Sid Meier's Civilization V

Sid Meier's Civilization V

Trading Posts Grow into Towns
Showing 1-8 of 8 entries
Update: 6 Feb, 2016 @ 6:45pm

Bug Fixes:
-Towns' strategic icon now displays

Changes:
-Outdoor Markets have been renamed Trading Posts
-Trading Posts have been renamed Hamlets
-The models for both improvements have been reduced

Update: 16 Oct, 2014 @ 12:30am

-Tier one is the new Outdoor Market
-Trading Post replaced Hamlet as tier two
-Each improvement has a different model
-Yields have been slightly changed
-Village yields on Hills has been fixed
-Upgrade restrictions implemented
-Conditional downgrading added
-Upgrade rate tied dynamically to game speed
-Incomplete adjacency restriction removed

Update: 30 Sep, 2014 @ 6:04pm

-All four improvements use original art but post-industrial only
-Added Civilopedia text for Hamlets, Villages, and Towns

Update: 29 Sep, 2014 @ 3:43pm

-Trading Posts can be built in empty & hilly Desert (like normal)
-Trading Posts can be built in Marshes
-Trading Posts don't -1 f (like normal)
-Towns give +4 g always
-Hamlets +5%, Villages +10%, & Towns +15% defensive modifiers
-None can be built adjacently
-Free Thought and Commerce Finisher bonuses doubled

Update: 26 Sep, 2014 @ 12:48am

-All four improvements reduce the food in their tile by 1
-Can't build Trading Posts in Deserts unless on Flood Plains
-Towns add a culture point rather than another gold
-Commerce Finisher Policy is now actually applied (+1 gold to Towns)
-Doubled time it takes for Trading Posts to become Hamlets

Update: 23 Sep, 2014 @ 12:54am

-Actually capitalized the Trading Post's text in Trapping's entry in tech tree.

Update: 23 Sep, 2014 @ 12:26am

-Moved Trading Posts from Currency to earlier Trapping
-Capitalized the build command in tech tree
-Deleted the old Trading Post improvement which was lingering in Civilopedia

Update: 22 Sep, 2014 @ 12:35am