Sid Meier's Civilization V

Sid Meier's Civilization V

Enhanced Eras
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更新于:2016 年 7 月 3 日 下午 7:46

Added Content
  • Buildings: Coal Plant (Industrialization), Film Studio (Electricity), Super Market (Plastic)
  • National Wonders: Personalized Ad Hub (Synthetic Thought)
  • World Wonders: Tolerance Mosque (Internet), New Rome (Globalization)


General Changes
Buildings
  • Satellite Defense Array no longer increases a City's Hit Points by 50 but increases its Defense Strength by 5
  • Public Holoroom now has 5 Culture instead of 6
  • Removed "The Reserve" National Wonder
  • Nuclear/Solar/Alien-Human Hybrid Plants no longer require Factories
  • Alien-Human Power Plant now has its own icon instead of the Paper Maker placeholder it had before
  • All FCE Buildings have had their cost increased by 1000 to reflect that they are unlocked later than they were in the original FCE mod
Civilizations
  • Barbarians and City States can no longer build Units or Wonders added by this mod
Policies/Ideologies
  • Young Pioneers now grants 1 Happiness for every Coal/Alien-Human Plant
  • Iron Curtain now grant a free Local Office instead of a Courthouse in each captured City
Technologies
  • All FCE Techs have had their costs increased by 5000 to reflect that they are further down the tech tree, then they were in the original FCE mod
Promotions
  • Alien Weapons grants 15% Strength instead of 15% Attack and Defense
  • Some Promos have had their icon updated
Units
  • Gravebringers' Combat Strength is now 90 instead of 105
  • Automatons, Gravebringers, and Cyborg Warriors now have a single Great War Infantry guy as their placeholder art. They also all have the Warrior strategic view icon


Text Changes
  • "Satellite Defense Array" renamed "Defense Satellites"
  • "Public Holoroom" renamed "Holoroom"
  • "Warrior Code" renamed "Comradery"; its Civilopedia and Help text have also been updated to reflect this


Fixes
  • Fixed that Literature did not require Calendar
  • Fixed Solomon's Court not having a limit of 1 per world and being purchasable despite being a Wonder
  • Fixed Local Office having an ID of 1 instead of 0 and Courthouse having 0 instead of 1 (I'm not even sure what ID does but whatever...)
  • Fixed Asherah Pole and Sacrificial Alter becoming obsolete at Literature instead of Theology
  • Fixed Sacrificial Alter not requiring or improving Sheep and Wheat
  • The Repair Nanobots and Holoveteran Promotions are now "Shared Promotions" instead of "Unit Attributes" (Was present in EIE)
  • These Promotions also now have the UnitCombatTypes "UNITCOMBAT_NAVALRANGED", "UNITCOMBAT_NAVALMELEE", "UNITCOMBAT_SUBMARINE", "UNITCOMBAT_CARRIER" instead of "UNITCOMBAT_NAVAL"; UNITCOMBAT_NAVAL is for the Vanilla game, the others are for BNW (Was present in EIE)
  • In v1 the Repair Nanobots and Alien Weapons Promotions technically could be chosen (but not really since as soon as the Promotions were unlocked every Unit would instantly get them) but now they cannot. This was not really a bug or error but the Promotions being selectable was incorrect...though it made no difference (Was present in EIE/FCE)
  • Fixed that, despite being a National Wonder, the Alien Language Database had a GoldMaintenance of 2 instead of 0, a ConquestProb of 66 instead of 0, a NumCityCostMod of 0 instead of 30, could be purchased, and was not nuke immune (Was present in FCE)
  • In v1 there were 2 game options, that did nothing and were meant for testing purposes; they have been removed
  • In v1 there was a unit, meant for testing purposes, that had 600 combat strength and was buildable without discovering any technologies; it has been removed
  • Fixed that the Units added by this mod did not display their models but the Spearmen models instead. Mind you excepting the Geoengineer, Bleeder, and Attack Swarm all of the Units added by this mod had placeholder models anyhow. This issue happened because I forgot to tick the "Reload Strategic View System" and "Reload Unit Systems" boxes
  • Since FCE adds Techs after the Future Era, Future Tech is made into Futurology. However, in V1, while it was made so, none of the text was updated so that it still had the Future Tech text. Two reasons this is bad are that the Help text says the Tech is repeating, which it is not, and the FCE Tech tree ends with a new Future Tech
  • In v1, for Bleeders, Cyborgs, and Gravebringers, right clicking on their icon in the Unit panel, would bring you to their associated Promotion’s civilopedia page instead of theirs. This has been corrected by adding the word “Promo” to the end of the titles of these Promotions as noted in the General Changes section (Was present in EIE)
  • Fixed Alien Treatment Center having the wrong flavors (15 Growth instead of 35 Growth and 15 Science)
  • Fixed Local Office not having its flavors (5 Production. 10 Happiness)
  • Fixed that on certain resolutions (whatever one(s) the 214 atlas is for) the Tech icons from this mod would not display. An icon from the unmodded game would display instead (Was present in EAE/EIE/FEC)
  • Fixed Futurology having the Future Tech icon instead of its icon


Additional Notes
  • This note has been shortened to fit the Workshop's character limit; the full note is available in the mod's files

更新于:2016 年 3 月 18 日 下午 6:28

Content from Enhanced Ancient Era
Added Content
  • Buildings: Asherah Pole, Sacrificial Alter, Totem Pole, Camp Fire, Elder's Tent, Hieroglyphic Wall, Nautical Chart Office, Scribe's Office, City Gates, Courthouse, Slave Market, Tax Office
  • Wonders: Solomon's Court
  • Specialists: Elder, Governor, Scribe, Slave, Tax Collector,
  • Technologies: Fishing, Mysticism, Oral Tradition, Alphabet, Map Making, Literature, Code of Laws, Warrior Code
  • Promotions: Totem Pole
General Changes
Buildings
  • Barracks (class) now unlocked by Warrior Code instead of Bronze Working
  • Local Office (the Building replacing the Courthouse) now has 1 Governor specialist
Religions
  • "Oral Tradition" renamed "Religious Tradition"
Resources
  • Fish, Whales, Pearls, and Crabs now have "Fishing" as their TechCityTrade value
Builds/Units
  • Fishing Boats/Work Boats are now unlocked by Fishing
  • Chariot Archer and Composite Bowman (class, each) now unlock at Warrior Code


Content from Enhanced Information Era
Added Content
  • Buildings: Satellite Defense Array, Internet Tower, GM Seed Company, Organ Farm, City Infrastructure Dumb AI, Specialized Treatment Center, Commercial Shuttle, Shield Generator, Cloning Lab, Gene Therapy Center, Mind Control Center, Thought Programing Center, Space Casino, Space Dock, Space Market, Space Resort, Experimental Mutation Lab, Android Police Station, Android Servant Manufacturer, Holotraining Facility, Public Holoroom
  • National Wonders: Defense Network, Financial Network, Science Network, The Reserve, Cancer Treatment Center
  • World Wonders: The True God, Third Temple, The Mayor, Space Elevator, International Geoengineering Office
  • Resolutions/International Projects: Save the Earth Initiative
  • Improvements: Synthetic Farm
  • Technologies: Network Systems, Genetic Engineering, Factory Farming, Geoengineering, Synthetic Thought, Nanomedicine, Shielding, DNA Synthesis, Mind Control, Artificial Intelligence, Nanorobotics, Orbital Construction, Guided Mutation, Biorobotics, Androids, Cure for Cancer, Holography, Advanced Humans
  • Promotions: Healing Factor, Bleeder, Cyborg, Adaptive, Improved Rotors, Improved Combat Sensors, Improved Combat Armor, Improved Weaponary, Gravebringer, Repair Nanobots, Holoveteran
  • Units: Geoengineer, Automaton, Gravebringer, Bleeder, Attack Swarm, Cyborg Warrior, Android Infantry
General Changes
  • Marine becomes obsolete at Androids and upgrades to Android Infantry (also its goodyhutupgrade)
  • Helicopter Gunship becomes obsolete at Nanorobotics and upgrades to Attack Swarm (also its goodyhutupgrade)
  • Mechanized Infantry becomes obsolete at Synthetic Thought and upgrades to Automaton (also its goodyhutupgrade)
Additional Notes
  • The Network National Wonders do not have their cost increased by the number of cities in the Empire like other National Wonders
  • Satellite Defense Array is unlocked by Satellites, Internet Tower is unlocked by The Internet, The Reserve is unlocked by Globalization, The True God is unlocked by Nanotechnology


Content from First Contact Era
Added Content
  • Buildings: Research and Development Facility, Alien Weapons Research Center, Alien Vendor, Alien-Human Power Plant, Alien University, Alien Therapy Office, Alien Treatment Center, Alien TV Provider, Interplanetary Com Station, Alien Museum, Alien Culture Center
  • National Wonders: Alien Language Database
  • Eras: First Contact
  • Technologies: Alien Weapons, Xenolinguistics, Alien Systems Interface, Alien Studies, Xenopsychology, Xenophysiology, Interplanetary Communications, Xenoanthropology
  • Promotions: Alien Weapons


Victory Balancing Changes
Buildings
  • Spaceship Factories no longer increase Production of Spaceship Parts, are now required to build Spaceship Part, and no longer require a Factory
  • Hotels now have their LandmarksTourismPercent and GreatWorksTourismModifier values as 15%
  • Tourist Centers now have their LandmarksTourismPercent and GreatWorksTourismModifier values as 35%
Units
  • Space Ship Parts now cost 2250
Eras
  • Changed StartPercent to 8, 21, 31, 42, 54, 54, 67 for the Classical, Medieval, Renaissance, Industrial, Modern, Post Modern and Future Era, respectively
Game Speeds
  • 300, 200, 100 and 70 turns added to Marathon, Epic, Standard and Quick speeds, respectively


Additional Notes
  • This note has been shortened to fit the Workshop's character limit
  • Some errors may exist in the orginal note and/or some may have made while shortening it for the Workshop, though I doubt anything major
  • The full note is available in the mod's files