Sid Meier's Civilization V

Sid Meier's Civilization V

Exploration Continued Expanded (BNW)
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Update: 12 Nov, 2016 @ 5:46am

Update: 19 Jun, 2016 @ 4:28pm

Changed the unit formation of the Explorer to resemble that of the Scout (instead of the Musketman).
Fixed an issue wherein Explorers and Adventurers could not upgrade into Great Explorers and Great Adventurers, respectively.

Update: 17 Jun, 2016 @ 9:31pm

Update: 22 May, 2016 @ 2:56pm

Update: 17 May, 2016 @ 4:06pm

  • Fixed an issue wherein Social Policy costs did not increase until after the first few policies had been taken.
  • Tribal Units will no longer spawn on top of each other when responding to annexation. They should also - hopefully - no longer spawn on cities.
  • Added note in the Annex Tribe tooltip that the Great Recon Unit must be at full HP to conduct the mission.
  • Increased the XP cap gained from uncovering fog of war to 100.
  • Fixed an issue wherein Scouts that upgraded into Archers did not become Great Recon Units at level 5.

Update: 19 Apr, 2016 @ 3:41pm

  • Scouts that upgrade into Archers via Ancient Ruin will no longer lose the ability to upgrade into Great Scouts.
  • Disabled Scented Fragrances Corp. for now (no time to fix, sorry).
  • Added a reference to YnAEMP - no idea why this was never there.

Update: 3 Apr, 2016 @ 9:16pm

  • Tribe Borders will now automatically show when a selected unit is adjacent to their lands. This replaces the need for Highlights.xml (can make it to when a selected unit is within X tiles if adjacent is not enough, but I'm weary of the overhead).
  • May now settle in Tribe Borders, just not on their center.
  • Tribes should no longer be placed within 3 tiles of another Tribe.
  • Tribes should no longer be placed in the ocean.
  • Ancient Ruin additions are now disabled with CBP, as they overlap (and conflict as a result).
  • Attrition Wind effects will no longer trigger on Ice.
  • Wind and Jungle may only fire (separately) for up to one unit per turn. This reduces the overhead, as this method no longer checks every unit every turn against the Attrition chance. Also stops effects from piling up when on Jungle or Ocean heavy maps.
  • Removed CBP changes to the Bathhouse (as they are no longer valid).
  • CBP Colonist now uses CID's Colonist icon, even if not using CID.
  • With CBP, the Airship/Great Airship settings will now automatically disable.
  • Added CBP+More Luxes support for the Temple and Basilica (Garden doesn't improve Cocoa anymore, Hokath?).

Update: 16 Mar, 2016 @ 2:20pm

  • Fixed an issue wherein Disease Immunity... did not grant disease immunity.
  • Added Jorge Velho and Raposo Tavares to the Great Recon list, as per request.
  • Added Manuscripts icon to Atlas, for users without G&K.
  • Added new ExCE section to the pedia (requires CID), which summarizes the new gameplay concepts (Attrition, Tribes, Great Recon Units). Once CID is done, I'll probably move the Civilopedia screen into ExCE and RtP so that you don't need CID to view these new sections.
  • Changes to Mint removed (moved to CID).
  • New Pantheon Beliefs now disable with CBP.
  • Added Perfume to Scented Fragrences Inc. and removed Food bonus, buffing Culture and Faith bonus (CBP).
  • (Re-)Added Tribes. From the Civilopedia: Tribes are one of the new gameplay elements added by Exploration Continued Expanded. Tribes represent minor civilizations or groups that have not urbanized. They possess their own borders, but they may exist within other civilizations. Each Tribe possesses a number of tiles which they claim as their own. You cannot improve a Tribe's borders, but you may work them. All Tribes provide a bonus to the tiles within their borders. If a Tribe falls within your own borders, you may establish a Consulate with them. Each Tribal Consulate will then offer a unique bonus to the city.
  • Added several new Tribes: Matsudaira, Maiyami, Bhakti, Korowai, Dorset, and Bedouin.
  • Re-named Quimbaya to Chavin.
  • Added new graphics for Huron and Comanche thanks to DJSHenninger and Walter Hawkwood.
  • Added proper height maps for each tribe (so no more Holy Site height map being used beneath them).
  • Removed Koga (har har professor).
  • Tribes now appear with a banner giving specific details about their bonuses.
  • Tribes now have borders. These borders are static and cannot be worked, but provide bonuses specific to the Tribe.
  • Great Recon Units may now be used to Annex a Tribe, immediately assimilating its borders into the empire and spawning a free Settler. Does not consume the Great Recon Unit.
  • Various Consulate effects have been changed.
  • Updated for 12/3 CBP.

Update: 13 Feb, 2016 @ 2:29pm

Fixed an issue wherein the Airship unit class was being added even when the Airship unit was disabled.
Added a few extra Great Admiral, Great General, Great Merchant, and Great Recon names thanks to Reedstilt.
With CBP, Vanilla Monopoly now nets 5 Happiness. Manuscripts Monopoly nets +5% Faith and +5% Culture in all Cities.
With CBP, Manuscripts is associated with Firaxite Materials and Obsidian is associated with Civilized Jewelers.
With CBP, added 'Scented Fragrances' Corporation: +2 Trade Routes, +2 Faith, Food, and Culture on Herbalists, Vanilla, Obsidian, Saffron, and Scented Fragrances Offices. +33% Faith, Food, Culture on Trade Routes to Franchises (a bit confused about the difference between, say, Firaxite Materials, which gives 100% Science on Trade Routes to foreign Franchise cities, and LandSea Extractors, which gives 10% Science). No idea if balanced, so let me know - I was generous with the numbers because I these three yields probably fall short of the Science and Production bonuses associated with other Corps, as well as because there are only three resources tied to this Corp.
Great Admiral ability to acquire Luxury Resources moved from CID to here.

Update: 25 Jan, 2016 @ 4:50pm

  • Updated for EUI v1.8
  • Wind Attrition effects no longer trigger from the Industrial Era.
  • Changes to Sun God belief are now correctly disabled by default.
  • Fixed an issue with the Circumnavigation world event.