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

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).
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2 responses

  1. scarscape

    When I said that in 7.2.8 the AI keeps making military units like crazy, that thing is gone after installing this version (7.3). Although now this version keeps crashing civ about every 10-20 minutes. I’m not using any other mods.
    This mod is really amazing, and I like it, but only thing is just this continously crashing.

    June 18, 2011 at 5:46 am

  2. scarscape

    To add…
    Still playing the same saved game as earlier with this mod (which kept crashing), and no single crash in industrial and modern era so far. Lots of crashes happened in medieval and renaissance era.

    June 19, 2011 at 11:08 am

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