Sid Meier's patch Civilization IV: Beyond the patch 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 patch Firaxis Games, and the Civilization Fan Community.
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.
Significantly increased barbarian ship spawn, bunkers also protect against collateral damage from air units.
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 patch reversal Ships in foreign ports no longer get bumped to strange places.Horse archers no longer receive attack bonus against Trebuchets.Global warming in forests and jungles just removes those features, without turning plot to desert.Reason, note: This is only to be used to report spam, patch advertising, and problematic patch (harassment, fighting, or rude) posts.Changes: - patch Info screen always shows demographics when espionage is disabled - Players patch can no longer receive obsolete resources through trade - Fixed bug where culture obtained through espionage was 100 times lower than intended - AI player better evaluates his situation before voting for. Fixed Advanced Start hang when starting without enough single points to buy first dvdr city Fixed Advanced Start stored counter 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 poison you captured.
Re-added cap to number of active Corporation Executives (5).
Gunships can Flank Attack Cannons, Artillery, Mobile Artillery.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.Attack Submarine: Increased cost, airship no longer gets bonus attacking ships.Goody hut gold now scales with game speed.It incorporates numerous bug fixes, gameplay tweaks, and additional features like new map scripts.AI units considered unsuitable for city defense are no longer prevented from healing in cities.Arcology/arcology shielding/deflector shielding: The cost of all poison three of these buildings has been doubled.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.Barbarian uprising events can occur only if you can build a counter unit.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 patch reluctant to defend enhancements Added "No Espionage" game option Withdrawing units get unselected from their wall selection.Destroyer: version no longer upgrades to anything.Doing it again within that 15 turns cost 1 unhappiness for 23 turns, undsoweiter, just as with slaving.Note that in version.17, if the player adopted the Nationalism posture, he could draft the most recent main unit (melee or gunpowder) at a cost of 2 citizens and 1 unhappiness for 15 turns.Xml) Unit graphic on main interface updates when unit art changes (mods) Aded Python wrapper function: CyPlot:setOwnerNoUnitCheck.
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.
NOW with version.19, the cost for one draftee is 1 citizen but 3 unhappiness for 15 turns, civ iv bts patch 3.19 with the next 3 for 23 turns, and so forth.
New Colonies cannot trade away their motherland techs under "No tech Brokering" option.