Sid Meier's Civilization IV: Beyond the Sword v3.13 Patch

This new patch adds a slew of tweaks, overall enhancements, AI improvements, bug and crash fixes.v3.13 Change listGAMEPLAYCristo...


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This new patch adds a slew of tweaks, overall enhancements, AI improvements, bug and crash fixes.

v3.13 Change list


Cristo Redentor allows 1 turn between civics changes, not zero turns. Attack Sub: 30 strength, 7 moves, 180 cost Destroyers also upgrade to Missile Cruisers Customs House and Feitoria give +100% Foreign trade route income Reduced inflation and better normalized it with game speed Inflation no longer increases after the game time limit has been reached Adjusted corporation maintenance for inflation Corporation Headquarters give 4 gold per corporation city to balance corporation immunity to inflation Spies downgrade towns, hamlets, and villages instead of completely destroying them Military Science moved to Renaissance Can't vote on a winner if one team already has all the votes necessary to win Updated Apostolic Palace civilopedia text to show that all members receive the religious building production bonus, unless they defy a resolution. Revised liberation formula - Fixes exploit of infinite unit generation through city liberation

Liberation no longer provides free units to non-vassals Cities no longer auto-liberate on conquest except from a vassal to a master Colonies no longer can be the same civ as an existing one Colony gets all of prior owner's culture on the entire continent Can no longer make a colony on a continent with an existing colony. Liberate cities instead. Great Works brings city out of revolt, as before BTS Unlimited Corporation Executives now allowed Invisible units no longer get bumped when an enemy occupies the same tile. Can no longer build forts in rival territory Can no longer blockade from within your own cultural borders Spread culture espionage mission increases your culture by 5% of the total culture in the city Vassals can no longer use spies against their master (active missions) Espionage Poison Water and Unhappiness amounts no longer incorrectly scale with game speed Added minimal conscription ability to all gunpowder and melee units that didn't previously have it - Prevents situation where you can't draft when you can build SAM Infantry but not Infantry

Rival spies no longer count as friendly units for nuke attacks Blockading consumes all remaining movement Blockade is canceled when unit does something other than blockade Blitz promotion available to ships Frigate, Ship of the Line, and East Indiaman bombardment ignores walls and Castles Colony maintenance capped at twice the distance maintenence All teams get espionage points against a newly formed Colony. Fighters no longer get experience points for shooting down units that cannot defend (paratroopers) Paratroopers have 25% evasion chance


Fixed bug causing AI units to sit around outside cities. AI now knows how to use Steal Tech and Incite Revolt AI's may choose to concentrate on large espionage missions (like steal tech and sabotage project) AI uses spies more smartly (camps them in cities to get the discount) AI values espionage buildings more Barbarian uprising events spawn more aggressive barbarians Fixed issue with AI war planning Capitulation to a team that has not had the most success in a war is less likely AI espionage tweak AI more likely to promote siege units with Accuracy AI has a better understanding of when to build early Wonders for non-Normal game speeds AI civs that are close to Domination victory are more likely to declare war AI close to domination population have a high priority for health buildings and techs AI is less reluctant to raze cities that have its state religion if it doesn't have the shrine AI uses espionage to destroy non-resource terrain improvements - such as Towns. Increased likelihood of the AI stealing techs On non-aggressive AI, the AI's are more aggressive early in the game. AI trains more units early in the game Revised AI bribe into war cost AI does better job of bribing other AI's AI spends less on Espionage. AI trains spies with lower priority AI better aware of Free Market / Environmentalism corporation impact Exploring units now heal. Fixed some issues which hampered or stalled AI early game expansion. Tweaks to Governor, particularly "Emphasize Food" Fixed an undefended cities issue Slight tweak to the AI selection of HQ city when founding a corp Governor fills the food bar better Governor works hamlets over cottages. Fixed bug where city governor would sometimes work sub-optimal tiles Fixed some AI war preparation issues Fixed AI problem of not training workers in extremely unhealthy city sites AI postpones sneak attack plans after a forced peace treaty Fixed AI scouting so that they don't get stuck going back and forth AI always accepts liberated cities through diplomacy Automated corporation spreading no longer tries to spread corporation where it cannot be spread Automated workers assigned to connect the trade network no longer do other things. AI attitude for voting for/against them in elections decays faster Fixed an AI issue with amphibious invasions Fixed AI seaborne corporation spreading bug Fixed AI using citizens instead of better specialists Fixed a bug in AI hurry production decision AI now knows how to build a new palace to reduce colony maitenance. AI no longer suicides Paratroopers into certain death by intercepting Fighters Fixed AI gifting units to the wrong player upon empire split Fixed AI tech purchasing in advanced start Fixed a bug where AI proposed resolutions that it should never have been voting for


Added ability to override modular XML loading in mod ini file Improved Espionage screen (by Almightix) Added city zoom to event popup Exposed CvCity::AI_AvoidGrowth() to Python Added ability to save cities, improvements, and resources as nifs from in game Added improved copper resource (for performance) Skinned geometries can now be contoured (for performance) Fixed silk LSystem batching (for performance) Removed unnecessary facing direction visibility updates (for performance) Performance fix for splitting empire Reusing previous widget's render textures (to save memory) Performance fix for unit blockade Performance fix for alliance forming Added vertical resizing to event log Added Solver's events Any launched Spaceships automatically arrive on Alpha Centauri when game is over and extended play is selected Windowed mode gets rendering updates even when window is not active Added movie quality dropdown in user options graphics tab - If your movies crash or stutter, try lowering your movie quality level

Clearing stencil buffer whenever you we are clearing z-buffer (for performance) Different unit artstyles can have different buttons New button art for event plot indicator iAirCombatLimit works with ranged combat as well


Quest info maintained after leaving and rejoining a multiplayer game Fixed Ctrl-H out-of-sync in multiplayer Fixed Advanced start out-of-sync in multiplayer Ger obsoletes with Advanced Flight, like Barracks Advanced start tech screen more localization-friendly Overwriting and reloading a Worldbuilder save has the expected result Fixed bug with some events not expiring when they should In one-city-challenge games you no longer receive quests that are impossible to complete If a anonymous game is about to be launched with duplicate leaders, players are informed of which leader is duplicate. Loading multiplayer games after you have just changed your name has the name change in effect Fixed advanced start tech screen update hack Go-to cursor no longer remains when screens or popups appear Pitboss - no more invalid map scripts in the dropdown list Scenario forced options work in Pitboss Pitboss custom game options that are not available for mods are greyed out Enemy units in neutral territory can no longer occupy the same tile when war is declared Enemy units can no longer occupy the same tile when an invisible unit is revealed Updated Golden Age help text Unrestricted leaders and advanced start checkboxes have no effect in scenarios. Those options should be specified by the map. Fixed city screen building mouseover to correctly display commerce changes Fixed Modern Engineer glow Fixed Christian Monastery flickering Can always gift a city to your vassal through the diplomacy screen if you can liberate that city. Automated workers with orders not to destroy existing improvements no longer chop forest preserves on jungles Can no longer end turn with SHIFT-ENTER without exiting from Advanced start Civilization Flag button update Trying to unload troops from East Indiaman to rival territory gives declare war popup Fixed bug where air units could bump enemy units on friendly forts Game will no longer fail to play music if a user selects a folder that contains no audio files Fixed AI transport crash Fixed bug where the Three Gorges Damn would give power unhealthiness to all cities Fixed bug where new cities would not get power unhealthiness from the Three Gorges Dam Fixed bug where cities with just hudro/nuclear plants would not get unhealthiness No longer possible to have both MP and AI diplomacy open at the same time Fixed bug where incorrect espionage points we displayed in the espionage screen for passive missions Fixed bug where Hanging Gardens would sometimes not give you extra population in all cities Paratroopers cannot jump on enemy cities, even if the cities are unoccupied. Right-clicking on your own leader icon in the foreign advisor screen no longer closes the screen Fixed bug where pop-rushing, drafting, revolts, etc actually had a shorter effect than intended by one turn. Civilopedia unit categories screen gives relevant information for Air units Fixed bug where you could get no result when trying to create a colony Build Forest preserve hotkey is now Shift-F to avoid conflict with Fortify Similarly, Sea Patrol mission: Ctrl-P Fixed info screen rival import/export bug Civilopedia text corrections When a new empire is formed, plot ownership is updated for everyone where appropriate Deafening Privateer plunder sounds no longer occur simultaneously at the beginning of your turn Fixed bug in Foreign advisor tech panel Fixed Crusade event Removed description from event help text Fixed bug that allowed AI to use engineers to rush buildings that it could not build Landmark signs cleared on regenerate map Camera zooms to new starting location on regenerate map QuickLoad works as expected in Advanced start Game resets espionage spending to zero when you no longer have contact with anyone Fixed bug with number Apostolic palace candidates for residency Fixed events that are supposed to expire in the Renaissance to expire with Astronomy. Unrestricted leaders option works for Pitboss Privateers no longer destroyed when a friendly ship enters its port. Hall of fame screen shows finish year (not date) Upon tile improvement, citizens no longer get assigned to new plots when governor is not automated. Fixed bug where wrong menu music played after adjusting volume and after Credits screen Build forest preserve worker action mouseover shows happiness effect Fixed colony team bug Can no longer bypass the maximum of 15 characters for renaming cities Worldbuilder now saves player, civ, and city text keys instead of translated text Fixed Worldbuilder multiplying building free specialists on save and reload Fixed Paratroopers to not remain in the same selection group after dropping Fixed multiplayer hot-join when player name has illegal characters Stripping illegal characters from save, load, and player names Fixed save file issue with illegal characters in player name Main menu aspect ratio no longer stretches Main menu graphics changes no longer require a restart Fixed spaceship art completed by teammates not appearing in spaceship screen City screen tooltips hidden on exit Great wall surrounds culture borders only on same continent Fixed Feature and Terrain unit attack mouseover, civilopedia, and combat text (for mods) Fixed first strike combat animation for non-ranged units Fixed citybuilder crash Fixed some bonuses not showing in combination with Cottages, Hamlets, Towns, Villages, Windmills, Mines, and Forts Fixed Brothers in Need event L-system cleanup Fixed bug where wrong menu music played after adjusting volume and after Credits screen Build forest preserve worker action mouseover shows happiness effect Fixed colony team bug Flanking attack combat results no longer appear before battle animation is done Fixed bug where the units killed were doubled in statistics screen Fixed stack air combat Fixed Statistics screen bug where last unit was not shown in the table Completed quests no longer appear in the quest log Hostile Takeover quest no longer triggers when you already satisfy its requirements Vassals no longer have resources unavailable for trade Spies cannot be discovered when inside a ship Players no longer get messages about unmet civilizations forming colonies Fixed Highlands map regeneration bug Fixed bug with Great Library free scientists increasing on conquest Fixed bug where non-combat units could capture empty cities Fixed Holy Mountain reward not triggering after Steam Power Fixed negative production turn estimate during anarchy Rival Privateers count as enemy units for "show enemy moves" and "show friendly moves" options Fixed Interstate event text bug Fixed "join" action mouseover for Great People Destroying a fort no longer leaves planes or ships on the plot Can no longer paradrop into transport ships Fixed Great Person type probabilities not adding up to 100% Fixed Domestic Advisor cultural expansion turns estimation bug Fixed bug where you could sometimes click to create a colony but nothing happened No more Dawn of Man screen in Advanced Starts Fixed Influenza event index out of range Fix for incorrect unit supply cost Fixed incorrect mouseover information for Maximum National Wonders in OCC Fixed spaceship launch ability update bug Fixed crash Fixed multiple AI hangs Fixed plot indicator crash bug Added religion link to civilopedia units (missionaries) Fixed bug with Apostolic Palace religious building hammer bonus Fixed CustomAssets MP crash Host is no longer the only player who can change the admin password (for Pitboss) Fixed greed event text bug Trying to airstrike one of your own cities does not result in a rebase Advanced Start colored plots update on regenerate map Spelling corrections Can no longer generate infinite gold by adding and removing advanced start population Fixed bug where you could build Military Academy without Military Science Fixed bug where you could infiltrate your own city Can't negotiate declaring war on a vassal. Must do so on master instead. Fixed bug that was preventing paratroopers from attacking cities occupied only by air units Fixed erroneous message about spaceship launch Barbarians no longer shown as members of UN in Victory Screen Fixed bug with AI barbarian/animal bonuses on Monarch Academy 3x2 in L-system Removed ugly glance tab from Foreign Advisor Fixed line segments across globe wrap Strategy layer Lines now save and load properly Apostolic Palace can no longer vote to give human a second city in OCC Fixed nukes nuking themselves to death crash Fixed bug with trade route profit mouseover help Fixed AI crash Fixed Spaceship smoke animation in Globeview Fixed disappearing citizens when you remove one in a large city Fixed stuck mouseover help for right-click menus Fixed globeview line drawing crash Fixed Boreal Map Script so that buildings are buildable at the very top of that map "Fixed" Levee graphics in Civilopedia - no longer rotates Fixed amphibious city capture bug Fixed crash on city liberation Fixed grids in Globeview Game no longer hangs when map script fails to find starting plots Fixed Warlord graphic location for mechanized unit combat Fixed unit-specific formations not being used Fixed events zooming to the wrong plot on torroidal maps Fixed Great Prophet fading on surrender Fixed workboat froth fade on surrender Fixed some event help text for unavailable event options Fixed taskbar icon to have transparency Fixed city screen production queue scrollbar being inaccessible Fixed unit action queue scrollbar being inaccessible Fixed movie corruption on alt-tab Fixed Lincoln eyeshadow using low-res textures Fixed roads graphics agreeing with game logic City cycling disabled when viewing spaceship Fixed several city capturing bugs relating to partisans Fixed Wedding Feud event so that war is possible to be triggered, as intended Minimap updates for Worldbuilder terrain changes Opening another screen from the spaceship screen no longer results in a hidden interface Fixed plot indicators for Saltpeter event Fixed movie crash on shutdown Fixed popup memory leak on shutdown Fixed AI crash Fixed spaceship resize on resolution change No more messages about religion spreading into cities you cannot see Fixed spurious line in terrain texture tiles Clarified "Earth Day" event options Fixed ping - now has a special message, sound, and a plot indicator Cities with no production always ask for build orders once per turn Possible fix for hill graphics not visible Fixed plot indicator crash on load Actual spaceship trip length agrees with XML Fixing frozen tool tip help when zooming out to globe view Fixed entity widget crash Fixed leaderhead playing greetting animation every screen Fixed worked land shadow not contouring to terrain Added missing text for Ancient Olympics event expiration Fixed min-spec leaderhead rendering issues Fixed event text formatting bug Fixed bug where city air unit limit could be bypassed using Carriers Winery light fix Fixed exploit of being able to use debug tools in multiplayer games Fixed crash on multiplayer load Fixed non-host reverting advanced start amount Fixed Advanced Start Out-of-sync Fixed city effects in Globeview Red Cross does not rotate in Civilopedia to show missing back Fixed AI asking you to declare war on his vassal Fixed Seige Tower not appearing


Leaderhead art update Star System/Planet information is now stored in the WorldBuilder Save for use in modding Game now only plays Ping EFFECT for tutorial plot discovery instead of actually pinging (fixes ping message showing up at the top of the screen) Fixed Paradise's flag Increased cost of Astral Gate Pieces & United Planets wonder Can no longer bring up info screen on Star Systems which have not been revealed yet (in the fog) Can no longer "win" an Ascendancy Victory after a player has already won the game by some other means Fixed some text bugs Fixed bug where capturing Star System (with a Starport) would cause player to be unable to construct any further Buildings in any of his cities Increased # of turns for each game speed to match increase in tech cost Added Screen to show data on a System's Planets when player clicks on an uncolonized Star on the map Greatly increased cost of later technologies Players can no longer adjust enemy Star Systems' population & building allocation through Espionage Can now cash-rush things with the Democracy civic Pirates will now use more advanced ships later in the game Raging "Barbarians" now more spawns more Pirates The "Enable" Tutorial option is now "Disable" so that when players install it begins enabled Pop-up help text for Planets in city screen now always shows Planet yield (even when Tutorial is off) Can no longer construct multiple Star Fortressses in a System Setting city avoid growth now prevents the game from auto-placing population at the end of every turn Increased cost of Stealth Ships Players can now form Permanent Alliances after researching Environmentalism Removed Great Generals from the game Removed reference to Great Spy Fixed bug where Squadron units wouldn't gain experience from combat Fixed world wrapped picking Fixed Final Frontier Map script for team games AI now uses missiles Updated Handicap Infos Fixed incorrectly calculated Trade Route yield Fixed non-shader card crash Nuking various features will no longer destroy them


Fixed text error Anglo-Saxon Leader -> Anglo-Saxon


Transport carry 4, mind control center reduces production by 15% Portuguese Feitoria now replaces customs house (rather than market) American civ uses European-style units Fix Great Wall inconsistency with main game. Eras play the appropriate soundtrack music and city soundscapes. Added Apostolic Palace to Next War Epic Fixed ocean plots being adjacent to land at world edges Drill promotion line available to gunpowder units, as for epic game Fixed bug with Advanced Start buildings placement Fixed Advanced Start buildings placement


Fixed Bug with loading initial auto Save not reseting values.


Upped unit movement from 4 to 6 Increased difficulty Fixed text bug Fixed objective 3 issue Partially fixed door rotating when wall destroyed Alt-tab minimap fix


Fixed bug with city air unit capacity

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