Gem 1.14 (Civup 2.6) Beta
This open beta is a TEST work in progress for advanced users to play around with. Stability and balance of beta versions cannot be assured. In my free time away from job & family, I’m currently working on implementing the simpler parts of the Leaders plan in this beta test.
Click to download the beta.
Click to discuss new leader strategies and interesting experiences.
AI
- Reduced the quantity of vanguard units AIs aim for in wartime.
- Minimum AI army composition changes to a new set of units after gunpowder units appear.
Armies
- -10% combat penalty when resources get pillaged (was 20%) (penalty mostly hurt AIs).
- +100%
experience and -10%
strength with Blitz (was 100, -25). - +25% defense with Trenches and Guerrilla ranks 1, 2, 3 (was 15, 15, 20).
- Recon 2 allows use of enemy roads.
- Moved faster pillaging from Survivalist to Recon 2.
- Removed Survivalist.
Cities
- _
Barbarians
- Camps are defended by Chariot units less often.
Faith
- Merged the Missionary and Great Prophet (mostly redundant).
- Merged the offense and defense enhanced beliefs (too specialized individually).
Leaders
- Half maintenance for unique warriors (Aztec and Polynesian).
- Carthage starts with a Trireme.
- Carthaginian civilians can embark from the start of the game.
- Carthaginian Cothons (harbor) give 1 Tyrian Purple luxury resource (Phoenicians were earliest traders of this luxury).
- Byzantine Basilica (temple) gives instant faith and unlocks early.
- Ethiopia gets faster
rate from each Alliance, and higher
vs civs with more cities (peaceful tall). - Ethiopian Stele (monument) gives
from
population (peaceful tall). - German Panzers (tank) are stronger.
- Korean Hwach’a (trebuchet) are 10% weaker outside friendly territory (isolationist).
- Ottoman Janissaries (musketman) heal every turn, and gain a bonus near friendly military units (quickly replaced losses).
- Songhai ranged units move faster, and vanguard units see farther (mobility).
- Swedish Allotment gives +1
from Farms (military history). - Swedish Folkskola (public school) gets extra
and appears earlier (one of the earliest public systems). - Swedish Carolean (musketman) heals after destroying enemies (known for their charges).
Policies
- Spoils of War: Killing units salvages gold, and +25% rewards from capturing Citystates.
Research
- Increased late tech costs 10%.
- Theology no longer requires Currency.
- Trade no longer requires Pottery.
- Moved Villages back to Trade (original location).
- Moved the freshwater village bonus to Optics (was Sailing).
- Shrines, Wealth, and Research have no tech prerequisite (early game options were restrictive).
Civup: Interface
- The game now autosaves every 15 minutes. You can control this in the Interface tab of Game Options (ctrl+o).
- City and national happiness now show on city view screens (by NoSkill and whoward69).
- The top bar now shows faith “stored/needed”, instead of “stored (turns remaining)”.
- The “declare war” button for citystates now indicates capturing a CS gives a reward equal to 40 turns of alliance.
- Added new versions of the Detect icon (eye).
- The Civup_Options file now contains options to disable speech for specific parts of the game:
- Starting a game (default off).
- Getting a wonder (default on).
- Getting a tech (default on).
Civup: Mod Tools
- Added a “Pillage” flavor for units.
Misc
- City-health defense buildings should now correctly increase max city health in loaded games.
- Lines on building tooltips which change mid-game should show correctly now.
- Disabling gold gifts in the Civup_Options file is now independent of the “using CSD” option.
- Oral Tradition and Monument to the Gods pantheon effects should now match the tooltips.
- Buildings which increase river yields should show their ability correctly now (hydro plant, indus sanitation).
- The faith cost to purchase units with the Holy Warrior belief now reliably depends on unit production costs.
- Fixed bugs causing AIs to have more happiness than intended, and less of other yields than intended.
- Liturgical Drama should now correctly list the Theater as its connected building (not Amphitheater).
- Made changes to improve compatibility between this project and Gedemon’s Earth maps.
- Humans and AIs now use different technology_flavor tables, allowing more fine-tune control of AI tech choices.
- Corrected costs for Theatre, Smithy, and Workshop.
- Removed Air Repair (redundant with March).
- Fixed “good for” mistakes with Stone Works, Merchant Navy, Seaport, national wonders, and policies.
- Sistine Chapel should now work correctly.
- Mongol Khans can now start golden ages, like normal great generals.
- Buildings which give a city instant food/prod/culture/population should now work correctly.
- v.2 Smithy now has cost appropriate for its tech level.

YAY! YnAEMP compatibility, thanks!!!
February 23, 2013 at 10:47 pm
That list is sick! Keep up the great work! Now go away time for me to play… Got a world to conquer. >:D
February 23, 2013 at 10:52 pm
Hmm, all of the sudden my happiness jumped to 268 million and my next social selection was 300,000 turns away.
I was at war with England at the time (I’m playing the Japanese).
February 23, 2013 at 11:13 pm
I’m aware of some weird issues with yields. I’ve been trying to track it down for the past week (hence the delay in this beta release).
February 24, 2013 at 10:17 am
Great changes! I think there was nothing I couldn’t agree on and quite a few good things I didn’t expect. Well done!
@Eric: did you update during an ongoing game?
February 24, 2013 at 2:32 am
No, new game. I cleared the cache and mod data too.
February 24, 2013 at 2:40 am
Went back through my auto saves and the bug happened after researching Drama and Poetry.
I had finished the Flavian Amp. a turn before but I don’t know if that contributed to the bug or not.
February 24, 2013 at 4:35 am