above, but w/Frenzy.
- TEST #1: (Arabian, Color-7-Maroon). Since the last test started with some 0-garrison cities but eventually built them all up, let's see if that will be true w/frenzy. At 2000 BC no conquests but also no array errors. 4 cities total w/o garrisons. At 1000 BC Indus took Crete (Mallia) but also there were  5 new civs from rebellions and still a few cities with no garrisons. No, frenzy is worse than useless.
- NOTE: Ran 3 more tests using different civs and different colors and the "array" errors did not pop-up, so it looks like that problem is finally resolved.

HUMAN PLAYTEST: Gigantic Map (with my "more water" settings) and no frenzy:
- TEST #1: (Phoenician, Color-9-Lt Green). With the kull.slc file. The traits2.slc file MODIFIED so this civ does not get the "1% interest on savings", because it overpowers the initial "extra cash" award from the kull file. Must revert that back after the game!! (DONE)
- NOTE: Revised the traits2.slc file to permanently change the "Interest on Savings" to .5% for Phoenicia, Greece, and Apolyton civs. Originally all 6 "interest gaining civs" had a 1% rate, but now that value is reserved for Minoans, Hebrews and Nubia.
- UPDATE: Game is currently at 1590 BC and may terminate shortly, simply because there are so many new changes that need to be implemented. The game itself is excellent, albeit the AI has been fairly passive other than with Special Attack units. Much of that is probably/possibly due to the added advantages of playing with the kull.slc file activated, since my resources are so much greater than those of the AI. Yes, ended game at 1590. Hated to end it!

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THEORY 1: The AE AI games are working (for city captures) because the AI has tech increases which give them much better units than those which fall behind. Not sure how to fix this.

THEORY 2: The AE AI games are working (for city captures) because the "Special Attack" priorities in "strategies.txt" are much lower than the "Attack" and "Siege" values. The test would be to use the unedited "GoalElement" AE values and see what happens. The concern is that it would significantly reduce the AIs focus on Special Attacks, but if that is offset by Aggression elsewhere, it may be necessary. 

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Comments from Protra3211 (1/26/07 - on ai)

I have in the past done some tweaking of files like Goals file and Strategies file found in aidata.
Now I used the 1.11 version of CtP2 as a base .The code to CtP2 had not been given at that time.
Using the Apoltyon mod as guide here are some changes I made,
In strategies file Goal Attack 72000 25 25
Goal Seige 62000 20 15
Lower in the file in the Defense Strategies I reduced in half of what Apolyton mod value is.This is garrison force in cities,did the same for Force Matches.
In the Goal file. Copied the Atttack goal from Apolyton mod the rest I only add in the other goals like seige the
TargstOwener:Cold Enemy. This was added in the mod which is not in the 1.11 version.This is key as it zero,s in the AI on a single traget. What this does is make the AI throw up a offensive block as you near its boder.Which can weaken your attack.2nd the AI will have units left over to defend its city.If the city is taken the ColdEnemy elment together with higher Attack priority will cause the AI to use units near by to reclaim their city.
I think these values help the AI to combine offense and defense in a way that does not weaken it if in more than one war.Not a tactical sharp AI but this seems to to help to keep its empire from being beaten by counter attacks .Again the ColdEnemy element added is key.

Comments from Protra3211 (1/15/08 - on lack of city attacks)

In most mods the attack and goals setting in strategies file are almost the same with attack goal being higher.
In the 1.11 version its (strategies file)
Goal Seige Priority 405000 MaxEval 20 MaxExec 4 Percity
Goal Attack Priority405000 MaxEval 25 MaxExec 25
I think I know where the problem is .In Goals file found in aidata the threat bonus is higher in attack goal.In the 1.11 version its Seige thats higher 500 and attack is a 100.

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Mods to Cradle File (making them more like AE):
- Const.txt: Change all 3 TIME_SLICE variables to match AE. I will BET this speeds things up enormously. Also changing the Spy, Abolitionist and Slaver "Elite" stuff to zero (same as AE) since they never upgrade anyway. Also slightly improving heal rates and reducing chances of building loss from capture or bombardment - DONE
- Userprofile.txt: Change setting so all Civs get the "cheap militia unit" when a new city is founded. Have to alter kull.slc so the human gets a free spearman. And remove all the "militia unit" code from the various slic files that grant militia units AND upgrade them. Man, that is a LOT of code! Changes were: commented out "homeguard.slc" in script.slc (entire file no longer used) and created a new "updater4.slc" file which removes all the militia unit upgrade code AND a huge number of lines at the bottom which were used by the "sleep-to-upgrade" system that is obsolete in AE anyway. And added a couple lines of code to kull.slc which adds a spearman unit to every newly created human city (for 300 turns, until 1 AD). HUGE BUG: The "auto militia" code is sticking naval units into inland cities as "garrisons". Totally broken. Restored the setting to "no" and developed new code that places a spearman in all new cities until 1 AD - DONE (tested and it all works!)
- Units.txt: Onagers should have anti-naval ability - DONE
- Strategies.txt (aidata folder): Already have many of the AE settings. Will now use their "GarrisonCount" settings in some cases, and even LOWER in most cases. The other big change is to alter the GOAL_ATTACK settings. These are uniformly set to 72500 for all strategies, but AOM bumps them to up to between 85 & 90000. Will do the same. HMMMMMM!! According to Martin, the GOAL_SEIGE is what makes the AI attack cities, NOT GOAL_ATTACK!! - DONE
- personalities.txt (aidata folder): Here's where the different AI personalities get their priorities. And once again we see the edge is going to STRATEGY_ATTACK instead of STRATEGY_SEIGE. In fact, EVERY personality has Attack of 250 and Siege of 200. And it's even worse than that. All the defence strats are 800!!! Even explore is 1000+. And weirdly enough, every personality is the SAME. This file has a  COMPLETELY different format in AE vs the pre-AE CtP2, so you can't learn anything from looking at AOM or Cradle. However, MoT did make some changes, but not enough i think. This will need a two-step effort. 1) Increase the attack/siege above everything else (except explore) and set the defense levels BELOW offense. And make them the same for all personalities. 2) If this works, then craft DIFFERENT numbers for each personality for the following test. Didn't work. Need to bump up the Attack numbers since the AI stacks aren't going after the smaller stacks near the cities.
- Goals.txt: I *think* these are numbers that are added to the various GOAL_*** types in the strategies.txt file. Assuming the max value of those are 999999 (i.e not seven figures) probably want to make sure that THOSE numbers can't be "overrun" by these "bonuses". In addition, all the "attack" type goals have a line for the "TargetProtectionWonder". Which in all cases is WONDER_FORBIDDEN_CITY, and THAT means the goal can never be executed against the civ which owns that Wonder!! Whoa!! Definitely need to change that. OK, now it is set to Nanite Defuser, so at least it won't give one civ total protection from attack during the early-mid game. Changed Bonuses for targeting small and weak empires and changed small size from 3 to 5.
- DiffDB.txt: One thing which seems weird is that some of the smaller civs run out of things to build, so by 1 AD their queues are empty. I'm pretty sure this is because the AI_MAX_BEHIND_TECHNOLOGY_COST, the AI_MAX_BEHIND_PRODUCTION_COST_ADJUSTMENT, and the AI_MAX_BEHIND_GOLD_ADJUSTMENT are way too generous. At the greater difficulty levels it would be better if the larger AI civs were able to wipe out their smaller competitors and thus have more focus on the human player. In the first two ages (at "Hard"), these values are 50% or more cheaper for those most behind, which is a HUGE bonus for them. Anyway, after finishing playtest #8 I'm going to make a bunch of delayed changes to other files and in particular make this adjustment as (hopefully) a big impactor on AI ability to wipe out smaller competitors (which they don't). HOWEVER: These are values in relation to the HUMAN player. Since that is BARBARIAN in all these test games, not sure these factors are having any effect. PENDING (maybe)
- traits2.slc: To eliminate the 681/709 errors, I'm going to rewrite the code for those 4 civs so each one is a separate code. I suspect the errors happen when some of these civs found cities on the same turn, so if they don't share the same code, that should solve it. Made a smaller change so there's only ONE definition of the city(0)owner. If that doesn't stop the errors, THEN I'll rewrite the rest of the code. Didn't stop, rewrote the code, no more errors! WRONG. Still getting these errors...not sure if it will ever be possible to eliminate them completely - PENDING


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CCCV) Tech Tree - Move "Domestication" to level 1:
- It's actually ridiculous that pastures REQUIRE agriculture.
- The other change is to remove the Agriculture pre-req
- Cost wll be set at 180 (same as "Exploration" but less than "Agriculture" (220))
- Files to be changed: Advance.txt, GL.txt, Tech Tree
- TASK COMPLETE!

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CCCVI) Pharoah & GK Chariot Sprites:
- When it is facing the player (the "5" position), the sprite is way over to the right, extending into the hex to the right. Thought it was just the "Pharoah", but it's the GK sprite too.
- Need to re-build the sprite so it is centered better. Also, check the other movement directions. The problem may be in all of them. NOT EXACTLY.
- The actual solution was not to edit the tif files (which i did first, and which was a mistake) but rather to sub-in the Move, Attack, and Death "Hot Points" from the Jav Cav. So all instances of "49 54" were replaced by "55 73" EXCEPT the "Idle".
- UPDATE #1: Sprites are still too "jumpy", plus the first "Move" animation is located wayyy too high up, almost in the hex above. Not sure why that is, but probably at least part of the problem is having the different "hot points" for "Move" vs everything else.
- UPDATE #2: I took a look at the "chariot" sprite, and created a new "Pharoah" sprite using the Chariot hotpoints (68 50). It IMMEDIATELY looks better, and performs perfectly in both Move and Attack sequences. Made the same change to the "Great King" and now both sprites are fixed.
- TASK COMPLETE!

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CCCVII) Militia Units:

- Cradle has a feature which creates "militia" units in newly founded cities. The code is extensive and complex, because the units upgrade over time (from Spearman to Hoplite to Legion, etc) AND they are immobile (and forced to remain so). In addition, these special units have statistics which are different from their "Standard" unit equivalents. For example, the Militia Spearman has much better defense than the regular Spearman, and the same is true for the other six Militia types. That kind of functionality comes with a price, however, as the files which control it contain over 1500 lines of slic code dedicated purely to this purpose, and it runs in the background, every turn. 
- By contrast, AE has a new feature which places a cheap unit in every newly constructed city, and it does not use ANY slic code. It becomes active simply by changing "AIMilitiaUnit=No" to "Yes" in userprofile.txt. Implementing this in Cradle 5 resulted in two immediate improvements: 1) The number of city captures by the AI increased noticeably (albeit primarily in the early game) and 2) it dropped turn-processing time by a full third.
- Unfortunately, this new Militia code was apparently never tested thoroughly, because it makes no distinction between "cheap" land & naval units. So pretty soon, Coracles and Biremes started to show up as garrison units for inland cities! There was no obvious way to fix this, so instead I replaced it with a simple 9-line slic script which gives a spearman unit to every newly founded city (human and AI) for the first 300 turns (until 1 AD).
- For those who would prefer to use the original Cradle Militia system, there is an easy way to do that, especially since all those units are still in game, they just aren't utilized under the new system. Open the "Script.slc" file (in the Cradle5/gamedata folder) and remove the "// " in front of two lines: "Updater3.slc" and "Homeguard.slc" and ADD "// " in front of one line: "Updater4.slc".
- UPDATE: I ran another Barb test in which the "ShowEnemyMoves" was set to "No", and the game really flew and there were no errors. Ran all the way to 1200 AD in about an hour. So. Will try another test using the restored Cradle Militia (activate updater3 and homeguard and deactivate updater4) and see how fast/stable it is. Will also "remark out" the kull.slc file since it's not going to be part of the basic deliverable. Of course, this brings back the "addpops" errors in traits2.slc (in 2500 BC). And then again in 2400. Ugh. And 2350. And 2210. The array 2653 error at 110 BC. At 1 AD the game definitely took a LOT longer to process, but that's not an issue in normal play (to be fair). There was a single city conquest (Indus took Greek Olympia, but no idea when). Key point is so far nothing fundamental, i.e. CTDs. Also, army sizes (by civ) aren't too huge. Will continue... Reached 1000 AD, no errors, 3 rebellions (all from Crete), reasonable armies, no more conquests. CTD at 1080 AD (probably one of those "1-city AI civs revolt". Pause for sleep at 1445 AD. The array 2653 error at 1450 & 1480 & 1520. CTD at 1551 AD. At 1752 AD there have been 6 more rebellions (now at 17 civs) and no conquests. CTD at 1878 AD. Reached 2000 AD.
- Other than making it harder for the AI to conquer enemy cities and the additional time needed to complete a turn, the original Cradle Militia system is not the cause of any major problems. Because it is a unique and interesting feature, I've decided to retain this as the default Militia System in Cradle 5, although the alternate "Kull Militia" can be utilized instead simply by editing three lines in script.slc (as described above)
- TASK COMPLETE!

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CCCVIII) Additional Attributes for many of the Ancient Wonder units:

- The question started as, should additional Ancient Wonder units be given the "Victory Enslavement" attribute? There are several instances where - historically - it seems odd that one unit has it, but not another. Most particularly when you compare Khufu (has) vs. Ramesses (doesn't) and Hammurabi (has) vs Nebuchadnezzar (doesn't).
- Enslaves: Caesar, Hannibal, Sargon, Genghis, Alexander, Hammurabi, Khufu, Pacal
- No Enslavement: David, Leonidas, Marius, Nebuchadnezzar, Ramses, Scripto, Attila
- Of the "No Enslavement" group, it seems most appropriate to add it to Nebuchadnezzar, Ramesses, and Marius - DONE
- For the rest, other attributes may be appropriate: David has "Convert", Scripto (now changed to Spartacus, see section CCCXXI) perhaps could have "free slaves" (via "UndergroundRailway" with low chance of success but no chance of dying - NOTE: Does not require the "NoSlaves" attribute. Patriarch doesn't have that but was able to free slaves anyway. And why? Because this attribute tells the game to DESTROY all units with it after "Emancipation Proclamation"!), and Leonidas "CanBeachAssault" (probably Caesar should have this based on his invasion of Britain)
- Some new AE options:
* Sneakbombard: Unit can bombard without war being declared. (Sun Tzu, Genghis, Atilla?)
- I went through multiple tests and could never get this to work. There isn't a separate "sneakbombard" order, so it uses bombard and that means a declaration of war. Just as bad, even when I could get it to do a bombard, the Game kicked out an error message and then CTD'd. Even added the "NonLethalBombard" attribute to see if that helped, but no difference. Verdict? Does Not Work - NO ACTION
* CanHarvest: Unit that can entrench adds terrain gold to treasury. (Atilla, Marius?)
- Comment by E: Added CanHarvest check to IsEntrenched. Adds the terrain's gold to the players treasury. (so, unit has to entrench and then captures any gold)
- Tested this in-game and it DOES work! And yes, the unit has to be entrenched to gain the commerce bonus.
* AlwaysHeal: Units heals always even if it had been moved. (Leonidas?, Ghenghis?)
- Comment by Maq: Added AlwaysHeal flag to unitDB for a unit to be eligible for healing even after moving (so, it doesn't fully heal, but you can move it and will still heal at the same rate as it would if it had not moved)
- Spelling of "Genghis Khan" is incorrect in-game: Most of the incorrect spellings ("Ghengis") are "code names" (and thus invisible to the player), and so they don't have to change. However, GL.txt and Gl_str.txt have the incorrect spellings in the display name, and that WILL have to change - DONE
- Spelling of "Attila" is also incorrect in-game: However, ALL of the incorrect spellings ("Atilla") are "code names" (and thus invisible to the player), and so they don't have to change - NO ACTION
- Spelling of "Ramesses" is incorrect in-game: Most of the incorrect spellings ("Ramses") are "code names" (and thus invisible to the player), and so they don't have to change. However there was one incorrect spelling in the GL.txt display name which needed to be fixed - DONE
- NEW WONDER UNIT ATTRIBUTES:
* Caesar: "CanBeachAssault"
* Nebuchadnezzar: "VictoryEnslavement" - DONE
* Ramesses: "VictoryEnslavement" - DONE
* Marius: "VictoryEnslavement" - DONE
* Scripto: "AlwaysHeal", "UndergroundRailway"
* Attila: "CanHarvest"
* Genghis: "AlwaysHeal"
* Leonidas "AlwaysHeal", "CanHarvest"
* Hernan Cortes: "CanBeachAssault", "CanHarvest"
* David: "CanHarvest"
* Pacal: "CanHarvest"
* Sun Tzu: "AlwaysHeal"
- The "Siege Attack" can be used by 19 of the Wonder Units, however it only works when deployed by the AI against the Human player. That is a LOT of units which have a largely useless attack. Accordingly, it should be removed from some of these units, especially those who have no recorded use of a Siege Attack: Pacal (no recorded use of Siege Warfare in Mesoamerica), Sun Tzu (a theorist), David (no recorded use of Siege Attacks), Leonidas (no recorded use of Siege Attacks), and Khufu (A bit early historically for this type of warfare) - DONE
- I considered removing "CanCounterBombard" from the Wonder Units, but it leaves them too defenceless against bombardment attacks - NO ACTION
- NOTE: I was concerned that upgrade of Wonder Units to FM/Brigadier would activate the "Wailer" code in "wonderunits.slc", but per the research in section CCLXXX the effect is set to "0" in Cradle, so it's not an issue - NO ACTION
- TASK COMPLETE!

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CCCIX) Elephant Walk sound:

- Hannibal's Elephant walk sounds squeaky (both elephant units are using SOUND_MOVE_INFANTRYMAN).
- Took the elephant_footstep_02.wav file from EB2 and renamed it "Ele_walk.wav", then added a new entry in sounds.txt which references that file (SOUND_MOVE_ELEPHANT) and then assigned that to both Hannibal and the War Elephant in units.txt
- ISSUE: No Sound. New file name was "ele-walk" while links were "ele_walk". Fixed.
- ISSUE2: Foot steps sound great, but the frequency is about half what it should be. Need to at least double that (probably an Audacity thing,, but haven't done this before). Opened the file and then copied the single footstep so there are now two, and then deleted the silent section at the end of the file. Tested in game, and now it sounds like a heavy elephant walking!
- Changes needed to sounds.txt & units.txt
- TASK COMPLETE!

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CCCX) Republic is immediately available after Oligarchy:

- Just too close together, need more Advances in between.
- Best way to do this is to have an Advance with the Oligarchy pre-req and then another Advance with that pre-req and THAT advance as the pre-req for Republic.
- Found it! "Compound Bow" currently requires "Barracks". Change that to "Oligarchy" (which also has the "Barracks" pre-req). The "Ballistics" Advance requires "Compound Bow" (so that is already the desired second intermediary) and currently just leads to "Ballista Towers" (which is fine). But now make "Ballistics" the pre-req for Republic in place of Oligarchy and we've bought some time and space between the two gov-types.
- Changes needed to Advance.txt, GL.txt & Tech Tree
- TASK COMPLETE!

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CCCXI) Getting from Republic to Dictatorship & Tribunal Empire:

- The first problem is there's no Advance in between Republic and Dictatorship.
- The second problem is there's no link between Dictatorship & Tribunal Empire, and in fact you can get either one before the other
- The in-game description of Dictatorship is the period between the Roman Republic and the Empire, so it seems reasonable to ensure there's a path which leads from Republic to Dictatorship to Empire
1) Republic>Bureacracy>Dictatorship: This is easy to do, simply change the Bureacracy pre-req from Oligarchy to Republic. Also now we make Bureacracy a pre-req for Dictatorship instead of Tribunal Empire.
2) Dictatorship>Ethics>Tribunal Empire: In this case Ethics is already the pre-req for Empire, but now we change the Ethics pre-req from Republic to Dictatorship and that provides both the link from Dictatorship to Empire AND adds an Advance in between. 
- Lastly, we can shift the locations of several of the "boxes" on the Tech Tree to better match the new setup
- Changes needed to Advance.txt, GL.txt & Tech Tree
- TASK COMPLETE!

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CCCXII) "Arch" to Concrete:

- While changing the pre-and-post requirements for the Economic-series Bureaucracy Advance, I took a closer look at the benefits provided by that particular Advance. In particular, that it unlocks 4 different buildings, far more than any other Advance.
- Among these is the "Arch", one of the required "Birth of an Empire" structures. Historically, Roman Emperors built Arches to commemorate famous victories, so this doesn't have anything to do with Bureaucracy. By contrast, Concrete is a Construction-series Level 7 Advance (same level as Bureaucracy), and which is one of the most important materials used in Arch construction..
- Changes needed to buildings.txt, GL.txt & Tech Tree
- TASK COMPLETE!

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CCCXIII) "Monument" becomes "Magistrates":

- The following was originally discussed in section CCXCV, and has been repeated here (the text between the "###" lines) since it explains the rationale behind this change:
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- Monuments (Power Satellite): A series of changes are needed here.
* Change the name from "Monument" to something that is obviously not supposed to appear in a city buildings inventory. Something like a "Speech"? Maybe a "Law"? Need to look at the Roman Empire and look for something important but not physical. Since these aren't "real" buildings (i.e. they don't appear in the City Inventory), there's no limit to the number which can be built by any city. Rather than a structure, perhaps it could be "Magistrates Appointed"? That offers an explanation as to why they can be unlimited in number, since you are simply recruiting individuals to fill out the many offices of the Empire  - DONE 
* The quantity required is also too low (15 in Cradle 3/4). Maybe more like "25" with a max level of "50"? - DONE 
* Remove the maintenance cost from buildings.txt. Since this "building" doesn't appear in the City Inventory, the cost is ZERO anyway - DONE (cost reduced from 15 to 0)
* Would need an explanation in the GL, revised text in several places, and revised graphics. Maybe the Roman Senator from EB that represent one of the Roman Govs? - DONE (the graphic)
* Changing this from a physical structure (Monument) to an office also aligns much better with the existing enabling Advance ("Bureaucracy"), so that will stay the same
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- The third required element of the BoE Victory is for the player to construct a minimum of 25 "Magistrates" (the "Power Satellite" in CtP2, and the "Monument" in Cradle 3/4). These have the "Bureaucracy" Advance pre-req, and again, can only be built after a Civ has completed "Pax Romana". - Technically these are buildings, but they do NOT appear in the City Inventory, meaning they operate in every way just like a building that is listed after #64 in buildings.txt (see description of that particular problem in section CCXC). It would have been nice if this "building" could have moved to the end of that list (thus freeing a slot for something else), but alas it didn't work, despite tons of tweaking and testing.
- Importantly, there is NO LIMIT to the number which can be built by any single city, so long as that city already has Conscripted Labor, an Arena, a Forum and a Physician in the City Inventory. Unlike the "Arch", there is also a "maximum" value associated with "Magistrates": If the player constructs 50 or more, that doubles the "cultural coverage" provided by each Colony (more on that next).
- The minimum used to be 15 and the max was 25 (controlled by endgameobjects.txt), but I've increased them in Cradle 5, partly because the AI will build a ton of them anyway (since there's no limit to how many the AI can construct) so this mostly adds difficulty for the human player.
- UPDATE: The ldl_str.txt has several references to "monuments", but most of these are NOT related to BoE, but rather the old CtP1 "throne room". However, there are two "Monuments" entries in the "Science Victory" section, and both of these appear in the BoE Victory screen, and DO have to change (DONE). In addition, info_str.txt has four messages referencing BoE "Monuments". All now changed to "Magistrates.
- Changes needed to buildings.txt, endgameobjects.txt, info_str.txt, ldl_str.txt, GL.txt & Tech Tree plus new 2D art
- TASK COMPLETE!

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CCCXIV) Issues with the "Silo" Building:

- "Silo" is a problem for several reasons, in particular since it seems to have been shoehorned in as some sort of intermediate granary (using an almost identical 2D graphic), while the text refers to its benefits as being available after the "Agricultural Revolution", which are actually granted by a different building, the "Food Silo".
- Plus it's VERY redundant with the benefits now granted by "Aqueduct" (starvation benefit plus additional food), a building which is buildable at almost exactly the same time.
- The benefits of each structure in these two areas are:
* Silo: 1700 Cost, 4 Gold Upkeep, 15% Food, 5 turn Starvation protection
* Aqueduct: 1200 Cost, 3 Gold Upkeep, 5% Food, 5 turn Starvation prevention
- Clearly there's a high level of redundancy there, all of which contributes to City Size growth (not really something we want to be fostering).
- Looking at this historical era (late Roman Republic, early Empire), the Romans had developed a food import system without which the people of Rome would starve. And in fact, Athens used a similar system before and during the Peloponnesian War.
- Breaking that down, it's a system which provides food for coastal cities since it's only economical to transport large amounts of food by sea. So that suggests a "building" which can only be constructed in port cities, provides a regular supply of food, no starvation protection (they eat what comes in, it isn't stored) and lastly it should be expensive to build and maintain, since we are replicating the entire system, not just a single structure. Those parameters suggest the following:
- "Food Imports" (new building name): Coastal cities only, 2000 Cost, 5 Gold Upkeep, 10% Food, 0 turn Starvation protection. And given the total reliance on the Sea, and the current position on the Tech Tree, the associated Advance will be "Hullmaking". Another option would be to create a new "Sea" Advance located between Map Making and Hullmaking, but at least for now that's just an additional complication.
- Lastly, since this isn't really a building it should not have (or be) a PrerequisiteBuilding for any other structures. For example, "Granary" is currently a pre-req for "Silo" which in turn is currently a pre-req for "Food Silo". With this change, there won't be any PrerequisiteBuilding for "Food Imports", while "Granary" is now the pre-req for "Food Silo" - DONE
- Changes needed to uniticon.txt, buildings.txt, BuildingBuildLists.txt, gl_str.txt, GL.txt & Tech Tree plus new 2D art
- TASK COMPLETE!


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CCCXV) Disbanding Infantry expiring quickly:

- Hoplite expires really soon. Maybe extend to Republic? Check Hypaspist as well (same).
- Hypaspist is a bigger problem, because it can only be built after Barracks, which is the immediate pre-req for Oligarchy. So even though it's technically available under City State, that is a very brief period indeed. Accordingly it might be a good idea to extend it over to Republic, where it will co-exist with the "Pezheteroi" which is historically true. It would still be obsolete with that Advance, but would not disband until the next level of govs. As it is, I will never build them. In addition, that provides an interesting option for Hoplites. Disband them in a city which is building a Hypaspist and it provides a link to the next gov. Otherwise, there are ZERO land units available for the switch from Oligarchy to Republic, as you can't build Spearmen any longer and both Hoplites and Hypaspists disband at Republic.
- A related problem is the "plunder" script which grants free units after battle (as discussed back in post #__). I changed a lot of this file, but playtesting has uncovered a problem with the section I did not modify. From "Barracks" until "Iron Working" it provides "Hoplites", but at that point in the game they are only one Advance away from disbanding! 
- SOLUTION: Extending Hoplite obsolesence to "Dictatorship" resolves this problem without having to change the granted unit from Hoplite to Spearman. Also, reading up on this historical era, there are definitely instances where captured Hoplites transferred their mercenary allegiance from one side to another (see Anabasis, Peolonnesian War, and Alexander's campaigns along with those of the Successor States). So I think that I'll revert this change, and simply discuss it as one more problem which led to shifting the obsoleting Gov outward from Republic.
- Looking closer, NONE of the five "disbanding infantry" units can upgrade, so that cannot be a feature here.
#####################################
- The REAL ISSUE (and solution):
- When the player transitions from Oligarchy to Republic, there are ZERO buildable infantry units available to carry the player through during this transition. Spearmen become unbuildable with "Barracks" (the immediate pre-req for Oligarchy) while both Hoplites and Hypaspists disband at Republic. Meanwhile the next disbanding Infantry unit (Legion) isn't available until "Iron Working", so the player has to rely entirely on "Specials" (see post __), and there's only one of those (War Elephant) for the transition from Oligarchy to Republic.
- A related problem involves the "plunder" script which grants free units after battle (as discussed back in post #__). Much of this file was altered earlier, but playtesting has uncovered a problem in the unmodified section. From "Barracks" until "Iron Working" it provides "Hoplites", but at that point in the game they are only one Advance away from disbanding!
- Looking closer at the five Disbanding Infantry units, it turns out that two of them (Legion and Man-at-Arms) can exist during THREE govs, while for Swordsman, Hoplite and Hypaspist it is only TWO. It turns out that if we are consistent and extend availability of the latter three to a THIRD Gov, that solves all the problems:
* Swordsman is still obsolete (unbuildable) with City State but does not disband until Oligarchy
* Hoplite is still obsolete with Republic but does not disband until Dictatorship
* Hypaspist is still obsolete with Republic but does not disband until Dictatorship
- Changes needed to Units.txt and GL.txt (unit and concept entries) - DONE
- TASK COMPLETE!

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CCCXVI) "Rational Thought" Advance:
- During a playtest I saw that Egypt had the "rational Thought" Advance, which is NOT on the Tech Tree or listed in the GL. However, it is referenced in Gl_str.txt as the "display name" for "SubNeural Ads", whih is the Advance used in a number of scripts.
- Egypt did not have this Advance the turn before, and the difference was that thye had just built the "Mausoleum", which is a Visible Wonder. And the script which places the Wonder on the Map, uses the "SubNeural Ads" code. The question was, had the code failed to remove the Advance after giving it?
- On the next turn, Egypt did NOT have the "Rational Thought" Advance, so the code works. In addition, no other civs had the Advance on either turn, so at least it's not being sold, traded, or stolen (but that is something of a concern...)
- INFORMATION


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CCCXVII) Additional changes needed to ldl_str.txt:
- ISSUE: When a city is "sabotaged", the text when you hover over it says "injoined". This is located in ldl_str.txt (INFOBAR_INJOINED " Injoined"). This is one of the files which CANNOT be swapped, so we'll need a generic term that applies to BOTH "sabotage" and "injoin". "Production Halted" works for both, but is much longer than any other messages in this location (by comparison, " Under Siege" is 12 spaces while " Production Halted" is 18).
- As a test, I had an enemy city franchised, injoined, converted, and watchful. The "Infobar" can't hold all of that text, so it fits as many characters as possible and then ends the line with a series of periods (...)
- Point being that it's probably OK to have an extra long message, especially one that only lasts one turn (as does the "injoin/sabotage" special attack) since the existing message groups can already over-run the limits of the info-bar w/o causing problems.
- Still thinking about a shorter message than 18 characters....
- "Converted_Franchised_Injoined_" is 30 characters while "Production_Halted_Watchful_" is 27, so at least the two certain texts can fit, but not any others.
- "Disrupted" is a good synonym for Sabotage and is only 9 characters compared to 8 for "Injoined", plus it will still work when the Swap File inserts legal language - DONE
- Turns out that "injoined" is barely correct (it's archaic), and the actual legal term is "enjoined". That said, "injoin" is used in a TON of files, and while most of those use it as code (in which case the spelling doesn't really matter), I'm reluctant to fix all the files which display the text in-game as that will build in a permanent disconnect between the two spellings. 
- In addition, the INFOBAR_RIVER "River" needs to change to " River", otherwise that word runs together with others (f/e "Road,River" instead of "Road, River") - DONE
- UPDATE: When looking at the diplomacy window, there are various messages which display to show how the other civ feels about you. And sure enough, there's one for "injoined" (in dip2_str.txt):
- REGARD_EVENT_ENEMY_INJOINED_CITY "Our use of injunctions to thwart productivity in {player[0].civ_name_singular} cities is a source of friction between our nations."
- Text change here is simple: "Our disruption of productivity......"

- PENDING


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CCCXVIII) Shifting additional Advances and Wonders:

- Shifting Domestication from L2 to L1 and moving the Alexander Wonder from Republic to City State makes a lot of sense but it also got me looking at some of the other Advances and Wonders and their position in the Tech Tree (and thus the historical timeline). Several stand out quickly as an issue:
* Stonehenge Wonder: Probably the oldest of the Wonders historically, yet it's associated with the Level 2 "Astronomy" Advance alongside the "Ziggurat", a building from a later period.
- IDEA: A new Advance called "Megaliths" placed at L1 in the "Construction" group, the same level as the immediate pre-req ("Stone Working"). At the same time, "Stone Working" will become the pre-req for "Religion" to ensure that it becomes part of the path for most building-granting advances. Created new 2D art (using a Babylonian Star Disk) which will be used by "Astronomy" so that "Megaliths" can use the existing Astronomy art (which features Megaliths, lol). 
* Hanging Gardens Wonder: The historical structure was almost certainly not a "Garden" but rather a Ziggurat. The real problem though is it is associated with the Level 6 "Aqueducts" Advance, and thus can't be built until long after it historically appeared. That also more or less guarantees you'll have Alexander and Hannibal in the game before Nebuchadnezzar. Even worse, it grants a free Aqueduct in every city, which is pretty overpowered and realistically there's no connection between that benefit and this Wonder. More appropriate is a 5% Science boost and a free scientist to the city which builds it, since this aligns with the benefits granted by the Ziggurat building. 
- IDEA: This Wonder goes to the L3 "Applied Math" Advance which has no associated benefits and immediately follows "Astronomy". In addition, we'll add "Brick Making" as a pre-req for "Applied Math" since you definitely need bricks for the Hanging Gardens! This will also ensure that Nebuchadnezzar does not appear until AFTER his historical predecessors, Hammurabi, Sargon, and Khufu.
* Pyramids Wonder: Associated with the L2 "Brick Making" Advance, yet the Pyramids were constructed from stone. By contrast, "Ceremonial Burial" is already at L2 and has no direct benefits (buildings, Wonders, etc), and you'd be hard pressed to find a more exemplary structure to accompany this Advance than the Pyramids!
- IDEA: Move Pyramids to Ceremonial Burial - DONE
* Code of Hammurabi: Associated with L4 Jurisprudence, but this means it comes long after things which historically preceded it like Temple of Solomon and the Torah.
- IDEA: Move to L2 "Writing", which doesn't have any associated units or buildings. One of the noteworthy things about the "Code" is that it was written down, so the tie to this Advance is a natural fit - DONE
- ISSUE: The link to the wonder did not display in "Writing". Looking back, it never appeared under "Jurisprudence" either! And why? It was coded as "WONDER_CODE_OF_HAMMURABI<" instead of "WONDER_CODE_OF_HAMMURABI>". That's right, the caret was pointing in the wrong direction!! Gah.
* Slave Labor Advance: The L2 location in the timeline is OK, yet it seems odd that this would be a "Society" Advance with Religion as a pre-req. Especially since historically the first instances on record are associated with Warfare. One benefit of moving Slave Labor to a different location is it opens up the L2 Society slot on the Tech Tree, so "Polytheism" can move into that space.
- IDEA: Maybe keep as "Society" but instead move it into the "Government" line as the L1 Advance which precedes Writing. And change it so that it has both the Stoneworking AND Agriculture advances (and remove Agriculture from Writing but give it "Religion" instead) - NO
- IDEA2: Shift it over to the poorly populated "Energy" series of Advances, since that's what Slave Labor was really all about - "free" labor/energy. Also, remove the "Stoneworking" pre-req but keep "Religion" (an L1 Advance should not have TWO pre-reqs!). Slave Labor is a pre-req for the "Construction" series Advance which follows Stone Working (Brick Making), so it was kind of redundant anyway. 
* Jurisprudence Advance: In the earlier versions of Cradle the pre-req was changed from "Monotheism" to "Judaism", but it's not clear why, especially since the other "new" Religion additions (Buddhism and Confucianism) are research dead-ends. Realistically, primitive Judaism is sort of assumed as the original form of Monotheism (hence the Temple of Solomon Wonder), but not the formalized version which appears after the Babylonian Captivity (as represented by the Torah). This will remove one Advance from the line between Dynasty and City State, which isn't a big deal.
- IDEA: Will revert it back to "Monotheism" - DONE
* Christianity Advance: One of the pre-reqs is "Monotheism", but actually that already happens much earlier in the sequence which leads to the other pre-req, "Ethics". However, with the removal of Judaism as a pre-req to Jurisprudence, Judaism is now a "dead-end" Advance, but actually is the REAL precursor to Christianity!
- IDEA: Will make Judaism the pre-req in place of Monotheism - DONE
- TASK COMPLETE!


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CCCXIX) Eco-Religion Advance:

- Inevitably, working on the chain of Advances leading from Oligarchy to Tribunal Empire (see section CCCXI) led me to look at the rest of the governments. In most cases there are no direct links leading from one to another, but there is one exception - Virtual Democracy is the pre-req for Ecotopia. Both are late-game CtP2 govs, and this linkage has always been part of the base game. However, reading through the descriptions and history, there's really no connection whatsoever between the two, and in fact they are polar opposites in almost every way. Accordingly, I've added a new Advance in the "Social" series called "Eco-Religion", and it describes the process by which the Environmental movement becomes radicalized, ultimately leading to the extremist Ecotopian Government. This new Advance has the AI Surveillance and Neural Reprogramming pre-reqs, and replaces Virtual Democracy as the pre-req for Ecotopia.
- Changes needed to uniticon.txt, Advance.txt, advancelists.txt, gl_str.txt, GL.txt & Tech Tree plus new 2D art
- ALSO: Changed the flow of Advances so that "Tank Warfare" is no longer a dead end but is part of the chain leading to "Combined Arms" (which includes the "Heavy Tank"). Likewise, "Naval Aviation" now flows into the "Flight" series of Advances as a pre-req for "Jet Propulsion" replacing the redundant "Modern Metallurgy which is already part of that chain) - DONE
- TASK COMPLETE!

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CCCXX) Eco-Religion "Organizer":

- The idea is that since the Advance is quasi-religious and it talks about using conversions to gain adherents, it would be interesting to have a unit which "paves the way" for the Ecotopia by converting enemy cities to the "new religion"
- Unit Name: "Organizer"
- As described in section CLXX, the FF Doctor sprite was already converted (GU57 (FF doctor).SPR) and could be used in this role. Change the sprite number to "next in sequence" (203) - DONE
- This would be a gov-specific unit, and would be available with Anarchy, Virtual Democracy, Technocracy, and Ecotopia, but only after the Eco-Religion Advance.
- The stats would be similar to the Televangelist....but...
- Thinking about that, all the text and images for Religious conversions will change after the File Swap! Need to review those and see if they would work with this new unit  
- "Convert City" does NOT use the swap file, since the icons and messages are the same in every era. Definitely very religious though, with the "ankh+city" and "sun-beam-thru-cloud" graphics. Clearly more of a Christian-type iconography, however any issue with that is equally applicable to EVERY other religion, not just the Eco-version.
- "Sell Indulgences" doesn't really fit because it EXPLICITLY becomes "faithheal" with the File Swap. Too bad, as it would be nice to have an attack called "Raise Money". Even so, I've kept the attack for now - we'll see how it looks in the future.
- None of the other religious special attacks are appropriate, so just the first can be used.
- Let's look at the existing Convert City settings"
1) Patriarch:   Chance 0.7   DeathChance 0.2 (change to .1) - DONE
2) Televangelist:  Chance 0.75   DeathChance 0.25 (change to .7 and .2) - DONE
3) Cleric:   Chance 0.7   DeathChance 0.5 (whoa! way too high!! change to .25) - DONE
4) Prophet:   Chance 0.6   DeathChance 0.3 (ok)
5) "Organizer":   Chance 0.4   DeathChance 0.1 (proposed) The idea is these are cheaper units and they are basically sent to cause chaos in enemy cities (just like real organizers, lol), but the chance of success is low. If the unit cost is cheap enough, the stats could even shift to .3 and .2
6) Wonder Units: These have very low death chances (.05) but also low chance of success (.3 to .5) Reduced all the success rates to .4 or lower but offset by setting DeathChance to 0. Rationale is that  these are historical leaders of Armies, and their "risk" from performing conversion is non-existent, but likewise so should be the chance of success.
- ISSUE: The "ORDER_" section of the GL lists units that can perform the various orders, and it is seriously out of date!! Review and fix all of them - DONE
- Changes needed to newsprite.txt, uniticon.txt, sounds.txt (plus 4 new sound files), Units.txt, UnitBuildLists.txt, gl_str.txt, GL.txt, Tech Tree, new Sprite and 2D art
- UPDATE: Something that is worth testing. Since the Organizer does not have the "IsTelevangelist" attribute, it will continue to use the Indulgences message and messageicon. Although the message is in info_str.txt and theoretically cannot change, what would happen if the message used the same number of words (or maybe just the same number of characters)? Would a swap have the same corrupting effects, or will it "fit" into the same memory slot and avoid the corruption issue?
- There are four "Indulgence" messages, but we can ignore the two "failed" ones since the attack cannot fail. That leaves these two:
1a) Victim Message: "Holy Men preaching a foreign religion have siphoned money from the guilt-ridden citizens of {city[0].name} by selling indulgences."
1b) Alternate Victim Message: "Radical Environmental Organizers have raised money from the guilt-ridden progressives of {city[0].name} at a large rally."
2a) Perpetrator Message: "Religious activities are becoming profitable. Holy Men of our religion have sold indulgences to the wretched sinners of {city[0].name}."
2b) Alternate Perp Message: "Environmental activism is becoming profitable. An Organizer held a large rally to raise money from fervent believers in {city[0].name}."
- Ran several tests using the new text and there was NOT any message corruption, even in cases where the number of characters and/or words was different. Odd, but good news! That means it will be possible to add a "modern era" info_str.txt file into the Swap File group.
- The cursor and button icon will still be "Faith Heal", but the messageicon and text will be from "Indulgences". The remaining disconnect is the Televangelist "voice". THAT will have to change. Some kind of clinking coins sound for Organizer and Televangelist? Actually, "coins" are a real anachronism in this era, so instead will use a "new agey chant" sound from CtP1 (tpsx01.wav). That has to be assigned to SOUND_ID_INDULGENCE_SALES_TV (in sounds.txt, replacing the televangelist voice) so it will be used after the File Swap - DONE
- Since the messageicon is still unique to "Indulgences", that can be changed so it's a better match with "Raise Money". Took the unused upk104.tga "Green Bag of Money" file and used that as the basis for a new messageicon file (MGMI069.tga) - DONE
- Just to spice things up a bit, will add a new Concept entry for "Raise Money" which uses the same "Green Bag of Money" in the 2D art (DONE). Will add a comment that the Button and Cursor are shared with "Faith Heal" and the benefits are the same (DONE). Changes needed to concept.txt, uniticon.txt, gl_str.txt, GL.txt & new 2D art

-TASK COMPLETE (pending alternate files for Swap file system: info_str.txt, messageicon.txt; Also, cannot complete the new concept entry until current playtest has ended: concept.txt, gl_str.txt)


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CCCXXI) Change Scripto to Spartacus:
- One of the odder Wonder Units is the Gladiator named "Scripto" who appears after a player builds the Colosseum. A curious choice, especially since research has failed to identify any reference to a gladiator with that name. Possibly it's something very obscure, like a name written on a wall next to a portrayal of a gladiator (such as seen in the ancient graffiti in Pompeii), but even so it's a real contrast to the other Wonder Units, all of whom portray well-known historical figures.
- At one time I considered changing his name to "Spartacus", but that was a fair amount of work for little more than a name change. However, while reviewing the existing Wonder Unit attributes and considering new ones (see section CCCVIII above) ("A project to be reviewed in an upcoming post") an interesting option was to give this unit the ability to "free slaves" (via the "UndergroundRailway" attribute).
- That changes things completely, because the most famous slave revolt of ancient times was the rebellion led by Spartacus. It's obviously an imperfect analogy since the Wonder Unit frees slaves owned by OTHER civs, and thus isn't a threat to his owners. Even so it's an interesting ability, especially since this unit has no other attributes and simply functions as a powerful infantry unit (which wasn't historically true, anyway).
- Only two other units have this ability, the Patriarch (Chance 0.5; DeathChance 0.2) and the Abolitionist (Chance 0.75, DeathChance 0.5). The cost is very low (50 gold per attempt) which explains the relatively high DeathChance for those units. For "Spartacus" however, we'll alter things by reducing the chance of success to .15 and setting DeathChance to .05. So it becomes an interesting, low risk option for the player - DONE
- Worth noting that this is NOT the "SlaveUprising" special attack. Unfortunately (as described in post #___) that attack is almost certain to fail and has other nasty side effects. Which is too bad, as otherwise it would be a nice addition!
- Will also remove the "ExertsMartialLaw" attribute since historically rebellious gladiators aren't a reliable source of law and order in your cities, lol - DONE
- There is also a button conflict, since "Free Slaves" is in the same location as "Reform City" (position 2-4: 2nd row, 4th column), so the latter attribute will have to be removed from "Spartacus" - DONE
- Changes needed to newsprite.txt, uniticon.txt, wonderunits.slc, wonderunits2.slc, Units.txt, gl_str.txt & GL.txt
- TASK COMPLETE!


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CCCXXII) Zone of Control Concept Entry:

Curiously, "Zone of Control" (or ZOC) is completely undefined in the CtP2 Manual, and is referred to only once in the Great Library (under the CONCEPT_ALLIANCE entry). Nevertheless, it's an important concept because ZOC is the "diamond" of 8 hexes which surround all units and cities (the latter are considered "units" by the CtP2 code). The default coding assumes that all units have an active ZOC, which means that units belonging to a different civ cannot move from one ZOC hex directly into another (see attached example). However, this default behaviour can be altered by two attributes in units.txt:
- Units with the "IgnoreZOC" attribute do exactly that - they can march from one ZOC hex into another with no restrictions. Most of the civilian units in Cradle have this attribute.
- Units with the "NoZoc" attribute do NOT project a ZOC and units from any other civ can move through their 8 hex "diamond" without any restrictions. Most of the military units in Cradle (all versions) have this attribute, since it improves AI pathfinding ability. The exceptions are Cities (all of which project an active ZOC), two of the largest naval units (Battleship and Kraken) and 11 of the 30 Wonder Units.
- One of the main reasons for developing a "Zone of Control" "Concept" entry in the Great Library is so that it can be properly referenced in the Great Library unit entries.
- Changes needed to concept.txt, uniticon.txt, gl_str.txt, GL.txt & new 2D art
- TASK COMPLETE!


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CCCXXIII) Playtest of New Changes:
- ISSUES:
- Diplomatic exchange with Babylon leader includes ability to "request bio weapon reduction". This was already discussed in section CCLXXVII, so will re-visit this problem there - (DONE)
- Farms add no food to Desert River! NOT TRUE (works as designed)
- Review AI pursuit of Advances, now that they have shifted in order!!! IMPORTANT! - DONE!
- "Building Feats" (for example the first player to build 5 Ziggurats gets a bonus) are not listed in the GL, but Advance Discovery Feats ARE listed. Add to GL? NO. They are listed under the new "Feats" concept being added below - NO ACTION
- There is not a "Concept" entry for "Feats" (See Section CCCXXXV below) - DONE
- City State record in GL: Lists "Assassin", not "Hired Thug" as available unit - FIXED
- Hanging Gardens did not give the "Science Specialist". Moved into it's own section (CCCXXV).
- Piracy diplomacy offer/request: My trade routes appear to be pirated by other civs, but the "stop piracy" request is not available. Also, the "piracy" column in the "Trade Summary" window shows as a "white box" which would seem to indicate that nothing is happening. So is the route being pirated? How else would i know? The box DOES change color eventually (See Section CCCXXXVIII). Also, the Diplomacy system has a "please stop piracy" request, and this IS available when the color code shows that a Trade Route is being pirated. So this does work, but there does seem to be a delay involved - INFORMATION
- The "Intruder" code DOES seem to make a distinction between Civilian and Military units. Also, I *think* the AI knows you are doing it, even if they cannot see you. You get the "outraged about troops" message even if the only troops are a single coracle that leaves after one turn. But you don't get that when sending a bunch of emissaries - so that *may* be OK and have no diplomatic consequences. Kind of hard to test because the map has large continents and the message is defaulting to "doesn't like sharing the continent with your civ". Would have to try an island test game and see what happens. I've isolated the actions which cause the "intruder" messages to appear, and civilian units do not trigger it (see Section CCCLXII).
- The Intel Report has a pair of grammar issues. "Intelligence report on <civ name singular>" needs to be "plural" and "<civname singular> is currently researching" needs to be "<plural> are". Change needed to ldl_str.txt - DONE
- Found 8 typos in the dip2_str.txt messages - FIXED
- Add an Entry for Diplomatic proposals that mentions what "Reduce the Military" really means (i.e. it does nothing) - DONE
- NOTE: Additional "concept" entries also may require changes to the "LibraryConcept(##)" in "culture_msgs.slc" and "swapfile.slc". Reason being that those links are by number instead of by name, so a change in the count of concepts can alter the entry being called on by the slc file - PENDING (After the new concept Entries are activated, fix the two links so they point to the correct concept entries)
- Hero-to-General message (scen_str.txt): Needs to be re-written (poor verbiage) - DONE
- Wonder Obsolete Text: Some wonders have this, others don't. It should be standardized - add obsolescence text to all that need it. List of wonders that have "obsolete" issues:
* WONDER_CHICHEN_ITZA: Obsolete with Physics, but GL says Nationalism. Need to review Tech Tree and make a choice. In the base game it NEVER goes obsolete! Since the benefit is "Crime Reduction", a better association with obsolescence would be "Criminal Code". This occurs after Nationalism but before Physics, so the timeframe is appropriate - DONE
* CODE_OF_HAMMURABI: Obsolete with Dark Ages, but GL says Criminal Code. Need to review Tech Tree and make a choice. In Cradle 3-4 it is Dark Ages (Wonder is not in the base game). Will stay with Dark Ages since it's likely the GL record is simply incorrect - DONE
* WONDER_COLISEUM: Obsolete with Mass Media, but GL does NOT have an "obsolete" section - DONE
* WONDER_COLOSSUS: Obsolete with Monarchy, but GL does NOT have an "obsolete" section - DONE
* WONDER_CYRUS_CYLINDER: Obsolete with Age of Reason, but GL does NOT have an "obsolete" section - DONE
* WONDER_GREAT_LIBRARY: Obsolete with Greek Fire, but GL does NOT have an "obsolete" section - DONE
* WONDER_HADRIANS_WALL: Obsolete with Radar which is a VERY long time for this Wonder to be effective. On the other hand it isn't available until Tribunal Empire, so the benefits should last longer than was historically true. Will change the obsoleting Advance to Cannon Making (which is what actually made walls of all sorts obsolete). Also reduce the extra HP from 2 to 1 - DONE
* WONDER_HANGING_GARDENS: Does not go Obsolete. HOWEVER, that was because of the old benefit (free Aqueduct buildings) and no longer applies with the new attributes. Need to identify an obsoleting advance AND update the GL. Perhaps "Dark Ages"? Yes - DONE
* WONDER_MAUSOLEUM: Obsolete with Caliphate, but GL does NOT have an "obsolete" section - DONE
* WONDER_TEMPLE_OF_ARTEMIS: Obsolete with Theology, but GL does NOT have an "obsolete" section - DONE
- Added three new entries to gl_str.txt for the Advances which are granted after building the invisible "House" Wonders (granted after completions of Sargon, Alexander & Hannibal). These Advances are supposed to be invisible but DO appear in the Diplomacy window when doing civ Advance comparisons (same way that "SubNeural Ads" appears as "Rational Thought"). These now will appear as "House of __"  - DONE (Entries added and now un-"commented out", so they work)
- FINDING: Access to Horses (for building most cav units) has the same "Good Access" restrictions as Trade Goods: Must have at least 8 citizens in order to access a "Horse Good" in the second tier of hexes. Need to update the "Citizen Concept" entry to mention this important fact! (DONE). Also (no surprise) access to Horses can be gained by receiving them in trade from another civ - go to War and the route is canceled (proven by in-Game test). Mention this in the "Horse Good" GL entry - DONE
- Elite Upgrades: These should be specified so the player doesn't have to guess when to place units in cities/forts in order to upgrade them. Add info to the "elite units" Concept entry in the GL - DONE
- When troop carrying Naval units are grouped with Naval attack units (no troop ability), the TF will not disembark troops unless the non-troop-carriers are removed from the group. Very tedious having to do this. Can it be fixed? IDEA: give the troop embark/disembark attribute to attack units but NOT the ability to carry any. Contrariness: During current game, Trireme-Bireme team disembarks a Mounted Archer in enemy territory, with no issue. Is this only with "Quinquireme-lead" TFs that the problem happens? Game Result: Quinqueme-Bireme team does NOT disembark an emissary in neutral territory. AHA!!! Replayed the previous turn where the Mounted Archer disembarked without problems...and he didn't on the replay! Why? SEQUENCE OF SHIPS. If the fighting vessel is at the head of the list (top left in the unit grouping screen), the unit will NOT disembark from the "ship group". If the troop vessel is at the top left, they WILL disembark! The first "IDEA" (above) works perfectly. Implemented as described in Section CCCXXXIV below - DONE
- "Sire, Our Hero displayed great courage": Title Text is used for THREE messages: Hero-to-General AND Elite-to-Hero AND Normal unit-to-Elite promotions. Can they be different? If not, will have to "genericize" the title. The original "title text" (before I changed it) used the phrase "our troops" and that works for EVERY promotion except the "Hero-to-General". The solution is to revert the title text (DONE) and create a second title text used purely by the Hero-to-General message. The problem is it will add a line in scen_str.txt which will cause message corruption in the ongoing game, so the new title will have to be "commented out" until the current playtest is over. Also have to change row 286 in elite.slc from "Title(ID_PROMOTE);" to "Title(ID_PROMOTE_G);", but that will also have to wait until the playtest is over - DONE (fixes to elite.slc and scen_str.txt now made)
- The Slave Distribution code will not cause a city to exceed the building-imposed population limit (f/e population is capped at 12 until the Apothecary is built) UNLESS the population of ALL cities is at their limits. Then the slaves will ALWAYS go to the NEAREST city. In essence, the code reverts back to the old "Slave Distribution" code (there is no attempt at distribution when all cities are at the limit). Worth noting that when the population increases beyond the building-imposed population limit, it will ALWAYS begin to starve. The only solution is to construct the building which sets the new limit....or wait until starvation brings the population back down.
- The "Free Slaves" attack creates Citizens, but unlike the enslavement code, they will ALWAYS go to the NEAREST city regardless of whether it is at the building-imposed population limit. The code does NOT look for other cities which are UNDER the limit. Basically, this works exactly like the old "Slave Distribution" code.
- When Berytus reached size 22, the Copper Good (only available once the city perimeter reached L3) was available in the Trade window, even though there were "only" 14 citizens. My theory was that you needed at least 20. Maybe it will disappear at the start of the next turn? YES, it disappeared next turn. In fact multiple tests of this using different cities have all confirmed the "count" of citizens required to access Trade Goods at each "perimeter". In fact, this number is DIRECTLY RELATED to the "MaxWorkers" setting at each level in the "citysize*.txt" files (see Section CCCXXXIII).

- PENDING

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CCCXXIV) AIData files review (again):
- With the recent shift in Advances and Wonders, it's necessary once again to review the aidata files to see if the order and types need to change as well.

1) Advancelists.txt: Several changes - DONE
- "Domestication" moved from 15-20 to 8-9.
- "Stone Working" (the pre-req) moved directly ahead of "Religion" (in all cases).
- "Brick Making" (the pre-req) moved directly ahead of "Dynasty" (in all cases).
- "Oligarchy" (and pre-reqs) precedes "Republic" (and pre-reqs) in all cases
- "Dictatorship" (and pre-reqs) precedes "Tribunal Empire" (and pre-reqs) in all cases

2) BuildingBuildLsts.txt: Not impacted by Wonders or Advances (DONE)

3) Buildlistsequences.txt: Not impacted by Wonders or Advances (DONE)

4) Diplomacy.txt: Not impacted by Wonders or Advances (DONE)

5) Goals.txt: Not impacted by Wonders or Advances (DONE) 

6) ImprovementLists.txt: Not impacted by Wonders or Advances (DONE)

7) personalities.txt: Not impacted by Wonders or Advances (DONE)

8) strategies.txt: Not impacted by Wonders or Advances (DONE)

9) UnitBuildLists.txt: Was not updated when units were reworked: (DONE)
- "Halberdier" is missing. S/b on the "Defense" list
- "Pikemen" listed with Offense. S/b Defense
- "Man-at-Arms" listed with Defense. S/b Offense

10) WonderBuildLists.txt: Several changes - DONE
- "Hanging Gardens" changed from Growth List (providing Aqueducts) to Science List.
- "Olympics" removed from Offense List (already on Defense)
- "Hannibal" removed from Defense List (already on Offense)
- "Caesar" removed from Defense List (already on Offense)
- Placed "Artemis" ahead of "Zeus" on Happiness List

- TASK COMPLETE!

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CCCXXV) IncreaseScientists Attribute for Wonders:

- Hanging Gardens did not give the "Science Specialist". Maybe because you can't assign population to Science Specialist until the "Cosmology" Advance? That's also when "Aristotle's Lyceum" is available (but does NOT assign a Science Specialist...should that change?) The key will be, does the "Gardens" Specialist appear when Cosmology is discovered? If so, it's just a minor blivet. NOPE! The Specialist did not appear after discovery of Cosmology (not even after a Save and Restart).
- The next test is to see if another Wonder will give one, or if the mechanism is just broken. The file which links Advance-to-Specialist-type is "pop.txt". Ran a new test game in which the Science Specialist was activated by "Applied Math". And the button to assign pop to science does appear in the city window after this Advance is discovered. BUT, after Hanging Gardens is built, there is NOT a Science Specialist assigned!! Argh....
- Used cheat mode to grant Caliphate and built Mecca, which is supposed to give 2 science specialists. NOPE! So this attribute appears to be broken. Ran a few more tests with Cradle 5, and confirmed that a Wonder which has the "IncKnowledgePercent" DOES increase science for the Empire, but if it also has "IncreaseScientists", that has no effect. In other words, any number of scientists does not increase science, but removing the "Percent" attribute drops the extra science to zero. Will have to look back at an old Cradle 4 game and see if it worked there.
- Cradle 4 Test: Weird. First of all, the setting doesn't affect the number of "Science Specialists" on the city screen, which is the same thing I see in AE. Secondly, Rome has a few Wonders which provide "Science Specialists". "Great Library" has 3, but when I destroyed the Wonder, the amount of Science produced by the city stayed exactly the same (1613 before and after in 1235 AD). By contrast, destroying "Galileo's Telescope (5 Specialists) drops the Science in Rome from 1613 to 773!
- The settings for "Telescope" are identical in Cradle 4 and 5, so I cheated the enabling Advance and then "rush built" the Wonder, but there is NO INCREASE in the science (unlike Cradle 4). Next test will be using unmodified AE. I cheated the "Optics" Advance (and some Gold) and built the "Telescope" (has 5 scientists same as Cradle). The Civ Science Before was 47 and the city was 12. After the Wonder is built, both are the SAME. So it appears there's no effect.
- HOWEVER: Adjusting the slider of the non-Wonder City adds 18 science, while the Wonder city adds 23. Which, oddly enough, is FIVE more! Soooooo. Maybe this works differently than I thought? YES!! Tested this again and took before-and-after screenshots and "before Telescope" is 5 Specialists fewer! OK!!
- FINDING: The good news is that it is NOT broken, I just didn't know how it worked. However, that also means I need to look at the implementation in Cradle 5. First issue is that the Wonders are not adding "additional Specialists" but rather they are "adding additional Science per Specialist". BIG DIFFERENCE! So all the Wonders which add 1, 2, or even 3 "Scientists" are actually underpowered. In addition, now I can properly test the Gardens (change it from 1 to 5) and see if they get the benefit once "Cosmology" is discovered. And the answer is...YES! Next is to review all Wonders that grant a "Scientist" and adjust them upward AND to add an Explanation of the mechanism to each Wonder entry (so the player understands how it works):

1) All Wonders adjusted (as indicated) - DONE!
WONDER_HANGING_GARDENS: IncreaseScientists 1 (3 - Also has a 5% increase across the empire)
WONDER_MANHATTAN_PROJECT: IncreaseScientists 5 (N/C)
WONDER_MECCA: IncreaseScientists 2 (N/C - Also has a 10% increase across the empire)
WONDER_SPACE_STATION: IncreaseScientists 1 (3 - Also has a 10% increase across the empire)
WONDER_DINOSAUR_PARK: IncreaseScientists 2 (5)
WONDER_GALILEOS_TELESCOPE: IncreaseScientists 5 (N/C)
WONDER_GREAT_LIBRARY: IncreaseScientists 3 (5)

2) New Explanation Text for each GL entry:  "Science Specialists in the Host city will each generate an additional ## points of <L:DATABASE_CONCEPTS,CONCEPT_SCIENCE>Science<e>" - DONE!

- TASK COMPLETE!

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CCCXXVI) Message Corruption Issue:

FINDING: As described in two of the recent sections above, I made many changes to three of the *_str.txt files and did not have any message corruption. However, when I just now added a new "Concept" entry, the message corruption appeared immediately. "Commenting out" the new entries in "concept.txt" and "gl_str.txt" made the corruption disappear, even though I kept the entries in GL and uniticon.txt.

- This suggests (especially given the finding that changes to dip2_str.txt, info_str.txt, and ldl_str.txt do not corrupt messages in ongoing games) that CHANGES to the string files are not the source of corruption, but rather adding new entries is the issue.
- Ran a test in which one line of info_str.txt was edited and there was no corruption. Then added a new row (does nothing but takes space) and immediately got message corruption after hitting end turn. At this point it's not a guess. Adding lines results in corruption, but editing existing ones works fine.
- This means that the Swap File System can be changed to INCLUDE altering messages in string files! Time to list all the things that might benefit from this finding:

1) "Sabotage" > "Injoined":

1a) As described in section CCCXVII, we'll need two versions of ldl_str.txt so the Infobar text switches from "Sabotaged" to "Injoined".

1b) There's also a message in dip2_str.txt for diplomacy language associated with Injunctions (REGARD_EVENT_ENEMY_INJOINED_CITY). Can be more specific vis Sabotage/Injoin.
- REGARD_EVENT_ENEMY_INJOINED_CITY     "Our use of injunctions to thwart productivity in {player[0].civ_name_singular} cities is a source of friction between our nations."
- REGARD_EVENT_ENEMY_INJOINED_CITY     "Our use of sabotage to halt production in {player[0].civ_name_singular} cities is a source of friction between our nations."

1c) And we can have two sets of messages in info_str.txt:
The two generic messages that I was using:
- INJUNCTION_COMPLETE_VICTIM 		"Foreigners have stopped all production in {city[0].name}."
- INJUNCTION_COMPLETE_ATTACK 		"We successfully halted all production in {city[0].name}."

Sabotage specific message:
- INJUNCTION_COMPLETE_VICTIM 		"Foreign agents have sabotaged all production in {city[0].name}."
- INJUNCTION_COMPLETE_ATTACK 		"Our agents have sabotaged all production in {city[0].name}."

Injoin specific message (original):
- INJUNCTION_COMPLETE_VICTIM 		"Production has been brought to a crashing halt in {city[0].name} by foreign lawyers."
- INJUNCTION_COMPLETE_ATTACK 		"Our lawyers have enjoined the city of {city[0].name}, forcing them to halt production."

* Files: ldl_str.txt, dip2_str.txt, info_str.txt


2) "Assasinate Civilian" > "Sue":

- The good news (sort of) is that not all of these messages work. Several are broken (not in the ctp.exe) while others are related to "SueFranchise" which does not work in the AE version. End result is there are only two working messages, same as Injoin, and both have been replaced with generic versions that will work in any era:

The two generic messages that I was using (actually, these are perfectly OK for the ancient era):
- SUE_COMPLETE_VICTIM 			"Our {unitrecord[0].name} has disappeared. There are strong indications of foreign involvement."
- SUE_COMPLETE_ATTACKER 		"Our {unitrecord[0].name} has taken care of the problem. The dangerous foreigner will trouble us no more."

Lawsuit specific messages (original):
SUE_COMPLETE_VICTIM			"We have suffered a legal setback. A foreign Lawyer has successfully sued one of our {unitrecord[0].name} units."
SUE_COMPLETE_ATTACKER			"Our Lawyer has successfully litigated the destruction of a foreign {unitrecord[0].name}." NOTE!!! This is wrong, {unitrecord[0].name} refers to OUR unit, not the target.
Revised SUE_COMPLETE_ATTACKER			"Our {unitrecord[0].name} has successfully litigated the termination of a foreign entity." 


3) "Sell Indulgences" > "Raise money": As described in section CCCXX, we'll need two versions of info_str.txt so that "Raise money" replaces "Sell Indulgences" for the "Organizer" unit
* Files: info_str.txt

- There are four "Indulgence" messages, but we can ignore the two "failed" ones since the attack cannot fail. That leaves these two:
1a) Victim Message: "Holy Men preaching a foreign religion have siphoned money from the guilt-ridden citizens of {city[0].name} by selling indulgences."
1b) Alternate Victim Message: "Radical Environmental Organizers have raised money from the guilt-ridden progressives of {city[0].name} at a large rally."
2a) Perpetrator Message:"Religious activities are becoming profitable. Holy Men of our religion have sold indulgences to the wretched sinners of {city[0].name}."
2b) Alternate Perp Message:"Environmental activism is becoming profitable. An Organizer held a large rally to raise money from fervent believers in {city[0].name}."


4) "Bio-Weapons" (CCLXXVII): All the bio-weapons messaging can return once the Wonder Units are all upgraded with Age of Reason. That includes changing the AI settings so they no longer automatically reject all such offers.

4a) "Exp_str.txt" now uses "Under Siege" in the City Manager Happiness Window instead of "Bio-Infection". HOWEVER! There isn't any unhappiness associated with the Plague attack (the only bio attack remaining in the late game), so there's no need to revert this file.

4b) "Diplomacy.txt": The messaging is controlled by 4 sections in the diplomacy.txt file (see section XXX for more on this file). Cradle 3 already changed these priorities, so to revert them back to "default" Bio-weapon values, we'll need to use the AE defaults.

4c) "dip2_str.txt": The messages listed below were changed to reflect the fake "Military Unit Reduction" which replaces "bio-weapons" messaging in the ancient era. Need all of those to revert back to the AE defaults in the Modern Era swap file.
- REGARD_EVENT_ENEMY_BIO_INFECTED_CITY	"Our use of bioweapons has forever tarnished our reputation with the {player[0].civ_name_plural}.": This is OK, since biowarfare can't be initiated by the human player. Actually, it CAN! It just doesn't work. Change text to: "Our use of aggressive warfare has forever tarnished our reputation with the {player[0].civ_name_plural}."
- DIP_OFFER_REDUCE_BIO_WEAPONS "Reduce bio weapons": Change text to: "Reduce military units" - DONE
- DIP_REQUEST_REDUCE_BIO_WEAPONS "Request bio weapon reduction": Change text to: "Request military unit reduction" - DONE
- There are a TON of specific messages (rows 359-378) which should be changed to whatever the new name of this thing will be (all text shifted from "bio-weapons" to some form of "military units"- DONE

5) Other Stuff (check the special attacks and look for message issues): Did this, and don't see any other instances where message changes are needed.

- There are two elements to this section. First, make sure all the files above are using the "Ancient Era" language and settings (PENDING) and Second, make sure there are "Modern Era" versions for the Swap File system (PENDING). HOWEVER: Building the Modern Era system should not be done until I'm ready to release the game, as otherwise those files will have to be updated to include all changes, not just Era-related ones. Much easier to just take the "final" versions of the Ancient Era files and update those (otherwise things will inevitably be missed). 


- PENDING

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CCCXXVII) Vanishing Trade Goods (aka "The Case of the Missing Trade Goods"):
- During the most recent extended human playtest, I noticed that one of the Trade Goods (Olives) was no longer available for setting up with caravans. Digging further, I realized there were even more. Specifically, at the end of 1330BC, the "Market" tab showed 15 goods available for trade but after hitting end turn, at the start of 1320BC there were only 12.
- Even more interesting, this is only true when you load the 1330BC Save Game. Open the trade window and you'll see 15 goods. In fact, click around on the map and open various windows and nothing changes, still 15. However, if you open the the Empire window (button on bottom right), the trade window resets to 12 Goods. One of the known oddities is the game does not correctly calculate the number of turns to complete research of the next Advance, something usually also fixed by using the empire window, so that may be related. For example, if you start the 1340BC game and hit end turn, the Trade window does NOT show 15 goods when you reach the start of the next turn (i.e. 1330BC).
- The 3 missing goods are Olives (Palmyra), Horse (Enkomi) and Spices (Enkomi). Oddly enough there are two other cities with Spices, but they do not disapear from the list.
- As a test, I eliminated an existing route and used the extra caravans to set up an "Oives" trade route and another for the Enkomi "Spice". Both went to different cities. Then hit end turn. Both routes disappeared at the start of the next turn. No warning, just the goods are gone and the extra caravans are back in the pool. Interestingly, after using the "Empire" button, all three goods disappeared from the "Market" window, but the two new trade routes still appeared in the "Trade - Summary" window. Until "end turn", of course.
- The only unusual action was that one of my cities was starving and lost population, dropping from 7 to 6. This was deliberate since the goal was to disband the city. And this may have an effect, because the Trade window shows possible trades involving this city. And once it was disbanded, I could never get the game to start showing any of the 15 goods again.
- HOWEVER: I think the "Starving city" situation was not driving the Goods Disappearance, but rather it caused them to falsely reappear in 1330 BC (the city also starved the prior year). As a test, i set it to NOT starve at the end of turn on 1330 BC, and the goods disappeared anyway.
- The only thing which seems odd is that all three disappearing goods are 2 hexes away from the city, whereas 10 of the remaining 12 are only 1 hex distant.....
- FOUND IT!!!
- OK, so that was the clue. The game only uses WORKING citizens to determine the "distance perimeter" of the city when it comes to Goods. To expand the perimeter to the second level, the city needs a population of NINE, which includes citizens AND slaves. However, to work any goods in that next level, there have to be EIGHT non-slave citizens AND NONE of those can be assigned as specialists!
- The test was Palmyra. It currently has a population of 12, 9 of which are citizens. However, 4 of those were assigned as specialists. Once 3 of 4 were re-assigned as non-specialists (bringing the total to 8 unassigned citizens), the "Olive" Good appeared in the list of tradeable Goods!! Also, the other two cities which had available Goods in the second level perimeter had the following parameters:
1) Ugarit (Spice): 8 citizens and ALL were non-specialists
2) Byblos (Spice): 11 citizens and 9 were non-specialists
- By contrast, Enkomi has a population of 12, but only 7 are citizens - the remaining 5 are Slaves. Which means the city CANNOT trade any of its "second perimeter" level Goods until it is able to add one more non-slave citizen. Yikes!!
- This MUST be written up so players understand, otherwise it appears to be a bug - DONE (Included in the new "Citizen" Concept Entry as described in the next section)
- TASK COMPLETE

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CCCXXVIII) City Population - Citizens-Workers-Slaves:
- The GL entries aren't specific enough when it comes to defining the difference between Slaves, Workers, and Citizens. Even the "City Manager" screen incorrectly implies that Slaves are Citizens by showing "Citizens" as the sum of Slaves + Workers.
- Need a new "Concept" entry for "Citizens" which describes how only they can be assigned as Specialists and ESPECIALLY how only citizens can be used to "gather Goods" in the second perimeter of a size 9 city (and similar requirements apply in all cities size 9 and above)
- The game clearly intends that Citizens and  Slaves be handled as a single "Worker" entity when you look at the sliders on the "Domestic Policy" tab since it does not differentiate between the two in the context of global work hours, wages, and food (although the Slave entry in the GL says that Slaves only eat half the food allowance)
- Also have to revise the City Manager screen and swap the entries for "Citizens" and "Workers" (changes to ldl_str.txt) - DONE
- For graphics, the "Worker" 2D image (man with pick-axe) should be used as the new "citizen", primarily because the same individual is used as the centerpiece of the "Specialist" 2D image. What's needed is a new image for "worker" which includes the "ball and chain" - DONE
- New "Citizen" Concept Entry created
- UPDATE: Created two new graphics using the CtP1 "Farmer" instead of "guy with pick-axe" (see Section CCCXLV)
- TASK COMPLETE!

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CCCXXIX) City Influence (Perimeter):
- In related news, the GL doesn't talk (like, AT ALL) about the difference between population growth limits and the population levels needed to expand a city's "area of influence", or perimeter. Logically we need yet ANOTHER concept entry for "City Influence" so the player realizes that Level 1 (8 hexes surrounding the city) is for pop sizes 1-8, Level 2 (an additional 12 hexes) is for pop sizes 9-20, Level 3 (an additional 24 hexes) is for pop sizes 21-32, Level 4 (an additional 12 hexes) is for pop sizes 33-46, and Level 5 (an additional 12 hexes) is for all pop sizes in excess of 47. Key point - the perimeter NEVER EXPANDS beyond the Level 5 boundaries! (Tested and can confirm these findings)
- Need a new "Concept" entry for "City Influence" which lays out the above findings.
- New "City Influence" Concept Entry created
- TASK COMPLETE!

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CCCXXX) "Embassies Everwhere" Gap in availability:
- After the Cyrus Cylinder expires (Age of Reason), there is a gap in the benefit provided by this Wonder, since the only other "EmbassiesEverywhereEvenAtWar" Wonder is the late game "World Peace Center".
- Rather than add this ability to another mid-game wonder, another idea is to add the lesser powered "EmbassiesEverywhere" attribute to the three "world religions" (Christianity, Islam & Buddhism) on the basis that these religions have so many adherents worldwide that some of them would be present in every other nation and this would provide the "Home Country" of the religion a sustained level of insight into the workings of all other nations. And it would be disrupted during war-time since this information isn't being provided by intelligence agents or traitors but rather by normal citizens.
- Another idea would be a building called "Intelligence Service" (with the "EmbassiesEverywhereEvenAtWar" attribute) which becomes available with "Industrial Revolution" and can only be built in cities with a Capitol (Like the "Dynastic House). Unfortunately there aren't any more buildings available, and even if there were this attribute is only listed as something available for Wonders.
- If the attribute DID work for Buildings, then perhaps it could be added as an attribute of the Capitol, but only taking effect as part of the "Modern Era" file swap. Would need a lot of testing to see if this would even be possible.
- As a test, gave "EmbassiesEverywhereEvenAtWar" to the Capitol, started a new game, and it did NOT have any effect. Also tried giving it the "Dynastic House" building and letting my test civ build that, and that also had no effect. So the idea of adding it to a building will not work.
- RESULT: Although I strongly considered adding the "EmbassiesEverywhereEvenAtWar" attribute to the Eiffel Tower, instead we'll go with the other idea, adding the "EmbassiesEverywhere" attribute to the three "world religions" (Christianity, Islam & Buddhism)
- UPDATE: Added Judaism (see section CCCLIV below).
- Changes needed to Wonders.txt & GL.txt
- TASK COMPLETE!

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CCCXXXI) Slave & Citizen Distribution code:

- The Source Code team rewrote the "Slave Distribution" code and added two features. Rather than piling up in the city nearest to the Enslavement location, Slaves are now distributed across nearby cities. In addition, once a city reaches the building-imposed population limit (f/e population is capped at 12 until the Apothecary is built) the code won't send any more Slaves there. There is an exception however. If ALL your cities are at the population limit, then any new Slaves will ALWAYS go to the NEAREST city. In essence, the code reverts back to the old "Slave Distribution" system (there is no attempt at dispersion when all cities are at the limit). Worth noting that when a city's population increases beyond the building-imposed limit, it will immediately begin to starve. The only solution is to construct the building which sets the new limit....or wait until starvation brings the population back down.
- The "Free Slaves" attack (available to Abolitionists, Patriarchs and the Spartacus Wonder Unit) is similar to Enslavement, except it creates a Citizen in one of your cities. However, this code was NOT modified, and they too will ALWAYS go to the NEAREST city. There is no distribution and the code ignores building-imposed population limits. Basically, it's the Citizen version of the old "Slave Distribution" code.
- INFORMATION

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CCCXXXII) Praetorians:

- Can build them with Republic after discovery of Dictatorship. Does not need the required Govt?!?
- TRUE. That's because they do not disband under Republic, so even though they supposedly require the "Dictatorship Gov" to build, that's not how it works. Part of the problem is that if they can only be built by the Dictatorship gov, then there's a very narrow window of time before the Tribunal Empire Gov is enacted and then this unit can't be built at all.
- Possible solution: Seems weird that it can be built under Republic, so maybe remove "GovernmentType GOVERNMENT_REPUBLIC" and change the "ObsoleteAdvance" from "Tribunal Empire" to "Dark Ages". That extends the "buildability" throughout the Empire period, but keeps it from appearing too early in the historical timeline.
- Changes needed to Units.txt & GL.txt
- TASK COMPLETE!


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CCCXXXIII) "MaxWorkers" data element in "citysize*.txt" file:

- Section CCLVII talked about the ways in which the 6 citysize*.txt files (* = 0 thru 5) set the population limits which extend the City Influence perimeter. Interestingly, even though AE, Cradle, and other mods make changes to the original CtP2 files, one correlation always remains the same: The "Population" number is always the same value as the one for "MaxWorkers". At every level.
- Curiously, the "MaxWorker" values are also identical to those which control access to Trade Goods within the city perimeter (as discussed in Section CCCXXVII). Which led to the question - can this value be reduced so that Trade Good access doesn't require quite as many non-specialist citizens? And the answer is...Yes! As a test, the "MaxWorkers" value for Level 3 cities (those with populations between 21 and 32) was reduced from 20 to 15 and sure enough, the Trade Goods in the extended perimeter were now available with 15 citizens instead of 20. However...
- The HUGE downside is that 15 or more non-specialist citizens IMMEDIATELY caused a huge increase in Production pollution. In my test city, that number rose from Zero to 226, resulting in -10 to city happiness! But if you assign just one of those 15 citizens to a Specialist task, the pollution completely disappears. Looking through the many CtP2 text files, I could not find any variable that correlates non-specialist citizen counts with production pollution, so the issue is utterly baffling.
- Accordingly, this idea will be filed away as "unworkable", and the 1-for-1 correlation between "Population" and "MaxWorkers" has been restored in Cradle 5.
- INFORMATION


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CCCXXXIV) Troop Unload issue:

- When unit-carrying Naval units are grouped with Naval attack units (no cargo capacity), the TF will not disembark units unless the warships are removed from the group. In the attached example, the top image shows a group of 3 ships led by a Trireme. The "cargo box" sitting below the TF's Unit Shield tells you that some of the ships are carrying land units, and you can even drag the cursor onto a land hex and the "green asterisk" implies that troops will be unloaded, but nothing actually happens - all the units remain aboard their ships.
- Instead, you have to click on the Task Force and then remove all the warships from the group and only THEN is it possible for the remaining vessels to unload their cargo. A very tedious exercise indeed, especially as the game progresses and you have large numbers of escorted task forces to deal with. 
- The solution is to add four lines of "Cargo Data" code to every warship in Units.txt (see 2nd image) AND to change the "MaxCargo" setting to Zero. You can see the result in the 3rd Image. It's the same Task Force, led by the same Trireme, but now it has the "Unload" button. Clicking that will unload all units in the Task Force without having to go through all the gyrations required by the previous system. To be clear, this does NOT allow warships to carry units of any size, it simply gives them an Unload button.
- As an aside, I'll take the opportunity to remove "CanReform" from all Naval units as it's kind of ridiculous to think a ship could change the religious affiliation of a city.
- Files changed: Units.txt
- TASK COMPLETE!


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CCCXXXV) Feats Concept:
- One of the most important features in CtP2 is the presence of "Feats", which essentially facilitate the use of SLIC events to reward the Player for performing a number of different actions. Being the first civ to circumnavigate the globe, discover a particular Advance (such as Gunpowder), or building a certain number of City Improvements. Cradle takes this even further by using the Feat System to award a set of unique traits to every Civilization, thus ensuring that each of these offers a different gameplay experience.
- Although the Manual talks about them to some degree, there was nothing in the Great Library, but now there is - a new Concept entry for "Feats of Wonder" has been added to the Cradle 5 GL.
- Files changed: concept.txt, gl_str.txt, & GL.txt
- TASK COMPLETE!


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CCCXXXVI) New City Sprites:

- After creating a full set of 19 Mesopotamian City sprites (see section LXXVIII) I noted that for any future city sprites it would make more sense to create partial sets, primarily for civs to use in the Ancient and Classical era, and then to merge into an existing path. For example, the Minoans would have a unique set of three sprites for the Ancient Era, but those would merge into the new Greek set for the Classical era and finally they would merge into the Roman series for Medieval and beyond.
- The other lesson was that it's enormously time consuming to create new city sprites from scratch, especially since I'm not an artist. Fortunately the modding community inundated Civ3 with city sets for almost every conceivable civilization (see https://forums.civfanatics.com/forums/civ3-graphics-modpacks.61/). Unfortunately most of these are too large to use as-is, so I had to edit all of them, sometimes extensively. Even so, without those baseline graphics this project would never have taken place.
- The six new styles use 29 of the remaining 36 slots, so there's still room for 7 more (but for now at least there are no plans for those).
- Don't forget to create new City Style tgas for the Editor (see Section XCIX) - DONE
- UPDATE: Since the last post, I've taken another look at the new cities and decided to expand the list. At that point there were still 7 open slots, but making some changes to a couple of the CtP2 styles increased that to 11, all of which are now utilized. For details on all the new city styles, see Sections 220 thru 231 in the "Cradle5 posts at Apolyton.docx" document.
- Files changed: agecitystyle.txt, civilisation.txt, citystyle.txt, gl_str.txt
- TASK COMPLETE!

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CCCXXXVII) New population limits for City Graphics:

- The Ancient & Classical Eras only have 3 City Sprite graphics each, both sets appear at population levels 1, 6, and 11. Things aren't much different in the Medieval, Renaissance, and Industrial Eras, since there's only one additional graphic and that appears at population level 16.
- By contrast, the Player doesn't need any improvements in order to get Size-12 cities, and the Ancient-Era Apothecary allows them to grow up to Size-20. There are two more buildings available in the Classical Era (Physician & Bath House), and these allow cities to reach Size-40. Even though the next Improvements aren't available until the Modern Era, the existing system ensures that most City Sprites will be stuck at either Level 3 or 4, and of course they'll reach those levels quickly.
- Accordingly, it makes sense to revisit the population-to-sprite linkages, and I think the best approach is to associate them with expansions in the City Influence area. Thus the 2nd City Sprite will now appear at Size-9, the 3rd at Size-21, and the 4th at Size-33.
- Although the Modern, Computer, Genetic, Diamond, and Future Eras each have EIGHT city sprites, the defaults for those are also comparatively low, as the final four appear at Population levels 21, 26, 31, and finally 36. Even though Cradle 5 allows cities to reach Size-80!
- So once again we'll modify these, but since there's only one remaining Influence Expansion, now they'll tie to City Improvement population expanders. Thus the 5th Sprite will appear at Size-41 (ties to Drugstore), the 6th Sprite to Size 51 (Hospital), the 7th Sprite to 64 (Arcologies) and the last will arbitrarily appear at Size-70, since there aren't any remaining population-related improvements.
- Files changed: agecitystyle.txt
- TASK COMPLETE!

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CCCXXXVIII) Playtest:

- After making all the new city changes, I went back and looked at some of the findings from the last Barb playtest. So far nothing has made the AI more aggressive, so I altered strategies.txt, Goals.txt, and personalities.txt to make them almost identical to the AE defaults (those were the only files remaining in the aidata folder that hadn't been tested with the original values).
- The next playtest was Barb-Yamato, Huge map (not Gigantic), Prince difficulty (not Hard, i.e. King) and 12 civs. Ran pretty quickly down to 1650 BC when I stopped it to check status. Not a SINGLE conquest (no errors either, which is good)...Will keep going. No conquests at 960 BC. No conquests at 200 BC.
- RESULT: This pretty much does it for "ideas that might improve AI Aggression". These files were highlighted by testers as the most important when it comes to altering AI performance "normally" (i.e. without using slic files like "Frenzy"), and i reverted them entirely to the AE defaults, with the sole exception of adding the names of the additional Cradle gov-types. And it had no effect. If anything, the AI is even MORE feeble! Gah. Will restore my edited versions.
- The next playtest was with my files, but it soon devolved into a "play every turn actively as the Barbs. Great fun, but one thing I noticed. If the Barbs pillage a tile, they gain some PW (it's a SLIC file add-on, so not surprising), but when they Pirate Trade, they get NOTHING. Gold stays at the 500 start level. I'd noticed that the "piracy indicator" in the Trade Route window does not show any colors, ever, even when I know the AI is pirating my routes. So is piracy broken!?!? May need to run an "AE-test" and see if this is unique to Cradle (at least the part about about Barbs not gaining Gold). - WEIRD: Not clear on the timing, but after about 5-10 turns, Gold began to appear in the Barbarian account. 37 Gold per turn (from the one Piracy). It appears there is some kind of timer associated with when Gold begins to accrue? Fortunately I know that it first appeared in 940 BC, based on a piracy action in 950. Nothing special about those dates, but at least it is known. Need to see if there is any sort of piracy timer in const.txt (NO - the only "piracy timer" is associated with how long a "no piracy" agreement lasts). Worth noting that "normal" civs have so many mechanisms for generating gold each turn, that isolating gains or losses from piracy is basically impossible.
- After two turns, Gold reached 574, but has stopped accumulating at that level (through at least 850)
- Finally! The "Trade" window has "purple" in the Piracy box, and there is a Harrappan trireme on the confluence of all those routes. So the display portion does work. Even more - threatened them with war if they didn't stop the piracy and they agreed, and the "purple" boxes all cleared up!
- "Hero" unit has the "horse" sound when it moves? Check this. Yep, it has the "SOUND_MOVE_KNIGHT". Also, so does "Sun Tzu" who is another unmounted sprite. Changing Hero to SOUND_MOVE_PIKEMEN and Sun Tzu to SOUND_MOVE_EMISSARY - DONE
- There are two entries for upgrading Elite Spearman to Elite Hoplite in updater3.slc (rows 44-47 and 189-192). NOPE! The second one is for "militia". Der...

- PENDING

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CCCXXXIX) "Township" is cheaper on Glacier/Tundra:
- Townships can be built on EVERY type of terrain, and for most the cost is 1500.
- However, the build cost is only 900 on Tundra or Glacier. That doesn't make sense, so the cost will now increase to 1800, and the ability to construct them on Glaciers will be removed since nobody builds towns on top of glaciers.
- Files changed: tileimp.txt
- TASK COMPLETE!

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CCCXL) Difficulty Settings and Menu Case:
- When you go to choose a difficulty setting at the start of a new game, the menu uses the old Civ2 settings (Deity, King, Warlord, etc), but when you choose one it shows up using standard terminology (Hard, Easy, etc). Once upon a time there was a certain benefit to using Civ2 terminology but those days are long gone, and really it's even worse to have BOTH. So the next change is to alter the Civ2 language to "standard difficulty terminology".
- When starting a game and then choosing "NEW GAME", all the options on the subsequent Menu are all in lower case except for "MAP" and "RULES". Changed both of those to lower case (in ldl_str.txt) and now all the choices on that Menu are lower case
- Files to be changed: GL_str.txt (for Difficulty setting language) and ldl_str.txt (for Menu case fixes)
- TASK COMPLETE!

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CCCXLI) Civ Colors:
- Quite a few of the "standard" AE colors are more appropriate for different Civs, several new colors have just been introduced for Cradle 5, and some of the old shades just need to be dumped altogether:
* Rome: From Cornflower Blue to Imperial Red (a different shade from "Barbarian Red")
* Minoan: From Salmon to Baby Blue (the color often seen in Minoan wall frescoes)
* Egypt: From Forest Green to Golden Yellow (a color always associated with Ancient Egypt)
* Assyria: From Light Grey to Black (the first truly "bad-ass" Empire)
* Greeks: From Blue to Light Grey (like architectural Marble)
* Babylonia: From Cyan to Blue (same shade as the tiles on the Ishtar Gate)
* Celts: From Dark Brown to Forest Green
* Mongolia: From a modern Yellow-Green to Cornflower Blue (as used in many of their textiles)
* Harappa: From Purple to Salmon
* Phoenicia: From Pink to Purple (represents the expensive Dye made from Murex snails)
* Han: From Hot Pink to Dark Brown
* Hexagonian: From Beige to Hot Pink
- File changed: Colors06.txt
- TASK COMPLETE!


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CCCXLII) Research completion "bug":
- When loading a saved game, the "years to complete" on technology research are always incorrect. As you can see in the attachment, the Sumerians are 13 turns away from completing research on "Agriculture" when the game is saved. After quitting and reloading, the research time has been replaced by a set of dashed lines (meaning "infinite"). This will reset after hitting end turn and has no impact on the true count of remaining turns (i.e. it's effectively a graphics glitch). However, if you click the "Empire Manager" button (circled in red), that is usually enough to reset the true value (sometimes you also have to click the "Government" tab in the next window and hit the "Close" button).
- INFORMATION

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CCCXLIII) 32 Civs Hard Code limit:

- Although AE has 70 civs and Cradle 5 has 32, neither version allows you to select more than 31 at the start of each new game. One reason for this is the Barbarians aren't selectable, but they ARE a civ, and thus selecting 31 really means there are 32 in the game. I could not find anything in writing which states that 32 civs is a CtP2 hard code limit, but there is a file which suggests it. The AE "Colors00.txt" file (Colors06.txt in Cradle5) has only 32 civ colors so that seems to confirm that 32 is the limit. In addition, Martin Guhmann added a note at the bottom of Colors04.txt (an optional file not used in either version), whch talks about "removing surplus civ colors" which were added at some point by Nordicus for civs 33 and higher.
- That said, there is an added wrinkle in Cradle. Selecting 31 civs causes a Slic File error to appear at turn 5 (the end of the 2960 BC turn), consisting of a couple messages which point to the code in the traits.slc file (see attached). I did examine the code and could not see anything obviously wrong with it, and regardless you can click "Yes" on each message and the game will then continue normally (and the error will not occur again). Although it's unlikely to have a negative long term impact on your game, I would suggest that players avoid the issue altogether by never selecting more than 30 civs at the start of any new game (the error only appears when 31 are chosen). However, it's my experience that extremely high numbers of civs make the game a lot less interesting, and personally I rarely select more than 15, even on a "Gigantic" size map.
- INFORMATION

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CCCXLIV) Units which arrive with the "Great House" Wonder Units:

- Some of the "Great House" Wonders have been moved to new advances, and there's also been a number of changes made to units themselves, especially those tied to gov-types. Accordingly it makes sense to review all of them to make sure the "army" which arrives with each Wonder Unit is still era-appropriate.

1) Dynasty (L3 Dynasty) gives Great King and a Chariot (L4 Chariots). Goody Huts are already providing Chariots so it's not too early. Besides, the GK unit is also in a chariot. NO CHANGE

2) House of Sargon (L3 Dynasty) gives Sargon and an Archer (from L5 Archery) and a Spearman (from L1 Toolmaking). This is a problem. A better mix would be a Slinger (from L2 Projectile Weapons) and a Swordsman (from L1 Agriculture). DONE

3) House of Alexander (L5 City State) provides Alex and a Hypaspist (from L5 Barracks) and a Horseman (from L6 Horse Armor). Both units are historically correct for Alex's Armies. OK. NO CHANGE

4) House of Hannibal (L5 Oligarchy) provides Hannibal and a War Elephant (from L5 Oligarchy) and a Hypaspist (from L5 Barracks). OK. NO CHANGE

5) House of Caesar (L9 Dictatorship) provides Caesar and a Legion (from L7 Iron Working) and a Praetorian (from L9 Dictatorship). OK. NO CHANGE 

6) House of Atilla (L9 Dark Ages) provides Atilla and a Man-at-Arms (from L10 Feudalism) and a Raider (from L8 Stirrup).
- PROBLEM: Raiders are gov-type units which are not supported by Monarchy or Theology, the most likely govs to be enacted after this Wonder is built. By design, this unit is NOT supposed to be available to those gov-types, so the only solution is to replace it with another unit. Cataphract (from L8 Stirrup) seems best because the Hunnic units were a type of heavy cav - DONE

7) House of Charlemagne (L10 Theology) provides Charlemagne and a Knight (from L11 Chivalry) and a Pikeman (from L9 Dark Ages). Seems reasonable. NO CHANGE

8) House of Ghenghis (L11 Monarchy) provides Ghenghis and a Cataphract (from L8 Stirrup) and a Raider (from L8 Stirrup).
- PROBLEM: Similar issue to Atilla. Raiders are gov-type units which are not supported by Monarchy or Theology, the most likely govs to be enacted after this Wonder is built. And again, the only solution is to replace it with another unit. In this case the Horse Archer (from L5 Mobile Tactics), best replicates the Raiders combination of movement and stealth - DONE

9) House of Saladin (L12 Caliphate) provides Saladin and a Cataphract (from L8 Stirrup) and a Janissary (from L12 Caliphate). Considered changing Cataphract to Raider, but then BOTH of the units would be gov-type, so no. OK as-is. NO CHANGE

File changed: wonderunits.slc, GL.txt
- TASK COMPLETE!

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CCCXLV) "Citizen" graphic (in GL) has "guy with pick-axe":

- The reason for this was discussed earlier (CCCXXVIII). In sum, changing the "pick-axe guy" would involve altering two existing concept entry graphics, in addition to the creating the new one for "Citizen" (i.e it was "easier", not "better").
- Can we sub in the CtP1 Farmer? YES
- I took the CtP1 farmer image, cropped the image, then changed all the background colors to white. That allowed a "select by color" of the white (had to alter the shoulder area of the Farmer to a slightly non-white color so it wouldn't be included), invert, and then copy-paste into the "goods background" master (also used by "concepts"). After centering (and with the "farmer" still highlighted I added a shadow:
- NEW LEARNING HERE: From the GIMP Menu, "Filters", "Light and Shadow", "Drop Shadow". That brings up the drop shadow box, and I changed the default selections to: Offset X = -12 (negative numbers place the shadow to the left of the object); Offset Y = 0 (no elevation); Blur Radius = 8 (smaller numbers make it less blurry); Opacity = 85 (larger numbers make it darker); "Allow resizing" checkbox "checked" (the default).
- The result is an official looking new image for "Citizens" using the Farmer instead of the pick-axe guy.
- Of course that also meant changing the graphics for "Worker" and "Specialist" since those use the pick-axe guy as well (DONE).
- Specialist: upcp050l; Citizen: upcp070L; Worker: UPCP085L
- TASK COMPLETE!

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CCCXLVI) Add Freight Flag:

- Per the quote below from Martin, there has to be a "freight flag" activated in tileimp.txt in order for trade routes to follow roads:
- Added Freight flags to all the road types in Cradle 5, using the values from AE in all cases, except making some alterations to account for the lower movement rate on Cradle roads versus AE roads (2 tiles-per-turn vs 3)
- Files changed: tileimp.txt
- "Well some updates to the Cradle files are necessary to fix this. I have some files in my ..\ctp2_data\default\gamedata\ folder with the CRA*_ prefix, unfortunatly I have no idea which of them are used in the current version of Cradle. However two files need correction. The first file(s) is(are) CRA*_const.txt, there you find a CARAVAN_COEF, its value must be devided by ten. And the other file(s) is(are) CRA*_tileimp.txt, compere there Cradle versions with the version that came with the playtest tileimp.txt. Some of the tileimp records contain an additional flag the Freight flag. Just copy it to the according entries in the Cradle versions, so that new trade routes follow the roads"
- https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/143482-i-love-med-cradle-mods-but-why-ai-is-not-attacking?p=4895325#post4895325
- TASK COMPLETE!

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CCCXLVII) AOM Settings:

1) AOM Frenzy: "AOM_frenzy9.slc" BB talks about the nice features of the AOM Frenzy file. Might be worth looking at this and maybe modifying it for Cradle5? One last attempt to try and make the AI more aggressive.
- https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/134454-frenzy-ai-revisited-v-2-1?p=5930189#post5930189
- As Stan says in the text, this file is all about getting the AI to attack the HUMAN, so that doesn't help my goal, which is an AI that's aggressive against other AIs as well as the human. He also emphasizes that you have to make changes to strategies.txt and goals.txt, so I looked at those as well

2) AOM Strategies.txt: A lot of different values from the AE files, which I prefer to use as a template. However, I changed the AI "desire" to attack from 800 to 1200 (with no noticeable change), so in this case I'll use the values from AOM (which are almost the same as AE anyway) - DONE

3) Force AI to grow a bit before building Wonders (Pursuing this issue in section CCXIV) UPDATE: Each strategy in strategies.txt has a section (BuildListSequence BUILD_LIST_SEQUENCE_WONDERS) which includes TWO minimum settings: MinNumUnits (all are set at "2") and MinNumCities (I changes all to "5"). Now the min of 5 cities isn't working, but maybe a high unit count could have the desired effect. F/E change it from 2 to 20 and the AI will definitely have more than one city at that point. 

4) - NOT RELATED IDEA: use the civ3 buildings as the centerpiece for missing "economy" graphics whenever that issue is revisited.

- PENDING

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CCCXLVIII) Tech Tree:
- A post(s) to show the new Tech Tree

- PENDING

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CCCXLIX) Horse & Uranium-required units:
- On the Tech Tree, add an asterisk to the Unit Name for any unit needing access to a "Horse Good" and two asterisks if the unit needs a "Uranium Good".
- List of "Horse Required" units: Horseman, Horse Archer, Raider, Cataphract, Knight, Teutonic Knight, Cavalry.
- List of "Uranium Required" units: Nuclear Submarine & Nuke.
- File Changed: Tech Tree.
- TASK COMPLETE 

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CCCL) Bug?

- Got a message in 2050 BC that Rib-Addi (me) is about to complete Torah/ Who is it really, and why this message?
- Played several turns thru and it is the Sumerians. Several messages referring to them, all saying "Rib-Addi".
- Loaded a 2920 BC game and the Sumerian Leader is "Ur-Nammu". When did it change?
- Loaded another at 2100 BC and BOTH leaders (Sumer & Phoenicia) are named "Rib-Addi".
- Definitely something was altered earlier, probably from changing some file.
- HOWEVER: If so, that's never happened before, so it's "probably" a rare bug, and "not changing files during a campaign" is probably the "fix".


- PENDING

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CCCLI) Elite Unit Upgrade Info:
- Upgrading of Elite Units is controlled by SLIC, and is driven by discovery of various Advances. In addition, the upgradeable units have to be in a City or Fort, otherwise the code doesn't "see" them. However, this information is not specified anywhere.
- IDEA: Add a "notification" comment in the GL Entries of every Advance which drives an Upgrade. For example, "Bronze Working" would say; "NOTE: Elite Unit upgrade opportunity. Discovery of this advance will allow the player to spend Gold in order to upgrade qualifying Elite Units (for example, from "Elite Spearman" to "Elite Hoplite". Upgradeable units must be located in a City or Fort."
- List of Advances: Bronze Working, Barracks, Iron Working, Dark Ages, Gunpowder, Flintlock, Mass Production, Advanced Infantry Tactics, Chaos Theory, Feudalism (Militia Only), Railroad (Militia Only)
- Controlled by "Updater3.slc"
- File Changed: GL.txt 
- TASK COMPLETE

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CCCLII) Need Chariots earlier in the timeline:
- Currently the player can get City State and Oligarchy gov-types before Chariots are available, which is far later than their true historical appearance. This also means it's rarely worth building any.
- Although not directly related, this problem was obscured because the "Barracks" Advance is graphically out of place on the Tech Tree (part of the "Engineering" series instead of "Warfare"). Moving it however is problematic since it doesn't have any direct "Warfare" pre-reqs. NO CHANGE.
- IDEA: Make Chariots a pre-req for Bronze Working, which is close to the real historical sequence. In addition, since Bronze Working is a pre-req for Barracks, this also gives Barracks a firmer place in the Warfare sequence.
- Files Changed: Advance.txt, GL.txt, Tech Tree.
- TASK COMPLETE 

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CCCLIII) Plunder Benefits:

- Certain Wonder units generate "Plunder" units (see plunder.slc file), but the type of unit changes after the discovery of certain Advances. Also, THAT information isn't given anywhere.
- IDEA: Add a "NOTE" to each Advance which changes Plunder unit type (and say the change is from unit "x" to unit "y")
- Files Changed: plunder.slc & GL.txt 
- TASK COMPLETE 

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CCCLIV) Judaism Embassy:
- As described in section CCCXXX, the "EmbassiesEverywhere" attribute was granted to three "world religions" (Christianity, Islam & Buddhism) on the basis that these religions have so many adherents worldwide that some of them would be present in every other nation, thus providing an "embassy-like" level of knowledge during peacetime.
- In retrospect, Judaism is also a "world religion", and it's kind of humorous that the Jews (of all people) would not be able to provide similar information.
- Files Changed: Wonders.txt & GL.txt
- TASK COMPLETE

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CCCLV) GL Concept for "Militia Units":
- The Great Library has no information on "Militia Units" as a group. Since this is a Cradle-specific concept, it makes sense to have an explanation - particularly for new players.
- In addition, Militia Units have a "slic-based" upgrade system (similar to "Elite Units"), and the player should be aware that only certain Advances will trigger the upgrade code (and accordingly the player needs to have Gold enough available to pay for them)
- Controlled by "Homeguard.slc"
- Files Changed: GL.txt, gl_str.txt, uniticon.txt, & concept.txt
- PENDING: The changes to gl_str.txt & concept.txt are "commented out" until the next playtest
- NOTE: Additional "concept" entries also may require changes to the "LibraryConcept(##)" in "culture_msgs.slc" and "swapfile.slc". Those links are by number instead of by name, so a change in the count of concepts can alter the entry being called on by the slc file (After the new concept Entries are activated, fix the two links so they point to the correct concept entries) - DONE! (Tested and they are all correct)
- TASK COMPLETE

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CCCLVI) Adding two new TIMPs:

- After determining that the "Terraform Ocean" button cannot be used for new "standard-type" tile improvements (see Section CCXLV for details), what remains of that grand project is to determine which TIMPs should be added to the two remaining slots and THEN figuring out how to restructure the Ocean and Special button banks in order to accomodate them ("Land" is OK).

- New Tileimps:
- 1) "Advanced Trawlers" (Ocean Farm L4): Will use 3 "engined boat" graphics for Beach, Shelf and Ocean. This will be available with the discovery of "Radio Navigation" (NEW).
- 2) "Mega Farms" (Farm L4): Will use several (how many?) "crop circle" type graphics. This will be available with the discovery of "Corporation".
- The "Commerce" TIMPs are generally awful, but for this purpose there are 4 of them (counting "Nature Preserve") and although most will change, the existing count should be enough. Originally I wanted to put the "Outlet Mall" back in as a new TIMP, but instead it will probably replace "Nature Preserve".
- I was thinking about additional graphics (such as oil derricks) but probably best to add those as "alternates" for certain terrain types
- ISSUE: The "Excludes" line in tileimp.txt is used to indicate which TIMPs are overwritten versus those which co-exist. For example, a Road can be placed in the same tile as a Mine (without over-writing it), but you CAN'T put a Mine in the same spot as a Farm, without one replacing the other.
- Also, "Excludes" is defined by the Column Name, not by individual slots (so it covers three TIMPs per each Excludes line)
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Post on how the Excludes lines work in-game:
- This next bit literally made my head hurt, so I'll describe the issue using examples and try to keep it as simple as possible (The good news is that Cradle players can ignore the whole post, since it's primarily of interest to modders). As noted earlier, there are two open slots remaining on the Tile Improvement "button bank", one of which sits between the "Sea Tunnel" and "Maglev" (see top of attachment). Should be easy enough to just create a new tile improvement and plug it right in, yes? Well, no. But to "keep it simple", let's notionally move an existing TIMP (Sonar Buoy) into that spot and walk through the ramifications. But first, we'll look at the Excludes tags in the Maglev entry, to help you understand what they do.
- As you can see at the bottom of the attachment, there are two "Excludes" settings, Road and OceanRoad. This refers to a pair of "Class" columns on the Land and Ocean buttons. Looking just at "Road", that column contains 3 slots for building a Road, a Stone Road or a Railroad. When Maglevs assign the "Excludes" tag to the Road column, it means "if you build a Maglev in a tile containing a Road, Stone Road or Railroad, the Maglev will replace that tile improvement". Conversely, if you build a Maglev on any tile containing a TIMP that is NOT excluded, the two will coexist. Which, for example, is why you see Roads in the same tile as Farms and Mines.
- Returning to the Sonar Buoy, if that is placed in the "OceanRoad" column, it will need the same  "Excludes" values as the Sea Tunnel, meaning it will coexist with all the other ocean-type improvements, instead of replacing them as it does now. In addition, the Sea Tunnel will now REPLACE the Sonar Buoy (and vice versa) instead of co-existing with it.
- All of which means that it's going to be a little tricky to utilize the open slot in the OceanRoad column.
********************************
- Fortunately, the game expects that all TIMPs will overwrite one another with the exception of roads which are intended to coexist with all other TIMP-types. The problem comes when a "road-type" TIMP exists in the same column as one which it should co-exist with. For example, if you moved one of the "Farms" into the open OceanRoad Row2 slot alongside Maglevs (Row3), then they would automatically overwrite each other (the same way a Row1 Farm overwrites a Row2 Farm).
- One possible solution would be to place Maglevs in a column alongside two "ocean-type" TIMPS and Undersea Tunnels in a column with two "land-type" TIMPS (since they could never coexist anyway), but now you have to be make a lot of "Exclude" changes to the other TIMPs. Or....
- SOLUTION: A simpler method will be to keep Maglevs and Undersea Tunnels in the "OceanRoads" column, and then to move the "Sonar Buoy" into the (currently empty) 2nd Row slot. That way the "Excludes" lines remain exactly the same (Roads and OceanRoads only). The only downside is that Sonar Buoys and Undersea Tunnels can't coexist in the same tile (each will overwrite the other), but that's a very late game "problem", and it can be addressed in the GL entry for each TIMP (so the player is aware).
- ISSUE: Aggghh. But that also means Sonar Buoys would coexist with all the OTHER ocean improvements, so, for example, you could build Sonar Buoys on top of Ocean Farms. Back to the drawing board...
- An additional complicating factor is that Forts can be built on Beach Terrain but even worse, most of the Ocean-type TIMPs can also be built there. So if you put, for example, Sonar Buoys in the same column as Maglevs, all ocean types would have to NOT exclude that column.
- Ocean TIMPs that can't be built on Beach terrain: Fisheries
- Ocean TIMPs that can ONLY be built on Beach terrain: Nets, Ports, Shipyards, *Forts* (a land TIMP but this is the only ocean terrain it can be built on)
- LAND Button (Farm,Road,Mine,ATM)
- OCEAN Button (OceanFarm,OceanMine,OceanATM,OceanRoad)
- SPECIAL Button (Structure1,Structure2,LandDetector,OceanDetector)

1) OceanRoad (Sea Tunnels + Landfarm4 and Landfarm5): Excluded by all Ocean-only Columns
2) OceanDetector (Maglevs + Oceanfarm4 and Oceanfarm5): Excluded by all Land-only Columns except landroads (but forts would co-exist with both oceanfarms)
3) Forts: Would have to remove ability to build on Beach Terrain

Those three steps *should* solve the overwrite problem, but it's complicated. Not only do a lot more TIMPs have to move on the button bank, but every TIMP entry in tileimp.txt will need it's "excludes" settings to be reviewed and many will be altered:

** Phase I: Move TIMPs into their new slots (DONE):
- Drilling Platform (OceanATM Row2) will move to OceanATM Row3 - DONE
- Shipyard (Structure1 Row2) will move to OceanATM Row2 - DONE
- Sonar Buoy (OceanDetector Row1) moves to Structure2 Row1 - DONE
- Maglev (OceanRoad Row3) will not move (has go back) - DONE
- Aquaculture (OceanATM Row3) moves to OceanRoad Row2 - DONE
- Advanced Trawlers (doesn't exist) will be in OceanRoad Row1 (will appear as a blank spot for now) - DONE
- Sea Tunnel (OceanRoad Row1) move to OceanDetector Row3 (4th column of the "Special" Button, currently empty) - DONE
- Hydroponic Dome (Structure2 Row1) will move to OceanDetector Row2 (it shifts from Farm L4 to Farm L5).
- Mega Farms (doesn't exist) will be in OceanDetector Row1 (will appear as a blank spot for now) - DONE

** Phase II: Fix the "Excludes" for all TIMPs:
- All non-Road Land TIMPs will need an "Excludes" for OceanDetector but NOT OceanRoad (which they already should have, just need to view each entry to be sure) - DONE
- Almost all Ocean TIMPs will need an "Excludes" for OceanRoad but NOT OceanDetector (All of them will have to change - DONE
- The Sea Tunnel TIMP needs an "Excludes" for OceanDetector but NOT OceanRoad - DONE

** Phase III: Change Fortification entry so it can't be built on Beach Terrain & reduce PW (from 3600 to 3000). Shipyards also had the PW cost reduced to match (from 3600 to 3000). - DONE

** Phase IV: Add entries to Tileimp.txt for the two new TIMPs:
- 1) "Advanced Trawlers" (Ocean Farm L4): Will use 3 "engined boat" graphics for Beach, Shelf and Ocean. This will be available with the discovery of "Radio Navigation" (NEW). Added a new sound file for when they are built (from CtP1).
- 2) "Mega Farms" (Farm L4): Will use several (how many?) "crop circle" type graphics. This will be available with the discovery of "Corporation".

** Phase V: Changes to the String files. tips_str.txt (need "NET5" and "FARM4" for the two new TIMPs); gl_str.txt (need Radio Nav and Polar Terraforming advances along with two new TIMP entries and the new Terraform Tundra and Glacier entries

** Phase VI: New Submersible graphic for Aquaculture (Volcano/Ridge), edit tilerefund.slc to reflect the changed PW costs for altered TIMPs, Review GL to ensure all changes are reflected there - PENDING

Food:
Nets: Beach+5
Fisheries: Shallow+10, Shelf+15, Deep+20
Trawlers: Beach+15, Shallow+15, Shelf+20, Deep+30
AdvTrawlers: Beach+20, Shallow+20, Shelf+25, Deep+35, Volcano+40
Aquaculture: Beach+30, Shallow+30, Shelf+30, Deep+45, Volcano+50F/+10P

Pasture: Br.Hills+5, Hills+10, Plains+10
Farms: Desert+5, Grass+10
Adv Farms: Desert+15, Grass/Plains+20
Mega Farms: Desert+20, Grass/Plains+30
Hydroponics: Polar/Hills/Mtns+10, Forest/Desert/Jungle/Swamp+25, Grass/Plains+35

PW Cost:
Nets: Beach+400 (200) - DONE
Fisheries: Shallow+800 (500), Shelf+1200 (700), Deep+1600 (900) - DONE
Trawlers: Beach+1000 (800), Shallow+1200 (1000), Shelf+1600 (1200), Deep+2400 (1400) - DONE
AdvTrawlers: Beach+1200, Shallow+1400, Shelf+1600, Deep+1800, Volcano+2000 - DONE
Aquaculture: Beach+2400 (2000), Shallow+2400 (2000), Shelf+2400 (2000), Deep+3600 (2400), Volcano/Ridge+4000 (4000) - DONE

Pasture: Br.Hills/Hills+600 (300), Plains+600 (200)
Farms: Desert+300, Grass+600 (400) - DONE
Adv Farms: Desert+1200 (800), Grass/Plains+1500 (1000) - DONE
Mega Farms: Desert+1200, Grass/Plains+1400 - DONE
Hydroponics: Polar/Hills/Mtns+900, Forest/Desert/Jungle/Swamp+1800, Grass/Plains+2400
Rev Hydro: All Hills/Tundra+2400 (and new TIMP 113 = Space Hydro), Desert/Forest/Grass/Plains+2000 - DONE

Advances:
Nets: Ship Building (L2)
Fisheries: Map Making (L5)
Trawlers: Astrolabe (L12)
AdvTrawlers: NEW: "Radio Navigation" (L18) 
Aquaculture: Robotics (L22)

Pasture: Domestication (L1)
Farms: Water Lifts (L2)
Adv Farms: Agricutural Revolution (L10)
Mega Farms: Corporation (L18)
Hydroponics: Genetics (L23)

The new Radio Navigation Advance (L18): "Sea" series, prereq is Mass Production & Naval Tactics, Direct line to adv Naval Tactics and Aerodynamics (replacing Mass Prod in each case, plus eliminating two redundant advances that are already part of Mass Prod)), This gets the Destroyer unit (from mass prod) and Advanced Trawlers TIMP


- ISSUE: The "Mega Mines" TIMP had a line for "Excludes:Roads" which would have caused it to overwrite Roads. FIXED.

- ISSUE: The "Colony" TIMP could be built on "TERRAIN_DEAD" tiles. Removed that line. FIXED.

- ISSUE: PW Costs were double or more than those in AE. Reduced food-types to a mid-point between the two. Need to conduct the same "cost review" for Mines/Commerce and other TIMPs. Also requires updating all the effected GL entries (Gah!). Lastly, it also means updating tilerefund.slc (gives back half the PW cost of  a pillaged tile) to reflect the new values. PENDING

- ISSUE: Hydroponics were buildable on ALL terrain (in AE only 3) and the costs were out of line with other land-food TIMPS. Removed Mountains/Jungle/Swamp/Forest and set the cost as the same for building in all terrains, but the food benefits are still different (unchanged from Cradle3)

- ISSUE: Un-pillageable TIMPs cause AI units to sit on them for multiple turns, trying to pillage without success. That means they operate like flytraps, holding AI units in place instead of allowing them to attack or explore. Will make Pastures and Nets pillageable again, but will also reduce the PW costs so it's cheaper to replace them. The good thing about unpillageable Net is that it prevented a lot of unnecessary early-game warfare, since even when you were on good terms with the AI, they would still pillage your ocean TIMPs. The solution here is to remove "CanPillage" and "CanPirate" from Coracles. Addressed in Section CCCLXXI. DONE


Production:
Undersea Mine: Shelf+15
Adv Undersea Mine: Deep+30, Rift+45, Volano+60
Mega Undersea Mine: Deep+45, Rift+60, Volano+90

Early Mines (was Mine Shaft): Br.Hills+5(+5G), Hill/Wh.Hill+10(+5G), All Mtns+15(+5G) 
Mines: Br.Hills+10(+5G), Hill/Wh.Hill+15(+5G/-5F), All Mtns+20(+5G)
Adv Mines: Desert/Tundra+25(+5G), All Hills+20(+5G/-5F), All Mtns+30(+5G)
Mega Mines: Desert+35(+5G), All Hills+30(+5G/-5F), All Mtns+40(+5G), Tundra/Glacier-60(+5F) 

PW Cost:
Undersea Mine: Shelf+1800
Adv Undersea Mine: Deep+4200, Rift+6000, Volano+7800
Mega Undersea Mine: Deep+6000, Rift+7800, Volano+9600

Early Mines (was Mine Shaft): Br.Hills+1200 (400), Hill/Wh.Hill+1500 (600), All Mtns+1800 (800)
Mines: Br.Hills+900 (700), Hill/Wh.Hill+1200 (900), All Mtns+1200 (1000)
Adv Mines: Desert+1500, Tundra+1500, All Hills+1800 (1200), All Mtns+2400 (1800)
Mega Mines: Desert+1800 (2000), All Hills+2400 (1500), All Mtns+2800 (2200), Tundra/Glacier+3000 

Advances:
Undersea Mines: Undersea Construction (L22)
Adv Undersea Mines: Ultra-Pressure Machinery (L25)
Mega Undersea Mines: Smart Materials (L27)

Early Mines (was Mine Shaft):: Mining (L2)
Mines: Iron Working (L7)
Adv Mines: Modern Metallurgy (L15)
Mega Mines: Global Economics (L21)

- ISSUE: Undersea Mines and Advanced Undersea Mines are both L25, and in fact it's technically possible to be able to build the Advanced version even before the basic version. Ugh. Part of the problem is that Undersea cities first become available at L24 (availability of Sea Engineer unit), so this part of the game is compressed into the last 4 levels. A new way to handle this would be to make the normal Sea mines only buildable on the ocean shelf, and make them available much earlier. That way they become production benefits for land cities, and serve as the technology pre-cursor for "Sea Cities" (which makes sense). Shaking up the Tech Tree will help. For example, "Advanced Composites" will now be an Engineering Technology (must be L22) but the existing Flight sequence box remains and is renamed "Stealth Technology" (appropriate since it only provides two new stealth air units) and has the "Advanced Composite" pre-req instead of Conservation (infinitely more appropriate). Also need an "Undersea Construction" box in the Construction sequence. 

Advanced Composites (L22) (NEW): Engineering sequence. Prereqs are Internet (L22) and Jet Propulsion (L21)
Stealth Technology (L23) (NEW): Renamed from "Advanced Composites". Only other change is Pre-req shifts from Conservation to Advanced Composites.
Undersea Construction (L22) (NEW): Construction Sequence. Pre-reqs are Advanced Composites (L22) and Conservation (L22). New Advance that allows building of "Sea Mines" (they shift over from Nano-Assembly)
Fluid Breathing (L23) - Has Modern Med pre-req (L18) which is wayyy too old. Change to Genetics (L23) which is also in the Medicine sequence. Also had Advanced Composites, but that will shift to Stealth Technology (the same advance, just renamed) 
Robotics (L23) - As part of the new Engineering sequence, one of the pre-reqs shifts from Internet to Digital Encryption (L23)
Nano-Assembly (L24): As part of the new Engineering sequence, one of the pre-reqs shifts from Digital Encryption to Undersea Construction (L22). That makes sense since this is the Advance which kicks off the whole underwater city series of improvements.

Nets: Beach+400 (200) - DONE
Fisheries: Shallow+800 (600), Shelf+1200 (800), Deep+1600 (1000) - DONE
Trawlers: Beach+1000 (800), Shallow+1200 (1000), Shelf+1600 (1200), Deep+2400 (1400) - DONE
ModTrawlers: Beach+1200, Shallow+1400, Shelf+1600, Deep+1800, Rift+1800 - DONE
Aquaculture: Beach+2400 (2000), Shallow+2400 (2000), Shelf+2400 (2000), Deep+3600 (2400), Volcano+4000 (2600) - DONE

Pasture: Br.Hills/Hills+600 (300), Plains+600 (200)
Farms: Desert+300, Grass+600 (500) - DONE
Adv Farms: Desert+1200 (800), Grass/Plains+1500 (1000) - DONE
Mega Farms: Desert+1200, Grass/Plains+1400 - DONE
Hydroponics: Polar/Hills/Mtns+900, Forest/Desert/Jungle/Swamp+1800, Grass/Plains+2400
Rev Hydro: All Hills/Tundra+2400 (and new TIMP 113 = Space Hydro), Desert/Forest/Grass/Plains+2000 - DONE

Advances:
Nets: Ship Building (L2)
Fisheries: Map Making (L5)
Trawlers: Astrolabe (L12)
ModTrawlers: NEW: "Radio Navigation" (L18) 
Aquaculture: Robotics (L22)

Pasture: Domestication (L1)
Farms: Water Lifts (L2)
Adv Farms: Agricutural Revolution (L10)
Mega Farms: Corporation (L18)
Hydroponics: Genetics (L23)



ISSUE: Aquaculture and Advanced Trawlers generate very strange on-map graphics via the editor. When you place one on one tile and then click the adjacent tile, the graphics change. Long story short, it seems that this column ("OceanRoad") has a special property - everything in it is treated just like a road!! Might also be the excludes settings, so make sure those aren't screwed up.
- CONFIRMED: The "Road" and "OceanRoad" columns have a special property. Any TIMP placed in one of these columns will automatically be treated as a road, graphically speaking. That means the referenced TIMP graphic is assumed to be one of 18, and the game will assume that the next 17 graphics (sequentially by TI ID number) will link together exactly the same way all "other" road graphics link.

IDEA: Moving Ocean Tunnel back to OceanRoad solved its problem (placement in the "OceanDetector" column meant the game assumed it was NOT a road), but that still leaves the problem of the last open slot in this column. If it was given to Sonar Buoy, AND the Sonar Buoy graphic was copied into the 800 thru 817 series of TI IDs, then it will appear normal so long as it is NOT adjacent to a road tile. This can be solved with Land Roads by making it impossible to build the Sonar Buoy on Beach Tiles, but the Ocean Tunnels will always send linking graphics toward a tile containing the Sonar Buoy. Not a great look, but definitely a "late game" problem.

ISSUE #2: While running tests to confirm the "Road Column" issue, it became apparent that the Undersea Tunnel graphic does NOT "play well with others". In particular, it sits on top of all ocean-based TIMPs, which looks very bad in the case of "Trawlers" and "Advanced Trawlers" (the underwater tunnel sitting on top of surface boats). Conversely it looks OK with the Blue Sea Mines and even the Aquaculture Dome. Need to set the "Excludes" so that Tunnels overwrite the Trawlers (and vice versa). Also it will look bad with Nets and Fisheries, along with Port, Shipyard, and Drilling Rig. Could do this by adding Excludes OceanATM, OceanFarm, Structure2.
- Only issue is the AI might go into a perpetual loop, building a tunnel, wiping out aquaculture, then building aquaculture and wiping out the tunnel. Likewise with the three items in Structure2. Solving that means undoing the Structure2 Excludes (both ways) and swapping Aquaculture and Mega Mines. That way the only thing incompatible with Tunnels will be the top four levels of OceanFood, but by then the AI should only be building the Aquaculture one.
- Also might be a good idea to prevent Tunnels being built on top of Volcanos and Rifts. Technically that wouldn't make sense anyway, given the unstable nature of both types of terrain. 


ISSUE #3: The "submersible" graphic used with Aquaculture has some imperfections, probably caused by "Grey" colors which are the same RGB value as one of the three background colors. Need to fix that and reload it. DONE

ISSUE #4: 4 of 5 Advanced Trawler graphics look washed out and awful. Also they are mostly too large and extend into neighboring hexes. Even the "good one" has some bright pixels along the edges which detract from the look. This means ALL the new "Advanced Trawlers" graphics will have to be replaced or fixed. DONE (deleted two, added one, and fixed all) 






- PENDING

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CCCLVII) Research Target bug:

- While the Research completion "bug" (see CCCXLII) is simply a graphical glitch, more serious is that certain game events will alter the Research Target, often shifting the options such that the original Target isn't one of the 4 now on the choice list.
1) Completing a Wonder.
2) Gaining a Tech through non-Research methods (such as from theft, conquest, or popping a goody hut).
- After running some tests, I can confirm that when the "choice list" is re-set, the new list is ALWAYS comprised of the lowest level available Advances.
- EXAMPLE: My civ was researching Iron Working (Level 7), but after building the Spartan Philosophy Wonder, the list re-set and Iron Working was no longer being researched, nor was it one of the 4 selectable options. Instead, the new group of 4 was Republic (L6), Hippocratic School (L6), Mobile Tactics (L5) & Ballista Towers (L6), all of which are comparatively lower level Advances.
- There's no fix for this, but the player should be aware that it does happen, and now you know why.
- INFORMATION

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CCCLVIII) Diplo Advice Text Error:
- The Babylonians attitude toward Phoenicia is "ADVICE_WITHDRAW_TROOPS_0001". Clearly something is missing.
- In 1570 BC, the message in the diplo window is: "Embassy required to access privileged information". Meanwhile, my civ has "Cyrus Cylinder" and thus diplo status to EVERY nation. So something is weird with Babylon.
- In 1560 BC the message reverts to the code. It seems that things are OK at game start-up, but after executing an end-turn, the error text appears. Need to send a Diplomat to Babylon and see if that clears  this up (not that it should).
- In 1530 BC there is a standard attitude: "outraged about movement in borders".
- In 1520 BC an Embassy was established (even though Cyrus Cylinder creates a virtual embassy) and since then (now at 1490) the error has not recurred
- FINDING: Even though Cyrus Cylinder creates a virtual embassy (or could be related to the new "Religion-based" Embassy wonders), can trigger display of the code instead of the message text. Establishing an embassy using the Diplomat will fix the problem 


- PENDING

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CCCLIX) "SubNeural Ads" Advance - Possible Issue:

- The slic code which delivers non-buildable units and tileimps uses a mechanism that grants and then removes the "SubNeural Ads" Advance. This is not something which can be researched, but it IS listed as "AGE_SIX", placing it firmly in the "Modern Age". Transition to that "Age" is based on the player possessing 3 "Modern" Advances, so if the player already has two, the slic code might trigger an early "Modern Age" transition.
- That potential issue is now avoided altogether by changing AGE_SIX to AGE_ONE, which is the starting age and thus it can't trigger anything.
- File Changed: Advance.txt
- TASK COMPLETE

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CCCLX) Elite Unit Upgrade Issue:

- Elite Units will NOT upgrade when in a fort. Have to either fix the code (if possible) or change any advice (GL) with respect to that.
- FINDING: The code in the new updater3.slc file has sections which categorize unit types by "powerpoints" (which is a value for each unit in units.txt). For a unit to upgrade in a city, it just has to be there. However, for units in a fort, the code looks to see if the "powerpoint" number is between 49 and 90 while for airbases it's between 9 and 30. And it turns out that NONE of the Cradle units have powerpoints less than 100, so this will never work.
- In addition, you can tell by the code having a special upgrade section for air units (none of which are ever "elite" in Cradle) that the code was written before the Source code guys added built-in unit upgrade capability.
- Also, the original (broken) updater code did not use the "powerpoint" system, so that explains why "not working in forts" is a new issue.
hoplite=100
hover infantry=100
hypaspist=200
infantry=500
legion=300
machine gunner=800
man-at-arms=400
marine=1000
pikemen=300
spearman=100
swordsman=100
halberdier=400
arquebusier=500

Per J Bythway:
"PowerPoints was supposed to allow a multiplayer system whereby players had a certain number of points which they could use to 'buy' units for the start of the game in a quickstart mode, but it was never implemented. The field is used for another purpose in some fan-made SLIC somewhere (Maybe the unit updater?..)."
https://apolyton.net/forum/other-games/call-to-power-2/132472-power-points?p=4251247#post4251247

Per Peter Triggs:
"This is the latest version I could find. Basically, since I couldn't figure out how to get at the text fields that determine what a unit can bombard, I coded it up as a number in the powerpoints field. For example, 11 means that it's a (surface) naval unit that can only bombard water. Only PT boats fall under this."
https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/107833-call-to-conquest?p=3417781#post3417781

NOTE: The above post has the download link for his "CTC Powerpoints coding system". Reviewing that file, it seems that EVERY unit has a number less than 100, and now I understand why the updater file uses such low powerpoint values - those are all from the CTC mod.

- SOLUTION: OK, so it seems that "powerpoints" don't actually do anything, but Peter has renumbered them for different types of units and ties THAT to the slic code he created for his "Call to Conquest" mod. Accordingly, it seems like the best approach is to change the powerpoints so that Militia and Elite units have much lower numbers something like "50" for all of them. And to make sure that units can still upgrade on airbases, change the code for that section from "9 to 30" to match the fort code (49 to 90).
- This should also be easily testable, since the game will see changes to units.txt immediately whereas you need to restart slic to see those changes (and I don't want to do that during a test game)
- TEST RESULT: It worked! In addition to fixing the "bug", the upgrade opportunity will be extended so that Elite Units can also upgrade on airbases (which means adjusting the text in the Great Library)
- Files Changed: Units.txt, updater3.slc, updater4.slc & GL.txt
- TASK COMPLETE


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CCCLXI) Embargo Issues:

- Graphical (Human player): The diplomacy window includes icons for "at war" (crossed swords) and "embargo" (camel with a red x). Being "at war" automatically includes placing the other nation under embargo (prohibits new trade with that nation and cancels existing routes, if any), but even though you CAN embargo trade to another nation - without going to war - the window does NOT display the embargo icon. However, it is a real diplomatic state, since there are several related diplomacy options: 1) Threaten to place an embargo on another nation, 2) Enact the embargo, and 3) End the embargo. Also, if two nations are at war, the diplomacy window does not allow for ending just the embargo - the war has to end first, and if it does the embargo ends automatically.
- Graphical (AI players): By contrast, the "embargo" icon never appears on the Intelligence Report screens of individual civs. In the attached example, Phoenicia (human) has imposed a Trade Embargo on the Inca screen 


- Text: The "Intelligence Report" text when you are at war, always says: "Our trade embargo has angered them". That's true, but also misleading since it says nothing about the actual war! The closest thing to a "war only" message in the dip2_str.txt file is the "EVENT_LOST_BATTLE" which involves losing military units in battle. However, there is not a trigger for this message in diplomacy.txt, and interactions.txt specifically states there is no regard cost associated with losing military units in combat.
- FINDING: The graphical problem (embargo icon only appears when nations are at war) cannot be fixed (by me, anyway!) And there isn't a "war only" text message, so the only way to address that is to change the trade embargo message. Even though it will also appear when there is NOT a war (only an embargo), the new text will mention both: "The ongoing war and/or trade embargo has left them bitter and angry" 
- File Changed: dip2_str.txt
- TASK COMPLETE


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CCCLXII) "Unwelcome invaders" regard hit (REGARD_EVENT_INVADER_MOVEMENT):

- It's fairly common to see the following message in the Intelligence Report window: "This nation is outraged that we continue to move our troops within their borders.  To them, we are unwelcome invaders."
- After a fair amount of testing, I can say that invisible civilian units (such as Diplomats) don't trigger it, even if they are seen by other stealth units over a period of several turns.
- Military units won't trigger the message when they enter the other nation's territory IF they are not seen.
- Military units DO trigger the message if they enter the other nation's territory and ARE seen (even if they leave on the same turn).
- INFORMATION


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CCCLXIII) Rename the "Native Americans":

- The "Native American" civilization has been renamed "North American Tribes". One reason is that every city is named after a North American tribe, but equally important is that Cradle includes 3 other civilizations who are also "Native Americans" (in the larger context of "the aboriginal peoples of the Americas"), specifically the Aztecs, Maya, and Inca.
- Rather than change the underlying code name (which remains "native_americans"), only the translation files have been altered.
- Files Changed: civ_str.txt, feat_str.txt, and the GL
- TASK COMPLETE

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CCCLXIV) AI Intelligence Factor:

- According to Protra3211, he changed the AI_INTELLIGENCE_FACTOR in DiffDB.txt to "25" (normally "1") since "All the mods have this changed to 25 and some post it helps the AI."
https://apolyton.net/forum/other-games/call-to-power-2/ctp2-source-code-project/167019-project-playtest-the-4th-thread?p=6120438#post6120438
- I looked at the AE Mod scenario and they keep it at 1 in the earlier difficulty settings, but then raise it to 25 with "Hard" and "Very Hard" and then go to 35 for "Impossible". MoT doesn't change it at all, while AOM uses 25 only for "Impossible".
- RESULT: Will change the settings to 10 for Medium, 25 for Hard and Very Hard, and 35 for Impossible
- File Changed: DiffDB.txt
- TASK COMPLETE

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CCCLXV) TurnsAcceptedForOnePop:
- A new setting in Const.txt (not previously available in Cradle or even AE) which tells the AI to add more farmer specialists if the city needs more than the specified number of turns to reach the next level. This flag provides the default value for those in the StrategiesDB.
- Format is: TurnsAcceptedForOnePop ** (choose any value to replace **)
- It may be a way to get the AI to reduce its single-minded focus on production (which I've been unable to achieve with other changes)
- Added to Cradle 5 with a setting of 40
- File Changed: Const.txt
- TASK COMPLETE

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CCCLXVI) Full Empire automation:
- "This time we have bunch of AI improvements and something pretty cool for those of you who are especially lazy. If you are not only too lazy to handle your specialists and build queues but also too lazy to handle your unit movements and everything else, we got for you full empire automation. Just open the chat window by typing the apostrophe key (') and enter "/attach n" where n is the number of your player, which you can look up in the scenario editor for instance, then hit end turn, and everything is done for you. You can download the latest version from here."

https://apolyton.net/forum/other-games/call-to-power-2/ctp2-source-code-project/211140-project-playtest-thread-no-6?p=7093444#post7093444

- This sounds like a good way to run a test game in which you are NOT the Barbarians, so the AI results vs. each other and the human player *should* be more accurate.
- Tested this and it works, HOWEVER: After you invoke the change in the chat window, the AI runs your side every time you hit "end turn". However, you have to hit "end turn" on EVERY turn....it doesn't string together a series of turns (as it does when running Barb turns).
- Actually it CAN run for multiple turn in  row. First you have to use "/attach n" to identify the "Robot AI" civ. THEN use "/rnd #" to set the number of turns to run in sequence.
- In order to release the AI civ from robot control, use "/detach n". (see links below)

"Two other commands are /attach n and /detach n."
https://apolyton.net/forum/other-games/call-to-power-2/ctp2-source-code-project/190380-several-source-code-questions?p=6442287#post6442287

_ Other Keywords when searching for this: Robot , autoplay

- INFORMATION

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CCCLXVII) "Fixed" Polar Climate Zones:

- The Const.txt file allows the player to delineate climate zones (f/e "MERIDIANA  5" means that the northern 5% of the map is polar terrain) but the mapping program uses that more as a guide than a rule. So even though polar regions are currently set at 5% north and south, it's normal to find arctic terrain outide those limits. However it IS possible have fixed climate zones, as explained by Martin Guhmann in the CtP2 Faq (link)
- To set this in your game, open the userprofile.txt file and change MapPlugin3=dll\\map\\plasma2.dll to MapPlugin3=dll\\map\\fault.dll
- The result can be seen in the minimap files below. The one on the left has the normal setting while on the right you see what happens when climate zones are fixed.
- Personally I prefer the standard settings and that will be the Cradle5 default, but - as you can see - it's very easy to change that.
**********************
Q59 Usually my CTP1/2 maps don't have icy terrain on the north and the south can this be fixed?
A59 Yes, but actual I am not content with the result you have will have climate zones with hard borders, but of corse you can try this and if you like the result you can keep it.

Open the userprofile.txt in your ..\ctp2_program\ctp\ folder and find these lines:

Code:
MapPlugin0=dll\\map\\geometric.dll
MapPlugin1=dll\\map\\crater.dll
MapPlugin2=dll\\map\\plasma2.dll
MapPlugin3=dll\\map\\plasma2.dll
Replace the last MapPlugin so that it looks like this:

Code:
MapPlugin0=dll\\map\\geometric.dll
MapPlugin1=dll\\map\\crater.dll
MapPlugin2=dll\\map\\plasma2.dll
MapPlugin3=dll\\map\\fault.dll

https://apolyton.net/forum/other-games/call-to-power-2/50172-ctp2-faq?p=2286618#post2286618

- INFORMATION

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CCCLXVIII) Terraforming:????:



- PENDING

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CCCLXIX) Adv. Urban Planning:

This Advance has an odd mixture of elements. It's a late Modern Era L20 Advance, but one of the two pre-reqs is the Industrial Era L15 "Modern Metallurgy". The only apparent reason is that particular pre-req includes the ability to construct Advanced Mines while Urban Planning allows construction of Mega Mines. Which doesn't have ANYTHING to do with Urban Planning (part of the "Society" sequence), and is also redundant since it's part of the chain leading to "Mass Transit", the other pre-req for this Advance. Not surprisingly, this linkage goes back to the original CtP2 (and continues in AE), but for Cradle 5 we'll change things up:
- The immediate pre-req for Adv Urban Planning will now change to L20 Computer which makes sense for a lot of reasons (such as, you can't do modern Urban Planning without one).
- Mega Mines will shift over to L21 Global Economics (for similar reasons as to why the new Mega Farms were placed under "Corporation").
- Files Changed: Advance.txt, tileimp.txt, GL and the Tech Tree
- TASK COMPLETE

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CCCLXX) Risks.txt:

- This is the file which controls the appearance of Barbarians and also has the "percent chance" for everything that comes from Goody Huts. The AE team uses new code for everything in this file (f/e HutChanceGold 0.3 in AE is the same as GOLD_HUT_CHANCE 0.30 in the original CtP2). Even though Martin Guhmann notes that the game can still parse the old language, I'm going to switch in the new AE file to replace the one from Cradle, retaining some of the Cradle settings, but mostly using those from AE. The biggest issue was that some of the Cradle values for the various Barbarian difficulty levels didn't increase from one setting to the next, so that has been fixed.
- UPDATE: In the first playtest after making this change, all the Barbarian units were Slingers, no Spearmen, so I'm going to change the BarbarianUnitRankMax & BarbarianUnitRankMin values back to those in Cradle 3. In fact, if you change the "Max" value from 1 to 0, suddenly there's a lot more Swordsmen! Also, getting quite a few "triple-spawn" biremes.
- UPDATE 2: The "city chance" I added for Cradle5 was too high (5% vs. 0% in Cradle 3) so I dropped it to 2% (Villages), 1% (Boring & Decent Hordes) and 0% (Raging). The leftover 3-4% was assigned to "GoldChance".
- UPDATE 3: I'm getting a persistent CTD which *seems to be* driven by the AI popping a "lost tribe" hut right next to one of their cities. Accordingly, even the modified "city chance" I added for Cradle5 was too high, so I'm dropping it back down to 0% at all levels. The leftover 3-4% will be assigned to "GoldChance".
- Files Changed: risks.txt
- TASK COMPLETE

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CCCLXXI) TIMPs that can't be pillaged:

- One of the new features in AE is the "CantPillage" flag for TIMPs and (as noted previously - see Heading 145) Cradle 5 assigned that to Pastures and Nets. Unfortunately the AI does not "know" what that means, and extensive playtesting has shown that un-pillageable TIMPs cause AI units to sit on them for multiple turns, constantly trying to pillage without success. That means they operate like flytraps, holding AI units in place instead of allowing them to attack or explore.
- Anything which adversely affects the AI is a problem, so the flag will be removed from both TIMPs, but the PW costs will also be reduced so it's cheaper to replace them.
- But that's not all, as Nets in particular are extremely hard to protect. AI naval vessels spend a lot of time in your waters, especially during the early game Exploration phase. The new flag prevented a lot of unnecessary early-game warfare, since the AI pillages any Ocean TIMP they find, even if you have good diplomatic relations. Accordingly, we'll remove the "CanPillage" and "CanPirate" flags from Coracles, so the AI uses them as they should - purely for troop transport and exploration.
- UPDATE: Ugh. Removing those attributes means the AI doesn't use the Coracles at all. It builds them but they just stay parked in cities, and never move. Will have to restore both attributes, but will reduce the Net cost from 200 to 100 to make it easier to replace the inevitable losses.
- Files Changed: Units.txt, tileimp.txt and the GL
- TASK COMPLETE

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CCCLXXII) Naval Voices Issues:

- While doing the voice updates, I looked at all air units, land units and "Specials", but Naval units only up through the Ship-of-the-Line. Not surprisingly, many of those which come after that period are a problem:
1) Aircraft Carrier: Female voice saying, "Roger that". Instead, will use the A/C Carrier Acknowledge (gudv36.wav) and Can't Move (gunv36.wav) voices from CtP1- DONE
2) Dreadnaught and Destroyer have the same voice, "Order Received". This was a problem i created, lol (see Section CCLXXXVI). Dreadnaught will use the Battle Cruiser Acknowledge Voice from CtP1 (gudv71.wav) and Can't Move (gunv71.wav) - DONE
3) Nuke Sub has female voice. There's only one good male voice for submarines, and most of those are in CtP2. Nuke sub will use the male voices of the Regular Sub ("running silent" gusv31-3.wav & Can't Move gunv31.wav). The regular sub will now use the one from CtP1 (gudv31.wav; "go to torpedo depth") while for Can't Move it will use gusv31-2.wav ("Periscope up") from CtP2 - DONE
4) Galleon/SoL Move Sounds: Very similar to motorized vessels. Will use gumx21.wav from CtP1 (used for SoL in that game) - DONE
5) Aircraft Carrier/Battleship Move Sounds: Similar to all other surface ships. Will use gumx36.wav from CtP1 (the move sounds for these ships in CtP1)
- Shifting the Carrier and Sub Naval command voices from Female to Male is not a misogynistic exercise, but rather a reflection of the reality that only in very recent times (and only in the West) have Women risen to senior command levels. By contrast, many of the future units (Air, Sea, and Land) feature female voices.
- Text Oddity: The "str_ldl_Exclude" line in ldl_str.txt places the word "Exclude" beneath every unit listed in the Editor. Why? Who knows, but it looks weird. Confirmed that the same issue applied to the original CtP2, so it's always been like this. Will replace it with the word "Unit". DONE
- Files Changed: sounds.txt and added 7 CtP1 sound files
- TASK COMPLETE

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CCCLXXIII) New TIMP - Mega Farms (Land Farm L4):

- This was comprehensively addressed in Section CCCLXXXV (Revised Farm TIMP system), so peruse that section to see the full details.
- TASK COMPLETE

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CCCLXXIV) New TIMP - Advanced Trawlers (Ocean Farm L4):

- When most of the Ocean Food TIMPs were altered into various forms of boats (from the unknowable "blue-and-red-things" in vanilla CtP2), the only real issue was the tenuous link leading from the new L3 Trawlers (sailing vessels) to L4 Aquaculture.
- The L4 Advanced Trawlers TIMP solves that problem by offering an intermediate level which alters the maritime fishing technology from Sail to Engines. Among other things, this is a good interim step because the food levels previously doubled when going from Trawlers to Aquaculture, but now the increase is incremental. For example, food from "Shallow" tiles rises from 10 (Fisheries) to 15 (Trawlers) to 20 (Advanced Trawlers) to 30 (Aquaculture). Also, while there were only 3 graphics for Trawlers, we now have 5 with Advanced Trawlers (see attached).
- In addition, even though Aquaculture had only a single graphic, it now includes a new "submersible" which can only be constructed on undersea Volcanos (visible on the right of the attachment).

- Will use 5 "engined boat" graphics for all Ocean Terrain-types except Volcano. All will be available with the discovery of "L18 Radio Navigation" (NEW).
- There will be 5 TIMPs, all of them new and each one a different type of "engined" fishing boat.

- For the ButtonBank graphic we'll use one of the new engined trawlers (upti_adv_trawler.tga) - DONE
* Under Construction: 50,50,50 (same as Trawlers)
* Beach (L18 Radio Navigation): NEW - 124.tga
* Shallow/Shelf/Trench (L18 Radio Navigation): NEW - 129.tga
* Kelp/Reef (L18 Radio Navigation): NEW - 126.tga
* Deep (L18 Radio Navigation): NEW - 125.tga
* Rift (L18 Radio Navigation): NEW - 128.tga
* Volcano: Not used

   TerrainEffect {
      Terrain TERRAIN_WATER_BEACH

      BonusFood 20
      EnableAdvance ADVANCE_RADIO_NAVIGATION
      ProductionCost 1200
      ProductionTime 4
      TilesetIndex 124
   }

   TerrainEffect {
      Terrain TERRAIN_WATER_SHALLOW

      BonusFood 20
      EnableAdvance ADVANCE_RADIO_NAVIGATION
      ProductionCost 1400
      ProductionTime 4
      TilesetIndex 129
   }

   TerrainEffect {
      Terrain TERRAIN_WATER_KELP
      Terrain TERRAIN_WATER_REEF

      BonusFood 20
      EnableAdvance ADVANCE_RADIO_NAVIGATION
      ProductionCost 1400
      ProductionTime 4
      TilesetIndex 126
   }

   TerrainEffect {
      Terrain TERRAIN_WATER_SHELF
      Terrain TERRAIN_WATER_TRENCH

      BonusFood 25
      EnableAdvance ADVANCE_RADIO_NAVIGATION
      ProductionCost 1600
      ProductionTime 4
      TilesetIndex 129
   }

   TerrainEffect {
      Terrain TERRAIN_WATER_DEEP

      BonusFood 35
      EnableAdvance ADVANCE_RADIO_NAVIGATION
      ProductionCost 1800
      ProductionTime 5
      TilesetIndex 125
   }

   TerrainEffect {
      Terrain TERRAIN_WATER_RIFT

      BonusFood 35
      EnableAdvance ADVANCE_RADIO_NAVIGATION
      ProductionCost 1800
      ProductionTime 5
      TilesetIndex 128

- TASK COMPLETE

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CCCLXXV) Current Playtest (Jan 2025):
- "News from abroad confirms that Celt has begun to culturally expand their empire": Look at alternate wording which covers all Empires. Probably should be the "Celts" plus some rewording - PENDING
- Rome did not place three Visible Wonders outside Mediolanum. Probably because most of the terrain surrounding them was mountain. Need to think about that, since cities surrounded by mountains will have higher production levels and thus be more likely to build Wonders. The same thing could happen on islands, of course, and could happen to the human players since the code searches for building sites from directly on the right hex, clockwise. How many hexes does it look at, I wonder - PENDING
- CTD @ 390 AD (started as Greece and switched to Barb for Autoplay). Game let me open the autosave, but it CTD'd when i tried to save it (did this twice). Also, there is NO crash log file!! Scary. Next I'm rebooting and will try again. Didn't try to Save, but hit end turn instead and it played through to 400 AD. Tried to Save there, and it CTDd again. Hmm. Next loaded the autosave (now at 400 AD), changed civ to "Rome" and the game DID save! And also saved as Greece. Switched back to Barbs and now Autoplay is working. At 500 AD was able to save as Greeks, but switching back to Barbs and trying to save as them caused the CTD again. Barbs could save up through 1 AD, so something happened after that. I wonder if they have a unit which is not supposed to be granted to them? Because that's all they have on the map. Deleted all but a single swordsman and it CTd'd when trying to Save as Barbs. Next I tried to delete the Swordsman but it wouldn't delete! So I created a Spearman next to an AI city, deleted the swordsman, then attacked the city, thus killing the spearman. When trying to save, the game Froze! Had to kill the game, and this time there was a crashlog, but its not helpful - just a string of 13 "onexitbegin" messages that are meaningless to me. Reloaded a saved greek game which only had the one Barb Swordsman, ran a turn as barbs, then tried to save and got the CTD again. At this point, no idea what's happening so will just continue running turns as Barbs from 500 BC (using the "before deleting all barb units save") and will save periodically as Greeks.
- Around 680 AD, there was a script error at "line 2653", which is CONDUCTHIT_FAILED_ATTACK, the message you get if the "Assassinate Ruler" attack fails. This has occurred before and seems to be related to playing as a Barb (see section CCX). Not an issue.
- CTD @ 1035 AD (started as Greece and switched to Barb for Autoplay). Again there was no Crash Report, but the AutoSave opened at 1035 AD. First changed to Greeks and saved, then switch to Barbs and THIS TIME it did save!! Interesting. An Egyptian City revolted (became Etruscans) that turn, so the CTDs might be related to these revolts.
- CTD @ 1235 AD (started as Greece and switched to Barb for Autoplay). There was a Crash Report, but it wasn't helpful. The AutoSave opened at 1235 AD and could be saved immediately as Barbs. A Sumerian City revolted (became Hebrews) that turn, so this is starting to look like the issue. Not sure why it would cause a CTD though.
- CTD THEORY: As described in Section CCCXLIII, there is a Hard Code limit of 32 Civs. In addition, a 31 civ test game kicked out some errors, even though the game could continue from there. The issue here is that the Game was started as Greeks with 12 civs, but also the max number of civs (available, hint, hint - via revolts) was set to 31! This is the first test game i ever ran with a number that high, and since the CTDs seem to be correlating with Civ Revolts, it's quite possible that 31 is just too many.
- Kind of a pain, but maybe the test game should be started over (argh), with all settings exactly the same, but max civs reduced to 30.

**** New Playtest (Jan 2025): As described above, it's exactly the same setting as the first playtest, but with maxcivs set to "30" instead of "31"
- The sound which plays when the AI attacks a Barbarian unit and loses (i.e the Barb - me - wins) is kind of a sad dirge. Seems like it should be triumphant. Maybe swap the "win" sound with the "lose" sound? Need to test it to make sure those sounds are universal and not some weird flip due to me playing as Barbs. The "lose" sound is "gvictory.wav" while "win" is "gdefeat.wav", which means they definitely are reversed. OK ran a quick test, and it's only a problem for Barbs! Normal Civs get the correct sounds. VERDICT: Not a problem!
- Had two instances of the Slic Errors related to Addpops. Haven't been able to kill that, but it's a known issue that won't appear in game when DebugSlic is set to "No".
- At 380 BC, the Yamato city of Nagano revolted and became Babylonians. No CTD!
- Almost immediately after (370 BC) there was a script error at "line 2653". No issue.
- At 280 BC, the Shang city of Anyi revolted and became Mayans. No CTD!
- CTD @ 280 BC - Well it DID CTD after all! No crash log. Loaded the autosave, saved as Barbs, and the game continued. So my "31 civs" theory is incorrect. Test will continue.
- At 30 BC, Minoan City of Thermi revolted and became Persians. No CTD, and game continued to 20 BC.
- CTD @ 190 AD - No revolt in the Save Game but I saw one happen right before the crash. Opened Autosave, saved as Barb, game continued. Briefly. It was actually "Aztecs Conquered the nation of Maya". So the civ that revolted earlier revolted itself and THAT caused the CTD. I've seen this before...
- GENERAL: No footsteps when the nomad walks (WRONG - it does work)

- PENDING

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CCCLXXVI) Apolyton Edition Fixes:

- The release of the new Source Code version had a side benefit, in that I discovered the AE_mod_readme.txt file, which mentions a number of fixes to the base game. Most of them were not applicable to Cradle, but several of them have been implemented or were seriously considered:

1) "trade is slightly more profitable and less caravans are required, like SAP2": I like the idea of trade improvements, so definitely worth studying. Of course, trade changes are a major part of the new SC version so best would be to compare the two before making changes.
- OK, looking into the SC team comments on this it seems the main change was to drop the CARAVAN_COEF from 0.04 to 0.02 (in const.txt). Cradle already changed this to 0.03, so I'm a bit hesitant to go any further. Still studying.
- The other factor would be the "Production cost" of Caravans. AE has them at 380 while Cradle increased that a LOT, to 600. Similarly, Freight Transports (the Modern Era version of caravans) are 1200 in AE and 1600 in Cradle. In addition, Cradle has an intermediate unit (Merchant Trader) and that is 1100 (no Comp in AE). Accordingly I'm going to change all of them to bring the Cradle costs more in line with AE: Caravan to 400, Merchant Trader to 800, Freight Transport to 1200
- Files Changed (for #1): Units.txt - DONE

2) "nuclear plant - is now not destroyed/banned with nanite defuser wonder"
- I addressed this in Cradle by removing the pre-req leading to Fusion Plants, but this fix may be better. Probably involves changes to buildings.txt
- On further review, I'm going to keep things as they are in Cradle 5
- NO CHANGE

3) Units (various):
- "aircraft carrier: carry small or medium air > carry only medium air, so it can't carry missiles and nukes, otherwise a bunch of other units are obsolete." Yes - DONE
- "cargo helicopter: now transports only small rather than medium land units." Yes - DONE
- "cruise missile: increased firepower from 1 to 4, so it can actually damage something stronger than a warrior." Yes - DONE
- "eco ranger: now a stealth unit as it says in the GL." Partially implemented. Now the unit is Stealthy but can't see Stealth (same as diplomats) - DONE
- "mobile SAM: bombards land, sea and air (not just air)." Not going to do this, as it's clearly a unit with only an "anti-air" mission - NO CHANGE
- "sea engineer: settle size 1 > 3, now creates the buildings in a new city (like urban planner)." Yes - DONE
- "spy plane" size medium > size large so it can't land on (and enable anti-air defence on) aircraft carriers." Yes - DONE
- Stealth Bomber & Bomber: size medium > size large. Since these can "carry small" it's a way to piggyback missiles onto the aircraft carrier, plus planes of this size have never been carried on aircraft carriers anyway. AE didn't change this, but Cradle 5 will - DONE
- Files Changed (for #3): Units.txt - DONE

4) Wonders (various):
- "Emancipation Act: eliminates slavers worldwide again (like it did in the 1.1 patched game), also removed the GL text about making slave-holding cities revolt or riot, since this isn't true in either case (but we should look into making them riot)." Cradle 5 already included the fix which kills all Slavers, but the "uprising" text was still in the GL (can confirm that it doesn't happen). GL text fixed - DONE
- "Field Dynamics Lab: +35% science > +10% science." Good idea - DONE
- "Genome Project: +10% prod., +10% health (+1HP) for units. > only +10% health for units." In addition, Cradle 3/4 had HP at +3, so that has been dropped to +1 and the 10% production benefit removed as well - DONE
- "Globe Sat: costs 12,400, does not obsolete > costs 18,600, obsolete at Nano Machines." Cost is already high in Cradle (20K). Possibly add obsolescence? No, not going to alter this since there's no obvious technology which would make it obsolete - NO CHANGE. 
- "The Agency: does not obsolete > obsolete at Neural Interface (Cyber Ninjas)." Possibly add obsolescence? Not going to alter this since there's no obvious technology which would make it obsolete - NO CHANGE.
- "The Eden Project: destroy 3 most polluting cities > destroy only 1." No, leave this as is - NO CHANGE.
- "World Peace Center: added increase regard (+50%), as it says in GL." Probably a good idea. Will add Regard, but not 50%, more like 20% (UPDATE: Increased it to 30) - DONE
- Empire State Building: In Cradle 3/4 & AE it increases regard (+100%): This seems way too high. Drop to 30%. (UPDATE: Since that was the only benefit for building this wonder, it's less useful. Accordingly will add a +200 BonusGold same as Eifel Tower) - DONE
- Eiffel Tower: In Cradle 5 (not present in AE or other versions of Cradle) it provides only Gold, but historically this structure generated a great deal of prestige. Will add increased regard (+20%) - DONE
- Forbidden City: In AE it increases Regard by 50% which seems odd since it also closes all foreign embassies. In Cradle 3/4 it adds Food (Growth) and Production, but the GL only mentions food. Having both is overpowered, so I'll remove the Production bonus (Will not add Regard effects) - DONE
- Files Changed (for #4): Wonder.txt and GL.txt - DONE

- TASK COMPLETE

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CCCLXXVII) AE 2025 Playtest:
- The base game seems to work great. Flies along, plenty of conquests, AI seems solid. Tested the "Sue franchise" and now it works.
- Cradle playtest was a disaster. AI can't manage happiness in cities, so there are a ton of revolts. At least not any CTDs. AI is feeble at aggression.
- Some ideas. 1) Change the +/- of the happiness sliders. In AE, max levels only change effects by plus or minus 1, whereas it's plus/minus 3 in Cradle. 2) It's possible the AI is more aggressive in AE because the units can't walk past military units, but must engage them (i.e. full ZOC). That would be a BIG change.
- "Siege" is still not working against the AI player. In addition, the new "Wall" icon (showing a successful siege) has a blinking edge. Not as bad as the old "entire blinking icon" at least.
- Supposedly the "Victory Enslavement" only works when a battle is complete, but it still works even if you don't kill any enemy units. On the other hand, the readme file actually says it's based on a ratio between attacker and defender, so would need to test that. Tested and that is true. One Alexander attacked a stack of 5 and then retreated. Mine did NOT get a slave, but theirs did! LOL. One problem - this generated a message saying "The horror! Our Settler disappeared without a trace". So that message now ties to victory enslavement. AND, so does winning a slave, although that message only played once in three victories ("Our slave raid has been successful...")
- "Sue Franchise" did NOT work in Cradle, but by comparing the two "orders.txt" files I found the problem. In the last AE and Cradle, the "Range" line was set to "0" while in AE-2025 it was set to "1". Making that change in the Cradle file fixed the problem!!! Gah!! How simple!
- By contrast, the Bio_Infect Order ("Siege" in Cradle 5) is still broken. If the human uses it against the AI, the graphics occur (no message except on failure) but there are no effects. But if the AI uses it against the human, it does work. Tested this in AE-2025 and Cradle 5, and the results were the same.


- PENDING

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CCCLXXIX) Unit Sprites that were fixed in Cradle 5 and have been uploaded for use in AE-2025:

- GU01.spr (Cow) - Adds Idle
- GU021.spr (Ship of the Line) - Adds new "broadside" attack mode
- GU026.spr (Galleon) - Adds new "broadside" attack mode
- GU03.spr (CtP1 Warrior, Cradle Pacal) Adds Idle
- GU032.spr (Stealth Fighter) Adds "stealth move" and various fixes
- GU035.spr (P-38 Fighter) Adds Idle
- GU040.spr (Nuke) - Adds Idle
- GU046.spr (Interceptor) Adds Idle
- GU05.spr (CtP1 Mounted Archer, Cradle Mounted Archer) - Adds Idle
- GU051.spr (Stealth Bomber) Adds Idle & "stealth move"
- GU057.spr (Spy Plane) Adds Idle & "stealth move"
- GU07.spr (CtP1 Trireme, Cradle Quinquereme) - Adds Idle & Ramming attack
- GU08.spr (CtP1 Phalanx, Cradle Hired Thug) - Adds Idle
- GU09.spr (CtP1 Cow) - Identical to GU01.spr
- GU10.spr (CtP1 Diplomat, Cradle Emissary) - Adds Idle
- GU14.spr (CtP1 Fire Trireme, Cradle Trireme) Adds Idle & Ramming attack, Removes Fire
- GU15.spr (CtP1 Knight, Cradle Teutonic Knight) - Adds Idle
- GU16.spr (CtP1 Longship, Cradle Dromon) - Adds Idle & Fire Attack
- GU17.spr (CtP1 Pikeman, Cradle Pikeman) - Adds Idle, Replaces Halberd with Pike, Adds Stabbing Attack
- GU20.spr (CtP1 Cavalry, Cradle Field Marshall) - Adds Idle
- GU22.spr (CtP1 Musketeer, Cradle Brigadier) - Adds Idle & Death
- GU23.spr (CtP1 Lawyer, Cradle Ambassador) - Adds Idle
- GU24.spr (CtP1 Fascist, Cradle Red Guard) - Adds Idle
- GU28.spr (CtP1 Artillery, Cradle Howitzer) - Adds Idle
- GU42.spr (CtP1 Televangelist, Cradle Televangelist) - Adds Idle
- GU46.spr (CtP1 Interceptor, Cradle Interceptor) - Adds Idle & Death
- GU48.spr (CtP1 Cyber Ninja, Cradle Cyber Attorney) - Adds Idle & Changes Move, Attack, and Death
- GU50.spr (CtP1 Corporate Branch, Cradle Corporate Branch) - Adds Idle
- GU56.spr (CtP1 Subneural Ad, Cradle Subneural Ad) - Adds Idle

- DONE (Posted on 2/9/2025 with a link to zip file in DropBox)

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CCCLXXX) Granaries and Early Farms:

- All the early Buildings (Bazaar, Ziggurat, Shrine, Walls) are available at Levels 1 or 2, while Granary is Level 3. Historically, the Granary preceded at least two of them, and should be available as one of the first buildable structures. Exemplifying the poor location in the research system,  it is usually possible to reach the Dynasty Gov-type before Granaries are even available.
- While not a perfect solution, the easiest fix is to shift the "Granaries" Advance to L2 and move "Water Lifts" (which holds the "Farms" TIMP) to L3. The pre-req Advances are fine (except with respect to each other), and the Advance cost for Water Lifts will also be reduced so it's likely to be one of the first L3 Advances to be researched. In addition, we'll alter one of the Dynasty pre-reqs from Brick Making to Granaries (which now has Brick Making as a pre-req), thus ensuring they are researched before Dynasty.
- One downside of this change is that "Farm" TIMPs have now shifted out to L3, when in reality that was a very old technology. Accordingly, I'm going to add a new feature to the "Pasture" TIMP, allowing them to be constructed on Grassland with the discovery of L1 Agriculture. Very cheap (100), and only adds +5 to the Food level. They'll be called "Early Farms" on the Tech Tree and in the GL (similar to "Carbon Sink" being a version of the "Mega Mine"), and will have a unique graphic. Unfortunately they cant have a different title, so the name will appear as "Pasture" when you see them on the map.
- Files Changed: Advance.txt, advancelists.txt, tileimp.txt, GL.txt, and the Tech Tree - DONE
- New Graphic - DONE
- TASK COMPLETE

*****************************************

CCCLXXXI) Stuff to be posted in the new AE Edition thread:

1) "Fixed: Avoid a "No such object" message with game shutdown/crash after a slave uprise in a city without units.​" I've been working a problem that this might fix (need to test that first)

2) Diplomats and Gossip (DONE)

3) The Slave Uprising Code: Another thing to test and see if it still works in the fucked up way it used to (kills all slaves and wastes a new civ)

4) War and Embargo message and icons : Maybe the fix below solves that?
Fixed:    The diplomacy window lists all types of agreements.


- PENDING


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CCCLXXXII) Tech Tree Fonts:

- Symbols: The "Star" font (for Wonders) is QuickType II Pi, Size 11, double apostrophe (")
- Symbols: The "Hammer and Wrench" font (for TIMPs) is Webdings, Size 11, "at" symbol (@)
- Symbols: The "Pyramid" font (for Buildings) is Wingdings 3, Size 11, small letter p (p)
- Note 1: Can't find the "Unit" symbol in any of the Fonts
- Note 2: Webdings Capital "G" and "K" used to work as the "Government" and "Great House" symbols, but they don't appear properly in GIMP any longer.

- INFORMATION

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CCCLXXXIII) New Commercial TIMP System:

I wanted to introduce the new TIMPs (Advanced Trawlers and Mega Farms) before getting into the systemic revisions made to the Tile Improvement system, but as you can see from the prior posts, the discussion was simply too disjointed. The Ocean Farms systems was heavily reconstructed earlier and has the fewest number of new changes, yet even there it was impossible to talk about the new level without delving into other affected areas. In that regard, Land Farms and the others are even worse, so let's start over and begin with the biggest system change of all - the Commerce TIMPs.

Revising Ocean Farms: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition?p=9442592#post9442592

As I mentioned in Item 6 of the Status Report, most Tile Improvements are hard-coded to provide three primary effects: Food, Gold, or Production. Of those, the basic premise for food (Farms or Boats) and production (Mines, both Ocean and Land) works quite well, but those for Gold were much less realistic. In both the original CtP2 and AE, the Commerce sequence begins with L1 Trading Posts, upgrades to L2 Outlet Malls, and finishes with the L3 Nature Preserve. The first two make some degree of sense since they are basically stores, but the third level has no connection to the other two, and frankly the idea that a "Nature Preserve" is the top level economic structure in any real-world commercial system is just laughable. Equally bad, the time frames for each level are completely out of synch with a game which starts in 4000 BC. Level 1 is a structure found historically in frontier America circa 1700 AD, Level 2 is a commercial system which originated in the 1960s, while Level 3 has roots going back to the early 1900s. Just a terrible, terrible mix.

Status Report Post: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition?p=9481270#post9481270

And Cradle isn't much better since that also begins with the same 1700s era structure but then segues into a Roman enterprise from 2000 years earlier (the Latifundia) and then moves on to a system which arose in Europe during the Middle Ages (Township) before finishing with the same top level structure I derided earlier.

OK, so what then? Well, if we consider the matter historically, there's no doubt that commercial activity - from the beginning - has occurred in and has emanated from, human settlements. And certainly CtP2 recognizes that, because the primary economic engines of the game are the cities which are the foundation elements of every empire. What's missing are the smaller settlements, and those will become the Commercial TIMPs of Cradle 5.

++++++++++++++++++++++

The Level 1 TIMP is the "Village". First available with L2 "Pottery", it can be constructed in Forest & Jungle terrain (each with a different "village graphic). Historically villages could be found on many different terrain-types, but in the early stages of the game we want the AI to utilize Plains & Grasslands for Food while Hills & Mountains are reserved primarily for Production. The new art is borrowed (and modified) from a few Civ3 images, but in general we're talking about "huts" and you'll see similar imagery associated with the initial land farms (more on those at the appropriate time). Accordingly, the Level 1 image on the ButtonBank is a single hut (as you can see in the attachment to the "Status Report" post).

With the discovery of L6 "Aqueducts", villages can now be constructed on Plains terrain, but since the AI can't help itself and sprawls these everywhere, they are restricted to "Plains terrain adjacent to the City" (using the new "NextToCity" tag in tileimp.txt). Finally, the discovery of L10 "Feudalism" allows villages to be constructed in Swamp terrain, and here we utilize a 4th graphic. Obviously a sequence in which different Advances trigger buildability on additional terrain-types isn't intuitive, so the new GL entry for Villages explains the system in great detail.

The attachment shows all four Village images, clockwise from Argos: Plains, Forest, Swamp, Jungle.

++++++++++++++++++++++

The Level 2 TIMP is the "Town". This is definitely borrowed from the earlier versions of Cradle, but now it fits into the proper time sequence. First available with L10 "Feudalism", these can be built on Plains terrain, but again only in the circle of tiles immediately surrounding a city. This uses the Cradle "township" graphic. With the advent of L12 "Banking", towns can now be built on Forests and we have a different graphic which uses similar "houses" to those used in the Township, but now with a "Trading Post" as the central structure. A pair of these same houses are used in the L2 ButtonBank image. The final "town-granting" Advance is L20 "Advanced Urban Planning", and this allows them to be built on Jungle and Swamp terrain (using the now superseded "township" graphic). Again, all this is explained in the associated GL entry.

The attachment shows both Town images, clockwise from Argos: Plains (plus Jungle) and Forest (plus Swamp).

++++++++++++++++++++++

The Level 3 TIMP is the "Suburb". First available with L16 "Electricity", these feature the existing "Modern City" TIMPs used by all small cities once CtP2 (and Cradle) enters the "Modern Age". The L3 ButtonBank image has three of these structures, thus completing the "1-2-3" visual effect. Suburbs can be constructed on Plains terrain, but are no longer restricted to the immediate environs of cities since we've now truly entered the era of "suburban sprawl". L19 Mass Transit allows suburbs to be constructed on Desert and Grasslands, Forest with L20 Advanced Urban Planning, and lastly Hills become available with L21 Global Economics. While the others use a mix of the Modern City TIMPS, this final graphic is the CtP2 "Outlet Mall".

The attachment shows Argos with a Modern Era City Style (size 40+), and this time it includes the Level 4 image adjacent to the city (Urban - discussed next) while clockwise from there we see three Suburbs on Grassland, Plains (also Desert & Forest), and Hills.

++++++++++++++++++++++

As shown in the attachment above, the Level 4 TIMP is the "Urban Area". These become available with L20 "Advanced Urban Planning". Similar to "Suburbs", this uses the third level "Modern City" TIMP. Once again we restrict construction to the tiles immediately surrounding the city, but now we extend buildability to all terrain types except Mountains and Glaciers. Visually the result is a city surrounded by tall high rises and then a series of lower structures, but all with similar art.

Taken altogether, this results in a map which contains a vast amount of pleasing visual diversity, and utilizes a Commercial System that mirrors the one seen across the world, from the earliest of times until now and on into the future.

Finally, while the depiction of the four Commerce Levels has radically changed, the PW costs at each level remain fairly close to what they were:

PW Cost (Old):
Trading Post: Grass/Plain/Forest/Jungle/Desert/Glacier/Swamp/Tundra +600
Latifundia: Grass/Plain/Forest/Jungle/Br.Hills/Hills/Desert/Swamp +1200
Township: All except Glacier +1500, Tundra +1800
Nature Preserve: All except Glacier/Tundra +2100

PW Cost (New):
Village: Plains/Forest/Jungle/Swamp +500
Town: Plains/Forest/Jungle/Swamp +1000
Suburb: Grass/Plains/Desert/Forest/Hill +2000
Urban: All except Glacier/Mountains +3000

Files Changed: tileimp.txt, tilerefund.slc, uniticon.txt, traits2.slc, gl_str.txt, tips_str.txt, Feat_str.txt, sounds.txt, Great Library, and the Tech Tree.

++++++++++++++++++++++

Commerce Comments:

"Final" Plan: Key point is that Commerce isn't simply a change in some graphics, but a complete reworking of the old system. 

1) Village (was Trading Post): Begins with L2 "Pottery" (used to be L4 Currency).
- First availability is in Forest & Jungle. Need primitive structures for this, and all of them should have a somewhat similar graphical style (so none of the "houses" TIMPs). Will need new 2D art (for the GL) and also new "ButtonBank" art (DONE). For the latter, perhaps a single hut, like those used by the Desert Farm (i.e. the "African Village"). As an additional link, perhaps create a new "in-process" graphic that uses piles of dirt/lumber and one or two huts (DONE).
- There is a long sequence between the Advances enabling availability of all the villages (from L2 to L10), but that's largely to encourage the player (and AI) to put Pastures on Plains during the early game. The world shouldn't look like a carpet of cities and villages in this era.
- The last sequence is an extension of Villages into "Swamp" terrain, which happens at the same time as the appearance of Towns.
- Forest/Jungle/Plains/Swamp will have different settings and use 4 different TIMPs:
* Under Construction: from 1,21,22 to 1,273,273 (New graphic created)
* Forest (L2 Pottery): Use "village6.tif" (an unwalled variant of the "Japan Village") graphic. Now added to the til file as 295.tga (DONE)
* Jungle (L2 Pottery): Use the "village2.tif" graphic. Now added to the til file as 296.tga (DONE)
* Plains (L6 Aqueducts): Use the "village3.tif" graphic.  Now added to the til file as 276.tga (DONE)
* Swamp (L10 Feudalism): Use the "393.tga". Now added to the til file as 277.tga (DONE)
- UPDATE: By the mid point of my test game (1 AD), the AI has expanded villages throughout their plains terrain, and it's the "carpeted look" I was concerned about. I suspect the AI is also terraforming much of the land to Plains, and that just exacerbates the problem. The solution may be fairly simple. Add the "NextToCity" tag in tileimp.txt to ensure that villages in Plains can only be constructed in tiles which are adjacent to a city tile. And since the same issue is probably going to happen with towns, the same rule should apply - DONE (both)
- DONE

2) Town (was Latifundia): Begins with L10 "Feudalism" (used to be L6 Aqueducts). I originally thought of linking it to L10 "Agricultural Revolution", but that is already associated with "Advanced Farms", and besides Feudalism is a better historical link to the advent of Towns.
- First availability is on Plains (the "stone center" Township graphic). This already has 2D art and a ButtonBank graphic, although perhaps the latter could shift to a single "House" since those will be used by all the different "Town" variants (Changed it to "two houses" - DONE). This will upgrade the existing Plains village.
- The next availability is on Forest. The graphic doesn't exist yet, but should be a mass of the small "houses" which are used in the existing Township & Colony TIMPs, perhaps with a central "Trading Post" structure (thus maintaining a visual link to the old system). This will upgrade the existing Forest village. Now uploaded to the til file as 278.tga - DONE
- For most of the "Town period", Villages will still be the only TIMPs available in Jungle and Swamp, with town upgrades delayed until late in the "Suburb period". However, by the time of L20 Advanced Urban Planning the Village TIMPs are too primitive and these terrain-types can upgrade to the "Township" style. Part of the reason for still using this graphic is that it looks a lot like the "Colony", which also exists in this period.
- "Town" has three settings and two graphics:
* Under Construction: from 1,21,22 to 1,248,248 
* Plains (L10 Feudalism): Uses 695.tga (Township) (OK)
* Forest (L12 Banking): Use the "town2.tif" graphic (has a Trading Post & "houses"). Now in the til file as 278.tga - DONE
* Jungle/Swamp (L20 Advanced Urban Planning): Uses 695.tga (Township) (OK)
- UPDATE: Added the "NextToCity" tag for Plains terrain to avoid "township sprawl"
- DONE

3) Suburb (was Township): Begins with L16 "Electricity" (used to be L17 Mass Media). All these graphics already exist. Rather than a sprawl of suburban houses, these utilize the first two levels of the "Modern City" TIMPs (612.tga & 613.tga) which are used by all culture-types in the Modern Era. Also uses the "Strip Mall" TIMP (26.tga) as a 4th type.
- Will need new 2D art (for the GL) and also new "ButtonBank" art. Continuing the theme, we'll have three of the "low suburb" structures for the latter - DONE.  
- "Suburb" has five settings and 3 TIMPs for 5 terrain-types, each triggered by the discovery of one of 4 Advances (see list below).
* Under Construction: from 1,248,248 to 1,24,25 (uses the under construction TIMPs for the strip mall)
* Plains (L16 Electricity): Uses 612.tga (short suburb)
* Desert (L19 Mass Transit): Uses 612.tga (short suburb)
* Grassland (L19 Mass Transit): Uses 613.tga (tall suburb)
* Forest (L20 Advanced Urban Planning): Uses 612.tga (short suburb)
* Hill (L21 Global Economics): Uses 26.tga ("Strip Mall")
- DONE

4) Urban (was Nature Preserve): Begins with L20 "Advanced Urban Planning" (used to be L20 Conservation). These graphics already exist, but the benefit settings have to be revisited (PENDING). Similar to "Suburb", this uses the third level "Modern City" TIMP (614.tga).
- The key to this entire level is use of the "NextToCity" tag in tileimp.txt to ensure that it can only be constructed in tiles which are adjacent to a city tile. This makes them appear as an "Urban Ring" around the city. Although they could be set to appear on all terrain types, we'll exclude Mountains and Glaciers.
- This has NOT been tested, so full implementation depends on confirming that. OK, ran a test in which all 3 "Pasture" terrain-types were given the "NextToCity" tag and it works! Could not build Pasture on forbidden terrain, nor could it be built outside the ring of tiles surrounding the city - DONE.
- Will need new 2D art (for the GL) and also new "ButtonBank" art. In this case the latter will use the single "Chrysler Tower" looking structure which appears in the TIMP - DONE. 
- "Urban" has one setting and one graphic:
* Under Construction: from 1,29,28 to 1,24,25 (uses the under construction TIMPs for the strip mall)
* All land terrain-types except Mountains (3) and Glaciers (1): Uses 614.tga (taller suburb)
- DONE

Commerce Settings in tileimp.txt:

Gold (Old):
Trading Post: Grass/Plains+5, Forest/Jungle+5, Desert/Glacier/Swamp/Tundra+5
Latifundia: Grass/Plain/Forest/Jungle/Br.Hills/Hills/Desert/Swamp+10
Township: All except Glacier+10 & Food+5, Tundra+5 & Food+5
Nature Preserve: All except Glacier/Tundra+15 & Food+5

Gold (New):
Village: Plains/Forest/Jungle/Swamp+10
Town: Plains/Forest/Jungle/Swamp+15
Suburb: Grass/Plains/Desert/Forest+20, Hill+25
Urban: All except Glacier/Mountains+30

PW Cost (Old):
Trading Post: Grass/Plain/Forest/Jungle/Desert/Glacier/Swamp/Tundra+600
Latifundia: Grass/Plain/Forest/Jungle/Br.Hills/Hills/Desert/Swamp+1200
Township: All except Glacier+1500, Tundra+1800
Nature Preserve: All except Glacier/Tundra+2100

PW Cost (New):
Village: Plains/Forest/Jungle/Swamp+500
Town: Plains/Forest/Jungle/Swamp+1000
Suburb: Grass/Plains/Desert/Forest/Hill+2000
Urban: All except Glacier/Mountains+3000

Advances (Old):
Trading Post: Currency (L4)
Latifundia: Aqueducts (L6)
Township: Mass Media (L17)
Nature Preserve: Conservation (L20)

Advances (New):
Village: Pottery (L2)
Town: Feudalism (L10)
Suburb: Electricity (L16)
Urban: Advanced Urban Planning (L20)

- TASK COMPLETE!

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CCCLXXXIV) Revised Mine TIMP system:

Unlike the Commercial TIMP system, Mines did not require a complete overhaul, but the alterations were still quite extensive. The "Big Change" was to shift "Mine shaft" graphics from L2 to L1, and move the "Open Pit" graphics from L1 to L2. There were several reasons for this:
- The "open pit" is the underlying look for the existing mine TIMPs used in L3 and L4, so it's a better sequence to use pits for the last 3 levels instead of going "pit-shaft-pit-pit".
- The new Shaft graphics from Civ3 are all smaller and look fairly primitive. Plus the reality is that large open pit mines were primarily used for exposing and then excavating large sections of rock - things like marble or sandstone. Conversely, the earliest forms of mining were tunnels of the sort used to obtain flint nodules or follow veins of metal into a hillside, thus "shafts". Of course historically it truly wasn't "either/or", as both types co-existed in history and still do.
- For this reason the name of the first level will also change, from "Mine Shaft" to "Early Mines".
- Another major change is to remove buildability from the Plains terrain-type, primarily to keep it largely devoted to Food TIMPs.
- Lastly, the original CtP2 shaft graphic is modern in appearance, with a timbered entrance and a metal cart on rails. Accordingly, that graphic is not appropriate in either of the first two mining eras, and will shift to L3. That also means a new "ButtonBank graphic is needed, using one of the new mine shaft graphics.

The Level 1 TIMP is "Early Mines". Available with L2 "Mining", these can be constructed on Dunes, Hills (2 types), and Mountains (3 types). They use three Civ3 "mineshaft" graphics borrowed from the "Modern Times" Mod, with one dedicated to Dune, another in Mountains, and the third in Hills (see attached). A new ButtonBank graphic was created using one of the new mines.

++++++++++++++++++++++

The Level 2 TIMP is "Mines". These are all available with L7 "Iron Working" and use "open pit" graphics, and all are buildable on the same 6 terrain types as Early Mines. One other benefit from moving the open pit to the 2nd Level is the LotR Mod mine graphic (used at this level) has the same "rock border" used by several of the "Farm" graphics, and all those were moved to the roughly contemporaneous "Advanced Farms" series. In addition, the metal scaffold has been replaced by the wood struts from the AOM graphic, and those are featured on all three of this level's mine graphics (see attached).

++++++++++++++++++++++

The Level 3 TIMP is "Advanced Mines". First available with L15 "Modern Metallurgy", this is yet another upgrade TIMP that's buildable on the same 6 terrain-types as the earlier levels. Once again there are three graphics, one of which is the original CtP2 mine shaft (exclusively used on Alpine Mountain terrain). With the discovery of L17 "Oil Refining", Advanced Mines are buildable on Desert terrain (the graphic is an Oil Derrick) while L18 "Corporation" extends buildability to Tundra terrain (graphic is an Oil Pumper) (see attached).

++++++++++++++++++++++

4) The Level 4 TIMP is "Mega Mines". These are buildable on all designated terrain-types with L21 "Global Economics". The original CtP2 graphic appears on Hills and Dunes, a modified version is used for Alpine and Brown Mountains, an edited version of the CtP1 space station appears on Polar Hills and Mountains, and a grey-colored oil pumper is seen in Deserts (see attached). The final Mega Mine graphic is the one used for Carbon Sinks (as previously discussed here)

Carbon Sink link: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition?p=9478790#post9478790

With that, you can see there's going to be a great deal of visual diversity associated with Mines, even though - it must be emphasized - the underlying benefits remain the same at each level. On the other hand the PW costs have been significantly reduced, particularly for the early levels.

PW Cost (Old):
Mine Shaft: Dunes +1200, Hills +1500, All Mtns +1800
Mines: Dunes +900, Hills +1200, All Mtns +1200
Adv Mines: Desert +1500, Tundra +1500, All Hills +1800, All Mtns +2400
Mega Mines: Desert +1800, All Hills +2400, All Mtns +3300, Tundra/Glacier N/A

PW Cost (New):
Early Mines: Dunes +400, Hills +600, All Mtns +800
Mines: Dunes +700, Hills +900, All Mtns +1000
Adv Mines: Desert +1500, Tundra +1500, All Hills +1200, All Mtns +1800
Mega Mines: Desert +2000, All Hills +1500, All Mtns +2200, Tundra/Glacier +3000

Files Changed: tileimp.txt, tilerefund.slc, uniticon.txt, traits2.slc, gl_str.txt, tips_str.txt, Feat_str.txt, sounds.txt, Great Library, and the Tech Tree.

++++++++++++++++++++++

Mine Comments:

"Final" Plan:
- The "Big Change" is to shift "Mine shaft" graphics from Level 2 to Level 1, and move the "Open Pit" graphics from L1 to L2. Several reasons for this:
- Open pit is the basic mine for L3 and L4, so it's a better looking sequence if all of the last three are pits intead of going "pit-shaft-pit-pit"
- The new Shaft graphics are all smaller and look fairly primitive. Plus the reality is that large open pit mines were primarily used for excavating large sections of rock - things like marble or sandstone. Conversely, the earliest forms of mining were tunnels of the sort used to obtain flint nodules or follow veins of metal into a hillside, thus "shafts". It really wasn't "either/or", as both types co-existed in history and still do.
- For that reason, the name of the first level will also change, from "Mine Shaft" to "Early Mines".
- The CtP2 shaft graphics are modern in appearance, with a timbered entrance and metal cart on rails. Accordingly, this graphic is not appropriate in either of the first two mining eras, and will shift to L3. That also means a new "ButtonBank graphic is needed, using one of the new mine shaft graphics.  

1) Early Mines (was Mine Shaft (#16 - TILEIMP_MINE_SHAFT); Now Level 1; Available with L2 "Mining" (used to be L7 Iron Working)
- The CtP2 graphic for "Mine Shaft" wasn't altered by other mods, so there aren't any "similar but different" versions as you see with the "hole in the ground" types. This was buildable on "Plains" and "Desert", but those will be removed so the Mining Focus stays on Dunes/Hills/Mountains. 
- There are three Civ3 "mineshaft" graphics that already exist in MoT. Can use these "as-is" and see how they look with one dedicated to Dune, another in Mountains, and the third in Hills. Only concern is they are a little small, but at least all 3 are proportional to each other. Have to create a new ButtonBank graphic using one of the new mines - upti_mine_shaft.tga (DONE).
- Now has three settings and three graphics:
* Under Construction: from 12,13,13 to 1,12,12 (PENDING)
* Plains (15.tga): Remove this setting - PENDING
* Desert (15.tga): Remove this setting - PENDING
* Dune (NEW): Has same cost/benefit as Desert. Use new mine shaft graphic (698.tga) - PENDING
* All Hills (was 15.tga): Use new mine shaft graphic (699.tga)
* All Mountains (was 15.tga): Use new mine shaft graphic (697.tga)
- PENDING

2) Mines (#15 - TILEIMP_MINES); Now Level 2; Available with L7 "Iron Working" (used to be L2 Mining)
- Uses "open pit" graphics. Will apply on the same 7 terrain types as Mine Shaft.
- One other benefit of moving the open pit to the 2nd Level is the LotR mine (755) has the same "rock border" used by several of the "Farm" graphics, and all those were moved to the roughly contemporaneous "Advanced Farms" series. In addition, the metal scaffold has been replaced by the wood struts from the AOM graphic, and those will be used on ALL the mine graphics at this level
- The LotR mine (755) was used by 5 of the 7 terrain types and that will change. A new graphic (see 14b.tif) was created which replaces metal struts with wood and adds a "wooden shelter" at the top of the in-process build graphic (12.tga) and that will be used for the 3 mountain terrains.
- ButtonBank graphic stays the same (No Change).
- Has three settings (?) and three graphics:
* Under Construction: 12,246,246 (No Change)
* Desert (277.tga): Remove this setting - PENDING
* Dune: use 277.tga (No Change)
* 2 Hills (NEW): use the revised 755.tga (PENDING)
* 3 Mountains (NEW): use 14b.tif (PENDING)
- PENDING

3) Advanced Mines (#1 - TILEIMP_ADVANCED_MINES); Level 3; Available with L15 "Modern Metallurgy"
- Currently has one graphic for 8 terrain types but all this will change.
- The first "under construction" graphic for "Mega Mines" (TI 16) has been edited to remove the debris pile on the left and adds a metal top (the blue metal one from the under construction graphic in TI 42, edited to grey). This looks a LOT like the current graphic, just a more "all-metal" version.
- Since Oil is available on Desert Terrain, will use an Oil Derrick (68.tga) on Desert terrain and make it available with L17 "Oil Refining". Similarly, the orange Oil Pumper (69.tga) will become available on Tundra with L18 "Corporation".
- The original CtP2 "Mine Shaft" will reappear as the graphic for Mountains (15.tga)
- Even though most of the final graphics involve a pit with a metal structure sticking out of it, there will be four very different looking graphics, and "under construction" files have to work for ALL of them. 
- ButtonBank graphic stays the same (No Change).
- Has five settings and five graphics:
* Under Construction: 12,14,16 to 12,14,14 (?) - PENDING
* Plains (17.tga): Remove this setting - PENDING
* Desert (L17 Oil Refining): NEW - 68.tga (oil derrick)
* Tundra (L18 Corporation): NEW - 69.tga (oil pumper)
* Hills/Dunes (L15 Modern Metallurgy): Use 17.tga (no change)
* Polar/Brown Mountains (L15 Modern Metallurgy): Use the new "green roof" variant of 17.tga - PENDING
* Alpine Mountains (new): This will be the exclusive setting for the old mine shaft graphic (15.tga)
- PENDING

4) Mega Mines (#13 - TILEIMP_MEGA_MINES); Level 4; Available with L21 "Global Economics"
- Used to be available with L20 "Advanced Urban Planning") and also had only one graphic for 8 terrain types. All this will change.
- New Polar Region graphic is based on the small space station. Edited the bottom and left side of the 104.tga space dome and moved the pic to the bottom of the graphic so it will look like it's sitting on the ground.
- Will also use the new "oil pumper" in Desert terrain. That would be a logical upgrade for the "oil derrick" - PENDING
- The second "under construction" graphic for "Mega Mines" (TI 19) has been edited to remove the debris pile on the left and adds a metal top (the blue metal one from the under construction graphic in TI 42, edited to grey).
- ButtonBank graphic stays the same (No Change).
- Has seven settings and five graphics:
* Under Construction: from 18,19,19 to 14,18,19 
* Plains (20.tga): Remove this setting - PENDING
* Desert (was 20.tga): NEW - oil pumper2.tif (grey))
* Dune (new): Different cost/benefit from Desert.  Use use original graphic (20.tga) - PENDING
* Hills (20.tga): Remove Dunes, use original graphic - PENDING
* Polar Hills (was 20.tga): Same cost/benefit as Hills? Use the modified Space Station (space mine.tga) - PENDING
* Brown/Alpine Mountains (20.tga): Use the modified "in-process" graphic (19a.tga) - PENDING
* Polar Mountains (20.tga): Same cost/benefit as Mountains? Use the modified Space Station (space mine.tga) - PENDING
* Tundra/Glacier (new): The new "Carbon Sink" TIMP (see Section CCXLV). Use new settings and existing graphic (121.tga) - DONE
- PENDING

Production:
Early Mines (was Mine Shaft): Br.Hills+5(+5G), Hill/Wh.Hill+10(+5G), All Mtns+15(+5G) 
Mines: Br.Hills+10(+5G), Hill/Wh.Hill+15(+5G/-5F), All Mtns+20(+5G)
Adv Mines: Desert/Tundra+25(+5G), All Hills+20(+5G/-5F), All Mtns+30(+5G)
Mega Mines: Desert+35(+5G), All Hills+30(+5G/-5F), All Mtns+40(+5G), Tundra/Glacier-60(+5F) 

PW Cost:
Early Mines (was Mine Shaft): Br.Hills+1200 (400), Hill/Wh.Hill+1500 (600), All Mtns+1800 (800)
Mines: Br.Hills+900 (700), Hill/Wh.Hill+1200 (900), All Mtns+1200 (1000)
Adv Mines: Desert+1500, Tundra+1500, All Hills+1800 (1200), All Mtns+2400 (1800)
Mega Mines: Desert+1800 (2000), All Hills+2400 (1500), All Mtns+2800 (2200), Tundra/Glacier+3000 

Advances:
Early Mines (was Mine Shaft):: Mining (L2)
Mines: Iron Working (L7)
Adv Mines: Modern Metallurgy (L15)
Mega Mines: Global Economics (L21)

Files Changed: tileimp.txt, tilerefund.slc, uniticon.txt, traits2.slc, gl_str.txt, tips_str.txt, Feat_str.txt, sounds.txt, Great Library, and the Tech Tree.

- TASK COMPLETE!

*****************************************

CCCLXXXV) Revised Farm TIMP system:

Similar to Mines, the "Land Food System" did not require wholesale changes, but the alterations were quite significant. The L1 "Pasture" has been enhanced, and while L2 Farms and L3 Advanced Farms are mostly the same, they feature new graphics. L4 Mega Farms is one of the new TIMPs (and will be reviewed in detail) while L5 Hydroponic Domes features several alterations.

Level 1 Food TIMP - "Pasture": The original pasture is still available with L1 "Domestication", and can be constructed on Plains, Dunes & Hills. As discussed in the previous post, this TIMP also serves as "Early Farms" and can be built on Grasslands with the discovery of L1 "Agriculture". This has a new graphic which features a pair of huts adjacent to a tilled field.

The attachment shows both the original Pasture and the new Early Farms, clockwise from Argos

++++++++++++++++++++++

Level 2 Food TIMP - "Farms": Available with L2 "Water Lifts" and buildable on Grassland and Desert, the two current TIMPs were taken from the LOTR Mod, but both have been significantly revised. The Grassland TIMP now uses the "in-process" farmland graphic which has 2 green quadrants and two brown, indicating that half the land is fallow. That will be the centerpiece and also replaces houses with huts, adds trees, and removes the "rock border fence" as a further indication of primitive early farming.

The Desert TIMP has been replaced with the "African Village" style previously allocated to the L3 Advanced Farms, with the added change that the trees along the border are now Palms instead of deciduous.

To simplify the ButtonBank graphic, there's now a new one based on the "green and brown" quadrants in the grassland TIMP, but without the huts and trees (see top image, left column in the "Status Report" attachment).

Status Report Post: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition?p=9481270#post9481270

The attachment shows both Farms (Grassland and Desert), clockwise from Argos

++++++++++++++++++++++

Level 3 Food TIMP - "Advanced Farms": Available with L10 "Agricultural Revolution" and buildable on Grassland, Plains and Desert. All three TIMPs are from LOTR, except the color of the farmland is different. In addition, the Desert Farm has been modified to add Palm trees along the edge of the field.

The attachment shows all three Advanced Farms (Grassland, Plains and Desert), clockwise from Argos

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Level 4 Food TIMP - "Mega Farms": This is the second of two new TIMPs, thus utilizing all 36 ButtonBank slots (the other being the previously reviewed Advance Trawlers). First available with L18 "Corporation", there are 3 new TIMPs (one for each of the Grassland, Plains and Desert terraintypes), all of them heavily modified but based on the CtP2 "Crop Circle" graphic. The original image is used in the ButtonBank (see bottom image, right column in the "Status Report" attachment)

Status Report Post: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition?p=9481270#post9481270

I made fun of it earlier, but there is a proper role for the "Nature Preserve", just not in the Commerce group. Instead it will be the 4th TIMP in the Mega Farms group, available with L20 "Conservation", and buildable on Jungle and Swamp terrain. Similar to the Mega Mine "Carbon Sink", Nature Preserves have a very different set of attributes from the other Farm-type TIMPs. Although they provide small Commerce and Food bonuses, their primary function is a -20 to Production, thus providing a small offset to the global rise in pollution.

The attachment shows all four Mega Farms (Grassland, Plains, Desert & Jungle/Swamp), clockwise from Argos

++++++++++++++++++++++

Level 5 Food TIMP - "Hydroponic Domes": Available with L23 "Genetics". The primary change is that Hydroponic Domes used to be buildable on all Land Tiles, but that has been reduced to 8 (no Mountains/Jungle/Swamp/Glaciers). In addition, the original TIMP is only used by 4 terrain-types (Desert/Forest/Grassland/Plains), while the others use a modified version of the CtP1 Hydroponic Space Dome.

The attachment shows both Hydroponic Domes, clockwise from Argos

Once again we're adding a lot of visual diversity to the map, although the underlying benefits are largely the same at each level. However, as you would expect, the new L4 TIMP provides better gradation between Advanced Farms and Hydroponics. And once again, the PW costs have been reduced to bring them more in line with AE, particularly for the early levels.

PW Cost (Old):
Pasture: Dunes/Hills +600, Plains +600, Grass (N/A)
Farms: Desert +300, Grass +600
Adv Farms: Desert +1200, Grass/Plains +1500
Mega Farms: Desert (N/A), Grass/Plains (N/A), Jungle/Swamp (N/A)
Hydroponics: Polar/Hills/Mtns +900, Forest/Desert/Jungle/Swamp +1800, Grass/Plains +2400

PW Cost New):
Pasture: Dunes/Hills +300, Plains +200, Grass +100
Farms: Desert +300 (No change), Grass +400
Adv Farms: Desert +800, Grass/Plains +1000
Mega Farms: Desert +1200, Grass/Plains +1400, Jungle/Swamp +1200
Hydroponics: All Hills/Tundra +2400, Desert/Forest/Grass/Plains +2000

Files Changed: tileimp.txt, tilerefund.slc, uniticon.txt, traits2.slc, gl_str.txt, tips_str.txt, Feat_str.txt, sounds.txt, Great Library, and the Tech Tree.

++++++++++++++++++++++

Farm Comments:
 
1) Pasture (#20 - TILEIMP_PASTURE); Level 1; Available with L1 "Domestication"
- This could have been combined with Farms (since they appear on different terrain-types), but keeping it separate allows for a different name (Pasture vs. Farm) and allows it to be set as non-pillageable (although the latter attribute has been removed).
- Right now all three terrain-types have the same TIMP, but it could be "flipped" so that it points in a different direction for one of them.
* Under Construction: 1,3,3 (No Change)
* Plains/Sand Dunes/Hills all use TIMP 761 (OK)
- NO CHANGE

2) Farms (#6 - TILEIMP_FARMS); Level 2; Available with L2 "Water Lifts"
- The two existing TIMPs are taken from the LOTR scenario, but both will be significantly revised. The Grassland TIMP will now use the "in-process" farmland graphic which has 2 green quadrants and two brown (232.tga), which suggests that half the land is fallow. That will be the centerpiece and will replace houses with huts, add trees, and remove the "rock border" as a further indication of primitive early farming.
- The Desert TIMP has been replaced with the "African Village" style previously used by Advanced Farms, with the added change that the trees along the border are now Palms instead of deciduous.
- Using the standard CtP2 "crop circle" as the ButtonBank graphic for Mega Farms suggests that's a good idea for all three of the "Farm" types. Accordingly we'll create a new one based on the "green and brown" quadrants in the grassland TIMP, but without huts and trees (upti_farm.tga) - DONE
- Same graphic was used to create a new 2D TIMP graphic for Farms (UPTP206L.tga)- DONE
* Under Construction: 1,3,231 (PENDING)
* Desert: NEW - Modified Desert Farm.tif
* Grassland: NEW - Grassland Farm.tif
- PENDING

3) Advanced Farms (#0 - TILEIMP_ADVANCED_FARMS); Level 3; Available with L10 "Agricultural Revolution"
- All three existing TIMPs are from LOTR. 757 and 230 are similar, except the color of the farmland is different. As described above, the "African Village" is being replaced with a modified version of the previous Farm Desert TIMP. That has been modified so the trees along the border are now Palms instead of deciduous. No change to the Settings. Available on all 3 terrain-types with the same Advance.
- For the ButtonBank graphic we'll use the CtP2 Farm graphic (UPTI01.tga) - DONE
* Under Construction: 1,231,232 (No Change)
* Desert: NEW - Modified Adv Desert Farm.tif
* Grassland is TIMP 757 (OK)
* Plains is TIMP 230 (OK)
- PENDING

4) Mega Farms (NEW - TILEIMP_MEGA_FARMS); New Level 4; Available with L18 "Corporation"
- There will be 4 TIMPs, three of them new and based on the CtP2 "Crop Circle" graphic.
- The new 4th TIMP is "Nature Preserve", which was always a strange feature of the Commerce group. Even more so now, as under the new system it definitely doesn't fit the overall theme of increasing levels of human habitation as seen in the Village-Town-Suburb-Urban sequence. Another issue is the industrial "under construction" graphics for Commerce are totally inappropriate if this TIMP were to be shoehorned into that group.
- For the ButtonBank graphic we'll use the CtP2 Adv Farm graphic (UPTI02.tga) - DONE
* Under Construction: 1,3,7
* Desert (L18 Corporation): NEW - crop circle3.tif
* Grassland (L18 Corporation): NEW - crop circle2.tif
* Plains (L18 Corporation): NEW - crop circle1.tif
* Jungle/Swamp (L20 Conservation): Uses 27.tga ("Nature Preserve")
- PENDING

5) Hydroponic Farms (#9 - TILEIMP_HYDROPONIC_FARMS); Level 5; Available with L23 "Genetics"
- The main change is that Hydroponic Domes used to be buildable on all Land Tiles, but that has been reduced to 8 (no Mountains/Jungle/Swamp/Glaciers). Also, the original TIMP (11) is used by 4 terrain-types while the others use the single Hydroponic Space Dome (113). It's possible that the Double Dome (116) could be used as well, but for now that's not implemented. Edited the bottom of the 113.tga space dome and moved the pic to the bottom of the graphic so it will look like it's sitting on the ground.
* Under Construction: 1,9,10 (No Change)
* Hills/Dunes/Polar Hills/Tundra: NEW - space hydro.tga (edited version of 113.tga)
* Desert/Forest is TIMP 11
* Grassland/Plains is TIMP 11
- PENDING

Food:
Pasture: Br.Hills+5, Hills+10, Plains+10
Farms: Desert+5, Grass+10
Adv Farms: Desert+15, Grass/Plains+20
Mega Farms: Desert+20, Grass/Plains+30
Hydroponics: Polar/Hills/Mtns+10, Forest/Desert/Jungle/Swamp+25, Grass/Plains+35

PW Cost:
Pasture: Br.Hills/Hills+600 (300), Plains+600 (200)
Farms: Desert+300, Grass+600 (400) - DONE
Adv Farms: Desert+1200 (800), Grass/Plains+1500 (1000) - DONE
Mega Farms: Desert+1200, Grass/Plains+1400 - DONE
Hydroponics: Polar/Hills/Mtns+900, Forest/Desert/Jungle/Swamp+1800, Grass/Plains+2400
Rev Hydro: All Hills/Tundra+2400 (and new TIMP 113 = Space Hydro), Desert/Forest/Grass/Plains+2000 - DONE

Advances:
Pasture: Domestication (L1)
Farms: Water Lifts (L2)
Adv Farms: Agricutural Revolution (L10)
Mega Farms: Corporation (L18)
Hydroponics: Genetics (L23)

- PENDING

*****************************************

CCCLXXXVI) Misc Issues to fix:

1) Sue Franchise DOES work, so have to change GL entries that say otherwise. Actually, it's an even bigger problem. The units which "can sue franchise" don't have the button anymore which allows them to do that (argh). So I have to figure out what I did to remove that and put it back.
- Actually, it does NOT work. The numeric fix to the "Range" value (from 1 to 0) of ORDER_SUE_FRANCHISE in the orders.txt file fixes the problem when Cradle5 runs in AE-2025, but that has no effect in AE-2011. The issue seems to be this. The "CanSue" attribute in units.txt triggers BOTH the ORDER_SUE and ORDER_SUE_FRANCHISE attacks, and that is supposed to place two DIFFERENT buttons in the ButtonBank. But the second order no longer does that, so there's no way to trigger the order (and even summoning the order with a right click fails to trigger the attack). Anyway this is an AE-generated bug (the orders worked in the original CtP2) and while it definitely has been fixed in AE-2025, that is not retroactive to the 2011 version.
- Bottom Line? Still broken, so nothing will change in Cradle 5
- INFORMATION

2) List of Special Attack Sounds (so people know what each sound means when you hear the AI doing it) - PENDING

3) Describe what "ProtectFromBarbarians" actually does in the Hadrian's Wall GL entry - DONE

4) Game is selecting Coracles as "cheap defense" units. Looking into that, it's probably because the cost is lower than a spearman (coracle 140, spearman 180)
- Looking at comparable units of this era: Bireme (300), Swordsman (225), Slinger (275), Chariot (325), Hoplite (280), Jav Cav (275)
- Based on those, we need to change the costs Spearman 160, Coracle 180 - DONE
- Will look to see how defense is set up next playtest.

5) It appears that any civ that has one of the "Great Religion" Wonders AND "Cyrus Cylinder" does not get the "embassy even at war" bonus (it defaults to embassy only when not at war). Ugh. Need to run a "normal" test game to confirm. WRONG!! The Cylinder expired with Age of Reason, so no problem. - N/A

6) "Epic of Gilgamesh" is spelled "Gilgamesch" in the GL (and gl.txt). Delete the "c" - DONE

7) Village and Town TIMPs restricted to the city radius: Right now that only works when they are built on "Plains" terrain but why not add additional terrain types? That way you are more likely to see "rings" around cities, whereas now there are many cities that will never have adjacent towns or villages because the terrain is to  limiting a factor.
- Villages: Currently buildable on four terrain types (Forest, Jungle, Swamp and Plains). Could add Grassland, Desert, Hills (all 3), Tundra and just exclude Mountains (all 3) and Glaciers
- Towns: Identical situation and alteration. Currently buildable on four terrain types (Forest, Jungle, Swamp and Plains). Could add Grassland, Hills (all 3), Desert, Tundra and just exclude Mountains (all 3) and Glaciers- DONE


- PENDING

*****************************************

CCCLXXXVII) Current Playtest (Mar 2025):

Now that the new TIMP system has been fully incorporated into the game, it's time to make sure that everything actually works!!

- 1st New Playtest: Started as Greece and switched to Barb for Autoplay
- CTD @ 690 BC Game let me open the autosave, made some Bab moves, saved, then continued autoplay.
- CTD @ 590 BC Opened the autosave, but it crashed almost immediately. During the Minoan(civ#4) turn right after hearing a convert city sound. Crash file isn't helpful. Rebooted the laptop, but no change. Revealed the entire map to see what was happening, but no CTD on the Minoan turn, game played through to 580BC. Continuing as Barb.
- Saved @400 BC (no problems). Continuing another 20 turns
- Saved @270 BC (no problems). Continuing another 20 turns
- ISSUE: Barbarian Quinquereme (stack of 3) is not attacking a Phoenician Trireme. Didn't work as single either. However, it did attack a Yamato Trireme! So what is special about Phoenician units? Not unit related either. Cannot attack any Phoenician land units, either. Attacked them as Greeks and no problem, so it's definitely a "Barbarian-only" prohibition. IDEA: Phoenicians have "Hadrian's Wall" Wonder, which is supposed to provide HP protection against Barbarian attacks, but maybe that's broken?  NO, "Working as Designed". The Wonder has the "ProtectFromBarbarians" flag, and apparently this is exactly how it works (need to expand on that description in the GL entry)
- Saved @140 AD (no problems). Continuing another 50 turns
- Saved @300 AD (no problems). Continuing another 50 turns
- CTD @ 540 AD Opened the autosave, saved as Barbarian, and continued
- Saved @750 AD (no problems). Continuing another 50 turns
- CTD @ 1005 AD Opened the autosave, saved as Barbarian, and continued
- CTD @ 1170 AD Opened the autosave, saved as Barbarian, and continued (I was randomly clicking spots on the map during the turn, so I might have triggered this.)
- CTD @ 1230 AD Opened the autosave, saved as Barbarian, and continued
- CTD @ 1365 AD Opened the autosave, saved as Barbarian, and continued
- IDEA: If all these CTDs are related to AIs that are sparking city revolts (thus creating new civs), a test would be to remove that ability from all units that have it in units.txt (temporarily) and run another long test
- IDEA2: OR, the CTDs have something to do with running the test as Barb player. So then you'd have to run one say as Greeks.
- CTD @ 1435 AD Opened the autosave, saved as Barbarian, and continued (This time there was a revolt right before the crash). AND it CTDd right after the same message ("Kushites destroyed Babylonia" which is what happens when a size-1 civ revolts and dies). Game kept CTDing during Sumerian Turn (after revolt message) so I deleted a Sumerian Diplomat parked next to the city and next turn it played all the way through. Very strange because Diplomat can't spark a revolt, just "investigate city"!
- Was able to restart at 1440 AD but soon thereafter (1455 AD) there was a Persian City that revolted into Kushites and again the CTD
- Kush is Civ#23 and 30 are allowed in this game, so it wouldn't seem to be a limit thing
- Restarted as Barbs at 1455 and it CTD'd after the revolt. Restarted again, changed to Greeks (altered nothing else) and the game played through, albeit I did get the "Defeat" Message but chose to continue so the turn finished. So I'm beginning to think the Civ Revolt CTD might be another issue that affects "Barb Player Only"
- Will start over as Greeks but set them as Robot and continuous play.

- 2nd New Playtest: Start as the Greeks. First time I've played as a Civ with them set to automated. Very interesting.
- ISSUE: AI civ is building Coracles but NOT sending them off to explore. Perhaps the AI sees the Defense and thinks, "Garrison". That would also explain why the Automated Garrison script was picking these ships even for inland cities. May need to change that somehow - PENDING
- Turns are flying, so far (slows down a lot after 1800 BC)
- Long story short, no issues down to the save at 500 BC. Most interesting, there haven't been any instances of the Slic Errors related to Addpops. So that may just be a weird issue associated with playing as the Barbarians.
- A few comments about this new method of "robot" playtesting. There are NO messages, which is interesting, but you do get Diplomatic Screen interactions. Turns start to take a lot longer, because (again unlike Barb play) all your units are moving. To speed things up, at each major save point I've been deleting many of the Greek military units (all archers, hoplites, hypaspists, chariots). 
- CTD @ 370 BC Opened the autosave and restarted, but it CTDd again, on the Roman turn. The CTD happens whether Greece is robot or human controlled. changing to Rome and deleting all their military units stopped the CTD. So definitely something they are doing. Deleting the 1 chariot had no effect (still CTDd). Deleted all 180 Spearmen (of 411 units) and no CTD. Then kept the Spearmen but deleted 80 Slingers and no CTD. Ugh. Will have to reveal the whole map and run a turn to see all the Roman moves (and everyone else's, ugh). Was fast, actually. Revealed the map and there was no CTD! Will hide it again and run another turn (from 360 AD). That seemed to work so I put it back on robot play.
- CTD @ 330 BC Opened the autosave and restarted, still on robot control but not using the "rounds". Game played through to 320 with no CTD. Same thing down to 290, will go back to multiple rounds now.
- CTD @ 240 BC Opened the autosave and restarted. Game CTDd at end of Phoenician turn. Again, displayed the whole map, hit end turn and no CTD
- At 200 BC put the "rounds" back on (no robot control) and it still CTDd in 180 BC. Again blew up in the Rome turn.
- One thing all the crash files have in common is the "RallyTroops" Goal. And that kind of makes sense, because there are tons of troops now compared to the early game (when there weren't any CTDs). According to Goals.txt (which has 53), it says to make sure they match with those in strategies.txt, and they do except in the case of the "Barbarian Strategy" section which only has 49. So I've added the missing ones, but it doesn't seem likely that would be the issue - DONE
- Also probably not the cause, but a problem anyway is that I changed the "STRATEGY_NO_REVOLUTON" to look at "Sue Franchise", which is probably a mistake for two reasons. First, the revolts ARE causing late game problems, so I'll reset that back to the default. And at the same time, I'll restore the "Sue Franchise" Goals since that DOES work now (those are in each strategy group) - DONE
- Could not get the game to proceed past 170 AD. Checked Rome and they had exactly 500 units. Deleted almost all the military ones (down to 100), and the game then moved smoothly on to 60 AD (I stopped it there to check things)
- So there is definitely a CTD associated with "too many units". Not sure how to restrict the AI from building too many. I recall that WAS a problem once, but it was fixed.
****** Comment: Text taken from an earlier playtest:
- Also, the AI is building these absolutely HUGE armies but isn't doing anything with them. No cities have changed hands.
- Compared the DiffDB file from AE with the modified one in Cradle5. I think Hex was too generous to the AI, and it's actually harming the AI civs in AE because they don't need all that help. Going to make a radical change to that file, putting it mostly in line with the AE version. That will be the main feature of the next test. Spotted one major error already. Cradle has 6 Eras while AE has 5, but the "scaling sections" in the Cradle file only have 5 entries each, meaning there's nothing for the 6th Era. My "fix" is to use the AE scales (which was the plan anyway) and to copy the 5th scale on every line and use that for the 6th Era. I haven't had any games even come close to that era, but hopefully it averts a potential disaster if/when that happens.
Next Barb Test: Everything the same except for the new diffdb file
- First 681/709 errors in 2560 BC and again at 2070 BC
- Amazing! Used /RND 200 and it played straight through to 1000 BC with no CTD. Checked out the Greeks, and none of the cities have run out of things to produce - every city still has the potential to build 8-12 more buildings. Even better, unit count is MUCH lower - 144 vs the almost 500 in the earlier tests. One problem is that garrison levels are too high, so they have far fewer available stacks for offense or defense. As a result, the "war discontent" is almost nothing, which of course is hugely beneficial in preventing these civ-destroying revolts, but has the downside of (possibly) hampering offensive operations - not that any were happening before.
****** End Comments
- OK need to look at diffdb to see what changed. Answer? Nothing. The effect should be taking place, but it's not.
- It may be that the map is too large and the number of civs is too small. That might cause these super-sized armies. Will end this and start a new one.

- 3rd Playtest: Playing with Egypt as the "Robot" civ. 15 civs (up from 12), 28 civ max (down from 30), Map size at "Regular". The theory is that AI civs are building too many units and that somewhere around or at 500 units is when the CTDs start. The smaller map and larger number of civs *should* both speed things up (somewhat) and keep civs from getting so large that they quickly reach these large unit counts.
- Cutting to the chase, the game proceeded all the way to 1 AD w/o a single CTD! So the theory - so far - seems to be reality. Will continue and see how long this lasts.
- Saved @1010 AD (no problems). Continuing another 50 turns.
- At 1070 AD, there was a script error at "line 2653", which is CONDUCTHIT_FAILED_ATTACK, the message you get if the "Assassinate Ruler" attack fails. I always thought this was a problem only when playing as Barb, but now it's hit the "Robot Human". Interesting. Thinking about this a bit more, there's a second text box which sys something about "player(0) failing. So maybe it's one of these "newly revolted" civs. I have seen where it takes a while before they show up as new civs in the Editor.
- At 1370 AD, a brand new error! "In object elite, function _CreateUnit: Wrong type of argument (No idea what that refers to....). Immediately followed by: In object CRAHealVictoriousTrait, variables 'CRAHealVictoriousTrait#tmpPlayer' and 'noname' are of different types (ok...) Game continues, anyway!
- Game stopped at 1500 AD. No crash file, but it started right up.
- Saved @1620 AD (no problems). Continuing another 50 turns. Worth noting that this whole time, the "robot moves" were fully active for Egypt. And no "script errors".
- Game stopped at 1908 AD. No crash file, but it started right up.
- Saved @ 2014 AD (no problems). I'll save it here, and will stop the playtest.
- This shows pretty conclusively that the Mod is very stable. Previous issues appear to be related to Empires that had too many military units, or slic errors that seem to be related to running the game as either the Barbs or a non-Robot human in which the civ doesn't move, for some reason (although the units always moved when the /rnd ## period came to an end).
- Quite a few "New Civs" from Revolts, and no CTDs related to that, also encouraging

- 4th Playtest: Took an ongoing human-Rome game (as-of 1950 BC) and changed the human civ to Crete, made that the robot civ (it's on an isolated island). Game has 15 civs and is on a Gigantic map. . Played through to 770 BC and CTD'd (no crash.txt file). Restarted and played down to 690 BC when the game froze repeatedly during the Japan turn. Loaded that civ and found them researching "Hextapul", which should be impossible (it's the final Advance), especially since they did not have the pre-req.
Ugh. Loaded the 770BC game and Greece, Sumer, Indus, & Celt are ALSO researching Hextapul. Oddly, in every case, if you click the research list, the only option is "Horse Riding".
- Changed the research for all 5 civs over to Horse Riding and the game continued without a freeze. So whatever triggered the "Hextapul" research, that was the problem.

- 5th Playtest: "Restarted" the last game so it would use the same map, and this time I ran it as the Crete "robot" from the start. Ran quickly through with saves at 2000 BC, 1470 BC and 970 BC. And sure enough, 2 of the same civs from earlier (Greece and Sumer) are researching "Hextapul". But weren't at the 1470 save. So something is triggering this between those points. Will go back to 1470 and run 10 turns at a time to try and pin down when the switch happens. Sumer started researching Hextapul between 1370 and 1270. Need to pin down the year of the switch. Interestingly, they were researching Aqueducts with 16 turns to go and the only alternative was "Horse Riding". At 1310 Sumer is still researching Aqueducts with 11 to go. OK. The switch happens when going from 1290 to 1280. The research suddenly jumps so the Aqueduct is complete, it ignores the option for Horse Riding and goes straight for Hextapul. This does NOT happen if Sumer is controlled by the human player.
- On a hunch, I opened the 2014 AD game (which can't be continued - too many changes) and it has the SAME PROBLEM! 6 of 18 civs were researching "Hextapul". So it's not a brand new bug. Question is, how old was it?
- There are save games from 1 AD going back to July 2024, and those don't seem to have the problem, although it's hard to tell because everything has shifted. Fortunately there is an archived Cradle 5 from January 2025, so a test of that will indicate something.

- 6th Playtest (Using the 1/10/2025 version of Cradle 5): Running with Celts as the Robot right from the start.
- "Array index out of bounds" errors for 4 lines in the traits2.slc file around 1740 BC
- At 1160 BC no problems. AI "seems" better. Not using Coracles as City Defense units anyway.
- At 960 BC no problems. Also, EVERY civ has researched "Horse Riding" at this point. 
- At 260 BC still no problems. The largest military has 200 units and there haven't been any revolts.
- At this point it seems clear that (THANK GOD!) this version of Cradle 5 does not have the broken Advance problem. There is probably a broken link somewhere in the Advance.txt file, so next step is to do a file compare to see what has changed.

Advance file deltas (working file vs broken):
- Aqueduct goes from "Granaries" to "Water Lifts"
- Dynasty goes from "Brick Making" to "Granaries"
- Granaries goes from "Water Lifts" to "Agriculture" (and cost drops)
- Herbalism goes from "Granaries" to "Water Lifts"
- Water Lifts goes from "Agriculture" to "Granaries"

- 7th Playtest (Using the current version of Cradle 5): Running with Celts as the Robot right from the start. The idea is to use the identical game settings from the last playtest to make sure this is a "real" bug, since the 5 changes to the "Advance" settings all appear to be correct (i.e. no obvious loops)
- "Array index out of bounds" errors for 4 lines (675, 697, 720, 741)  in the traits2.slc file around 1550 BC
- Ugh. Saved the 780BC game and Sumer, Crete, Japan, & Babylonia are researching Hextapul. So this is not an artifact based on choosing a civ or switching from human to robot or to a different civ from the one used at the start. There is a major error built-in to the pre-release version of Cradle 5.
- also worth noting that the AI in Jan 2025 game seems a lot better, at least with regard to using Coracles and searches.

- 8th Playtest (Using modified 1/10/2025 version of Cradle 5): Again with robot Celts, but one new file. Has the "Advances.txt" from the current Cradle5. Ran the game down to 1310BC, and all but one civ had researched Hore Riding and there were none researching Hextapul. Pace of research also seemed much faster. This time there was no use of the Coracles by the Celts, but others used theirs. Anyway, this seems to prove that the Advances.txt file is NOT the problem. Ugh.

- 9th Playtest (Using modified 1/10/2025 version of Cradle 5): Again with robot Celts, and five new files. This time we add the four "aidata folder" files which have been modified since Jan 2025. I added a number of things from AE-2025 and it's possible those are incompatible. Anyway, the AI is choosing to pursue Hextapul, so maybe this is causing them to do it.
- Checked at 1300 BC and Egypt is researching Hextapul! OK, so we're closing in on the problem. And as was true in all the other cases, Horse Riding is the only other research option. I'll run this another 20 turns and see if the problem extends to others.
- Yep. At 1100 BC the new Hextapul civs are Greece, Rome, & Babylonia. And in all cases, the only other Research Option is Horse Riding. But that Advance is not a problem in itself, because other civs HAVE researched it. Will end this test here, but just to make sure I'm going back to the files from the 8th playtest (to include restoring the 4 aidata files) and will continue on, to make sure that i didn't end that test too soon.

- 8th Playtest Redux: Will continue this from the 1310 BC save. Made sure the only "new" file is "advance.txt" and ran the game down to 990 BC. No civs researching Hextapul, and in fact all had completed research on "Horse Riding". So this is conclusive that the switch of advances in advance.txt is not the problem, but rather one (maybe more) of the 4 new aidata files. The conclusive test will be this: Plug the 4 Jan 2025 aidata files into the "current" Cradle 5 game and run a playtest.

- 10th Playtest (Using modified "current" version of Cradle 5): Again with robot Celts, Hard, 15 civs, but now using the 4 old aidata files.
- Checked at 1300 BC and ALL civs have moved past "Horse Riding" and have 3-4 research options, and NONE are working Hextapul. WHEW!!!!!!!!!!!!!!!!!!
- So the "Research Bug" has been fixed. In addition, the AI seems far more active, so whatever changes I added to the AI files, none of them improved the game. Accordingly I'll keep the 4 aidata files unchanged. For the record, I suspect the culprit was the "advancelists.txt" file, which tells the AI which advances to prioritize. That said, I'm not going to dig any deeper.
- Additionally, I accidentally used an earlier units.txt file which still allowed Coracles to pillage and pirate, and suddenly they no longer hunker down in ports. So that was a nice idea (prolonging the period in which ocean TIMPS would be safe), but apparently it totally borks the AIs understanding of what to do with sea units. FAR more activity in this playtest.
- At this point, it makes sense to just continue the playtest, hopefully up to 2000 AD. If everything continues to work, then the game is ready!
- Continued on with saves at 800 BC and 300 BC.
- The game CTDd at 10 BC, but no crash log and the game continued on from the autosave. Checked and nobody is researching Hextapul and the army counts are reasonable (most between 180 and 230). A few civs have nothing to build. Govs range from City State to Tribunal Empire.
- Continued on with saves at 90 AD and 600 AD. Three new civs (Etruria, Israel, Assyria). Two civs are now in the Middle Ages and two others are researching Dark Ages. Unit counts are mostly 180-230 range but Japan has 380 and Rome 311. Inching toward the 500 problem zone.
- The game CTDd at 980 AD, but no crash log and the game continued on from the autosave. I left the laptop unattended for the evening, so it's likely an "inactivity" crash. Four new civs (Han, Nubia, Kush, Hatti). Unit counts for Japan (377) and Rome (224) are fine (haven't increased, that is). Crete (406) Phoenicia (331), and Aztec (337) have increased but all the rest are 150-250. No Hextapul research.
- The game CTDd at 1035 AD, with a crash log. No idea what it refers to. Restarted from the save and continued.
- The game CTDd at 1135 AD, with a crash log. No idea what it refers to. Checked and there are 2 civs with dangerous unit levels, Japan (476) and Aztec (440) (all the others are 300s or less). Also a bunch of new civs: including two entries for Macedonia, one of which is "probably" Hatti, which disappeared from the list. Previous late-game playtests have shown that civ revolts can be a problem, especially when a new one revolts the same turn. As a test, I created a units.txt file which removes InciteRevolution from the 4 units which had it. Will re-run the game from the 980 AD save to see if it's any more stable.
- Curiously, the game CTDd again at 1135 AD, but no crash log and the game continued on from the autosave. Also, no new civs, which pretty much confirms that all these new-civ revolts are caused by agent action. Going forward, I'll need to look at changing the chance of success AND death. Maybe the cost to perform as well. Checked Japan (473) and Aztec (414), and both civs have dangerous unit levels. PENDING
- The game CTDd at 1205 AD, with a crash log. No idea what it refers to. Restarted from the save and continued. The CTD happened while i was away, and the laptop went to powersave mode, which is when most of these happen. Might be related. Checked Japan (534) and Aztec (439), and both civs have dangerous unit levels. A few others also in the 400s.
- CTD again at 1205AD, with a different crash log. Will delete some of the larger armies and try again. Dropped Japan into the 200s and Aztecs the low 300s
- CTD at 1330 AD, without a crash log. Obviously removing armies solved the main problem so will do that again. Egypt: 402>259; Crete: 494>187; Phoenicia: 337>250; Carthage: 369>252; Maya: 326>226; Persia: 405>224; Aztecs: 301>215. That puts all civs into the 200s or less. If quantity of units is causing the instability, we should see a long run w/o CTDs.
- The game CTDd at 1420 AD, with a crash log. No idea what it refers to. Restarted from the save and continued.
- CTD at 1515 AD, without a crash log. Restarted from the save and continued. Oddly, it looks like the  latest CTDs are happening one turn before the expiration of the "/rnd 50" command (i.e. after 49 turns). Will run the next one at 60.
- CTD at 1542 AD, without a crash log. Tried to save the autosave twice, but it CTDs immediately each time. Need to look at the unit counts again: Egypt: 393>259; Crete: 413>220; Rome: 301>218; Carthage: 331>228; Japan:343>238; Babylonia: 304>235; Persia: 358>221. Made those changes and it still would not save. Unfortunately didn't save at 1515 so will have to restart from 1420. Going to switch over to Barb-human and see if that speeds up.
- CTD at 1490 AD and once again it will not save. Coincidentally (or not) this new set of issues started when I moved the game onto a different laptop and different O/S (Win 11 down to Win 10). Will start over on the original laptop. That one DID have the 1515 AD Autosave, and it did save.
- The new one CTDd at 1572 AD, and would not save the Autosave.
- So it's not the O/S and not so sure about the high unit count. Previous high era saves had fewer starting civs (12 not 15) and a smaller map. Will have to start over and try that. But first, need to redo the stats for the units which cause revolts.
- On a hunch, I used the editor and deleted all the revolt-generated civs (units and cities) but the game still became un-saveable at 1570 AD. The theory is that there are so many units, TIMPs and civs that the game memory simply can't hold it all, this being an older 2000-era game. Might try it again but this time deleting 4 of the largest "original 15" civs. Clearly things are "clogging", as evidenced by how long it takes load a save game in this era (i.e. 2-3 minutes).
- Started with the 1420 AD save and deleted all but the capital city and a garrison unit for three of the largest civs (Babylonia, Maya, and Persia)
- Game CTDd in early 1500s and could not restart from the Save Game because of the "980424-JRL-015 - The size of the save game file is incorrect" error. This is a dead end, going for a new playtest using stats similar to those in the 3rd Playtest (above) which is the one that reached 2014).
- Either way, the next playtest will be 15 civs on a regular map. With the revised InciteRevolution stats to try an limit the revolting cities madness that kicks off in the mid-to-late game (see Section CCCXCV below) 

- 11th Playtest: Playing with Celts as the "Robot" civ, 15 civs, 28 civ max, Map size at "Regular".
- Game flying along with saves at 2000, 1000, and 500 BC
- 250 BC: Script.slc error row 2654 (game continues normally) and again at 170 BC. The line in question uses code ({player[0].sir}) which appears often in info_str.txt. Research further - PENDING
- Saved at 1 AD, 500 AD and continuing.
- CTD somewhere near 800 AD, no crash log, but the autosave wouldn't load: "980424-JRL-015" error
- Restarted from 500 AD. Saved at 700 AD. Saved at 900 AD. Saved at 1050 AD. The turns are rocketing along - vastly faster than with the "Gigantic" map.
- "Stop your research on Christianity at once". That's a weird sounding warning! Look into that - PENDING
- Saved at 1200 AD. Saved at 1400 AD (stopping for the night - will check things like revolted civs and army counts tomorrow). No revolted civs, the largest army is 185, with most below 150. And the game loads in about 20 seconds and turns are moving quickly.
- Issue: The larger celt city graphics float high above the CtP2 "wall" graphic which appears when Civs built "City Walls". May need to redo the city sprites. Check the other civs. OK. Fortunately all the other city styles look OK, its only that one set of Celt cities which looks horrible. (FIXED)
- Related Issue: It has to be said. My new "Mesopotamian style" is the worst looking set of cities. The early eras are OK, but the Middle Ages group looks fuzzy and frankly terrible. Need to revisit those. (FIXED)
- Saved at 1500 AD. Finally there is one revolted Civ (Aztec). Checking tech progress vs historical timeline, half the civs are in the early Middle Ages while most of the rest are on the verge (Tribunal Empire). So its behind the timeline, but not by a huge amount, and its understandable given size of map and number of civs. City Counts have stayed about the same since Dynasty. Two civs have 9, half have 8, and most of the rest are 5-7 (Greeks only have 1). Only 3 years per turn from this point on.
- Saved at 1605 AD. Fast and stable. Loving it.
- 1626 AD: Script.slc error row 2653 (game continues normally)
- Saved at 1710 AD.
- 1802 AD: Script.slc error row 2653 (game continues normally)
- Saved at 1810 AD NOPE!! Forgot to save, idiot.
- 1842 AD: Script.slc error row 2653 (game continues normally)
- 1856 AD: Script.slc error row 2653 (game continues normally)
- Game CTDd in late 1800s and could not restart from the Save Game because of the "980424-JRL-015 - The size of the save game file is incorrect" error. Restarting from 1710
- Saved at 1810 AD (2 more of row 2653 errors)
- 1842 AD: Back-to-back row 2653 errors
- Saved at 1850 AD
- Saved at 1892 AD. Three more revolted Civs (Etruria, Israel, Assyria). Almost 1900 and only 4, so that's acceptable. AND, it shows the AI civs are still using this attack. Restarted the game because i'm not seeing Celtic units moving. Might be a problem with "/attach"? NO. Units aren't moving but they are rebuilding destroyed TIMPs, so they are doing something. And the Celts demanded that Rome stop work on "Gunpowder" (rejected)
- CTD @1928 AD, with crash log. Seems to be started by running the "Goal Scheduler". Started up from the auto-save and could save that. Blew up right away. A new crash log, but identical text. Blew up during the Minoan Turn. Changed civs to Minos and the game continued to 1930 AD, when I got  message: Sumerians conquered the nation of Greece! Wow! Finally an AI civ destroys one of the starting civs. I'll shift play back to the Celts and see if it continues. Maybe there was a goal involving the Greeks that couldn't be completed? Or....maybe the robot civ number count changed with the elimination of the Greeks? The editor still says they are number 11, but in sequence they aren't. Also, flipping back to the Celts, in one turn their city style changed from ancient to medieval.
- CTD during the 1930 turn. Same crash log text as earlier. I'm going to shift over to the Barbs and run turns starting from the 1892 save. Just in case this is a "robot civ" issue.
- 1908 - the Han (revolted from Egypt)
- Saved at 1932 AD (as Barbs). Saved at 1972 AD (as Barbs). Saved at 2006 AD (as Barbs)
- 2006 AD: Script.slc error row 2653 (game continues normally)
- Need to remove the problem code from row 2653 of the script.slc file. I don't think it does anything anyway - DONE (see Section CCCXCVI below)
- Saved at 2025 AD (as Barbs). Normally i'd stop here but now curious to see how far it can go.
- 2046 AD: Script.slc error row 2653 (game continues normally)
- Game CTDd in @2046 and could not restart from the Save Game because of the "980424-JRL-015" error. Restarting from 2025
- Saved at 2045 AD (as Barbs).
- CTD at 2062: Yamato conquered the nation of Etruria, then CTD. The identical crash log text as the others (something about a Goal Scheduler). Autosave did load. Save at 2061 AD. Looked at both Japan and Etruria and the Japanese military is at the gates. Hit end turn and once again got the conquest message and then the CTD....but NOT during the Japan turn, rather it happened when the game reached the Aztec turn (light green) which is right before the Etruscan turn. The Aztecs are the last color you see before the CTD. There is a Carrack carrying a King's Eye outside the city, and also a city converted to the Etruscan religion. One of those "might" be causing this? Will delete the external Carrack first. Still CTDd. This is weird. There are SEVEN cities that are converted to the Etruscan religion, but there aren't any Etruscan religious units!! I reformed all of them and deleted the exterior carrack, and we'll try again. Nope, CTD again. Wow a CTD related to conquering another civ?? That would totally suck. Unfortunately the same thing happened when Sumer conquered Greece in 1928. The game continued on when I shifted to the Barbs, but Sumer did NOT conquer Greece once I did that, which seems to be the reason it worked.
- This was reported as a bug in this thread: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-source-code-project/234837-ctp2-apolyton-v-2009-06-01-crashes-when-a-civ-is-conquered
- But it was reported to be fixed. And the fix involved changes to the executable, so...ugh, nothing I could do with text files.

- 12th Playtest: Playing with Celts, no "Robot", 15 civs, 28 civ max, Map size at "Regular".
- Started the game and built two cities, then used cheat mode to place units where I could conquer a nearby civ. Conquered Minoans and no CTD.
- Went back to my old Rome game that was turned over to the AI for a bunch of turns - including several new "revolted civs. I took control of Rome and conquered one of the Revolt civs, hit end turn, no CTD.
- Loaded the 2061 AD game, took control of Japan, and conquered the Etruscan city (Edo). That triggered a feat (reconquest of your own city) and I kept it intact (occupy). And that did CTD when I hit end turn! So it's
- Loaded the 2045 AD game, took control of Celts, and conquered the Etruscan city (Edo). Gained a tech and occupied the city, hit end turn, and it did NOT CTD!!!
- Loaded the 2061 AD game, took control of Celts, and conquered the Etruscan city (Edo). Occupied the city, changed civ back to Barb, and hit end turn, and it did CTD.
- Loaded the 2061 AD game, took control of Celts, and conquered the Etruscan city (Edo). Occupied the city, hit end turn, and it did CTD. So this is identical to the 2045 situation, but one CTDd and the other did not. Weird.
- Loaded the 2045 AD game, took control of Japan, and conquered the Etruscan city (Edo). That triggered a feat (reconquest of your own city) and I kept it intact (occupy). And this time it did NOT CTD when I hit end turn! Among other things, I saw the Etruscan ships and Religious conversion icons disappear while the turn was playing out, so those are handled as they should be.
- VERY STRANGE
- Saved the game at 2046 (Japan now owns Edo and the Etruscans are gone), switched to Barbs, set /RND to 20, hit end turn and it CTDd
- Loaded the autosave (2047) and just hit end turn. No CTD. Kept going to 2051. No CTD. Set the /RND to 10 and hit end turn. No CTD.
- Saved the game at 2061, set /RND to 20, hit end turn.
- 2079: Nubians revolts from Celts
-  Saved at 2081. Saved at 2101! Wow!
- 2110: Kush revolts from Babylon
- Saved at 2121
- Game CTDd in @2130 and could not restart from the Save Game because of the "980424-JRL-015" error. Restarting from 2121.
- Saved at 2131, Saved at 2141
- CTD @2146 AD, with crash log. Different messages altogether ("BreadBasket"). Started up from the auto-save and could save that. CTD immediately on end turn. Apparently this is a known CTD that hits AE, possibly something coded in by Ekmek in Rev 707. Started over from 2141 and it CTDd again in 2146, right after/during the "grey" color bar (Greece). So probably Sumerians (the ones after). Played the turn as Greece and instant CTD, so probably not them. Changed to Sumer and did nothing. Still CTDd but at a different color. Went to Egypt #3 and it CTDd after light blue and purple. Yep instant CTD (no color bar) when i play as Phoenicia. The next civ is Rome, and playing as them you see most of the colors circle thru. Went back to Phoenicia and deleted all units except the Militia. Nope, CTD. Deleted all the Sumerian units and it CTDd on purple.
- Drastic measures needed. Deleted all units and cities and mmost of the TIMPs of the Phoenician civ from 2141 save and saved it that way in 2142. Then switched to Barbs and hit end turn all the way until 2147. Then end turn once more and CTD on or after the Greek turn. Still the "breadbasket" error.
Next will delete Greeks. Even when deleted, the "grey" shows up during their turn and the game CTDd again at 2147 right after their color. It's possible the game doesn't know they are "gone" if you kill them with the editor so i'll conquer them instead. OK, conquered with Barbs and the grey color is gone. CTD instantly at the 2146 end turn. Will now kill the Sumerians the same way. At 2146 the CTD happened on the purple turn. Interesting that it's a "GoalSchedule" crash that time, not "BreadBasket". Will now kill the Phoenicians anyway. And it still CTDd on the 2146 end turn. Gah. Bit the bullet and deleted (conquered by Barbs) all the revolted civs (Aztec, Nubia, Israel, Han, etc and the game now runs through 2150. So. Will go back to 2141 and just delete the revolting civs and see if that was the issue. Kush, Han, Assyria, Israel, Nubia, and Aztec. And it CTDd while saving. Gah. Will go back to the 2150 save and see how long that lasts. I think the problem was saving right away instead of doing end turn, since the crash log was super short and referred to an "archive".
- Saved at 2160, Hittites revolt from Celts (2168), Saved at 2170, Saved at 2180, Saved at 2190,  Macedonians revolt from Celts (2194), Saved at 2200, warning message that "humanity will choose a leader, time is running out (@2200)" so the game knows that 2300 is the end, Saved at 2210 (turns are flying!!!), Saved at 2220, Saved at 2230, Saved at 2240, Saved at 2250, Saved at 2256, Mongols revolt from Carthage (2266), Byzantines revolt from Harappa (2270), Saved at 2270, Saved at 2280, Saved at 2290, Saved at 2270


SEGUE: Testing the "BreadBasket" CTD. Went back to the original 2141 save and had the Barbs conquer all 6 of the revolted civs, saved the game and then hit end turn until it CTDd on the 2146 turn. Crash log cited "BreadBasket". Can load the autosave (it's 2146) but the game CTDs at end turn. So they alone are not the problem.
- I loaded the autosave (already has all the revolt civs as Barb) and switched civs to Greek (CTD), then Sumer (CTD) and then Phoenicia (CTD) and all CTDd with a "BreadBasket" crash log.
- Loaded the 2141 in which Barb conquered 6 civs, switched to Phoenicia, and kept hitting end turn. Game CTDd during the 2145 Phoenician turn while units were moving. "BreadBasket" again.
- Loaded the 2141 unaltered save, switched to Phoenicia, deleted all units except militia, accepted every diplomatic offer (80% were pollution related) and kept hitting end turn. Game CTDd during the Phoenician turn. "BreadBasket" again.
- Loaded the 2141 unaltered save, switched to Phoenicia, deleted all units, many TIMPs, and all cities except Tyre and then switched to the Barbs and conquered Tyre. Game did CTD during the 2146 turn, but now the crash log has the "Goal Scheduler" text. So Phoenicia is definitely responsible for the "BreadBasket" error, whatever that is.
- Loaded the autosave (2146) as Barbs, hit end turn. Game went to 2147 but CTDd on that end turn. And it was "BreadBasket". Argh.
- I was able to get the game to continue, but had to wipe out the Sumerians too AND play as Rome until 2150. So it's a really nasty bug, and getting past it requires significant game changes (deleting of multiple civs) and there's no clearly obvious answer as to what causes it or which civs have to be removed in order to continue.

- INFORMATION

*****************************************

CCCLXXXVIII) Add new "associated" TIMPs to the GL:

- The idea is to add all the "new" TIMPs which are really just aspects of a larger TIMP and give each of them it's own GL Entry. That would be Early Farms, Radio Tower, Carbon Sink, Nature Preserve and even Outlet Mall. Each one would appear on the Tech Tree and be "findable" in the TIMP section of the GL. Explain what they do and just as important, which button activates each one, with a link to the "real" TIMP. Since these are all "new" entries, it means they will screw up the text from any previous games but that's even more reason to do this now, before the first release.
- Will need a graphic for the "FirstFrame" entry (uniticon.txt) since that displays in the GL
- Do NOT need a new "Icon" entry because that appears on the ButtonBank which these do not. Use something generic
- Outlet Mall and Nature Preserve already have entries (and graphics) in all files, but they need to be activated and re-written.
- Tested and it works perfectly!
- Files Changed: tileimp.txt, uniticon.txt, gl_str.txt, Great Library and the Tech Tree.
- UPDATE: Added the "Undersea Harvester" associated with Aquaculture (especially since it's available with a different Advance (LIQUID_BREATHING_APPARATUS vs. ROBOTICS)
- TASK COMPLETE!

*****************************************
CCCLXXXIX) Additional TIMP cost reductions:

1) Port is 1200 in Cradle but 350 in AE. Will drop to 500

2) Airbase is 1700 and 2000 in Cradle, but 1000 in AE.  Will drop to 1200 & 1500

3) Drilling Platform is 2800 in Cradle but 800 in AE. Will drop to 1200

4) Fort (and Shipyard) is 3600 in Cradle but 1000 in AE. Will drop to 2000

5) All 3 Undersea Mine levels. Much more expensive in Cradle, but that makes sense given the realistic degree of difficulty. Even so, will drop all costs by 1000.

- Files Changed: tileimp.txt

- TASK COMPLETE!

*****************************************
CCCXC) AI file adjustments:

I compared the AI file settings in AE-2011 with those in the newly released AE-2025, and where AE settings that were used in Cradle had been adjusted, I've added the new settings to Cradle 5.
- Files Changed: Goals.txt, strategies.txt & UnitBuildList.txt
- UPDATE: After extensive playtesting, the AI actually seemed to be worse, so I've reverted all the files back to their last configuration, reversing all these changes.

- NO CHANGE

*****************************************
CCCXCI) Adjacent cities Bug:

- During the Incan Game (2410 BC), I popped a goody hut next to a Minoan City, and generated a slic error (kull.slc, line 24) which had to do with creating a free Nomad when a city is created. The message was that nothing happened, but looking at the spot later, I saw a Militia Unit there! Aha! So what happened is this was a "lost tribe" hut which normally would create a city, except it can't because it was adjacent to another city. Not a fatal error, fortunately, but the first time I've ever seen it happen.
- In related news, testing is showing that the AI rarely pops "city-giving" goody huts, and the human player is thus finding them all over the map. Need to see if either the frequency can be reduced or just eliminate this possibility from the goody hut capability. See Section CCCLXX for where this was changed before (and the new fix). And yes, the problem is that I set this at 10%, whereas the game originally had it at 1% (and Cradle at 0). So I broke it, lol!
- UPDATE: During a playtest (see Section CCCXCVI below), the game began to CTD in association with accomplishing the "Round the World" Feat. Ultimately I traced it back to this particular issue. The problem is that once the "adjacent city bug" is triggered, it causes some sort of internal instability, and there's no way to get out of it. Accordingly I'm going to revert this chance back to "0" for all difficulty levels.

- INFORMATION

*****************************************
CCCXCII) Stone Road Graphics:

- The Tellius stone roads look OK when they are built in long stretches without a lot of junctions, but the AI builds networks around it's cities and the result is a horrible look - the Stone Roads are so wide they cover up the other TIMPs in the same hex (each stone road is 6-7 pixels wide, which is double the width of the CtP2 "brown roads").
- Another issue: Many of the pixels in the "Tellius Roads" are exactly the same color as the "shadow" pixels used by the TIMP code, so as a result there are dark black spots in the middle of these roads. That contributes to the overall ugly look.
- Lastly, I looked closely through the map of the "2014" test game in which several civs have stone roads. Not only are there lots of "black spots", the roads themselves do not line up properly when they meet with "normal" roads, and in some cases don't even align with other stone roads.
- In the final analysis, that is three major problems with these roads, so it would take a lot of work to reduce the width, clean up the "bad pixels", and make sure they align properly when meeting up with others.
- Originally I was working on a "gray" version of the normal CtP2 road (used "desaturate" to change the colors from brown to grey). Need to go back and look for those. Found them. Some of these also have the same problem with the "shadow" pixels as did the Tellius roads, but the alignments are perfect and so is the width. 
- Went through all 18 files and changed the shadow pixels that existed in about 2/3 of the files. Not too many, and easy to fix - DONE
- Next I created a new 2D graphic for the GL, and then took the Cradle 4 stone road ButtonBank image, made it greyer, and substituted both into the Cradle 5 "pictures" directory.
- Tested the roads & the graphics and the result is a BIG improvement
- TASK COMPLETE!

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CCCXCIII) Polar Hill Tiles don't merge properly with adjacent terrain-types:

- NOTE: Originally thought this was a problem with Glacier tiles and they didn't merge properly with all others, but neither is true. Read on.
- Resetting the "Glacier Extent" setting in Const.txt from 1 back to 3 to see if that solves the issue where the tiles don't overlap properly and it looks weird. It looks particularly bad where the upper edge of a glacier meets a forest (which happens a lot), because you get a straight line with no overlaps. Resetting from 3 to 1 simply puts more glacier on the map, which isn't desirable, so it's going back to "1".
- NO! Actually the glacier merges correctly, it's the "Polar Hill" which doesn't merge. Looking through the terrain graphics in the til file, this is the ONLY type which has colors extending outside the "black border". The first try at a fix would be to replace all of those with edited versions that "clean-up" the graphics. Looking through the "til file, those which have "white terrain" extending beyond the border are 19, 261, 263, 264, & 265.
- Checked and this issue happens with Forest, Brown & Alpine Mountains, and Jungle. Interestingly, NOT Swamp! Or any of the "flat" terrains (Plains, Grass, Desert). So I changed two of the files to remove the excess stuff at the top, reloaded them into a test til file, and no change.
- Also took a look at the new AE-2025 and it has the same problem, so they didn't fix it either.
- Worth noting that saving the files direct from the til file changes their size, and the game won't accept them as a reload. The only way to get correctly sized terrain files is to save all of them as a batch of individuals.
- Anyway, the real finding is this is almost certainly a "border" problem, especially since the border is OK with some terrains but not others.
- According to the readme file that accompanies the TileEdit program, there are two values associated with a border file: 1 TileSet Index of the Tile that's on the inside and 2 TileSet Index of the Tile that's on the outside. Accordingly the base file for Polar Hills is 19 (actually 20) while forest is 21 (actually 22). So that means there has to be a border file which the first value is 20 and the second 22. And there we have it. 183-191 has only NINE border files in which 20 is linked to 1-6,9,17-18. None of those are the forest.
- Anyway, it looks like the game didn't include all the necessary border files, and I'm not sure that new ones can be added which would fix that. Can probably be tested though....
- HAHAHAHAHA!!! OK, it's fixed!! I took an existing border file (BORD0307.tga) and added it to the til file in the last position (add, not replace) and set the "Inside" position as "20" and the "Outside" position as "22", saved the til file and started up a test game, and voila, problem solved. Instead of a harsh border between forest and polar hill, there was a nice merging of terrain. To be clear, there was some trial and error, but these are the two numbers that worked. The trick in both cases (Inside and Out) is to use the "Tile ID" number, not the "Tile Number"
- One other merge point that does happen (but rarely) and for which there is no border is Polar Hill (20) to Alpine Mountain (8). Fortunately we do have a border file for Tundra (2) to Mountain (BORD0209.tga), so that will also be inserted (tested and looks great).

- TASK COMPLETE!

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CCCXCIV) Non-Slic Civ-Specific Traits:

- I wanted to add a +2 Boat Movement Bonus for the Etruscans, and looked for the one given to the Greeks as an example, but could not find it in any of the Slic files.
- Long story short, it is a hard-code benefit which is associated with Feats (EffectBoatMovement), and you find it in the Feats.txt file. And not the only one, either. Extra (or Reduced) Production, Reduction of City Wall defense, and Additional (or Decreased) Happiness.
- Making a note of it here, because it took a while to figure out!

- INFORMATION

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CCCXCV) Adjusting Stats for the "InciteRevolution" units:

- Issue is that by the mid-to-late game, the AI is inciting revolts all over the map, and we're getting a ton of "size-1" civs that really do nothing. They never grow, so there's no gameplay improvement. Plus the revolts are common enough that sometimes a new civ revolts again on the same turn and that causes a CTD. So the plan is to make them harder to pull off.
- Here are the 4 units and their Cradle5 stats:

UNIT_CYBER_NINJA
##   InciteRevolution {
##      Chance 0.35
##      EliteChance 0.5
##      DeathChance 0.25
- Stats are the same in AE

UNIT_SECRET_AGENT
##   InciteRevolution {
##      Chance 0.4
##      EliteChance 0.5
##      DeathChance 0.4
- Stats are harder in AE: .25, .35,  and .5

UNIT_SPY
##   InciteRevolution {
##      Chance 0.3
##      EliteChance 0.4
##      DeathChance 0.5

UNIT_KINGS_EYE
##   InciteRevolution {
##      Chance 0.3
##      EliteChance 0.4
##      DeathChance 0.5
- Neither of the above 2 are in AE

- The "Orders.txt" file has the cost, which is 5000 in Cradle5 only 100 in AE! It's also 5000 in Cradle3, but jumps to 50,000 in Cradle4. So looks like Hex saw a problem here as well. That's too high, since it effectively means the attack will never happen, so I'll look at the unit stats:
1) Chance: The two early game units (Spy and King's Eye) will get a .1 chance, Secret Agent goes to .15, and Cyber Ninja to .2
2) EliteChance This doesn't work anyway, so I'll drop it to .1 for all 4 units
3) DeathChance This goes to .9 for the Spy, .8 for King's Eye, .7 for Secret Agent and .6 for Cyber Ninja.
- Worth noting that all the revolts seen in my playtests come from the Spy/King's Eye era, and really ramp up when Secret Agents appear. No game has even reached the Cyber Ninja era.

- TASK COMPLETE!

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CCCXCVI) Playtest findings:
- "BreadBasket" CTD issue (NOTE: Code has been removed from AE-2025) - INFO
- BreadBasket Added to AE by Ekmek per this post: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-source-code-project/148655-project-revision-reports/page24#post6602704
- Revolted city CTD issue (and change to unit stats) - INFO
- Need to fix 3 of the 4 Ancient/Classical era Celtic city sprites since they appear to "float" over the city wall graphic (looks horrible). Similar issue with the size 2 & 3 Mycenean cities, also fixed - DONE
- The 4 city sprites for the Mesopotamian Medieval/Renaissance eras look awful. Instead I'm replacing those with 4 new ones taken from a Civ3 city mod. In addition, the Ancient era will start with a central temple (not a ziggurat) and the original levels 1 & 2 will become 2 & 3. In the Classical era they use the original 1, 2, and 3 (so no change). This does require 1 more sprite which once again will come from the "Palace" group (GC183.spr). Updated agecitystyle.txt - DONE
- Length of playtest. Key point the mod can run all the way through to the end of the game - INFO
- Issue of Gigantic Maps and AI (slow between turns and load speed, poor AI) - INFO
- "Too many units" CTD - INFO
- Issue of Tech Speed (slower) with more civs (15) on smaller map (regular) - INFO
- The "Colony" graphic (an Egyptian-style pylon surrounded by houses) looks dated by the late game. Solution would be a more modern graphic which is included in the gtset555.til file and has a numeric link in tileimp.txt that is switched as part of the "Age of Reason" swap file. Graphic borrowed from Civ3 mod and uploaded to gtset555.til file - PENDING (adding to Swap file group)
- The "Great Library" while perhaps technically accurate (nobody knows for sure) is too fuzzy and washed out compared to the others. Will edit and add a new one based on the "Baalbek" graphic from the Civ3 modders - DONE
- The Taj Mahal used one of the graphics from the old Visible Wonders mod, and it was just too small and not very pretty. Added a new one (edited for size) from one of the Civ3 mods - DONE
- ARGH. There's a new CTD when saving at 2520BC. The Crash log says nothing except a series of "onexit begin" statements. Probably something involving the new City sprites (although the Ramayana could have an issue). Looked at the agecitystyle.txt file and everything looked OK. Couldn't get the crash to repeat. Also wonder if it's related to the popped hut (creates a new city) next to an Egyptian city. That could be destabilizing (and fortunately, rare). OK, looked at all the files and can't see anything wrong. Will start play from the last save (2570) and will see what happens.
- Hit end turn to 2560, played through the turn, tried to Save, CTD.
- Hit end turn and was able to save right away. I remembered that there was a "Feat of Wonder" for sailing around the world, so I triggered that (the only move) and the game CTDd when saving. Ran a ton of tests and all of them confirmed that it was this Feat.
- The solution was to edit the Feats.txt file to remove the +200 move for the Romans, after which it took two moves to trigger the Feat, but the game did NOT CTD when saving. Craziness. Fortunately this is not a normal benefit for the Romans, so it will be removed from the release version. Even stranger, I've rec'd this Feat TWICE when playing earlier Roman test games and there wasn't a CTD. Just strange.
- Except....NOT. Still getting the CTD. Doesn't seem to have anything to do with whether the Romans have the +2 move or not. Something about the Feat itself. I still don't know how it triggers - it's not from a single ship's motion because I moved the triggering ship backwards and nothing happened. On the off chance that this is being triggered by some oddity involving the bottom tiles on the map, I'll try to activate it using a ship more toward the center of the map. It took several turns but by 2510 I was able to drive a ship in the center par of the map far enough to trigger the Feat, and....no CTD (even with no changes to the Feat or the Roman ship movement). As one more test, I'll use a different ship to explore the tiles at the bottom of the map and see if that causes the same problem...Weird. The other ship did not trigger the problem, but it CTDd anyway once the map was revealed at the isthmus. Will try to trigger that using the 2510 game. And yes, CTD!!! Craziness.
- OK, ran a few tests, and the game will CTD without doing anything if you display the whole map. Except not during any of the save games up 2640. The next Save Game is 2600, and THAT one will CTD if the whole map is displayed. The difference? AI-Egypt popped the "lost tribe" hut next to their city. That really seems to be the issue, and it may not be the only one on this map.
- PROBABLE SOLUTION: Set "city chance" at 0% for all levels in risks.txt (see Section CCCLXX) - DONE
- There IS a weird looking Indus city sprite (069) which is cut in half in the middle. Will rebuild that and replace it. Didn't work!? OK, the problem is that if too much of the sprite contacts the edge of the image (in this case a band of about 10 pixels), it causes problems with the Transparency. Had to shrink the image and then rebuild the city in order to keep the edges of the image clear - FIXED
- Olympics was still listed in the GL under "Drama", not "Bronze Working" - FIXED 
- Found some typos in feats_str.txt - FIXED
- Removed the {player[0].sir} code in info_str.txt which seems to be triggering the Script.slc error at "line 2653", which is CONDUCTHIT_FAILED_ATTACK, the message you get if the "Assassinate Ruler" attack fails. I'm pretty sure that it doesn't add any important info, and replacing it with the generic "my lord" will keep this error from ever triggering again. Equally important, I think the error also prevented the message from displaying, so that is fixed as well - DONE
- Had a SLIC error in updater3.slc (row 493). Based on the message, the game knows I had one Elite Spearman but he was NOT located in a city, so there were "0 {OBS_UNIT_ARRAY[0].name}" units looking for an upgrade. My guess is that if even one was in a city or fort, the code would have worked fine. If you respond to the message with "Yes", it does NOT move on to the Militia units, so definitely a bug, but not irreversible since there are later opportunities for an upgrade. Tested this by loading an earlier save and making sure the Elite Spearman was in a city when Bronze Working was discovered, and the code DID operate normally (to include moving on to the 15 Militia Spearmen).
- Deleted the single Elite Spearman and the code worked fine and upgraded just the Militia Units without a problem.
- Used the editor to add an additional Elite Spearman (so there are now two located outside a city) and the code worked fine! So the bug only happens in the rare instance where the player has a single non-Militia Elite unit located outside a city. Which explains why I've never seen the problem until now.
- The "advancelists.txt" file includes a list of Advances which the AI perceives as "threatening" when researched by other civs. One of those is "Christianity" (because it leads to the "Cleric" unit), but that results in the AI sending this ridiculous-sounding message: "Stop your research on Christianity at once". Accordingly, I'm going to remove that Advance from the danger list - DONE


- REFERENCE

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CCCXCVII) Visible Wonder for Ramayana:
- This wonder has a simple effect (+1 Happiness until Feudalism) and it would be nice to give it a little more pizazz, especially since it's effectively a Book Wonder for the Hindus, but doesn't have the same set of effects granted by the others (Islam, Christianity, etc). There's a graphic from the Visible Wonders mod (TI ID 396) which resembles a Ziggurat, but Hex modified it to add trees and other structures which give it a somewhat "Indus Culture" appearance. The Ramayana is extremely old and the modified art resembles a structure from that time and place. Accordingly, it's a reasonable accompaniment to boost the importance of the Ramayana, while keeping it different from the rest.
- As an aside, Hex modified another Wonder image (unused) which shows the Hindu "Madurai Temple". Although it's a pretty decent graphic, this is not a good fit for the Ramayana since it was built in the 1600's and is located in southern, Dravidian India, and thus far beyond the time frame of the Ramayana.

Files needed for a new Visible Wonder:
- tileimp.txt
- mapwonders.slc
- Great_Library.txt
- gl_str.txt
- uniticon.txt (if adding a new Wonder)
- Wonder.txt (if adding a new Wonder)
- WonderBuildLists.txt (if adding a new Wonder)
- uniticon.txt (if adding a new Wonder)
- gtset555.til (if adding a new graphic)
- New wonders also require a 2D graphic for the GL

- TASK COMPLETE!

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CCCXCVIII) Chariots vs. Jav Cav:
- Two facts made me think about this: 
1) Chariots are rarely built
2) Jav Cav are the pre-eminent mobile force of the Ancient Era in Cradle
- But the reverse was true. The Bronze Age was seen as the "Chariot Age" , not the Jav Cav Age, because that's how it actually was.
- The problem is these units have two primary aspects which should be complements, not monopolized by one, specifically Movement & Vision
- Seen in this light, one solution is for the Chariots to boost move from 2-3 while retaining all other stats. Now Chariots  - with better attack - can match the Jav Cav in moves and gain a utility they currently lack.
- Another option is to decrease move for Jav Cav (3>2) while increasing it for Chariots (2>3). So now there's a real choice - more Moves or Deeper Vision?
- TAKEAWAY: Huge Gameplay impact so not something for implementation at this stage.

- INFORMATION

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CCCXCIX) ????:

- PENDING

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CD) ????:

- PENDING

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CDI) ????:

- PENDING

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CDII) ????:

- PENDING

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Roman Numeral Converter: https://www.tuomas.salste.net/doc/roman/calculator.html


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Robot Human Mode:
' (opens the chat window)
/attach # (where # is the civ number of the human player)
/rnd # (where # is the number of turns to play before stopping)

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Adding a new unit:

1) Entry is in "units.txt"

2) Unit Sprites are listed in "newsprite.txt"

3) Unit Icons are listed in "uniticon.txt" (2D pix: large, small, smallest)

4) Unit Sounds are listed in "sounds.txt"

5) Tell the AI to build it in "UnitBuildLists.txt"

6) The screen name is specified in "gl_str.txt" 

7) Information about the unit is given in "Great_Library.txt"

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