Sid Meier's Civilization V

Sid Meier's Civilization V

Titans of Commerce Science and Industry (BNW)
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Update: 18 Aug, 2014 @ 4:30pm

This update contains no direct gameplay changes and you should be able to continue saves started with the previous version. The changes in this version focus on making the mod combine gracefully with other mods.

Changelog - v 5 (robustness and compatibility)

  • Civilizations added by mods that have unique Palaces will now have their yields reduces properly when guilds are built.
  • The blank guild units that are normally deleted automatically now have 2 movement so users can delete them manually if necessary.
  • Added optional code users can enable that will delete blank guild units at the start of each turn. It should only be enabled if the units are not being deleted automatically. See the main page for how.
  • Added database triggers to normalize buildings that provide GreatScientistBeakerMod (the only building in civ that uses this by default is the International Space Station).

Update: 15 Aug, 2014 @ 7:54pm

Changelog - v 4 (Engineering update)

Gameplay

  • Fix bug with Custom House Trade Route that was making only the first Custom House provide an additional Trade Route. You now get Trade Routes for the first 30 Custom Houses (if any epic speed players think you'll be settling more than 30 Customs Houses let me know and I can increase this number).
  • When a Great Engineer is born the city that birthed him gets +2 Population.
  • Each Manufactory you make provides +2 Global Happiness for the rest of the game.

Update: 7 Aug, 2014 @ 5:18pm

You can continue games started with the previous version after updating.

Changelog - v 3 (Palace culture fix)

  • Fix bug that caused the palace to provide 0 culture instead of +1 culture

Update: 6 Aug, 2014 @ 3:48pm

Changelog - v 2 (public release)

  • Titans of Commerce, Science and Industry released!