Sid Meier's Civilization V

Sid Meier's Civilization V

Exploration Continued Expanded (BNW)
A apresentar 21-24 de 24 entradas
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Atualização: 1 set. 2015 às 1:45

  • Fixed issue where the new belief options weren't showing.
  • Ported changes made to Granary (to affect Bison) and Mint (to affect Copper) from Trade to Exploration component (can be toggled off). Supports modded Granaries and Mints if said mod has a reference to ExCE.
  • Resources should no longer respawn on loading.
  • Added CBP and Health and Plague support (see UserSettings, as with Piety)
  • Reduced chance of Mutiny event occuring for naval units
  • Fixed issue where one might begin with a Cossack instead of a Warrior
  • Pazyryk's NMCTJs is now turned on in this mod by default (see user settings)
  • Fixed incorrect Graphics for pre-Industrial Ginger and Rubber (not that the latter was possible)
  • Barbarians should no longer be able to spawn Great Recon units
  • Fixed issue with Shipwrecks not appearing
  • Jungle impassability may now be disable separately from its other effects
  • Added a special reward for those who circumnavigate the globe
  • Resources (Luxury/Bonus) may now be disabled from the UserSettings file.
  • Belem Tower now grants 2 free Great Explorers
  • Tribes have been disabled until the next update, as the system has to be reconsidered in light of the impending release of [REDACTED]

Atualização: 9 mai. 2015 às 6:49

  • Fixed an issue where the Shoshone were starting with a Warrior instead of the Pathfinder.
  • Fixed an issue where the War Elephant could not attack.
  • Great Recon units now grant Golden Age points (or Prestige) when expended to create a city, based upon their level.
  • Rubber is now a bonus resource; will no longer be demanded by cities for WLTKD.
  • Factories now improve the production output of Sulphur and Rubber (optional)
  • ExCE no longer blocks More Wonders' Grand Canal wonder. In the event that I find an excuse to keep it in (I will :p), it'll be up to the player not to use both. Or to use both. Whatever.
  • Attrition re-added and revamped:
    • Much of attrition moved from Lua to the DLL; should improve performance and stability. Some technical consequences, however.
    • Desert: In unfriendly Desert, Units have a 20% chance to take 10 damage each turn and cannot heal. (optional)
    • Disease: In unfriendly Marsh, Units take 5 damage each turn and cannot heal. (optional)
    • Fallout: In Fallout, Units take 15 damage each turn and cannot heal. (optional)
    • Jungle: In unfriendly Jungle, Units take 5 damage each turn and cannot heal. Cannot cross until Optics. Units may lose or gain movement at the beginning of their turn. (optional)
    • Scurvy: In unfriendly Ocean, Units have a 50% chance to take 15 damage each turn. (optional)
    • Snow: In unfriendly Snow, Units have a 20% chance to take 20 damage each turn and cannot heal. (optional)
    • Wind: In unfriendly Ocean, Units may lose or gain movement at the beginning of their turn. (optional)
    • Units born in a city on or adjacent to Desert, Snow, or Jungle begin with a natural immunity to the attrition effects of those terrains. Starting units will similarly begin with immunities.
    • Recon Units may be upgraded with immunities to Snow, Desert, and Jungle. All units gain these immunities at certain technologies (Ecology: Desert and Snow, Steam Power: Scurvy, Penicillin: Disease, Satellites: Jungle).
    • Scurvy immunity now comes at Steam Power (as Biology was full).
    • Each form of attrition can now be disabled independently of the rest.
    • Woodsman promotion no longer grants Jungle immnuity. Consequentially, the Jaguar (both Aztec and Tlaxcala) have been given Jungle immunity.
    • Oases, Flood Plains, Rivers, Tribes, and Routes no longer give a reprieve to any attrition (one of those technical consequences).
    • Oases and Flood Plains now give 10% Defense to Units on them (optional)

Atualização: 9 mai. 2015 às 6:42

  • Fixed an issue where the Shoshone were starting with a Warrior instead of the Pathfinder.
  • Fixed an issue where the War Elephant could not attack.
  • Great Recon units now grant Golden Age points (or Prestige) when expended to create a city, based upon their level.
  • Rubber is now a bonus resource; will no longer be demanded by cities for WLTKD.
  • Factories now improve the production output of Sulphur and Rubber (optional)
  • ExCE no longer blocks More Wonders' Grand Canal wonder. In the event that I find an excuse to keep it in (I will :p), it'll be up to the player not to use both. Or to use both. Whatever.
  • Attrition re-added and revamped:
    • Much of attrition moved from Lua to the DLL; should improve performance and stability. Some technical consequences, however.
    • Desert: In unfriendly Desert, Units have a 20% chance to take 10 damage each turn and cannot heal. (optional)
    • Disease: In unfriendly Marsh, Units take 5 damage each turn and cannot heal. (optional)
    • Fallout: In Fallout, Units take 15 damage each turn and cannot heal. (optional)
    • Jungle: In unfriendly Jungle, Units take 5 damage each turn and cannot heal. Cannot cross until Optics. Units may lose or gain movement at the beginning of their turn. (optional)
    • Scurvy: In unfriendly Ocean, Units have a 50% chance to take 15 damage each turn. (optional)
    • Snow: In unfriendly Snow, Units have a 20% chance to take 20 damage each turn and cannot heal. (optional)
    • Wind: In unfriendly Ocean, Units may lose or gain movement at the beginning of their turn. (optional)
    • Units born in a city on or adjacent to Desert, Snow, or Jungle begin with a natural immunity to the attrition effects of those terrains. Starting units will similarly begin with immunities.
    • Recon Units may be upgraded with immunities to Snow, Desert, and Jungle. All units gain these immunities at certain technologies (Ecology: Desert and Snow, Steam Power: Scurvy, Penicillin: Disease, Satellites: Jungle).
    • Scurvy immunity now comes at Steam Power (as Biology was full).
    • Each form of attrition can now be disabled independently of the rest.
    • Woodsman promotion no longer grants Jungle immnuity. Consequentially, the Jaguar (both Aztec and Tlaxcala) have been given Jungle immunity.
    • Oases, Flood Plains, Rivers, Tribes, and Routes no longer give a reprieve to any attrition (one of those technical consequences).
    • Oases and Flood Plains now give 10% Defense to Units on them (optional)

Atualização: 6 mai. 2015 às 0:54