The latest official patch for Sid Meier's Civilization IV: Colonization. Apart from the usual range of fixes, this version removes the SecuROM copy protection system and no longer requires the disc to run.
Enhancements *Released PITBOSS executable *The end of the game is extended once a colony declares independence *100 turns on Normal speed *Missionaries now have a chance of failure to establish a mission. *A failed mission angers the native chief *Added the ability to sail from Europe to the west edge of the map *Changed text for when natives abandon their settlements to be less confusing *Missions now always send converts to the player who established them *Added warning message for when a settlement needs more raw materials *Added warning for when stored goods are nearing storage capacity *AI tries to produce more defenders in their settlements *AI tries to prepare better for revolution *AI uses King to transport treasure if no Galleons are available *AI knows how to pick up treasures without bringing them to a settlement Balance Fixes *The Royal Expeditionary force increases less rapidly as the game progresses, depending on difficulty level *AI colony leaders are less friendly *AI native leaders are more likely to declare war due to proximity of borders *Changed Europe width to be a percentage of the map size *Europe plots are now at least four tiles from the near land *AI gets some free money depending on difficulty level *Satisfying the King's demands delays increasing his expeditionary force *Great Generals are born more frequently on Marathon and Epic speeds *Crosses levels required for immigration increase more slowly *Education points required for graduation increase more slowly *Enforcing a 20-turn peace treaty between colonies at the start *Population no longer affects score - just Land and Founding Fathers *Increased price of horses in Europe *Natives change their desired good only when supplied with that good *Military ships (Frigate, Ship of the Line, Man-o-War) cannot enter native settlements *The price of hurrying immigrants never exceeds the price of buying them *Starting location is now randomized every time you lose all your ships *Domestic Advisor no longer available when the trade screen is up *Exploration points no longer scale with game speed *Converted natives can no longer be educated in native settlements *Converted natives can no longer become missionaries *Traded goods through warehouse expansion count towards tax raises *Boycotted goods no longer count for tax raises Bug Fixes *Armed Mounted Brave does not receive defensive bonuses *Armed Brave receives defensive bonuses *Fixed lost production bug *Fixed bug with two citizens graduating in the same turn *Fixed reversed labels on assign trade route tooltip *Fixed some starting location issues *King no longer asks for money after you have declared independence *King no longer raises taxes after you have declared independence *King no longer adds to his expeditionary force after you have declared independence *Units ungroup when traveling to Europe *Units ungroup when being educated by the natives *Terrain double movement from promotions now works properly Other Changes *Automated pioneers will not remove features from an improved plot being worked *Removed cap on production overflow *Colonists can join settlements even after they have moved *Units left in Europe after the revolution are eliminated if Elections are chosen in the Constitution *Education point threshold increases per city, as intended, rather than per player *King is more likely to have a balanced REF (rather than all troops and no ships, for example) *Fixed exploit where gifting a wagon full of goods in a city would double the goods(!) *Fixed gifted cargo disappearing *Fixed text bug dealing with incorrect token *Slavery gives extra hammers as well
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