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

Archive for September, 2012

Update

I’m taking a break from modding to spend extra time with family. I’ll probably be back at it again later this week or next. 🙂


Civup v2.0.46

Misc

  • Fixed a bug with Artist culture not showing on the tooltip when using Civup without Gem.

Civup v2.0.45

Misc

  • Changed some code in an attempt to reduce lag. Click for details.

Gem v1.7.9

Armies

  • 100% maintenance cost for barbarian units (was 150%).
  • Unit upgrade cost changed to 2.25 times the production cost difference between new and old units (was 3.0).
  • 5 Moves Submarines (was 7) with +25% attack and -25% defense (was 0, 0).

Policies

  • Swapped the sci-from-happy and free scientist effects in the Knowledge tree.
  • Humanism no longer has prerequisites.
  • Rearranged policies in the Honor tree.

Opportunities

  • Increased the frequency of opportunities, especially in the early game.
  • Improved the “Barbarian Mercenaries” opportunity. It can now give three different types of units, and gives ships only to coastal cities.

Misc

  • Survivalism no longer gives an unintended +25% defense bonus.
  • Great Prophets can no longer be captured.
  • Fixed a bug with Trebuchet cost & strength.
  • Missile Cruiser requires oil, as intended.
  • Fixed bugs with the Coffee House.
  • Fixed bugs with Ironclad and Ship of the Line resource requirements.
  • Fixed a rounding bug with several ship costs.
  • Hakkas no longer start with an unintended Ambush promotion.
  • Fixed-value science yields are now correctly doubled (mainly affects Mayan Pyramid).
  • Inspiration policy no longer gives an unintended worker.

New discussions!

Click to vote for the policy trees you think contain at least 1 universally appealing policy!

Click to post your thoughts about Barbarians after trying GEM v1.7 (or later).


Gem v1.7.3

Misc

  • Scaled barbarian heal rate to match higher G&K unit hitpoints.
  • Fixed the cost and effects of the Satraps Court and Coffee House to match changes to the buildings they replace.
  • Sped up year progression (when compared to current turn).
  • Fixed a bug with Sejong’s leader flavors.
  • Moved the score-altering changes to Gem.xml in the Gem folder.
  • Added a new unit flag icon for Levies.

Gem v1.7, Civup v2.0.44

Barbarians

  • Added this section of the mod to GEM from VEM.  Click for details.

Policies

  • Honor: 10 per 1 of defeated barbarians (was 5 to 1).

Misc

  • Liburna cannot enter oceans.
  • The Meritocracy gold income sound now plays only for the player who gets the policy.

Gem v1.6.15, Civup v2.0.43

AI

  • Reduced Montezuma’s willingness to denounce players.

Armies

  • Updated with an overhaul of sea units. Click for details.
  • Gatling and Machine Guns no longer have a city attack penalty.
  • -10% unit maintenance costs.

Cities

  • 200 + 30* production from the Great Engineer hurry mission (was 300 + 30).
  • Pentagon: -25% upgrade cost for units (was -33%).

Policies

  • Professional Army: -50% upgrade cost for units (was -33%).
  • Militarism: -33% purchase and maintenance cost for units (was -25%).

Misc

  • Fixed a bug with faith-purchasing vanguard units.
  • Polders can no longer be built on resources.
  • Recon II gives +1 moves as indicated on the tooltip.
  • Reduced the AI priority to build Skirmishers.
  • Omitted Great Prophets from the possible Great People the Immigration policy can spawn.
  • Moved the names of trade deals to Civup/Text/en_US/Trade.xml so the names can be translated.
  • Fixed a bug with Cavalry & Lancers upgrading to Landships.

Gem v

I completed most of the sea unit overhaul, and expect to release the update tomorrow, after checking bug reports. 😉


Plans

My plans for this week are to continue bugfixes, add the early rough draft of ship balance to the project, and include some of the wonders from the New Wonders discussion. I’m focusing more on family again this week, so progress will be somewhat slower than before.


Gem v1.6.12

Armies

  • +50% ranged defense for Gatling and Machine Guns.
  • Ironclads require 3 iron (was 2).

Cities

  • 1 maintenance Mentors’ Hall (was 2).
  • 2 maintenance Workers (was 3).
  • The basic per-player gold income is now intrinsic to the empire, instead of appearing on the Palace.
  • Moved 1 from the Palace to the city tile.
  • Redesigned sea buildings:
    • Harbor
      Optics
      1 on water tiles.
      1 on fish.
    • Lighthouse
      Compass
      Creates a safe connection between land and sea trade routes.
    • Warehouse (New!)
      Compass
      1 production.
      1 on sea resources.
      +50% for building ships.
    • Seaport
      Navigation
      2 production.
      1 on water tiles.

Misc

  • Updated the Trade, Factory, Levy, and Collective Rule icons with help from sukritact.
  • Helicopters now have their intended 60 strength.
  • Lancers have their intended -25% defense penalty, and only get a combat bonus against Cavalry (not Cavalry and Knights).
  • Moved pikes to their intended location on Metal Casting.
  • The Seaport now gives production on the crab resource as intended.