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

Update: v6.2

  • Fixed a complex vanilla bug relating to base and surplus yield modifiers, solving a problem with the Pioneer Fort. Base modifiers and surplus modifiers are now completely separate (in vanilla there was some ambiguous overlap).

3 responses

  1. Grunthex

    I don’t know if it’s related to your yield modifier fixes. But I’m seeing some absolutely impossible monstrous AI cities in this version.

    Current game – Epic speed, turn 150 (350 BC)

    Mecca is size 44. Sukothai is size 39. Arabia IS allied to 1 maritime city state, but that’s under 4 turns/growth (on epic speed!) from the beginning of the game. Those 2 also have their “secondary” cities massive – sizes 15-17, before 1 AD?

    This is on Prince, so it’s not even crazy Deity modifiers doing it.

    Wish there was a way to open up AI cities to look at what’s going on!

    March 22, 2011 at 4:15 pm

    • Actually it’s easy to see what’s going on in AI cities. Just open the tuner’s “game” tab, pick the AI and click “autoplay 1”.

      You’ll control that player and can look at their cities. More info about the tuner is on the beta download page.

      March 22, 2011 at 4:37 pm

  2. kala

    landed elite + maritime is bugged. You can get to size 60 cities before 100bc

    March 25, 2011 at 5:18 am

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