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

Archive for June, 2011

v8.0

I’m unable to upload new mods to the mod browser for now. Firaxis figured out what the problem was, it’s fixed, and within a week or two the fix will probably be available so I can upload again. Until then please download the mod from the download button at right.

Version 8 seems to be stable and bug-free enough to take it out of beta. I will use this version as a baseline for adjusting balance from this point onward. With so much now included in vanilla from this mod, I feel these aspects of the game are tremendously improved from a year ago:

  • Units
  • Buildings
  • Wonders
  • Terrain improvements
  • City placement and development
  • Policy generation balanced between all playstyles (conqueror / small empire / peaceful expansionist)

Several things remain as improvements in this mod:

  • Strategic resource are placed much better.
  • Combined-science research agreements auto-adjust difficulty for “runaway” games.
  • Annexation is more valuable.
  • Citystate types are equally valuable and distribute their bonuses better.
  • Leaders are balanced and more fun.
  • Coastal cities and ships are more important.
  • Some minor adjustments to policy balance.
  • The unofficial patch improves the interface in several ways, such as building tooltips and promotions over unit flags.

Everything but policies are just about done in TBC, so policy balance will be my main priority in the weeks ahead. 🙂

 

 

Updated June 30 2011 @ 11:24pm (GMT-6)

Combat

  • Reverted strength of Warriors to vanilla.
  • +25% Defense for Scouts.

Policies

  • +2 and +5% for buildings with Republic (was 1 and 5%).
  • -25% maintenance for buildings with Socialism (was 15%).
  • +0.5 for each city and -5% from population with Meritocracy (was 1 and 5%).

CiVUP

  • Reverted to the 5% combined research method for Declarations of Friendship (click here for the reason).

Misc

  • Updated the Lancer tooltip.
  • The Tradition tooltip now displays its finisher.
  • The Professional Army tooltip now displays the correct unit upgrade modifier.
  • The United Front tooltip now displays the modified effect.
  • Honor now correctly gives the barbarian combat bonus.
  • Military Tradition has the correct icon now.
  • Corrected an error on the Eiffel Tower tooltip.
  • Human units no longer get the AI handicap bonuses.
  • Military Caste no longer provides double the intended culture from garrisons.
  • +15 XP for sea and air units with a Japanese Dojo (matches patch change to Barracks).

v7.8 Beta

I’ve done a 2nd pass through the mod adapting it to patch 1.0.1.332 (first pass is v7.7 further down).  Click here for details on which parts of the mod are now in the vanilla game. Please check the Common Problems list before playing.

If you encounter a crash to desktop, click here to visit the thread on that topic.

The mod download is a beta version that should provide basic compatibility with post-patch vanilla. I started a new game, placed a city, started production on a scout and moved a warrior. This all worked and the user interface seems to be working. I haven’t had time to test past that yet so there might be other post-patch compatibility issues later in the game. If you encounter any problems please click here to report the problem.

v7.8 Updated June 29 2011 @ 1:34pm CST

All

  • Updated all German translations for TBC. Thanks Wolfi!

Combat

  • Position of Militia and Pikemen swapped on the tech tree.
  • Pikemen upgrade to Musketmen (was Riflemen).
  • 90 Militia (was 100) (matches vanilla change to Pikemen).
  • +25% Defense for Militia (was 0) (matches Pikemen).
  • -25% ranged strength for Chariot Archers.
  • Chariot Archers can move after attacking once more.
  • Increased city hitpoints back to 30 (was 25).

WWGD

  • AI units can now see 1 tile further on King/Emperor, and 2 tiles further on Immortal/Deity.

CiVUP

  • Building tooltips now display the new effect types from patch 1.0.1.332 (free building, research agreement bonus, etc).
  • Melee, ranged, and support promotions now all have equivalencies between one another. This means a support unit upgraded to a melee unit will have support promotions replaced with melee promotions. (Was only melee <-> ranged equivalency.)

v7.7 Beta

Updated June 28 2011 @ 7:37pm CST

Other than the patch compatibility changes (which are extensive), here are some other modifications between v7.5 and v7.6:

Combat

  • Renamed Cavalry to Dragoons.
  • Lancers are now Mounted-Melee units again.
  • Reduced the strength of most ancient and classical units and cities by approximately 15%. This brings the following close or equal to vanilla:
    • Scouts
    • Archers
    • Swordsmen
    • Horsemen
    • Cities
  • Instead of reducing the strength of some units, I made other changes:
    • Chariot Archers no longer can move after attacking. They now instead have higher strength (using the vanilla buff).
    • Spearman defense bonus reduced to 25% (was 50%).
  • Reduced the defense bonus of Survivalism II to 25% (was 50%).
  • Reduced the defense bonus of Pikemen to 25% (was 50%).
  • Reduced the strength of Bombers and Stealth Bombers to vanilla.
  • Reduced the air damage modifier of military bases to 25% (was 50%).

CiVUP

  • Enabled the new Research Agreement median-tech bonus.
  • Reduced Declaration of Friendship research bonus to 1% (was 5%).
  • Reduced Open Borders gold bonus to 1% (was 2%).

Misc

  • Fixed a bug where an English language file had accidentally been removed. This caused various bits of text to show up as “TXT_KEY_…”
  • Citystate influence payments are back to their intended values.
  • Oligarchy should now correctly give experience.
  • Fixed a problem preventing citystate reward units from spawning if the player had more than 1 militaristic ally.

The crash problem

I’ve temporarily reverted the CivFanatics and ingame mod browser downloads to v7.2.8, until I can figure out what in later versions has been causing periodic crashes. If you’ve experienced crashes in 7.3-7.5 please re-download the mod, uninstall the later versions and use 7.2.8. You can click here to visit the thread about the problem.


v7.5

I’m working on adapting the mod for the next vanilla patch release and will put out an update for that within a week or so. I’m also trying to figure out what’s causing crashes in v7.4 and v7.5.

June 20 2011 @ 11:04am CST

City Development

  • Increased the purchase cost of units and buildings.
  • Narrowed the range of the cost modifier between early and late game buildings.

Combat

  • Increased the base city strength to 7 (was 5).
  • Reverted city hitpoints to vanilla.
  • Scouts goody-hut to Archers once more.

CiVUP

  • Updated the German translations. (Thanks Wolfi!)

v7.4

The 7.2 beta cycle is complete, with the public release of v7.4 out now. Click the blue download button at right to get the release.

As always, clear cache/moduserdata and start a new game when updating mods. Civ 5 has several bugs when using mods, to avoid these please see the Common Problems List. Version 7.4 includes a few final changes to the main v7.3 patch (see the next post down). Yes I’m a perfectionist. 😉

June 16 2011 @ 11:04am CST

City Development

  • 2 Merchant slots in Banks (was 1).
  • Removed the Agra Fort.

Combat

  • Increased the wait time for when barbarians can attack civilized territory. It ranges from turn 60 on Prince to turn 0 on Deity (40-0 in v7.3, and 0-0 in vanilla). This is similar to the “animals” period in Civ 4.
  • Added the 10% bonus vs barbarians back into the game.
  • Units with Arctic Power move faster in tundra and snow (was only snow).
  • 5 Scouts (was 4).
  • Militia no longer ignore terrain cost.
  • Scouting promotions:
    1. +1 sight and ignores terrain cost.
    2. +1 movement and can traverse ice and mountains.
    3. +1 sight and heals every turn.

Misc

  • Corrected bugs on the Survivalism 2 and 3 tooltips.
  • Minimum of 1 per mutual open border trade bonus.
  • Strategic resources can no longer appear on Natural Wonders.
  • Fixed a bug with terrain checks close to the horizontal world-wrap boundary. One obvious symptom of this was Barbarians spawning with terrain promotions that didn’t match their surroundings. The bug affected these areas of the game:
    • Barbarian and Citystate promotions.
    • A.I. turn-1 starting units.
    • Natural Wonder placement.
    • Strategic resource placement.

v7.3

June 15 2011 @ 10:05pm CST

Overview

  • Increased the purchase and maintenance cost of military units.
  • Reduced the range of purchase efficiency between cheap and expensive buildings.
  • Changed the names of several production buildings for improved realism (no change to effects).
  • The AI should build somewhat fewer siege units.
  • Added the Militia, a footsoldier in the Medieval era (click for details).
  • Increased the quantity of barbarians in the midgame.
  • Reduced the anti-unit bonus for several counter units with defensive promotions (like spearmen and anti-tank guns).
  • Militaristic citystates unit rewards now start at the capital with some experience.
  • A.I. leaders are more likely to be “Afraid” of strong opponents.
  • Adjusted balance of several leaders and policies.
  • The Rock of Gibraltar, Barrier Reef, and Krakatoa appear near decent city sites much more often.
  • Replaced happiness yields on natural wonders with other yields, since the AI does not seem to recognize the importance of happiness yields.
  • With mutual open borders, 2% of the combined gross income of both players adds to income per turn (income, not profit=income-expenses).
  • Changed how unit supply works. It now applies only to land military units, and the effect starts at 10 + 2 * (# cities) units.
  • 50% of citystates appear in uninhabited regions on the Continents Plus and Pangaea Plus map scripts (was 100%).

 

City Development

  • Narrowed the range of purchase-cost efficiency between cheap and expensive buildings.
  • 250 University (was 200)
  • 500 Stock Exchange (was 600)
  • -50% damage from air units and nukes for cities with a Military Base.
  • Epic and Marathon speeds no longer have a unit production bonus.
  • Shifted the names of several production buildings for improved realism (no change to effects). A short historical summary is in each building’s Civilopedia entry.
    • Renaissance Workshops speed construction of buildings (replaces Windmill).
    • Blast Furnaces improve Iron/Coal and unit production, and predate Steel (replaces Forge).
    • Smithies improve all production and are required for a Foundry (replaces Workshop)
    • Foundries are places for large-scale production of metal castings (replaces Ironworks).
  • Rebalanced national wonder costs. If the prerequisite building is constructed in X% of cities, the total cost of (national wonder + constructed prerequisite buildings) equals:
    • 75% of cities = 90% total cost of vanilla.
    • 100% of cities = 110% total cost of vanilla.

Combat

  • Costs
    • Increased the purchase and maintenance costs for military units.
    • Maintenance now considers both production cost and combat strength (was only influenced by production cost)
    • 50% maintenance for air and support units.
  • Barbarians
    • More barbarian camps spawn, especially on maps with lots of islands.
    • Added a wait time for when barbarians can attack civilized territory. It ranges from turn 40 on Prince to turn 0 on Deity (was always turn 0). This is similar to the “animals” period in Civ 4.
    • 6 barbarian archers (was 7).
  • Promotions
    • Reduced the anti-unit bonus for several counter units with defensive promotions:
      • 25% bonus for Anti – Mounted I promotion (was 50%).
      • 50% bonus for Anti – . . . Mounted II, Cavalry, Air, Helicopter, and Tank promotions (was 100%).
    • 50% defense with Survivalism 2, and 25% with Survivalism 3 (Survivalism 3 still provides healing as well) (was 50%/50%).
    • Scouting 3 promotion heals the unit every turn (like March).
    • Citystate units receive terrain-specific promotions similar to Barbarians.
  • Units
    • Adjusted AI priorities for siege units.
    • Changed the name of the “Recon” combat class to “Support.”
    • 30 3Anti-Air and Anti-Tank Guns (was 32/2).
    • 60 Bombers (was 50).
    • 100 Stealth Bombers (was 90).
  • Added the Militia. These are cheap, resource-free cannon fodder footsoldiers in the early Medieval era. See the forum post for details: click here

Diplomacy

  • Militaristic citystate reward units now:
    • Start with 10*Era XP for land units, and 5*Era for other units.
    • Arrive at the capital on a periodic basis.
    • Can be any military unit the capital can build.
    • Each friend/ally militaristic citystate increases spawn rate 75%/100% (respectively).
  • The militaristic citystate capture bonus matches the redesigned alliance bonus. (Capturing gives 2 units with era-adjusted experience, selected from units the captured city can build.)

Leaders

  • A.I. leaders are more likely to be “Afraid” of strong opponents.
  • Alexander
    Hoplites start with the Phalanx promotion with +50% vs Melee and Mounted units.
    7 Hoplites (was 10).
    5 Companion Cavalry (was 4).
    Units from militaristic citystates start with Morale (+15%).
  • Askia
    Mandekalu Cavalry start with the Siege promotion (+35% vs cities).
  • Darius
    Reverted Immortals to vanilla settings.
    50% longer Golden Ages (reverted duration to vanilla).
  • Elizabeth
    Longbows start with -1 sight range and Indirect Fire.
    Shifted the Steam Mill to a Windmill replacement, instead of a Factory replacement.
    • +11 on Luxury Resources.
    • +15% for Buildings.
    • Can be built in any city.
  • Gandhi
    20% food storage with Sanitation System (was 40%).
  • Genghis Khan
    Mongol Terror increases the experience of conscripted units from captured militaristic citystates by +25% (previously gave +1 unit).
    Removed the +25%bonus vs citystates (now has only the capture and movement bonuses).
    Keshiks no longer spawn Great Generals faster.
    4 Khan (was 5).
  • Isabella
    200 from discovering a Natural Wonder regardless of distance (was 500/100 close/distant). Close natural wonders give gold earlier and include a possibility of settling nearby, so there’s no need to amplify the close-NW advantage further.
  • Napoleon
    Moved the Foreign Legion bonus to Musketeers.
    Foreign Legions cost 25% less than normal (replaces foreign lands bonus). The method of recruitment was historically their defining characteristic.
  • Ramkhamhaeng
    40% bonus for all three types of citystate rewards (was 50% for only maritime/culture).
  • Wu Zetain
    Great Generals see 2 tiles farther.
  • Oda Nobunaga
    Added the Dojo, a new unique building:
    • +30 XP for land units.
    • +1 for each Iron or Horse nearby.
    • Replaces the Barracks.

Policies

  • Tradition
    • Landed Elite requires Legalism (was Aristocracy).
    • Monarchy requires Oligarchy (was Aristocracy).
    • Oligarchy: Garrisoned units receive 1 XP every 5 turns (20 per 100 turns, about the same rate as new experience training buildings are unlocked).
  • Representation: Each city increases the culture cost of policies by half the normal amount (was 66%).
  • Representation: No longer requires Collective Rule.
  • 1 per garrison with Honor.
  • Spoils of War gold now scales with the purchase cost of the killed unit, instead of its strength. Unit purchase costs automatically adjust to game speed, and increase more gradually than strength in the late game.
  • Capturing a city with Spoils of War:
    • Shows a notification instead of an alert.
    • Rewards culture based on the population of the captured city, instead of by era. (both adjusted for game speed).
    • Displays the culture after empire modifiers like Opera Houses are considered (previously displayed culture before modifiers).
  • Mercantilism: 20% Purchase Cost of units and buildings (was 25%).
  • Autocracy
    • Militarism: reverted purchase bonus to vanilla.
    • Moved maintenance bonus back to Autocracy from Militarism.
    • Removed the +50% XP effect from Autocracy.

Terrain Improvements

  • Players with very good terrain (plains, grassland, and floodplains) now have a somewhat shorter spacing between capitals, while players with poor terrain (desert, tundra, marsh) have more room to expand. This existed somewhat in vanilla, but the accuracy of the terrain ratings are improved, which adds more variety in spacing.
  • 1 Floodplains and Oasis (was 2).
  • Size-3 strategic resource deposits now show the “heavy deposit” art.
  • Increased the scattering of strategic resources by 20% (more deposits of a slightly smaller size on average).
  • The Rock of Gibraltar, Barrier Reef, and Krakatoa appear near decent city sites much more often.
  • Replaced happiness yields on natural wonders with other yields, since the AI does not seem to recognize happiness yields:

CiVUP

  • With mutual open borders, 2% of the combined gross income of both players adds to income per turn (income, not profit=income-expenses).
  • Changed how unit supply works. It now applies only to land military units, and the effect starts at 10 + 2 * (# cities) units.
  • 50% of citystates appear in uninhabited regions on the Continents Plus and Pangaea Plus map scripts (was 100%).

WWGD

  • Peaceful AIs start with a few extra workers on higher difficulties, while warlike AIs start with extra warriors. (Previously all AIs started with extra workers and warriors.)

Misc

  • Ships of the Line and Militia now have more appropriate selection sounds.
  • Unit rewards from militaristic citystates can immediately pick a promotion if they have enough experience.
  • The partisan notification now correctly displays after capturing small cities.
  • Swapped the AI personalities of Pachacuti and Hiawatha.
  • Swapped the AI personalities of Elizabeth and Darius.
  • Improved the visual quality of several custom notifications.
  • Fixed a bug with displaying the “citystate influence” stat for buildings (used in some mods) (thanks Moriboe!).
  • Corrected the Lancer’s defense penalty tooltip.
  • Unusual numbers no longer display over AI city banners (thanks ricardojahns for finding the solution).