Home of the Civ V Unofficial Patch, G&K Enhanced, and Vanilla Enhanced Mod

Archive for March, 2012

v139.2

Cities

  • Adjusted cultural border expansion rate.

Policies

  • Collective Rule: +20% for building settlers (was 50% in the capital).

CiVUP

  • Cities connected by road show a different icon from railroad connections. Click for details.
  • Organized the order promotions appear in when selecting one for a unit.

WWGD

  • AIs no longer receive free techs at the start of the game.
  • AIs surrounded by water start with triremes, archers, and workers (was triremes/workers).
  • AI excess gold spending activates when over 200% research agreement cost (was 100%).

Misc

  • Fixed a bug with AI start-unit gamespeed scaling.
  • v.2 The notification for war refugees and partisans should display properly now.

v138.10

Click to vote for leaders you’d like to see in Featured Games!

Click to vote for your favorite difficulty setting.

Armies

  • Reduced AA-gun base strength and increased anti-air strength. Click for details.
  • Combat bonus vs barbarians reduced to 15% (was 20%).

Cities

  • Adjusted expansion costs. Click for details.
  • 1 1 Palace (was 0, 2).

Opportunities

  • v.5 Rebalanced the Scout, Warrior, and Archer opportunities.

WWGD

  • AIs now have the same building maintenance costs as the human player.
  • The AI purchase system now gives defensive units a high priority for AIs with few defenders.
  • AIs should more reliably build workboats for Oil Platforms.

CiVUP

  • The user interface refreshes immediately after improvements are created.

Misc

  • Added a setting to the Options file to set a specific human-vs-barbarian combat bonus.
  • v.5 Fixed a bug with the “free building of flavor” policies.
  • v.6 Fixed bugs with the AI purchase system.
  • v.10 Removed the gamespeed scaling from the free starting yields.

v137.5 Beta

Armies

  • Reduced AA-gun base strength and increased anti-air strength. Click for details.

Cities

  • Separated some early bonuses from the capital. Click for details.
  • 0 00 2 2 Palace (was 5, 5, 5, 5).
  • 5 15 3 per player (was 0, 0, 0).
  • 2 00 per city (was 1, 1)
  • 30 cost Scouts (was 40).
  • 60 cost Workers (was 80).
  • 60 cost Granary, Stable, Walls, and Barracks (was 90).
  • Stable: 1 and +10% for mounted units (was 0, 15%).
  • Observatory: 8 + 10% (was 0 + 50%).
  • 1% empire science rate per net happiness (was only in the capital).
  • Adjusted border expansion for smoother jumps in culture cost between expansions.
    Click for details.
  • Increased the base gold from using a Great Merchant to 200 (was 100).
  • Doubled the gold return when an opponent beats us to a World Wonder.
  • National wonders give 8 yield + 25% (was 3 + 50%).

Policies

  • v.4 Redesigned policy tree tooltips.
  • Collective Rule: Gives a free settler (was free settler +50% capital settler production).

Opportunities

  • The Granary, Pasture, and Mine opportunities unlock in the Ancient Era (was Medieval).

Research

  • Techs known by many other civilizations now cost less.

WWGD

  • Multiplied scores by 4.
  • Adjusted AI unit priorities. Click for details.
  • v.4 The AI no longer builds aircraft carriers. Click for details.
  • Increased AI bonuses on medium difficulties, and reduced bonuses.
    Click for details.
  • v.4 Start bonuses now depend on game speed.

Misc

  • The Dojo now matches the other recent changes to Barracks, as was intended.
  • Invisible strategic resources no longer add gold to barren desert tiles.
  • AIs allied with all known citystates will no longer purchase more CS influence.
  • Dead civs no longer show up on “Protected By” lists for citystates.
  • Replaced a few leftover “declaration of friendship” lines in diplomacy text with “ally.”
  • v.4 The trade screen no longer shows negative values for AIs very unwilling to trade gold per turn.
  • v.4 Fixed a bug causing the American Minuteman to not show up.
  • v.4 Separated the VEM gold updates (end of turn) from the science/culture updates (start of turn) for better aesthetics.
  • v.4 Gandhi’s trait growth alert displays only if he is the active human player.

v137

Click to vote for leaders you’d like to see in Featured Games!

Armies

  • Slightly reduced the of archers, crossbows, catapults, and trebuchets.
  • Increased the basic combat bonus against barbarians.

Barbarians

  • Barbarians in camps are more likely to try attrition battles.

Cities

  • Military training buildings provide a small amount of Production.
  • Barracks: Engineer slot (was on Walls).
  • Stables: Lower  cost and unlock at Animal Husbandry (was Trade).
  • Observatories: 8 (was +50%).
  • Mausoleum: Free Great Merchant and higher cost.
  • Colossus: 8 (was free Great Merchant) and unlocks with Trade (was Bronze Working).
  • The capital’s radius is visible at the start of the game. Click for details.
  • Both and can expand to the 4th ring around cities (was only culture). Click for details.

Leaders

  • Gandhi: 10 8 War Elephants (was 12/12).

Policies

  • Honor: 10% combat bonus against barbarians (was 15%).
  • Freedom: +1 on Farms (was 2).

Terrain

  • Fresh water access gives +1 irrigation potential to flat desert (non-floodplains).
  • Resources on flat desert get +1 Gold to make the tile worthwhile.
  • Oasis surrounded by flat desert are more important for local gold than oasis in nicer regions.

WWGD

  • Smoothed out jumps in difficulty between Prince, King, and Emperor.

Misc

  • Added minimum city range to the Options file.
  • Added a CSD compatibility setting to the Options file.
  • Arabia’s trait and the Commerce opener now properly affect income from trade routes and mutual open borders.
  • Gandhi’s trait now shows a “Population: +1″ line on the affected buildings, and a center-screen alert when constructed.
  • Barbarian crossbows and chariots now properly deal less damage to ships and vice versa.
  • The science icon now displays correctly in text for opportunities.
  • The Great Wall and Freedom Finisher no longer stack.
  • Happiness from terrain now shows up on the top bar’s happiness tooltip.
  • Total culture from citystates shows separately from city culture on the top bar tooltip.

If you’re wondering what this project is about, check out quill18‘s video below!
Or click here to watch the overview.


v136

Cities

  • Reduced the expansion costs of culture (early) and gold (late).

Misc

  • Fixed a bug with the calculation of citystate rival influence.
  • The Citystate Immigration opportunity now shows its description.

v135

Misc

  • Fixed a bug in the CiVUP core files.
  • Mouseover text should display properly again.

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