Civup v2.3.1, Gem v1.12.1
AI
- Added City Defense priority to archers and vanguards.
- Added Healing and Detection priorities to vanguards.
Armies
- -5%
Horsemen and Knights. - +10%
spears and pikes, with no defense bonus. - Ships of the Line and Ironclads require 1 iron (was 2 and 4).
(Less iron on maps.)
Espionage
- -25% slower tech steal rate.
Faith
- One with Nature pantheon: +1





every yield from Natural Wonders (was +10 faith).
Leaders
- Askia: Ranged units move faster.
- Attila: Defeated barbarian camps surrender for double gold.
- Bismark: Scientists and Engineers equally give 2
2
. - Harald: Faster and stronger embarkation, and melee units pillage faster.
Research
- Added a new ancient-era “Military Training” tech on the middle path between horse and iron paths.
- Moved Sentinels and Barracks to Military Training.
(These are useful for both paths.)
Terrain
- Leaders with an early strategic resource unique unit now get 2 copies of the required resource under their capital (was 1 copy).
(Helps avoid resource starvation.) - Rebalanced G&K-specific Natural Wonder yields to improve variety.
- Plantations can build without removing jungle.
(Helps jungle-based effects like the jungle pantheon.)
Civup: Interface
- Added several new font icons.
Misc
- Added an option to show a 3-radius ring around cities in the Civup options file.
- The production panel should now show correct turn estimates until completion.
- Temporarily disabled the InfoAddict embedded in Civup until I can ensure it works correctly with the full version.
- Wonder production modifiers from buildings should work in modmods now.
- Moved the barbarian XP limit to the GEM options file.
- Merchant Raider 2 and 3 promotions are now correctly available to hunter ships.
- Fixed the tooltip for the Naval Siege promotion.
- Marsh-clearing requires just The Wheel as intended (not wheel and mining).
- Battering Rams are now better vs cities than catapults, as intended.
- The Tradition finisher and Democracy policies now give the correct effect indicated on their tooltips.
- Archers and Mounted Archers can now correctly get the volley and indirect fire promotions.
- Fixed a bug causing lower than intended AI value for unique units which require no strategic resource, but whose parent unit does require a resource.
- Possibly solved a bug causing unit maintenance to unintentionally rise from an inflation effect towards the endgame.
- National happiness from mod effects should now work correctly (was city happiness in the capital).
- City happiness should display properly on the top bar happiness tooltip.

Thanks for continuing to update your fine mod!! I appreciate all of your hard work!!! I really look forward to playing with it this week and seeing how the changes effect it!
January 3, 2013 at 5:31 pm
ok, I hate to show my noobness, but how do I access the option file you mention to enable the 3 ring outline of a city to show it’s limits?? I am pretty new to messing with these mods.
January 4, 2013 at 7:28 am
Usually here:
C:\Users\YOURNAME\Documents\My Games\Sid Meier’s Civilization 5\MODS
January 4, 2013 at 8:43 am
Thanks Tomice, I at least found the files and all that but the one marked options can’t be opened by any program on my computer…. I did find it though, thanks mate!
January 4, 2013 at 11:17 am
Hey, overall this were very good changes you did. However, since the Update, I get an extremely weird and annoying bug: After 10-20 Rounds, maybe after I finish the Teracotta Army, my city view starts leaving out buildings and wonders, thus leaving me unable to assign specialists… sometimes I can’t even assign other citizens to tiles aroung the city.
January 4, 2013 at 5:02 pm
I have the same problem, buildings disappear from city screen but not all cities all of the time…strange! I didn’t build terracotta army.
January 4, 2013 at 7:07 pm
mine is now doing the same thing Kalashnikirby, seems as soon as I build a wonder, my buildings dissapeary and wonders dissapear from city management screen now…. Other than that annoying bug it is a really good mod so far, even though I cant get the 3 tile city working ring to show….
January 4, 2013 at 5:07 pm
Glad to hear that, more or less^^ So the update is definitely the cause of this bug, and I can stop trying it over and over again. BTW, my 3 tile ring isn’t working either, unless I click on the city. But meh. Let’s hope Thalassicus is going to get that fixed soon.
January 4, 2013 at 5:13 pm
The 3-tile ring is supposed to only show up when you control a civilian unit (And it is most useful when placing new cities anyway).
To open the options file, you might use WordPad or the WIndows Editor/Notepad (don’t know the exact name in English versions of WIndows). But I strongly reccommend using the free notepad++, which colour-codes the text in the options file so it’s 10 times clearer what means what.
January 5, 2013 at 1:45 am