v131.12 Beta
Cities
- Shifted cost of border expansion from early to late.
Opportunities
- Reduced rate in the Ancient era, and most now require at least the Classical era.
- Added several new opportunities. Click for details.
Leaders
- Catherine: All strategic resources provide double quantity (added coal, oil, and aluminum).
- Isabella: Natural Wonders provide double yields, plus gold when discovered. Starts with a Scout and Trireme.
Policies
- Added +1 for National and World Wonders on the Tradition finisher.
Misc
- Policy saving should work again.
v131.11 Beta
Cities
- Reduced the rate borders expand from culture.
Policies
- Monarchy: Removed the happiness bonus for wonders.
CiVUP
- (Internal) Removed spaces from the filenames.
Misc
- Corrected a typo on the Legalism policy.
- Fixed a bug making purchase cost modifiers higher than intended.
- Fixed a bug making culture income from some buildings and wonders higher than intended.
- Scouts upgraded by the Scout Opportunity now properly convert vanguard promotions to ranged promotions.
- The Honor policy’s culture from kills was accidentally scaled up twice, and has been reduced back to its intended value.
v131.7 Beta
Cities
- Expensive units and buildings have a higher purchase cost modifier. Click for details.
- Increased unit costs 15%. Click for details.
- Increased the base cost to purchase tiles.
- Empires with 2 or fewer cities receive slightly lower citystate yields.
Leaders
- Isabella: +100 per Natural Wonder discovery.
Policies
- Increased policy costs 20%. Click for details.
- Legalism:Â +5 and -25% in the Capital (was 5, 50%).
Research
- Increased tech costs 20%. Click for details.
- Moved Archaeology one column to the right. Click for details.
CiVUP
- (Internal) Added code so opportunities can more easily target eras and policies.
Misc
- Partisans should now spawn correctly when cities are captured.
- The Temple of Artemis’s food bonus should now work properly.
- Korea should now get the correct amount of science from science buildings in the capital.
- Possibly fixed an issue with research agreements giving lower yields than expected.
- When we meet a citystate, the popup box no longer reveals the name of unmet allies.
- The “total yield” line of the city production tooltip now displays food converted to production for settlers.
- The “play combat animations” setting in the Options file should work correctly again.
- Adjusted some values missed in the yield scaling:
- Natural wonders.
- Goody huts.
- Late border expansion.
- Advanced starts.
- France.
- Moai statues.
v131.2 Beta
Leaders
- Isabella: Double yields from Natural Wonders, and starts with a free Scout.
CiVUP
- The purchase cost modifier is now displayed as a multiplier, instead of a percentage. This should hopefully be easier to read.
Misc
- Adjusted a few things overlooked in the 131.1 yield scaling: citystates, border expansion.
v131.1 Beta
The following is a test of the Beta Broadcast System. This is only a test. If this had been a public release, it would have fewer bugs. This concludes this test of the Beta Broadcast System. 🙂
The main things tested in this beta are:
- Redesigned the opportunity system – likely to have bugs. Click for details.
- Made yields closer in value – might require balancing. Click for details.
Armies
- Ships with Recon 2 move slower through ice. Click for details.
Cities
- Several changes to make the primary yields approximately equal in value.
- 1 per city tile (was 2) (added +1g per trade route to compensate).
- Returned golden ages to vanilla duration and cost.
- Reduced automatic late-game gold income from trade routes.
- Scaled up income & expenses for science & culture by a factor of 2.
- 90 Granary (was 120).
- 120 Library (was 90).
- 140 Colosseum (was 120).
Diplomacy
- Research Agreement costs are now directly proportional to tech costs in the current era.
Overall this makes early RAs cost less, and late RAs cost much more.
Leaders
- Darius: Immortals now generate Golden Age points from combat, and have 8 (was 9).
Opportunities
- Reorganized rewards so paid options exchange gold for a non-gold resource (like citystates do), and free options slightly raise gold per turn.
CiVUP
- The Great Engineer hurry mission now displays the formula for how much production it awards in the city (300 + 30 * ). (Displaying the final value is difficult with our current modding tools.)
- (Internal) Redesigned the code which runs opportunities.
Misc
- Guided missiles and nuclear weapons now correctly have a maintenance cost.
- Removed the artist slot from Gardens. Every specialist type should now have an identical number of buildings with slots, as originally intended.
Most Universal Policy Openers
Click to vote for 3-5 policy trees you are likely to choose at least 1 policy in, when not pursuing the tree’s main focus.
Expansion Pack: Gods & Kings
Click for information on the first Civ 5 expansion pack, Gods & Kings!
Click to see my plans for adapting the CiVUP/VEM project to this expansion.
v131
Click to vote for the 5 most fun and addictive leaders in VEM!
Armies
- Ancient Ruins upgrade Scouts to Levies (was Archer). Click for details.
Cities
- +15 XP for naval units in the city with the Great Lighthouse (replaces free Great Merchant).
- Colossus gives a free Great Merchant (replaces the +8).
- Moved the free Great General from the Great Wall to Statue of Zeus.
- Taj Mahal gives 4 GA points per turn (was 4 happiness).
- 50% of vanilla cost for Great Wall, Himeji Castle, and Mausoleum of Halicarnassus (was 75%).
- 100% of vanilla cost for Pyramids (was 75%).
Opportunities
- Renamed from “events.”
- Increased the cost to invest in an opportunity.
- Can occur only once per tile.
Research
- Declaration of Friendship gives 200% rewards from research agreements and mutual open borders (was 150%).
CiVUP
- Changed the AutoTip icons for free items to more clearly distinguish between the types of freebies.
- (Internal) Load and Save functions now accept formatting like string.format. Click for details.
Misc
- Changed the mod project description.
- Fixed a bug causing incorrectly high research agreement costs.
- Opportunities no longer appear very early in the game.
- Fixed a tooltip mistake with Walled Slums and Granary Growth stating option #3 gave +1 pop per turn. It’s a one-time bonus.
- When only CiVUP is enabled:
- Promotions correctly update for upgraded units who change melee/ranged status.
- The Landed Elite +10% surplus food in the capital works correctly.
- Yield from citystates is now hidden in the “from terrain” part of the yield tooltip, like in vanilla.
v130
Armies
- -1 non-unique Crossbows.
Cities
- Early tiles cost less to purchase, and later tiles cost more.
Opportunities
- Redesigned opportunities and their popup box. Click for details.
Research
- +15% tech costs.
- Happiness affects research rate in the capital. Click for details.
- Increased the cost of research agreements, as a temporary measure until modding tools give us the capability to eliminate the RA end bonus.
CiVUP
- Color-coded the combat damage alert messages to make them easier to read.
Misc
- Fixed an issue causing some units to have no maintenance cost in v129.
v129
I moved all language files into two “Text” folders (one for CiVUP and one for VEM). This consolidation should make translations easier. Click Here for details.
Armies
- Increased the gold value of early barbarian units. This affects killing them with Professional Army (more revenue), and upgrading them as Germany (lower upgrade cost).
Opportunities
- Increased likelihood of occurring.
- Revised descriptions.
Leaders
- Korea: +2 for Specialists and Great Improvements (was 1).
- Babylon: 7 Walls of Babylon (was 6).
Misc
- Random events now hide the names of unmet players and cities.
- Fixed typos in the “rare herbs” and “new mineral” event tooltips.
- Fixed typo with the “neither time nor money” event tooltip.
- The human and AI should now correctly have identical happiness and growth rates.
- Policy costs should now be slightly lower in endgame, as was intended in v124.
- Fixed a problem causing the AI to build incorrect units in some military situations.
- Buildings destroyed by events can be rebuilt correctly.
- Captured German barbarians now correctly start with 25% health, and cannot immediately attack.