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

Civup v2.3.1, Gem v1.12.1

AI

  • Added City Defense priority to archers and vanguards.
  • Added Healing and Detection priorities to vanguards.

Armies

  • -5%  Horsemen and Knights.
  • +10%  spears and pikes, with no defense bonus.
  • Ships of the Line and Ironclads require 1 iron (was 2 and 4).
    (Less iron on maps.)

Espionage

  • -25% slower tech steal rate.

Faith

  • One with Nature pantheon: +1 every yield from Natural Wonders (was +10 faith).

Leaders

  • Askia: Ranged units move faster.
  • Attila: Defeated barbarian camps surrender for double gold.
  • Bismark: Scientists and Engineers equally give 2 2.
  • Harald: Faster and stronger embarkation, and melee units pillage faster.

Research

  • Added a new ancient-era “Military Training” tech on the middle path between horse and iron paths.
  • Moved Sentinels and Barracks to Military Training.
    (These are useful for both paths.)

Terrain

  • Leaders with an early strategic resource unique unit now get 2 copies of the required resource under their capital (was 1 copy).
    (Helps avoid resource starvation.)
  • Rebalanced G&K-specific Natural Wonder yields to improve variety.
  • Plantations can build without removing jungle.
    (Helps jungle-based effects like the jungle pantheon.)

Civup: Interface

  • Added several new font icons.

Misc

  • Added an option to show a 3-radius ring around cities in the Civup options file.
  • The production panel should now show correct turn estimates until completion.
  • Temporarily disabled the InfoAddict embedded in Civup until I can ensure it works correctly with the full version.
  • Wonder production modifiers from buildings should work in modmods now.
  • Moved the barbarian XP limit to the GEM options file.
  • Merchant Raider 2 and 3 promotions are now correctly available to hunter ships.
  • Fixed the tooltip for the Naval Siege promotion.
  • Marsh-clearing requires just The Wheel as intended (not wheel and mining).
  • Battering Rams are now better vs cities than catapults, as intended.
  • The Tradition finisher and Democracy policies now give the correct effect indicated on their tooltips.
  • Archers and Mounted Archers can now correctly get the volley and indirect fire promotions.
  • Fixed a bug causing lower than intended AI value for unique units which require no strategic resource, but whose parent unit does require a resource.
  • Possibly solved a bug causing unit maintenance to unintentionally rise from an inflation effect towards the endgame.
  • National happiness from mod effects should now work correctly (was city happiness in the capital).
  • City happiness should display properly on the top bar happiness tooltip.

9 responses

  1. Robert Bennett

    Thanks for continuing to update your fine mod!! I appreciate all of your hard work!!! I really look forward to playing with it this week and seeing how the changes effect it!

    January 3, 2013 at 5:31 pm

  2. Robert Bennett

    ok, I hate to show my noobness, but how do I access the option file you mention to enable the 3 ring outline of a city to show it’s limits?? I am pretty new to messing with these mods.

    January 4, 2013 at 7:28 am

  3. Tomice

    Usually here:

    C:\Users\YOURNAME\Documents\My Games\Sid Meier’s Civilization 5\MODS

    January 4, 2013 at 8:43 am

  4. Robert Bennett

    Thanks Tomice, I at least found the files and all that but the one marked options can’t be opened by any program on my computer…. I did find it though, thanks mate!

    January 4, 2013 at 11:17 am

  5. kalashnikirby

    Hey, overall this were very good changes you did. However, since the Update, I get an extremely weird and annoying bug: After 10-20 Rounds, maybe after I finish the Teracotta Army, my city view starts leaving out buildings and wonders, thus leaving me unable to assign specialists… sometimes I can’t even assign other citizens to tiles aroung the city.

    January 4, 2013 at 5:02 pm

    • paul

      I have the same problem, buildings disappear from city screen but not all cities all of the time…strange! I didn’t build terracotta army.

      January 4, 2013 at 7:07 pm

  6. Robert Bennett

    mine is now doing the same thing Kalashnikirby, seems as soon as I build a wonder, my buildings dissapeary and wonders dissapear from city management screen now…. Other than that annoying bug it is a really good mod so far, even though I cant get the 3 tile city working ring to show….

    January 4, 2013 at 5:07 pm

  7. kalashnikirby

    Glad to hear that, more or less^^ So the update is definitely the cause of this bug, and I can stop trying it over and over again. BTW, my 3 tile ring isn’t working either, unless I click on the city. But meh. Let’s hope Thalassicus is going to get that fixed soon.

    January 4, 2013 at 5:13 pm

  8. Tomice

    The 3-tile ring is supposed to only show up when you control a civilian unit (And it is most useful when placing new cities anyway).

    To open the options file, you might use WordPad or the WIndows Editor/Notepad (don’t know the exact name in English versions of WIndows). But I strongly reccommend using the free notepad++, which colour-codes the text in the options file so it’s 10 times clearer what means what.

    January 5, 2013 at 1:45 am

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s