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.

v133.4

Leaders

  • Increased the cost of unique national wonders.
  • Ramkhamhaeng: +30% rewards from citystates (was 40%).
  • Sejong: Jade Hall no longer gives a free technology.

CiVUP

  • The mod game setup screen now remembers choices for the next game.

Misc

  • The capability for barbarians to heal and/or upgrade are now options in the Options file.
  • Fixed a bug with AI excess gold expenditures.
  • Citystate city banners should show influence stats again.
  • Fixed a bug with the AI’s evaluation of rival influence when bribing citystates.
  • Gandhi’s trait now affects Gardens as intended.
  • AIs now prioritize spending gold on citystates once the United Nations is available.

v132

Leaders

  • Gandhi: Food buildings add 1  when constructed.

WWGD

  • Reduced AI per-era per-difficulty research bonuses by -1%.
  • Added a few changes to help AIs conquer other AIs (no changes to human-vs-AI warfare).

Misc

  • Added new Jade Hall and Levy icons created by albie_123.
  • When a city is destroyed, the tile’s “built culture/defense building here” markers reset.
  • Satrap’s Court now gives the correct gold modifier.
  • Christo Redentor gives culture to artists in all cities, as intended (not just the city it’s built in).
  • Machu Pichu shows its full bonuses on the tooltip.
  • The Freedom policy no longer erroneously increases unit strengths.

v131.56 Beta

Barbarians

  • Fortified barbarians and barb ships slowly heal. Click for details.

Cities

  • Markets give 1 + 20% and +1 on Luxury Resources (was 1 + 25%, and 0 on luxuries).
  • Banks give 1 per pop (was 1 + 25%).
  • Stock Exchanges give 30% (was 1 + 25%).
  • National Treasury gives 5 +25% and +25% trade route income (was 5, 50%, 0).
  • Research Labs give +1 on water tiles.
  • Machu Picchu no longer increases trade income, but adds 5 food to the mountain (was 2).

Leaders

  • Elizabeth: +30 XP for ships (was 15 and +2 movement). Click for details.
  • Harald: +2 movement on water, faster disembarkation, and free melee pillage.
    (was +1 movement, faster disembarkation, and free pillage)
  • Gandhi: War Elephants now replace Horsemen instead of Chariots.
  • Sejong: +1  Science from Farms. Click for details.
  • Sejong: Jade Hall gives 1 technology, and +2 for all specialists in all cities.
    (Unique national wonder which replaces the National College.)

WWGD

  • Shifted the AI experience bonus more towards the early game.

CiVUP

  • Leaders protecting a citystate now display on the citystate window.

Misc

  • Opportunity tooltips match the intended rewards.
  • Opportunities which give happiness should work now.
  • Slightly delayed the appearance of a few barbarian units (such as swordsmen and caravels).
  • Fixed a bug causing Harald’s Jelling Stones to incorrectly have a per-city cost.

Friday ETA

Since most of the major bugs have been solved in the beta, I estimate I’ll be able to release it as v132 by Friday.


v131.47 Beta

Barbarians

  • Barbarians units upgrade in camps or at sea. Click for details.

Cities

  • Rebalanced the military training buildings. Click for details.
  • Reduced the cost of Harbors and Seaports.

Opportunities

  • Scout Savior (clickfor details):
    • Increased first reward to 30 (was 20).
    • Third reward duplicates the Scout (was +20% strength).

Policies

  • Cultural Diplomacy in Patronage gives 1 per citystate friend and 2 per ally (was 2/3).

Misc

  • The Palace now shows the VEM version number.
  • Fixed a bug preventing opportunities from working.
  • Fine-tuned the algorithm for AIs spending excess gold. Also, citystates can now use the algorithm to upgrade their units (I previously limited it to major civs because CSs have no preferences).
  • Mt Fuji and El Dorado should now correctly have culture.
  • Opportunity rate no longer goes faster on slower game speeds.
  • Possibly fixed a bug causing Oligarchy to give more experience than intended.

v131.37 Beta

Cities

  • Reduced production costs 10%.
  • 20 base food cost to grow a city (was 15).
  • 20 XP Military Academy (was 15). Click for details.
  • 10 XP Barracks (was 15).

Opportunities

  • 1 per 50 turns in the ancient era (was 1 per 100).

Policies

  • Renamed:
    • Nationalism → Privileged Elite
    • Police State → Conscription
    • Autocracy → Nationalism

Research

  • Reduced the cost of late game research agreements.

WWGD

  • AIs should now upgrade their units more often.
  • Adjusted score calculations to bring culture victory scores closer to conquest victory scores. Click for details.

CiVUP

  • The “citystate quest” and “adopt policy” notifications display on the “next turn” button again. Click for details.

Misc

  • Renamed “Nuclear Submarine” to “Missile Sub.”
  • Natural wonder yields now match the yield scaling performed in v131.1.
  • Natural wonders which provide culture now show it from the start of the game, not only when they enter cultural borders.
  • The opportunity which upgrades a warrior/archer to a worker should now correctly give the worker +1 movement.
  • Fixed some bugs preventing AIs from spending their excess gold.

v131.30 Beta

Click here if you’d like to help figure out the opportunity bug.

Cities

  • The Palace provides 5 of each major yield (was 3 production and 5 of the others).

Leaders

  • Darius: increased the   Golden Age points from victorious Immortal combat.

Misc

  • Fixed a bug with Elizabeth’s Steam Mill icon and description.
  • Fixed a bug with puppet city science rate.
  • Leader traits explicitly state if they start a unit other than a warrior.
  • Fixed a bug with AI leaders spending excess gold.
  • Immortals now correctly get 6 healing in neutral territory (double the base value of 3), not 5.

v131.24 Beta

Misc

  • Fixed a small but critical bug in a utility file which prevented many mod scripts from running. Opportunities should now appear, militaristic citystates should work, and scripted buildings (like Stonehenge) should have their correct effects.
  • Darius’s culture bonus should now appear only during golden ages, as intended.
  • Rocket artillery correctly use oil, like other strategic land units.
  • Carriers can no longer appear as partisans when cities are captured.

Plans

Right now I’m focused on fixing bugs and fine-tuning the beta. I hope to turn it into a general release within a week or so.

I might have forgotten to document this in patch notes when I added it a few weeks ago, but we can now press the Enter key to cycle through notifications blocking the “next turn” button. So for example, if it says “a unit needs orders” you can hit Enter to select the unit. It was very easy to add this feature… I don’t know why I hadn’t thought of it earlier.


v131.20 Beta

WWGD

  • Changed the subtitle descriptions of all the difficulty settings to better represent their place on the scale. Click for details.

Misc

  • It should now be possible again to install the mod with the in-game installer.
  • Babylon should now correctly receive a Scientist at Writing.
  • Fixed various unreported bugs.

v131.19 Beta

I’m aware of a recent beta bug where opportunities do not appear. I’m investigating this but it’s been difficult to track down.

Misc

  • Fixed a bug causing the enemy unit panel to not display.
  • Fixed a bug with leader traits involving barbarian capture.
  • AIs should now properly receive their starting units.
  • Babylon now correctly starts with a Bowman.

v131.15 Beta

Cities

  • Increased income from Great Scientists to match other science scaling done in v131.1.
  • Reduced the culture border expansion exponent to 1.3 (was 1.4).
  • Reduced the cost increase per tile purchased to 8 (was 10).
  • Returned the National Epic to +50% great person generation and 0% culture (was 25%, 25%).
  • Citystate borders expand 50% faster.

Diplomacy

  • Capitals are no longer favored for citystate yield distribution (was 200% weight).

Leaders

Based on results of the Fun Leaders poll.

  • Bismark: Captures land barbarians with any attacker (previously was land or sea, but required land vs land, sea vs sea).
  • Darius: +1 and +50% during Golden Ages (was +1 moves and +10% combat strength). Starts with an Immortal.
  • Gandhi: Starts with a Worker instead of a Warrior.
  • Harald: Embarked units move faster, ships get an extra attack, and melee units can pillage for free (was only first and last).
  • Hiawatha: +20% cost and +10% modifier Longhouse (cost & mod now equal to the Workshop it replaces).
  • Hiawatha: Starts with a Mohawk Warrior instead of a Warrior.
  • Isabella: Starts with a Scout instead of a Warrior, then gains a Caravel at Compass (was Scout+Trireme start).
  • Kame: 3 Moai Statues (was 2).
  • Nebu: Starts with a Bowman and receives a Great Scientist at Writing. 2 scientist slots in Walls of Babylon (replaces +50% great scientist creation rate).
  • Nobunaga: +2 Samurai.
  • Sejong: Starts with a Worker instead of a Warrior. Removed the +2 bonus from Great Improvements.
  • Suleiman: Starts with a Trireme, and captures sea barbarians (was a specialist bonus).
  • Wu Zetain: Starts with a Great General. (was 200% spawn rate)

Policies

  • Adjusted policies so Freedom focuses on large cities, and Autocracy on anger reduction. Click for details.
  • Halved the effect of Landed Elite’s bonus to border expansion.
  • Policies which increase specialist yields now provide a +2 bonus (was +1).

Research

  • Increased cost of early-game research agreements, and reduced cost in late-game.

WWGD

  • Designed a system for the AI to intelligently spend excess gold. Click for details.
  • AIs start with an extra archer for rush defense.

CiVUP

  • (Internal) Sorted functions in ThalsUtilities by base class (player/unit/city/etc).
  • Extra Diplomacy Text: renamed Declaration of Friendship to Alliance.

Misc

  • Compass and Archaeology now have the correct cost for techs of their columns.
  • Peace treaty text now correctly states the 20 turn duration.
  • Mandate of Heaven gives +1 to culture buildings, as intended.
  • The Freedom finisher no longer incorrectly raises the culture of landmarks.
  • Library tooltips show the correct yield from population.
  • Research Agreements now show cost and duration on the tooltip before placing it in the trade area.
  • The Pioneer Fort now correctly provides an engineer slot.
  • Fixed a tooltip bug for trade routes on the economic overview screen.
  • Aztec Jaguar healing promotion tooltip now indicates the correct value.

Steam problems resolved

Valve finished their updates to the “depot” system, and I can access the game again! This means I should be able to release v131.15 beta by tomorrow, once I have initial debugging completed.


Beta installation

Click here if you run into problems installing recent beta versions.


Steam problems

When attempting to reinstall the game I ran into a “missing configuration” error in steam. I’ve been doing google searches and posting about this in several places, but haven’t figured out a solution yet. Click here if you have any suggestions on how I might solve this. I can make small changes to the mod, but until I can resolve this situation I will be unable to do any bug testing or serious debugging.


v131.14 Beta

Misc

  • Fixed an issue with early replace-unit opportunities.

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