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

v139.2

Cities

  • Adjusted cultural border expansion rate.

Policies

  • Collective Rule: +20% for building settlers (was 50% in the capital).

CiVUP

  • Cities connected by road show a different icon from railroad connections. Click for details.
  • Organized the order promotions appear in when selecting one for a unit.

WWGD

  • AIs no longer receive free techs at the start of the game.
  • AIs surrounded by water start with triremes, archers, and workers (was triremes/workers).
  • AI excess gold spending activates when over 200% research agreement cost (was 100%).

Misc

  • Fixed a bug with AI start-unit gamespeed scaling.
  • v.2 The notification for war refugees and partisans should display properly now.
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2 responses

  1. Rolly

    Is it possible to disable AI’s from getting triremes or any sea based units at the start of the game? Maybe create an option in the Options.sql to disable it. In my current Immortal game, the Ottomans were given 5 or 6 starting triremes. They are not surrounded by water. They are not stuck on a small island. They just had two starting coastal cities. I think the ability to travel or work the sea should be discovered and not given away for free right at the beginning of the game.

    April 1, 2012 at 3:48 pm

    • The AI is notoriously poor at naval combat or exploring islands. Even with the bonuses, they typically do not do well at sea. The algorithm places triremes if a weighted average of half the plots within a 10-tile radius are water, favoring plots near the start location. The quantity of units depends on difficulty and game speed.

      April 1, 2012 at 11:10 pm

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