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

Archive for July, 2011

v9.1

City Development

  • Angkor Wat: +50 with every city-state (was -25% border expansion costs).
  • Chichen Itza: +4 and +25% duration (was 0 happiness, 50% goldenage).
  • Kremlin: Minimum 2-tile border radius for every city, plus -25% border expansion costs (was defense and a citystate influence bonus).
  • Sydney Opera House: 2 free policies and 1/turn (was 1, 4).
  • Cristo Redentor: +2 for Artists (was 1 culture for every specialist).
    (These two late world wonders come so close to the end of the game, unless they are powerful there’s not enough time for them to be worth the investment in hammers.)
  • Monastery: 2 maintenance (was 0), and can be built in any city.
  • Mint: Can be built in any city.

Combat

  • Renamed Militia to Vanguard, to more accurately represent their role in open warfare.
    .
    The vanguard is the leading part of an advancing military formation. It has a number of functions, including seeking out the enemy and securing ground in advance of the main force. The word Vanguard originates with the medieval French avant-garde, “the ward in front.” The vanguard derives from the division of a Medieval European army into three battles or wards: Van, Main, and Rear. The vanguard would lead the line of march and would deploy first on the field of battle, either in front of the other wards or to the right if they stood in line.
  • Scouts and Vanguard receive a combat bonus when supported by a friendly military unit. Click Here for details.
  • 4 Scouts (was 5).
  • 9 Vanguard (was 10).
  • 13 Swordsmen and Horsemen (were 12).
  • Anti-Air and Anti-Tank guns are regular Melee units again (were Support).
  • Reduced the fortification bonus to 10|20|30% (was 20|40) (the A.I. rarely uses it).

Leaders

  • Mohawk Warriors are resource-free again.

Policies

  • Swapped the happiness/gold on Professional Army (now focused on gold) and the Honor finisher (now gives happiness).
  • Finishing Honor additionally gives +1 in each Puppet State.
  • Swapped the happiness/culture on Organized Religion (now gives culture) and Free Religion (now gives happiness).
  • Swapped Secularism and Free Thought.
  • Constitution: +10% City Strength and +1 for each Specialist (was city strength and 3 culture per defense building).

Misc

  • Fixed a bug causing Aristocracy to give +2 to Puppet States.
  • When using only CiVUP, Great Scientists use the vanilla tech selection method.
  • The Pentagon correctly heals all units every turn (was only healing land units).

v9.0

Renamed the package to “Civ V Unofficial Patch and Vanilla Enhanced.”

Leaders

  • Darious: Satrap’s Court gives +0.5 per (was +1 gold and +25% military production).
  • Darius: 9 Immortals (was 8).
  • Hiawatha: Units move faster in Forests and Jungle, and within cultural borders these tiles count as Roads (was only the latter).
  • Hiawatha: Mohawk Warriors require Iron again (reverted to v7.5).

Misc

  • When using only CiVUP, maritime citystates give the correct amount of food.
  • Fixed a problem causing some things to not load in the renamed version of the mod.
  • The AI builds more mounted units.

A rose by any other name…

We’re a few weeks from the one year mark of this project, and thank you for everyone who’s played the mod so far! šŸ™‚

I’ll work on this for at least another month or so, but after that, due to job and family I probably won’t be able to spend as much time on this project as I have in the past. For this and other reasons I’ve decided to rename the mod. Other people might work on this project in the future so I dropped my name from the title. This project has also become much more than simply game balance. TheĀ  continuing mission of the Starship En… I mean the project is:

This mod enhances the fun, challenge, and strategy of gameplay decisions while remaining very close to vanilla Civ V.

With the advice of friends, I’ve picked the accurate and simple title, “Vanilla Enhanced Mod.”


The ModBuddy bug is fixed!

dshirk of Firaxis:

“Fixed a crash that would occur when users log into online services.”

I can access the ModBrowser again! I’ve started uploading to the ModBrowser again for those who prefer to get the mod there.

And at long last, I was able to remove all the outdated ancestral components of this mod uploaded on my Thalassicus1 account a year ago.


v8.7.3

Here’s a quick hotfix for the problem with Stonehenge in 8.7.1. I was also working on some things with CiVUP, and hopefully this version won’t have any bugs, but I haven’t had time to test it thoroughly yet. šŸ˜‰

If you encounter any problems please use the “Report Bug” link at right.

City Development

  • Gardens are buildable in any city.

Misc

  • When Stonehenge is built, it gives tiles to that player instead of player 1 (the human).
  • Gandhi’s trait tooltip shows the correct 20% value.
  • Helicopters no longer have two identical Ambush promotions available.
  • Moved the following gameplay changes from the Civ V Unofficial Patch to the diplomacy part of the balance mod. CIVUP should now be identical in gameplay to vanilla, for those who only want UI enhancements and fixes to bugs/exploits.
    • Finite research from Great Scientist lightbulbing.
    • Finite citystate yields.
    • Combined research agreement pool.
    • Bonus to mutual open borders agreements.

v8.7.1

Click here to pick your 5 Favorite Leaders!

Iā€™ve also posted my thoughts on specialist economies (click here).

City Development

  • Stonehenge instantly expands the city border to the 3rd ring and givesĀ 1 2 (was 6 culture and 1 GE point).
  • 5 and 1 policy with Oracle (moved some culture here from Stonehenge) (was 3 culture and 1 policy).
  • 6 3 Hanging Garden (was 5 food and free Garden).
  • +25% cost Porcelain Tower, and gives a free Great Scientist again.

Combat

  • +25% cost and maintenance of Knights.

Leaders

  • Gandhi: 40% storage Sanitation Systems (was 20%).
  • Gandhi: -20% from population (was 25%).
    (I’ve found Gandhi’s late-game happiness usually outpaces growth.)
  • Elizabeth: 14 Longbows (was 15).

Misc

  • The Tradition finisher now correctly gives +15% in all cities.

v8.7

Combat

  • 20% vs wounded units with Charge or Hunter (was 25%).

City Development

  • 90 cost, +10 cost per population Courthouse (lower base cost, but higher in later/larger cities).
  • +50% Garden (was 25).
  • +1 on water tiles with a Harbor, and no longer gives a bonus on sea resources (reverted to v7.5).
  • 2 Mint plus 2 on Silver, Gold, Gems (was 2, 3).
  • 3 Merchants (was 4).
  • 25% Stock Exchanges (was 33%).
  • Kremlin increases current influence with citystates by +50% (was +200%) and no longer gives a defense bonus in the city it’s built (only a global bonus).
  • Scaled up production numbers by approximately 25% (both income and costs).
    This means 1 = 1 = 1 = 1. Click here for details.
  • Normalized the effects and costs of National Wonders (similar to patch 1.0.1.33). This mainly involved:
    • Increased Heroic Epic cost and power.
    • Decreased Oxford University cost and power.

CiVUP

  • Merged “CsebMod Extended Plot Mouseover” to the Unofficial Patch. EPM adds information to the world mouse-over tooltip. In addition to the original features, the merged version also includes:
    • Improved formatting.
    • Unit movement and experience, if our team.
    • Unit and city health, if damaged.
    • Accurate worker turns until improvement completion.
    • In the Civ options menu, checking “No Basic Tooltip Help” hides these parts of the tooltip:
      • Labels
      • Unit strength
      • Unit movement
      • Terrain defense
      • What improvements connect a resource
      • The help tip saying “Press alt for more.” (Pressing alt still displays the extra information.)

Misc

  • Charge promotion now correctly gives a movement bonus.
  • The Great Scientist research mission now shows the correct icon.

v8.6.16

v8.6.16 Updated July 21 2011 @ 03:38 CST (GMT-5)

City Development

  • Louvre gives a free Museum (in addition to Great Artists).
  • 2 Specialists (was 3).
  • Specialist yields:
    • 3 Engineers (was 2)
    • 4 Merchants (was 3)
    • 3 Scientists (returned to vanilla)
    • 3 Artists (unchanged)

Leaders

  • Reverted Berserker combat strength to vanilla.

Policies

  • +1 for specialists with Mercantilism (was 2).
  • +1 for specialists with Secularism (was 2).

Misc

  • Updated all German translations – thanks Martin!
  • Processes (Wealth and Research) now correctly increase yields.

v8.6.14

I’m still unable to upload to the Mod Browser due to the crash bug, so please use the download link at right.

I’ve updated the documentation pages for the City Development and Combat parts of the mod, and Seek and I are working on the rest. See these pages by hovering over the menus at the top of the site. We’re revising each page to be more easily readable, with less exact numbers or extraneous information. (If you need the numbers in more detail, they can be seen in the game or mod files.)

We’re also adding “last updated” dates for each documentation page, so you can know where to start reading patch notes to catch up.

Update: It turns out the installer crashes when a mod has an empty sql file. If you encountered this bug please update to .14, where I believe I’ve fixed the problem.

v8.6.14 Updated July 20 2011 @ 02:33 CST (GMT-5)

City Development

  • Balanced out specialist slots so 8 are available for each specialist type (engineers have some exceptions since many of their buildings require situational conditions).
  • Christo Redentor: +1 for all specialists (was -10% policy costs).
  • Kremlin: Doubles current influence with all citystates (in addition to other effects).
  • 120 cost +2 gold Mint (was 100, 0).

Combat

  • Ship tooltips are now more helpful and accurate.
  • Removed naval promotions redundant with the Scouting line.
  • Charge promotion:
    • +25% vs wounded units (was 35%)
    • +1 movement (was 0)
    • Can attack across rivers or from the sea without penalty (unchanged).
  • Added the “Hunter” promotion:
    • Available to ships after the first tier of other naval promotions
    • +25% vs wounded units
    • +1 movement

Leaders

  • Harald: 18 2 Berserkers (was 16, 3) (reduced base movement since their Charge promotion now provides +1).
  • Kame: 7 Maori Warriors (was 6).
  • Kame: 2 base culture Moai Statues (was 1).
  • Ramkham: +10% Wat (was 0).
  • Wu Zetain: +3 Paper Maker (was 2).

Policies

  • Landed Elite: +20% Surplus food in all cities, and +2 food for defense buildings (was 4 food in capital, 2 food for defense).
  • Monarchy: +2 for each National or World Wonder, and +20% while building Wonders (was 3, 15%).
  • Tradition Finisher: All cities gain +1 per 5 and +15% Food (was 1 per 10, 10%).

Terrain Improvements

  • In tundra, Deer always appear in Forest.

CiVUP

  • Increased the maximum influence displayed on the influence bar of allied citystates to 200 (was 120).
  • Gold from mutual open borders always displays, even if zero (to show the possibility exists).
  • Fixed a bug with the vanilla GlobalExperience building attribute (used for the Brandenburg Gate).

v8.6.11

I’m still unable to upload to the ingame mod browser. A firaxis programmer said this bug in Mod Buddy has been fixed, but it’s updated separately from the rest of the game, so the fix isn’t out to the public yet.

Click Here for the reason behind the experience changes.

v8.6.11 Updated July 17 2011 @ 13:07 CST (GMT-5)

City Development

  • +15 XP for ships with Harbor and Seaport (returned to v7.5).
  • +15 XP for land with Barracks (returned to v7.5).
  • +15 XP for land and air with Armory and Military Academy.

Policies

  • Swapped the positions of Humanism and Secularism.

Terrain Improvements

  • Metal Casting reveals Coal (click here for reasoning).
  • +1 on Coal with a Blast Furnace (was +2).

Misc

  • Unit flag promotions now visually update when a unit is upgraded and changes combat type (melee/ranged/support).
  • Garrisoned unit flags now offset correctly.

v8.6.9

Since it’s been officially announced the game core will be accessible to modders, I included some bug fixes for submarines and stables to prepare for this.

The downside is some units will not play attack animations. This is purely a visual problem and should have no gameplay impact (things like Bismark’s trait appear to work properly). We’ll hopefully be able to fix this graphical problem when we get core access. If you encounter any actual gameplay problems as a result of this, please Report the Bug.

 

v8.6.9 Updated July 16 2011 @ 8:54 CST

Combat

  • 5 Palace (was 2).
  • 50 cost Archers (reverted to v7.5) (was 40).
  • 60 cost Chariot Archers and War Chariots (reverted to v7.5) (was 55).
  • Caravels, Frigates, and Destroyers start with Scouting 1 (was +1 Sight attribute).
  • Units with Scouting II can explore territory without Open Borders.
  • Ranged units no longer have a strength penalty attacking ships (I’d prefer a damage penalty both ways, but this isn’t possible with our current tools).

City Development

  • All units heal every turn with theĀ Pentagon (in addition to other effects).
  • 500 cost Hagia Sophia (was 300).
  • 1 Notre Dame (was 3).
  • 4 6 Great Library (like 2 free Scientists) (was 5/1).
  • Oxford University no longer gives fixed (only free tech and sci/pop).
  • +1 Harbor and Seaport (was 0).

Policies

  • Merchant Navy: +1 for Coastal Cities and Naval Buildings (moved 1 prod from policy to base city & buildings) (was 0 for cities and 2 for buildings).
  • Honor Finisher: Rewards 20% of defeated unit cost (was 25%).
  • Organized Religion: Reverted to vanilla.
  • Mandate of Heaven: Half of surplus Happiness adds to Culture, and -25% Happiness required for Golden Ages (was 100/0).

Terrain Improvements

  • 5 Iron per player territory (click here for details) (was 4).

CiVUP

  • Increased the attack animation speed of fighters, bombers, and guided missiles. I left nuclear weapons at the very slow vanilla speed because they’re rare, and it’s more dramatic to watch them inexorably flying to their target.
  • Stables improve production of mounted units, as indicated in the tooltip (was only melee mounted units).
  • Removed the “Bombardment” promotions from Submarines. Subs cannot attack land, so a vs-land bonus is somewhat useless.

v8.6.5

City Development

  • Moved the 4 bonus from Chichen Itza to Angkor Wat.
  • +50% duration Chichen Itza (was 25%) (returned to vanilla).

Policies

  • 20% reduction in cost per city of policies with Representation (was 33%).
  • +5 in the capital with Legalism (was +0.5/pop in the capital).
  • +4 in the capital with Landed Elite (was +1 in every city).
  • +10% Food in each city with the Tradition Finisher (was 15% surplus food).
  • +2 for each Smithy and Factory with Socialism (was 1).
  • Organized Religion no longer improves Monasteries.
  • +15% Gold in cities with a Temple, with Theocracy (was 10%).

v8.6.4

Misc

  • Fixed a bug with the unit panel.
  • Removed the enemy-garrison shadow border (matches change in latest patch).

v8.6.3

Updated for patch 348.

City Development

  • Reduced early game purchase costs.
  • 100 cost 3/resource Mint (was 120 and 2).
  • 150 cost Bank (was 200).
  • 400 cost Stock Exchange (was 600).
  • +1 Market, Bank, and Stock Exchange (were 0).
  • +2 city-center tiles (were 1).

Policies

  • Renamed some Tradition and Liberty policies for improved realism.
  • Changed the Honor finisher back to 25% of the defeated unit’s cost (reverted to v7.5) (was 100% of melee strength). Unit strength increases a lot in the late game, while unit cost is more evenly balanced.

Terrain Improvements

  • 6 Customs House (was 4).
  • Re-introduced modern era great person improvement bonuses from technologies.

CiVUP

  • Moved the position of the unit flags of stacked units.

Misc

  • Fixed the obsolete-tech of Scouts and Spearmen.
  • Barbarian Slavers upgrade to Caravels (was Frigates).

v8.6.2

City Development

  • 7 Stonehenge (was 6).

Combat

  • Ancient Ruins: Increased the map-area reveal to a size of 6 at range 5 (was 4 and 4).
  • Ancient Ruins: Removed the barbarian camp reveal.
  • 5 Scouts (was 4).

Policies

  • Slightly reduced Tradition’s border expansion bonus.

Misc

  • Fixed a bug with policy generation rate in the late game. It’s now somewhat slower.
  • Free Speech now correctly improves specialist culture, not Democracy.
  • Hermitage requires Opera Houses, not Museums.
  • Corrected the Aristocracy wonder bonus.
  • The Palace is no longer included in the Aristocracy bonus (it’s technically a national wonder).
  • Militaristic citystates will no longer give Scouts after they’re obsolete.

v8.6.1

Misc

  • Meritocracy now correctly gives happiness.

v8.6

The pace of policy changes will probably slow down now, as I feel they’re in a decently balanced state of post-patch adjustments.

Policies

  • Meritocracy: +5 happiness, and +0.5 per city (was +20% trade route income and +1 happy per city).
  • United Front: +0.5 production in every city from each City-State ally, and +0.25 from each friend.
  • Nationalism: +20% attack in friendly territory and +20%Ā  fromĀ domestic trade routes.
  • Planned Economy: -25% maintenance for buildings.
  • Socialism: +1 +10% from Smithies and Factories.
  • Renamed several Freedom policies. (The actual effects have not moved in their positions on the tree.)
    • Free Speech increases culture.
    • Constitutions defend citizens.
    • Democracies create Great People faster.
    • Universal Suffrage makes people happier.

Misc

  • Corrected the tooltips for several policies.

v8.5

Policies

  • Aristocracy: +3 for each National and World Wonder (was 2).
  • Meritocracy: +20%Ā  from trade routes (was 25%).
  • Universal Suffrage: +3 for each Defense Building (was 1).
  • Nationalism: +2 for Smithies and Factories (was 1).

v8.4

City Development

  • Brandenburg Gate provides +15 XP for units trained in all cities (was 1 great general).
  • Great Wall provides 1 great general (in addition to other effects).

Combat

  • Ancient Ruins now upgrade Spearmen to Militia (was Pikemen) (lower maintenance).

Leaders

  • Suleiman: Governance gives +1 for Artists and +2 for Merchants (was +1 food and +1 gold).

Policies

  • Returned the name of Tradition policies to vanilla, to alleviate confusion between vanilla and the mod.
  • Aristocracy: +2 for each National and World Wonder, and +10% production while constructing National and World Wonders (was a free Great Engineer and 10% for national and world wonders).
  • Meritocracy: +1 for each Connected city and +25%Ā  from trade routes (was 0.5 happy)
  • Moved the per reduction from Meritocracy to the Liberty finisher.
  • Moved the free Great Person from the Liberty tree to the Freedom tree.
  • Freedom
    • Rearranged policies in the Freedom tree.
    • Free Speech: +1 for each Specialist (was 1 culture on villages and moai).
    • Universal Suffrage: +10% City defense and +1 for each Defense Building (was 25% city defense and 25% specialist building construction rate).
    • Constitution: +50% Great Person creation rate and 1 free Great Person of choice (was 2 culture on Wonders).
  • Nationalism: +10% attack in friendly territory and +1 for Smithies and Factories (was 25% attack bonus)

CiVUP

  • Building tooltips now update to show yield changes from policies.

Misc

  • Fixed a bug where the “Victory Progress” option did not show on the diplomacy corner menu.
  • The Trapping tech tooltip now shows the correct information.
  • Research Agreement income now displays correctly on the top bar tooltips.
  • Updated the Dojo, Pioneer Fort, andĀ Sanitation System to match some patchĀ 1.0.1.332 changes to their non-unique counterparts.
  • Changed the placeholder icons for some units and buildings that don’t have an icon yet.

v8.3

Updated July 5 2011 @ 3:04pm (GMT-6)

City Development

  • 15% for buildings with the flatland building (Workshops) (was 20%).
  • 15% Factories (was 25%).

Combat

  • 75% in puppet states (was 25%).

CiVUP

  • Fixed a tooltip error with the “FreeBuilding” attribute (used in some other mods, not directly in this one).
  • Returned the Observatory back to a 1-tile range requirement for mountains (was 2-tiles). We cannot change this requirement due to a bug in how Civ reads mod data.

v8.2

City Development

Click Here for details of the effects of early world wonders.

  • 5 and a free Library with Great Library (was 3 science, free library, and free tech).
  • 5 and a free Garden with Hanging Gardens (was 10 food).
  • 8 +1 on sea tiles with Colossus (was 5/1).
  • 4 +25% duration with Chichen Itza (was 4/50%).
  • +25% work speed and a free Settler with the Pyramids (was 25% and worker).
  • Free Great Merchant with the Great Lighthouse (plus other effects).
  • Free Military Academy with Brandenburg Gate (plus other effects).
  • The Porcelain Tower no longer gives a free Great Scientist (only a RA bonus).
  • +25% production Factory (returned to pre-patch value).
  • 100 Forge (returned).
  • 180 Seaport (returned).
  • +1 on sea resources with a Harbor (was +1 on water tiles) (same as vanilla).
  • Reverted Harbor and Seaport maintenance costs to vanilla.

Combat

  • -25% Maintenance for military ships.

Leaders

  • Iroquois units no longer ignore terrain cost in forests and jungle (replaced by the Mohawk buff).

Policies

  • Rearranged the Autocracy tree.

Misc

  • Trade Unions now reduce route maintenance as intended, instead of increasing it.
  • Temporarily lowered policy costs until the vanilla policy-finisher bug is fixed (finishers add to future policy costs).
  • Fixed a mistake on citystate bonus tooltips.
  • Landsknecht now have their 50% cost reduction again, as intended.

v8.1

City Development

  • Observatory requires a mountain in cultural borders within 2 tiles (was 1 tile).

Combat

  • +10% strength for Swordsmen and Horsemen.
  • Scouts now receive tech, culture, or other such rewards from Ancient Ruins in place of an upgrade.

Policies

  • Rearranged several policies and effects in the Tradition, Commerce, and Rationalism trees.
  • +3 with Tradition (was 2).
  • Removed the Great Artist from Legalism.
  • Free Speech now gives +1 on Villages and Moai (was unit maintenance reduction).
  • Each of the three playstyles (tall, wide, conquest) now enhance defensive buildings in a unique way.

Misc

  • World wonders that also count as a second building type now meet the prerequisite for national wonders that require the second building type.
  • Barbarian units now correctly use strategic resources like their normal counterparts.
  • Reduced the ranged strength of the Barbarian Archer and Chariot. These weren’t reduced properly in v8.0 due to a rounding error.
  • Porcelain Tower and Rationalism now correctly affect research agreements.