List of changes for version 3.19
Special thanks to Bhruic
V3.19
- Info screen always shows demographics when espionage is disabled
- Players 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 a ban on nuclear weapons
- Fixed a few AI civic evaluation bugs
- AI changes civics during Golden Ages
- Fixed bug with AI not knowing how close its cities are to other players
- Re-enabled Foreign Advisor "Glance" screen
- Fixed Team Battleground map script to distribute hills better and work around team-counting problem
- Civilopedia lists buildings that replace a given building
- Barrage promotions no longer available to units without the ability to already cause collateral damage
- Conquistador ignores walls, to be consistent with Cuirassier
- Fixed AI defender bug for newly captured cities
- Build-specific production modifiers are no longer counted for overflow gold calculations
- Building or destroying a fort now properly refreshes resource connections
- Collateral damage modifiers, collateral damage immunity, and air defense modifiers, multiply instead of add
- Fixed event triggering on a dead unit
- AI uses Warlords to make super-medic units
- Better AI decision-making related to damaged air units
- Better AI use of missiles to disconnect enemy resources
- AI evacuates ships and planes from cities in danger
- AI no longer joins Great People to cities in danger
- Fixed bug where AI Great Engineers would hurry Wonders in other players' cities
- Spies no longer interrupt their mission when moving next to an enemy unit
- Fixed map generator bug for water starts
- Situations which invalidated Secretary General/AP Resident now force the next vote to be an election
- Fixed team-counting bug that would cause some mapscripts to fail
- Moved some gamecore-specific code into the DLL
- Fixed cheat where you could apply a free tech from one game to another
- Diplomacy summary no longer claims that a civ is the worst enemy of a human team
- Groups on sentry awake based on best unit's vision rather than head unit's vision
- Hidden Nationality units can enter friendly rival territory when starting in a city
- Fixed bug where captured cities could give double bonus for the Apostolic Palace
- Fixed a bug in AI war declaration in exchange for technologies
- Sea patrolling ships no longer attack if they have less than 50% chance of winning the battle
- Terrain height no longer affects aerial recon missions
- No Espionage option: no Free Great Spy from Communism, no espionage-related events
- Blockading AI Privateers can no longer sense invisible units
- Colonies no longer assume the name of an eliminated player
V3.17
GAMEPLAY
§ Added option to disable espionage
§ Cavalry and Cuirassiers can Flank attack Cannons and all earlier siege weapons
§ Gunships can Flank Attack Cannons, Artilley, 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
§ "Friendly locals" event expires with Nationalism
§ "Mother lode" event: yields more gold on average
§ "Miracle" event expires with Rifling
§ Barbarian uprising events can occur only if you can build a counter unit
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
ENHANCEMENTS
§ 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
§ Players get an announcement when a Defensive Pact is signed
§ Added stationary spy discount mouseover
§ Added popup for when spaceship mission fails
§ 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)
§ Removed some unused code (SDK)
§ Added tectonics map script (thanks LDiCesare)
§ Added Earth2 map script (thanks GRM7584)
§ Added Earth3 map script (thanks jkp1187)
§ Added RandomScriptMap map script (thanks Refar)
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
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 bug where clicking the subtract population button too quickly in city screen could send a Planet's population into negative numbers
§ 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)
§ Missiles generated by Starbases no longer automatically jump to nearest city
§ Adding new Python wrapper function to CyPlot setOwnerNoUnitCheck which is the same as setOwner except for an argument it passes to the C++ version of the function
§ Improvement construction cost is now deducted when a project is began, rather than when it's finished (fixes Starbase exploit in Final Frontier)
v3.13
GAMEPLAY
- Fixes exploit of infinite unit generation through city liberation
- Prevents situation where you can't draft when you can build SAM Infantry but not Infantry
AI FIXES
ENHANCEMENTS
- If your movies crash or stutter, try lowering your movie quality level
BUG FIXES
FINAL FRONTIER
CHARLEMAGNE
NEXT WAR
DEFENSE
AFTERWORLD
GODS OF OLD
v3.3
- Microsoft Fix for Manifest Requirements
- DirectX 9.0c June Version Included
v3.2
- Synchronization of US Version to European Versions
Operating System: |
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Windows®
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Processor: |
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1.2 GHz Intel
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Memory: |
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Sound: |
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DirectX
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Operating System: |
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Memory: |
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512
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Home
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Windows |
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All
Versions |
Before attempting to install
You MUST have Sid Meier’s Civilization
IV v1.0, v1.61, or v1.74 installed in order to install Sid Meier’s Civilization IV: Beyond the Sword. If you have an
intermediate version, please patch and then install Sid Meier’s Civilization IV: Beyond the Sword.
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