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

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: +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.

3 responses

  1. Intaka

    As always, deleted mod data, cache, all oldsaves before testing a new version, just to get that question out of the way.

    The rate of opportunities seems to be very severely scaled back compared to the first iteration. In my 1.3.0 aztecs game, they were frequent. In my 1.3.1, roman game I only received 2 opportunities the entire game. In my current 1.3.3 china game I have received only 1 opportunity heading into the modern era and near endgame. Is this intentional? What is the median time goal (100 turns?) for opportunity occurences?

    I am enjoying the random positive events. They add a little spice to the game. I find myself keeping a couple hundred gold reserve specifically to be able to capitalize on opportunities whereas previous (pre 1.3) versions, I would try to run as close to zero balance as possible. Random reinforcement psychology at work!

    Overall, I also think the upscaling and ratio balancing are largely sucessful. I’m sure as you adjust the game ratios that things like Museum of Halicarnassus gold, aztec kill culture gains, honor policy gold from kills, etc will fall into line.

    February 26, 2012 at 8:06 pm

  2. Intaka

    Thal,
    I found your post from the 1.2.8 changelog link http://forums.civfanatics.com/showthread.php?p=11230385 which shows the intended frequency of opportunities. So I don’t need the question of how often they should occur answered. I just needed to clarify the feedback to be… I didn’t see that frequency.

    February 26, 2012 at 9:05 pm

  3. You’re absolutely right, opportunities should be more frequent than you describe. Could you start a thread about it on the bug reports forum? Thank you for bringing this up! 🙂

    Bug report forum

    If you can, please post a zip file to your thread containing:

    • Save of your current game.
    • /mods folder
    • /moduserdata folder
    • /cache folder

    February 26, 2012 at 10:02 pm

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