Sid Meier's Civilization V

Sid Meier's Civilization V

CivRome - Rome and the Roman Empire
 Denna tråd har blivit fäst, så den är troligtvis viktig
Koolmoore  [utvecklare] 10 aug, 2014 @ 23:00
Updates - Learn what was added and improved.
New Update 8/16/2014 - Placed down Numidians as a city state since they were replaced by Parthians. Numidians are loaded with hordes of elite cavalry so they would make for a nice ally to have. Carthage and Rome fiercely competed for the alliance with the Numidians. Improved the icon image for Salt. Removed Brundisium as city state and replaced with Epirote-controlled Tarentum. Epirotes now have access to elephants since they used elephants in the Pyrrhic War against the Romans. Changed menu selection screen to pre-select 'Scenario' instead of 'Random' (thanks to Whoward69 the civ5 mod wizard). Removed the salt resource next to rome and moved it on the east side of the peninsula was actually the historical case. Set wars between Rome/Carthage, Rome/Gauls, Rome/Alemanni to a permanent state of war so no peace treaties.

Update Uploaded 8/16/2014 - Added game text to describe which promotions are lost with unit upgrades and which promotions are kept.

Update Uploaded 8/15/2014 - New Version Uploaded - in the spirit and tradition of the Romans and how they always had to have the biggest and baddest, the official map is now the Gargantua version yet still remains at 1000 turns. Ship movement has also been increased. Rome is no longer at war against all city states but only Pisae and Beneventum. Carthaginians are no longer at war against all city states except for Oblia, Aleria, and Syracuse. Gauls and Alemanni begin at war against Romans and City States in the northern Italian peninsula (Ariminium, Pisae, and Ancona). Numidians removed and replaced with Parthians.

Update Uploaded 8/15/2014 - There was a major glitch with the Roman AI where it was producing ungodly amounts of land and sea units. That has now been fixed with an update.

Update Uploaded 8/15/2014 - AI parameters tweaked so that the AI is more likely to declare war on the very weak and on the very strong. Not sure if it'll work, but on paper it's in play.

Update Uploaded 8/15/2014 - Naval ships have be changed once again. I noticed the AI was acting stupid with its ships and after hours of experimentation they're going to have to be allowed to attack and capture cities. However, a kind of fix has been implemented now that gives ships a 60% penalty when attacking cities so now I think the balance is right where it should be because the ships will annihilate embarked units making it strategic to protect/escort them and yet can't damage cities too badly.

Update uploaded 8/15/2014 - Replaced default promotions with (1) Skirmishers, (2) Archers, (3) Improved Shields, (4) Improved Armor, (5) Siege Equipment, (6) Maneuver, (7) Discipline, (8) Well Supplied, and (8) Improved Weapons..........Skirmishers, Archers, Siege Equipment, and Well Supplied carry forward to upgraded units but not other promotions.

Update uploaded 8/13/2014 - Improved naval combat. Ships can no longer attack cities or capture cities. Ships are now far more dangerous to embarked land units.

Update uploaded 8/12/2014 - Embarked units now attack normal making it possible to capture isolated island cities. Decreased city heal rate to +10 each turn. Buffed up Carthaginians fleet size although they will still arrive later than in earlier versions.

Update uploaded 8/12/2014 - Decreased city hit points.

Update uploaded 8/12/2014 - Cities base defense strength slightly increased. Town Guard moved from Government2 to Army1 technology. City Archers are now available and increases city defense. They are unlocked with Army2 technology and require city walls. City Garrison is now available and increases city defense. It is unlocked with Army3 technology and requires Town Guard.

Update uploaded 8/12/2014 - AI's Carthaginian fleet is now delayed and slightly fewer in numbers.

Update uploaded 8/11/2014 - A new system of Great Generals has been implemented. Currently, only 3 civs get access to generals (Romans, Carthaginians, and Gauls) but other civs will get great generals too eventually. The Romans actually get to have two great generals simultaneously at all times and each gives a 20% combat bonus to surrounding units. All other civs will be limited to a max of 1 great general. The two Roman generals are called Consuls and they share military responsibility. Rome has a huge pool of men that they can appoint to consul, so even if a consul is killed or captured, the Roman player can immediately appoint a replacement so that it always has 2 consuls on the battlefield. Hannibal Barca also makes his debut in CivRome with a terrifying 50% combat bonus to surrounding units. Hannibal becomes available with the discovery of Army II. Also making his entrance onto the CivRome battlefield is the young and enthusiastic Vercingetorix. With just the standard 20% combat bonus, Vercingetorix's true strength is his ability to rally and recuit his fellow tribesmen. He's also adept at defense and garrison. To represent this, Vercingetorix is able to replenish resting units in the same tile with +15 heal points and +10 heal points to adjacent tiles. The unit has to be resting to receive its bonus heal points meaning it didn't move or attack.
Senast ändrad av Koolmoore; 17 aug, 2014 @ 12:05
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Visar 1-14 av 14 kommentarer
Colonial Rebel 11 aug, 2014 @ 10:45 
wow, really good *slow clap*
iGor 11 aug, 2014 @ 13:49 
how can i get the consuls?
Koolmoore  [utvecklare] 11 aug, 2014 @ 14:51 
You can build or buy them on turn 1.
dasaard200 11 aug, 2014 @ 22:29 
Or later, when you need one for a 2nd army group ??
Koolmoore  [utvecklare] 12 aug, 2014 @ 7:38 
Update uploaded - AI's Carthaginian fleet is now delayed and slightly fewer in numbers.
iGor 12 aug, 2014 @ 13:13 
Ursprungligen skrivet av MAGOGKruelgor:
You can build or buy them on turn 1.
ok thx, looks really good
Koolmoore  [utvecklare] 12 aug, 2014 @ 14:30 
Update uploaded 8/12/2014 - Cities base defense strength slightly increased. Town Guard moved from Government2 to Army1 technology. City Archers are now available and increases city defense. They are unlocked with Army2 technology and require city walls. City Garrison is now available and increases city defense. It is unlocked with Army3 technology and requires Town Guard.
Senast ändrad av Koolmoore; 12 aug, 2014 @ 14:32
Koolmoore  [utvecklare] 12 aug, 2014 @ 16:55 
Update uploaded 8/12/2014 - Decreased city hit points.
Koolmoore  [utvecklare] 12 aug, 2014 @ 18:17 
Update uploaded 8/12/2014 - Embarked units now attack normal making it possible to capture isolated island cities. Decreased city heal rate to +10 each turn. Buffed up Carthaginians fleet size although they will still arrive later than in earlier versions.
Koolmoore  [utvecklare] 13 aug, 2014 @ 9:17 
Update uploaded 8/13/2014 - Improved naval combat. Ships can no longer attack cities or capture cities. Ships are now far more dangerous to embarked land units.
Koolmoore  [utvecklare] 15 aug, 2014 @ 3:36 
Update uploaded - Replaced default promotions with (1) Skirmishers, (2) Archers, (3) Improved Shields, (4) Improved Armor, (5) Siege Equipment, (6) Maneuver, (7) Discipline, (8) Well Supplied, and (8) Improved Weapons..........Skirmishers, Archers, Siege Equipment, and Well Supplied carry forward to upgraded units but not other promotions.
Senast ändrad av Koolmoore; 15 aug, 2014 @ 3:42
dasaard200 16 aug, 2014 @ 11:00 
"God awful manpower"??; I need it to sustain 3 army groups: Britain, Dacia, and Greece/Asia Minor !!, just to keep up my cash-flow !!! Have now built 4 settlers to fill in unoccupied France; as the city (Gaul4) went, so did the province (*$#&^@!^) !!! With around 2000 workable tiles, give or take, perhaps 1750-ish could be trade-posted, with enough farms to feed cities; one might be able to start disbanding excess units around T980 to come into/back positive cash-flow and still win by T1000 ! What say ye ??
Koolmoore  [utvecklare] 16 aug, 2014 @ 17:06 
New Version Uploaded - in the spirit and tradition of the Romans and how they always had to have the biggest and baddest, the official map is now the Gargantua version yet still remains at 1000 turns. Ship movement has also been increased. Rome is no longer at war against all city states but only Pisae and Beneventum. Carthaginians are no longer at war against all city states except for Oblia, Aleria, and Syracuse. Gauls and Alemanni begin at war against Romans and City States in the northern Italian peninsula (Ariminium, Pisae, and Ancona). Numidians removed and replaced with Parthians.
Koolmoore  [utvecklare] 17 aug, 2014 @ 12:10 
New Update - Placed down Numidians as a city state since they were replaced by Parthians. Numidians are loaded with hordes of elite cavalry so they would make for a nice ally to have. Carthage and Rome fiercely competed for the alliance with the Numidians. Improved the icon image for Salt. Removed Brundisium as city state and replaced with Epirote-controlled Tarentum. Epirotes now have access to elephants since they used elephants in the Pyrrhic War against the Romans. Changed menu selection screen to pre-select 'Scenario' instead of 'Random' (thanks to Whoward69 the civ5 mod wizard). Removed the salt resource next to rome and moved it on the east side of the peninsula was actually the historical case. Set wars between Rome/Carthage, Rome/Gauls, Rome/Alemanni to a permanent state of war so no peace treaties.
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