7/26/2023 0 Comments E x civilization v![]() Fixed an issue where automated workers evaluated danger incorrectly and consequently behaved incorrectly.Allow rush built units to trigger the operation they were built for to proceed into Gather Units phase.Automated workers that don't have anything to do will not consume all their movement.AI will now build more workboats and will improve oil plots in the water.Do not allow Carthaginian Workers to end turns on mountains.Do not allow Carthaginian units to spawn on mountains.Dutch now will build farms before polders are available.Removed notifications that appear at the beginning of the Fall of Rome and Mongol scenarios about lacking the proper strategic resources.Clarify Interfaith Dialog so it mentions that Prophets earn you science too (not just missionaries).Rebuild religious pressure in case it was corrupted in older save games.Correct "Peace Loving" belief so it doesn't negate other happiness benefits from religion.Fix Found Religion screen so you can't find out about civs you haven't met by mousing over the religion icons.If you intentionally starve your city by reassigning all your citizens to be unemployed, you won't end up with more citizens than you have population.Also removed the +1 Science from Libraries from that finisher. Do not let a player earn the 2 free techs from the Rationalism Finisher twice.Don't treat player as a deal breaker just for going to war with a player again.Resurrecting a player will have both sides forget any denouncing that happened before resurrected.Also implemented a new factor: Attempting a coup in a location where there is no defending spy (the current ally does not have a spy there) is >=2x as likely to work as it would if there was a spy there. Corrected an issue that caused the AI to attempt coups too often, when chances of success were too low.Now the credit toward a RA will be based on Science earned that turn. when you finished a tech and the extra research was being applied to the following tech). Research Agreement code was previously giving double-credit to research "overflows" (i.e.Prevent double counting of resources when an improvement is gifted to a minor civ, then the minor civ techs up to activate the improvement.Unique luxury is given back upon liberation. Unique luxury is removed upon capture (players can no longer get it by taking over a CS). Mercantile CS now only get a unique luxury for their first city (and not the cities they conquer).German UA and Oligarchy social policy now work together correctly.Save games that were started before the fix will not be corrected. Mod Browser - The "Get Mods" button is now hidden if the user has disabled the steam overlay.Writing it all down would probably cause me to pass out, so here's the copied list for your perusal. Get the full list of changes below.Īs detailed on the 2K Forums (via PCGamesN), the "Fall patch" polishes up everything from the strategy game's AI to its UI, and nearly everything in between. Civilization 5 has received an absolutely massive balancing and bug-fixing patch.
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