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Archive for August, 2011

Temporary reversion

I backtracked the downloads to v104 until I can figure out what caused the loading problem in v105.


v106

Armies

  • Lancers upgrade to Tanks.
  • Embarked units die in 3 hits (was 1).
  • Units with Blitz drop to 1 movement point after the first attack (if they lack the “Attacks Use 1 Move” promotion).

Leaders

  • Turtle Ships now start with the Recon 1 promotion, like Caravels.

Policies

  • Tradition: +2 in the Capital (was 3).
  • Tradition finisher: No longer improves happiness.
  • Representation: +1 in connected cities (was 0.5).
  • Liberty finisher: +25% production constructing buildings with one or more happiness (was -5% unhappiness from population).
  • Professional Army: Each kill salvages 15% of killed unit cost (was 20%).
  • Communism: +2 on Villages (was +10% building production and +2 production per city).
  • Order Finisher: +2 of every yield in every city (was +1).

CiVUP

  • The city view displays more concise information on the right panels. (Added by Sneaks)

Misc

  • Purchase cost modifiers now work correctly (Protectionism and Big Ben).
  • Mech Infantry and Airborne have the correct combat classes.
  • Turtle Ships now correctly unlock at the same tech as Caravels.
  • Happiness from Taj Mahal is no longer limited by population (consistent with other world wonders).

v105

Diplomacy

  • Peace treaties last 20 turns (was 10).

Policies

  • Rationalism gives a free Great Scientist (reverted to v7.5).

CiVUP

  • Moved the AutoTips building tag table from Lua to XML. This makes it easier for other mods to add new building tags to tooltips. If you are a modder, look at “AT – BuildingStats.xml” for examples of the default tags.

Misc

  • Corrected food and production modifiers when the empire is unhappy.
  • Hid the upper part of the spear on the Levy icon.
  • Citystates show total influence, instead of total minus threshold (20 influence past Friendly displays “40” instead of “10/30”. This simplifies comparing our influence to the best rival.)
  • Fixed a typo where Freedom incorrectly stated it was mutually exclusive with Order.

v104

There’s several recent polls up on the project forum:

 

Armies

  • The Recon 1 promotion no longer ignores borders.
  • Moved the +1 sight bonus of Vanguard units to the first rank of their 3 main promotion lines.
  • Renamed Rangers to Airborne.
  • Swapped the names and graphics of Mech Infantry and Airborne.
  • 75% maintenance for Air, Sea, and Vanguard units (was 50%, 66%, 66%)
  • Infantry require both Rifling and Replaceable Parts.

City Development

  • +2 on Customs Houses with Mercantilism (was Patents).
  • +2 on Academies with Secularism.
  • +2 on Manufactories with Constitution.
  • +2 on Landmarks with Free Speech.
  • Moved 1 specialist slot from each of these buildings (one slot remains):
    • Merchant: National Treasury → Mint
    • Engineer: Heroic Epic → Blast Furnace
    • Engineer: Foundry → Smithy
    • Scientist: National College → University
    • Scientist: Oxford → Public School
    • Artist: National Epic → Monastery
    • Artist: Hermitage → Opera House

Diplomacy

  • 3% combined from Research Agreements (was 5%).
  • 1% combined and from mutual open borders (was only gold).

Misc

  • Purchasing buildings in cities should work properly now.
  • Fixed a vanilla bug with purchase costs. Vanilla rounded twice while calculating costs, resulting in lower values than indicated by the internal settings.
  • The AI should now build Vanguard units more appropriately (these units were missing “flavor” priorities).
  • Reduced the AI flavor priority of Mints to a value closer to Markets.
  • Corrected a typo in the Khan’s healing promotion.
  • Corrected misspellings of “capital” as “capitol” in the America and Harun civilopedia texts.
  • Corrected misspelling of “Inca” as “Incan’s” in the Terrace Farm civilopedia text.
  • “Best Rival” citystate influence now shows “Unmet Player” if we have not met the player.

v10.2

Armies

  • Unit supply cap changed to:
    10 + numCities + population/8
    (was 10 + 2*numCities)
  • Helicopters can now transport by railroad, and no longer use Aluminum.

Misc

  • Fixed the vanilla bug where courthouses provided a hidden +3.
  • Courthouses should now have the correct purchase cost.
  • The military overview shows correct unit supply values.
  • Nuke damage is now scaled to match other damage/health/healing changes.

v10.1

Armies

  • Moved Caravels to Compass (Astronomy still unlocks deep-ocean travel). Click for details.
  • Pikemen obsolete at Metallurgy (was Gunpowder).
  • Swapped the Destroyer and Battleship positions on the tech tree. (All “elite” units are now on the militaristic lower-half techs.)

Cities

  • +1 for Defensive Buildings.
  • +15% for Archery Units with the Temple of Artemis (was only non-mounted archers).

Misc

  • New building effects (like Stonehenge) should now work properly.
  • Scaled up city healing, and damage of forts and citadels to match other changes to damage, health, and healing.
  • Revised the description of puppet-vs-occupation benefits.
  • Improved the display of current influence with citystates, and added a line showing the influence of the best rival for the citystate.

v10

Misc

  • Default great general points for buildings are now 0, instead of 1.
  • Starting maps should be faster now. Click for details.
  • Events scheduled to run at the end of the turn should now work again. This includes:
    • Modded city and player yields.
    • New world wonder effects.
    • AI starting units.
    • Experience and promotions to AI units.
    • Arabian luxury trait.
    • Commerce finisher.
    • Other minor events.