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

v9.1.16 Beta

v9.1.16b Updated August 6 2011 @ 18:42 CST (GMT-5)


  • Doubled all health, damage, and healing. This should allow more fine-tune control of damage. Details.
  • Returned the strength of units from the Sword+Horses tech column to the Musketman tech column to their original vanilla settings (-1 strength to everything but Knights).
  • -25% combat penalty when using more strategic resources than available (was -50).
    This is mainly to help the AI when we pillage all their resources. Click Here for my thoughts.
  • Renamed the “Ranger” promotions to “Trenches.”
    “Field works are as old as armies. Roman legions on the move near enemies entrenched their camps nightly. Trenches were often used in major battles, like the Battle of Nicopolis during Julius Caesar’s civil war.”
  • v.14 Ships will generally appear as Partisans only on water-heavy maps like Archipelago now, and Carriers cannot spawn as Partisans (partisans flee to the defending capital when a city falls).
  • v.16 Medic promotion heals all units within 1 tile (was only adjacent units) but no longer leads to March.


  • Added the Jelling Stones, a Unique Heroic Epic of Denmark. The city with the Jelling Stones receives culture from each city looted, in addition to the normal effects of the Heroic Epic. (Previous unique of Denmark was Norwegian Ski Infantry.) Details.
    “The Jelling stones are massive carved runestones from the 10th century, found at the town of Jelling in Denmark. The older of the two Jelling stones was raised by King Gorm in memory of his wife Thyra. The larger of the two stones was raised by Harald Bluetooth, King Gorm’s son. Harald constructed the second stone in memory of his parents, celebration of his conquest of Denmark and Norway, and his conversion of the Danes to Christianity. The runic inscriptions on these stones are considered the most well known in Denmark.”


  • Added icon artwork for units and buildings introduced in VEM. (Thanks Sneaks!)
  • v.13 Helicopters should no longer have duplicate Ambush promotions.
  • v.14 The governors of human-owned puppet states should no longer attempt to build Courthouses.
  • v.15 Fixed a bug causing all the game’s text to not display.
  • v.16 Trenches and Guerrilla promotions now correctly improve movement and sight.
  • v.16 Tradition, Organized Religion, and the Honor finisher correctly increase culture of buildings.
  • v.16 England’s naval movement bonus promotion persists when ships are upgraded.
  • v.16 Cities should now immediately end occupation when a courthouse is purchased, instead of taking effect at the end of the turn.

8 responses

  1. TimHunter

    Nice work again Thal!
    Does any of your mods affect the AI or is it running off the vanilla code for the AI?
    Hoary for new artwork!

    August 5, 2011 at 7:18 pm

    • I do modify a lot of the AI variables. For example, I try to limit their willingness to hand over thousands of gold after short wars.

      August 6, 2011 at 9:26 am

      • Jorlem

        Is that why I can almost never get the AI to agree to concessions after I defeat them in a war?

        Also, is it possible to differentiate between when the AI offers to surrender, and when you approach the AI and offer to let them surrender? Because if they are approaching me, they should be willing to offer more than just a peace treaty, in my opinion.

        August 6, 2011 at 2:01 pm

      • It’s possible to distinguish between those two, but the problem is AI-AI relations. If they offer good terms up-front, AI-AI wars tend to end before either side has the opportunity to make progress.

        August 8, 2011 at 9:58 am

      • TimHunter

        Uh oh. Most of the warlike AI’s almost immediately declare war on me after I met them in Ancient Era without any provocation with +10 units (on Prince). Any chance to fix this so I don’t have to spam early units to survive/thrive?

        August 7, 2011 at 3:50 am

      • The AIs rushing is part of vanilla and not something we can change with our current modding tools.

        August 8, 2011 at 9:58 am

  2. baro

    No fix for research agreements? Still not seeing any in my games.

    August 6, 2011 at 12:22 pm

    • Santiago

      Are you sure it’s not working? With the mod the trade agreement diplomacy option is disabled, instead you need to have a friendship agreement (and the correct tech) IRC to get the reseach bonus. Last time I played (a few betas before this) it worked correctly.

      August 6, 2011 at 4:16 pm

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