Civ4Col patch released

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MoustachioedDictator
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Civ4Col patch released

Post by MoustachioedDictator »

Remember this game? The great game that wasn't. Well, Firaxis have finally gotten around to releasing a patch

No mention whatsoever about the problem of pbem unfinishable turns though I see PITBOSS has been released for it. If I get a chance I'll run some tests, see if MP is viable.
Enhancements


Released PITBOSS executable

The end of the game is extended once a colony declares independence

100 turns on Normal speed

Missionaries now have a chance of failure to establish a mission.

A failed mission angers the native chief

Added the ability to sail from Europe to the west edge of the map

Changed text for when natives abandon their settlements to be less confusing

Missions now always send converts to the player who established them

Added warning message for when a settlement needs more raw materials

Added warning for when stored goods are nearing storage capacity

AI tries to produce more defenders in their settlements

AI tries to prepare better for revolution

AI uses King to transport treasure if no Galleons are available

AI knows how to pick up treasures without bringing them to a settlement


Balance Fixes

The Royal Expeditionary force increases less rapidly as the game progresses, depending on difficulty level

AI colony leaders are less friendly

AI native leaders are more likely to declare war due to proximity of borders

Changed Europe width to be a percentage of the map size

Europe plots are now at least four tiles from the near land

AI gets some free money depending on difficulty level

Satisfying the King’s demands delays increasing his expeditionary force

Great Generals are born more frequently on Marathon and Epic speeds

Crosses levels required for immigration increase more slowly

Education points required for graduation increase more slowly

Enforcing a 20-turn peace treaty between colonies at the start

Population no longer affects score – just Land and Founding Fathers

Increased price of horses in Europe

Natives change their desired good only when supplied with that good

Military ships (Frigate, Ship of the Line, Man-o-War) cannot enter native settlements

The price of hurrying immigrants never exceeds the price of buying them

Starting location is now randomized every time you lose all your ships

Domestic Advisor no longer available when the trade screen is up

Exploration points no longer scale with game speed

Converted natives can no longer be educated in native settlements

Converted natives can no longer become missionaries

Traded goods through warehouse expansion count towards tax raises

Boycotted goods no longer count for tax raises

Bug Fixes

Armed Mounted Brave does not receive defensive bonuses

Armed Brave receives defensive bonuses

Fixed lost production bug

Fixed bug with two citizens graduating in the same turn

Fixed reversed labels on assign trade route tooltip

Fixed some starting location issues

King no longer asks for money after you have declared independence

King no longer raises taxes after you have declared independence

King no longer adds to his expeditionary force after you have declared independence

Units ungroup when traveling to Europe

Units ungroup when being educated by the natives

Terrain double movement from promotions now works properly


Other Changes

Automated pioneers will not remove features from an improved plot being worked

Removed cap on production overflow

Colonists can join settlements even after they have moved

Units left in Europe after the revolution are eliminated if Elections are chosen in the Constitution

Education point threshold increases per city, as intended, rather than per player

King is more likely to have a balanced REF (rather than all troops and no ships, for example)

Fixed exploit where gifting a wagon full of goods in a city would double the goods(!)

Fixed gifted cargo disappearing

Fixed text bug dealing with incorrect token

Slavery gives extra hammers as well
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Rev Hellfire
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Post by Rev Hellfire »

Gawd but they took their time on this one.
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MoustachioedDictator
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Post by MoustachioedDictator »

Rev Hellfire wrote:Gawd but they took their time on this one.
Probably a combination of it needing serious work and there being only some intern's lunchtime dedicated to fixing it.
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