This is the official 3.17 patch for Sid Meier's Civilization IV: Beyond the Sword.
Sid Meier's Civilization IV: Beyond the Sword will focus on the late-game time periods after the invention of gunpowder and will deliver 12 challenging and decidedly different scenarios created by Firaxis Games, and the Civilization Fan Community. v3.17 Change list GAMEPLAY Cavalry and Cuirassiers can Flank attack Cannons and all earlier siege weapons Gunships can Flank Attack Cannons, Artillery, Mobile Artillery Flanking damage now depends on strength of defending unit, not on strength of siege weapon Flank attack now has a maximum number of siege units it can affect Horse archers no longer receive attack bonus against Trebuchets Destroyer: no longer upgrades to anything Stealth Destroyer: lower cost, 2 first strikes, no bombard, no interception Attack Submarine: Increased cost Airship no longer gets bonus attacking ships Airship does 20% maximum air strike damage Machine Gun and Anti-Tank get 20% air interception chance No withdrawal when attacking amphibiously Siege weapons cannot attack amphibiously Reduced war weariness New Colonies have their parent civ's tech brokering restrictions New Colonies have knowledge of their parent civ's maps New Colonies cannot trade away their motherland techs under "No tech Brokering" option New Colonies no longer affect domination limit Significantly increased barbarian ship spawn Bunkers also protect against collateral damage from air units Units in ships no longer gain fortification/espionage bonus Goody hut gold now scales with game speed Increased "support city revolt" cost Explorers cannot be drafted Combat line of promotions not available to Siege "Friendly locals" event expires with Nationalism "Mother lode" event: yields more gold on average "Miracle" event expires with Rifling "Partisans" event active in every game "Blessed Sea" event no longer tied to a specific ship Barbarian uprising events can occur only if you can build a counter unit Global warming in forests and jungles just removes those features, without turning plot to desert Global warming takes into account the number of forests and jungles in the world Global Warming is affected by unhealthy buildings in addition to nuclear explosions. Re-added cap to number of active Corporation Executives (5) AI Automated Workers no longer idle when railroading is possible AI units considered unsuitable for city defense are no longer prevented from healing in cities Improved worker threat assessment Fixed bug that caused the AI to trade for resources it already had Spies no longer interrupt their mission when moving next to an enemy unit Own vassal cannot be considered "Worst Enemy" by the AI. AI less likely to build Executives if they can't afford to use them or already have enough of them AI takes time already worked into consideration when selecting plot to work No AI relationship penalty for declaring war on a third party if that AI is at war with the third party as well Can found Corporations in Mercantilism Vassals of a capitulating Master do not automatically sign peace with the victor Lowered capitulation threshold Missile carriers carying missiles are no longer as reluctant to defend ENHANCEMENTS Added "No Espionage" game option Withdrawing units get unselected from their selection group - just like they get unselected if they win and cannot advance Espionage ratio for humans displayed in score tooltip Fixed city Healthy/Unhealthy bonus display (events) No messages about empire splits of players you have not yet met Globe layer sub-options saved in user profile Liberate city nag no longer occurs twice for the same city in the same session City advisor nags do not occur when city is in disorder Advanced start: All team starting plot locations indicated with red circles - any team member can use any starting plot Players get an announcement when a Defensive Pact is signed Added stationary spy discount mouseover Added popup for when spaceship mission fails Added some extra mouseover information to diplomacy screen Fixed main interface to correctly fit all advisor buttons on the right MapRandSeed = 1 has no effect in multiplayer games Cleaned up debug menu Can't exit to main menu after having used the debug menu (Ctrl-D) - Prevents multiplayer cheats, as well as possible hangs and crashes Mods read previous game options from .ini unless they have the ForceGameOptions = 1 in their own mod .ini Removed some unused code (SDK) Added tectonics map script (thanks LDiCesare) Added Earth2 map script (thanks GRM7584) Added RandomScriptMap map script (thanks Refar) Added three new options to Team Battleground map script (thanks ruff_hi) Exposed some trade screen functionality to the SDK Added ability for AI Diplomacy screen to display icons in the text WorldBuilder saves named units Fixed XML read issue (for mods) Added a faster file enumeration method for modular XML loading (unused) Removed inlined code from CvXMLLoadUtility (inlining breaks DLL mods) Added ability for mods to specify minimum version (MIN_VERSION in GlobalDefines.xml) Unit graphic on main interface updates when unit art changes (mods) Aded Python wrapper function: CyPlot::setOwnerNoUnitCheck. Added Mesoamerica Mod BUG FIXES Fixed bug with building culture bonus mouseover Fixed multiplayer hang when loading a game without all human players present Fixed reload crash Fixed info screen demographics Import/Export rank reversal Ships in foreign ports no longer get bumped to strange places upon war declaration Fixed bug with Great General threshold in team games Fixed "cityAcquiredAndKept" python event bug Preventing key clicks from going through the MP diplomacy screen to the main interface Fixed bug with barbarian unit spawn Fixed Donut map script Italian and Spanish desert/ocean translations Fixed auto-raze bug with certain game option combinations Fixed selection issue with Warlords attaching to units when the Great General is part of a selection group Spies no longer bumped out of enemy borders when declaring war Workers on Transports no longer capture cities (thereby displacing all other units) when city is captured Privateers cannot enter other teams' empty cities Fixed empire splitting bug where a previously-existing civ could be resurected Fixed Worldbuilder python exception Can no longer base an unlimited number of air units in foreign cities Mouse-over for Worker actively working a plot no longer counts Worker twice Fixed bug in recommended graphics settings Fixed bug with spy inability to destroy any buildings in certain cities Fixed bug that increased spy interception chance Fixed some UN/AP voting time-delay issues Fixed a text bug caused by cached translations Worldbuilder no longer allows you to unreveal visible plots "Fugitive" event: fixed text bug Fixed "Impeachment" event Fixed "Partisans" event to trigger only under emancipation Civilopedia correction: Custom House affects all foreign trade routes, not only intercontinental. Fixed AI crash Fixed Barrage promotion bug Fixed combat message log for hidden nationality units Fixed bug with espionage culture mission Fixed minimap update on reload Fixed crash on city conquer Fixed bug in event city and unit random selection Gifting a city upon conquest gives liberation diplomatic benefits. Fixed Advanced Start hang when starting without enough points to buy first city Fixed Advanced Start stored food inconsistency on population buy/sell Fixed bug with non-global, non-team quests not clearing upon completion Fixed bug where you would not get a palace if you captured a city before founding one Fixed potential AI infinite loop Next war update to match epic game Fixed rare bug where Barbarian Horse Archers could sometimes bump your units out of your cities Autorun saves are now loadable Updated Next War and Gods of Old with epic game changes Fixed AI another crash Fixed AI infinite loop Fixed improvement yield change mouse-over Fixed python exception in Improvement civilopedia (mod-specific) Fixed recommended unit button in build popup (mod-specific) Improvement construction cost is deducted when a project begins, rather than when it's finished - fixes Starbase exploit in Final Frontier FINAL FRONTIER The Forge now gets +2 Production in its capital and +1 in all other Systems Fixed bug where very advanced Pirate ships could spawn early in the game Fix for clicking the subtract population button too quickly could cause a Planet's population be negative Reduced interception chance for Destroyers Halved amount of points gained from territory Red Syndicate only gets 1 free trade route instead of 2 Fixing bug in map script with star system density Double-clicking Star Systems now gives system info, instead of single click (thanks Nemesis Rex) Older Starbases now have cultural border preference over newer ones as intended (thanks Nemesis Rex) Starbases no longer create missiles AI City population distribution no longer calculated every turn for every city... - improves performance but may make the AI dumber Bumped Forge back to no default production bonus in any Systems (undoing previous change) Red Syndicate now only gets 1 free Trade Route in newly colonized Systems Red Syndicate now gets Trade Route bonus in captured Systems Paradise now gets free MagLevs in captured Systems System Health and Happiness penalty for New Earth reduced from 2 to 1 Fixed minor text error in Top Civs screen ("Most Influence") NEXT WAR Thanks to jkp1187 (John Palchak) for the following updates from his "Not just another Next War Mod" Most of the Space Race projects assigned to new technologies. The idea is to delay the Space Race until the players were using the additional NextWar technologies. MISSION TO MARS (formerly APOLLO PROGRAM) requires ASTROGATION (formerly ROCKETRY) Cost for MISSION TO MARS (formerly APOLLO PROGRAM) increased to 2250 hammers) SS ENGINE: requires COLD FUSION (formerly FUSION) SS COCKPIT: requires CYBERNETICS (formerly FIBER OPTICS) SS DOCKING BAY: requires SHIELDING (formerly SATELLITES) SS LIFE SUPPORT: requires HYDROPONICS (formerly ECOLOGY) SS STASIS CHAMBER: requires CLONING (formerly GENETICS) SS CASING: requires COMPOSITES (unchanged) SPACE ELEVATOR: requires ROBOTICS + SATELLITES + FUSION (formerly just ROBOTICS + SATELLITES). ARCOLOGY/ARCOLOGY SHIELDING/DEFLECTOR SHIELDING: The cost of all three of these buildings has been doubled. Arcology now requires both Hydroponics and Composites Nuke "CRACKED LIKE AN EGG" now only applies to Next War Scenario Every game speed option now has 5% more turns Added all of the random events from JKP1187's Random Events Mod. I added three new NextWar-specific random events: "The Cylons", "Sensors", "Slip and Fall" Added voice-overs for all of the Next War technologies Added a new icon (by bmarnz) showing C. Everett Koop's likeness for the Center for Desease Control National Wonder Added new icons for the Next War specific Unit Categories (Clones, Assault Mech, Bioweapons, Dreadnought) Resource depletion only has a chance of occurring in the Scenario, no depletion in epic game. Replaced regular bomber images with B-52 by Snafusmith.
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