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

v117.1 Beta

Armies

  • Similar to Civ 4, choosing promotions restores 20% health. Details
  • Removed the 100% instant heal.
  • The “no promotion saving” advanced setup option defaults to disabled.
  • When a city is captured the probability of a building surviving is:
    • 0%: courthouse, defense buildings, factory, power plants (all unchanged).
    • 50%: library (was 0), gold buildings (were 0), happiness buildings (were 100).
    • 100%: all other buildings.

Cities

  • Golden ages from happiness last 20 turns (was 15).
  • 190 100% Garden (was 160/50%). Details
  • City unhappiness:
    • 3 + 1 * = Puppets (was 3 + 0.75 * pop).
    • 4 + 1 * = Occupied (unchanged).
    • 4 + 1 * = Normal (unchanged).

Leaders

  • Darius: Satrap’s Court gives 200 + 3/turn Golden Age points (was 200 + 5/turn).

Policies

  • Policies which increase specialist yields now improve a particular type of specialist, instead of all specialists. Details
  • Returned the Order and Autocracy trees to their original unlock eras.
  • The “no policy saving” advanced setup option defaults to disabled.
  • Rearranged policies in the Freedom and Autocracy trees. Details
  • Honor
    • Finisher: +2 +1 Colosseums.
  • Piety
    • Reformation: 10 turn Golden Age, and -25% cost for future Golden Ages.
    • Free Religion: 1 free policy, +1 Artists, and +2 Landmarks.
  • Patronage
    • Cultural Diplomacy: +2 for each CS friend, and +3 for each ally.
    • Swapped the positions of Cultural Diplomacy and Educated Elite.
  • Order
    • United Front: +20% attack in friendly territory, and +10% domestic trade.
    • Populism: +1 Engineers, and +2 Manufactories.

Terrain

  • Included the Perfect World map script, modified to fit VEM gameplay. This script is created by cephalo and uses elevation and climate patterns to create terrain.

CiVUP

  • Reduced the volume of the default button press sound to 50%. Details
  • (Internal) Changed the “UnofficialPatch” table name to “CiVUP”.
  • (Internal) Messages sent to the lua logger at the “fatal” level now terminate execution with a function stack trace.

Misc

  • Declarations of Friendship now increase trade deal rewards as intended.
  • Removed Carriers from the available militaristic citystate rewards.
  • The National Epic now correctly requires Temples, not Monuments.
  • Acquiring the Liberty finisher immediately applies its effect, instead of at the end of the turn.

4 responses

  1. Jeremy Brown

    Re probability of a building surviving city capture:
    I disagree with the 100 percenters (and ESPECIALLY for Wonders)! 2/3 .. 3/4 chance would give variability.
    Predictability (again, especially for world wonders) to me is NOT a good thing.

    (I presume national wonders are 0%.)

    While you’re at it, could you reduce the victory points for world wonders from 25 to zero or 1? 🙂
    Wonder conquest should be for the wonder functions, not for the points.

    October 18, 2011 at 12:31 pm

    • Wonders have not changed from vanilla. The changes only affected buildings. The 100% chance is specifically to increase the maintenance cost of newly captured cities. Reducing the point value of world wonders would primarily reduce culture victory scores, which are already 25% the score of conquest victories.

      October 19, 2011 at 6:38 am

  2. Jeremy Brown

    “Wonders have not changed from vanilla. ”

    Yes, I understand; it just upsets me that vanilla — in all of the civ iterations — gave so much value to building or capturing (with no chance of their being destroyed) wonders. The value of wonders should be their intrinsic value, blast it.

    No civ city’s infrastructure should be totally immune to destruction after a battle for the city. It’s just ‘too gamey.’ It would be a great improvement if the 100%s was even reduced to only 90-95% (rather than my suggested 70).


    (Please take into account my CFC sig: ‘Gameplay may trump realism, but gameplay WITH realism trumps gameplay without!’).

    October 19, 2011 at 10:51 am

    • The reason I increased the survival rate of some buildings is I reduced that rate for others. Without these corresponding adjustments, captured cities would have fewer buildings overall.

      October 20, 2011 at 6:49 am

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