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Archive for January, 2013

Economy: Gem v1.13 (Civup v2.4)

This update focuses on improving economic balance. I originally intended to update leaders now, but it got bumped back when we discovered high-priority mistakes with economic calculations.

I added a direct download sidebar to the news site.

Armies

  • Unit maintenance changed to ( cost / 50).
  • 100% strength Hunter Ships with +25% vs units (was 125% with +0%).
  • Triremes and Galleass now count as Capital Ships with +50% vs cities.
  • Capital Ships now have the same movement speed as Escort Ships.
  • Embarked unit strength equals 50% the strength of a Soldier unit of the same tech level (was 30%).
  • Merged the Amphibious promotion with the +100% embarked strength promotion.
  • Removed the +150% vs bomber promotion from fighters (not an intended bonus).
  • +25% strength Gatling and Machine Guns.
  • WW2-era land armies now correctly have their intended +1 move speed (rocket artillery were bugged). (Represents rising mobility during and after WWII.)
  • Citystates start with Sentinels instead of Warriors (upgrade requires no strategic resources).
  • The Morale promotion now applies to aircraft.

Cities

  • Rebalanced all buildings.
  • Building maintenance changed to 25% of the building’s expected income at a typical time of construction.
  • Trade route income equals (3 + 0% capital pop + 10% city pop) (was 2 + 15% + 25%).
  • Doubled compensation from losing world wonder races.
  • -33% Golden Age duration from Great People.
  • Click to discuss the changes below.
    • Capital Building (new)
      8 national happiness.
      City defense bonuses from old palace.
      Counts as a free City Hall.
    • Palace
      4 national happiness.
      Limit of 3 per empire.
    • City Hall (new)
      1 1 2
    • 0 free national happiness (was 12).
    • 2 2 basic yield per city (was 3, 3).

Espionage

  • +50% counterspy with Constable (was 25%).
  • +25% counterspy in all cities with Supermax Prison, national limit of 1 (replaced Police Station).
  • Focused the Intelligence Agency on the spy bonuses. It requires no buildings, and does not give a cost modifier.
  • Removed the Great Firewall (to consolidate espionage bonuses).

Faith

  • 2 from God of the Sea (was 3 production).
    (Coastal areas need science more than gold or production.)

Leaders

  • Unique warriors upgrade to spearmen.
  • Suleiman: captured barbarian ships cost 50% maintenance (was 100%).

Opportunities

  • Granary settler/worker choice unlocks in the Medieval era (was Classical).

Policies

  • Liberty: +1 Palace in oldest 3 cities, and +2 culture per city.
  • Moved 5 national happiness from Meritocracy to Piety (returned to original location).
  • Tradition: 1 per 1 (was 2 per 1).
  • Moved 2 per culture building from Monarchy to Ceremonial Rites (returned to original location).
  • +2 yield for defense buildings from Landed Elite and Republic (returned to original values).
  • Police State: Double production and +2  city happiness for espionage buildings.
  • United Front: +25% counterspy, and +5 production Constables.
  • Merchant Navy: increases science instead of production (coastal empires have plenty of gold to build things, and need more science).
  • Honor
    • Spoils of War: gold from kills, and yields from citystate capture.
    • Professional Army: lower unit maintenance and upgrade costs.
    • War Epics: happiness from culture buildings.
    • Discipline: great general, faster generals, and strength for adjacent units.
    • Finisher: happiness and culture from garrisons and barracks.

Terrain

  • Fishing boats should now be buildable on features if the game places resources there (isles, reef).
  • Natural wonders which are not mountain peaks are now passable, and considered rough terrain.

Civup: Interface

  • Setting USING_CSD to 1 in the Civup options file disables the capability to bribe citystates.
  • Hovering over reward buttons for Opportunities re-centers the map on the opportunity (workaround for the game core yanking the camera away after the mod displays the opportunity).
  • Happiness from citystates now displays on a separate line of the top bar happiness tooltip.

Civup: Mod Tools

  • Moved all text to sql files (was xml).
  • Created placeholder files for translations.

Misc

  • Game text should no longer show double ” apostrophes in situations using a single apostrophe.
  • Possibly fixed a bug causing yield icons to disappear in the city view.
  • Fixed a bug with unit maintenance.
  • Fixed a bug with great person improvement build times on jungle.
  • Fixed an erroneous Siege flavor on the Temple of Artemis.
  • All leaders which start with an advanced UU should get non-upgrade rewards from ancient ruins (added Attila and Pacal).
  • IsVisible and ShowInPedia building fields should now properly control visibility of non-wonder buildings in the civilopedia.
  • Fixed a bug causing citystate alliance and friendship notifications to show messages like “you gained 0 food”.
  • The +1 Range promotion no longer replaces with a movement promotion when upgrading to Gatling Guns or Machine Guns.
  • Opportunities should no longer add the basic yield of terrain to itself when altering other yields.
  • The City Limits mod component should work properly now.
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Pending update

I expect to release a major update for the project by Friday.

*salutes* Major Update


Civup v2.3.2, Gem v1.12.2

Cities

  • 40% Research Labs (was 50%).

Terrain

  • Jungles take the same time to improve as forest (was about twice as long).
  • Chopping jungles gives 50% the production of a forest (was 0%).
  • Increased jungle bonus resource density to the same as tundra (both give 1 food unimproved).

Civup: Interface

  • The icon now shows on tiles which give happiness (natural wonders, and some opportunities).

Misc

  • Increased AI priorities of the Courthouse.
  • Ranged ships now have the intended +0% vs cities, with +30% from the Naval Siege promotion.
  • Indian war elephants now unlock at the correct technology.
  • Knowledge opener should correctly give +1 science to science buildings.
  • The railroad production modifier in the capital should show on tooltips properly now.
  • Removed the capital railroad bugfix building (now done in code).
  • Fixed a bug with the City View.
  • Fixed a bug with capturing cities.
  • Submarines have just one attack bonus, as intended.
  • GEM should now load after the Citystate Diplomacy Mod, if you have CSD installed.

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.

Pending update

I plan to release an update on January 3rd, which will fix several high-priority issues.