Sid Meier's Civilization V

Sid Meier's Civilization V

Reform and Rule (BNW)
Showing 1-10 of 17 entries
< 1  2 >
Update: 10 Sep, 2014 @ 3:36pm

Changelog - v 25 (The pious pirate patron)

Non-Gameplay

  • Modified the UI used to select an Ideology Tenent so that it doesn't spill out of the bottom of the section.

Tradition
  • Oligarchy: Added +15% Production when building National Wonders.

Liberty
  • Swapped the location of Citizenship and Republic.
  • Collective Rule: Added +2 Science from Circuses.

Honor
  • Military Caste: Added +1 Happiness from Forges.

Piety
  • Significant changes to multiple policies.

Patronage
  • Moved around multiple policies.
  • Sphere of Influence: Removed 25% faster influence lost for other players.

Exploration
  • Piracy: Now only provides healing to Melee Naval Units. Also provides +2 Movement for Embarked Units.
  • Colonialism: Replaced "+6 influence per turn from city-states you can bully" with "Other player's influence decreases 25% faster".
  • Exploration finisher: Replaced "+3 movement for embarked units" with "+6 influence per turn from city-states you can bully".

Update: 12 Aug, 2014 @ 8:09pm

This update contains no game-play changes. The update will not break save files for game started before the update.

Changelog - v 24 (bug fixes)

  • Fixed bug that could cause Leadership, Rationalism Opener and Educated Officers to provide incorrect amounts of Science.
  • Mitigated rare bug relating to AIs with Tradition recapturing their own capital that could cause the game to hang forever. The core problem is not yet resolved but the game will continue instead of hanging forever.

Update: 4 Aug, 2014 @ 8:19pm

You can continue games started with the previous version.

Changelog - v 23 (minor bug fixes)

  • Fixed bug introduced in the previous update that caused Air Superiority, Mechanized Warfare and Nuclear Program to not give experience.
  • Fixed bug introduced in the previous update that caused Rationalism's Opener to not provide Science and Culture.

Update: 30 Jul, 2014 @ 4:48pm

Changelog - v 22 (minor housekeeping update)

No gameplay changes. Updated some internally used components to improve compatibility with other mods.

Update: 13 Jul, 2014 @ 1:03pm

Changelog - v. 21 (Spanish translation)

This small update contains no game-play changes. I recommend finishing your games before updating the mod.

  • Added Spanish translation (provided by RMCortes)
  • Redesigned some of the policy-grants-buildings code. Should improve compatibility with other policy altering mods.

Update: 2 Jul, 2014 @ 8:01pm

Changelog - v. 20 (Russian translation)

This is a small update that contains no game-play changes. You can continue games started with version 19.

  • Added Russian translation (provided by Jolteon).
  • Fixed bug with Rationalism's opener introduced in the last update.

Update: 12 Jun, 2014 @ 7:50pm

Changelog - v 19 (The Piracy update)

Non-Gameplay

  • Changed some back-end things to make the mod work correctly with other mods no matter the order the mods load.

Honor
  • Finisher: Added +1 Food and +1 Prod from Horses and Iron.

Commerce
  • Moved around some of the policies.
  • Opener: Added +100% Production when building Caravansaries, Markets, Banks and Stock Exchanges. Removed +4 Food from Customs Houses.
  • Entrepreneurship: Added +4 Food from Customs Houses.

Exploration
  • Moved around some of the policies.
  • Merchant Navy: Now provides +25% production when making naval units, +50% faster Great Admirals and +3 movement for Great Admirals.
  • Piracy (replaces Merchant Navy): Makes your military 50% better at intimidating city-state and lets your naval units heal +15HP outside of friendly territory.
  • Colonialism: Now provides +50% yield from internal trade routes and +6 influence per turn from city-states you can bully.
  • Exploration finisher: Now provides military units are 50% less hindered by injury and +3 movement for embarked units.

Rationalism
  • The Opener's Culture and Science is now scaled based on game speed (more in slower games, less in faster games).

Update: 3 Mar, 2014 @ 9:38am

Changelog - v 18 (On a Sword and a Prayer)

Tradition:

  • Landed Elite: Food carry over changed from 10% to 15%.

Honor
  • Reworked many policies.

Piety
  • Reworked many policies.

Patronage
  • Opener now also makes captured city-states have no resistance.

Aesthetics
  • Protector of Civilization: now grants Golden Age points for every killed unit.

Exploration
  • Merchant Navy: now also makes wounded units 25% less hindered by injures (aka wounded units do 25% more damage).
  • Colonialism: now provides +25% prod when making naval units and makes units better at influencing city-states.
  • Exploration finisher: removed the +25% prod for naval units and 50% initimidation bonus.

Autocracy
  • Reworked a few policies.

Freedom
  • Reworked a few policies.

Order
  • Reworked a few policies.

Update: 20 Dec, 2013 @ 4:55pm

  • Order 1: Monument to the Party - Fixed bug causing players to not get happiness.
  • Order 2: Birthplace of the Revolution - Fixed bug causing players to not get happiness.

Update: 8 Nov, 2013 @ 2:23pm

  • Honor: Military Caste - Fixed bug where the +50% Science was not provided until honor was complete.