PatchMod 1.05:
Fixes and Changes:
REF:
* Added iKingUnitThresholdPercent xml tag to Civ4HandicapInfos.xml and implemented. This allows the REF increases to be modified by an XML edit. This will currently be left at 100% (normal), until further testing can be done to determine appropriate levels. Increases base incremental percent (10%) by fraction of (value/100).
* Added iKingGoldThresholdPercent xml tag to Civ4HandicapInfos.xml and implemented. This allows the REF to change due to paying King money demands to be modified per difficulty (default == 50). This effects the REF threshold, rising it in relation to the amount of gold given to the King. This slows REF growth by kissing his pinky.
NEW * King no longer increases taxes after WoI.
NEW * King no longer increases REF after WoI.
AI:
* AI will now use King's Transports after turn 90 for treasures if it doesn't have a galleon
* AI will load and take treasure to Europe from uncolonised continents (before they just sat there forever).
* AI now arms units in Europe and transports them to become standing defenders of the colonies.
* AI now correctly pursues massive armament during lead-up to revolution (previously only did this on declaration of independance meaning it only got one turn to buy an army).
* AI is now capable of winning Indian wars and the War of Independance
EDUCATION:
* Reduced education threshold increase from 20% to 10%
MAPS:
* AI start locs no longer in order from top to bottom of map (randomised).
* Humans no longer start in the same start loc.
* Europe Sea Zone fix to one third of the way in from the map edge and 4 tiles from coast
* Regenerating map now resets REF (previously, every regeneration increased REF by initial size. EG: 8/4/4/4 to 16/8/8/8).
* Europe sea zone now removed from map when plot erased (noticeable in Map Regeneration).
* Start locations on random maps spread out more (increased iRange index from 10 to 40 in CvPlayer::startingPlotRange()).
NEW * Can now sail to the east or west coast (if known) from Europe.
NEW * AI will settle correctly in user-made custom scenarios.
UNITS:
* Colonists can now join cities after moving (like founding cities). Does not include outside jobs such as scout, military, pioneer, missionary.
* Can now set profession after moving (like clear profession).
* Converted native can no longer be educated at Indian settlements (can be trained at school as normal).
NEW * Converted natives can no longer become missionaries.
NEW * Units cannot be made a soldier/dragoon and attack the same turn (eliminates an exploit).
NEW * Terrain double movement from promotions now works fully (eg: Swamp Fox II wasn't applying to marsh even though it was set to).
NEW * Units unstack when entering native training (eliminates screwy behaviour).
NEW * Units unstack when going to/from Europe (eliminates screwy behaviour).
TRADE:
NEW * European horses tripled in price.
NEW * Blockaded goods no longer counted against tax rise threshold.
INTERFACE:
NEW * Warnings: Out of raw good for processing warning.
NEW * Warnings: Almost out of space warning.
PEDIA:
NEW * Renamed to Colonizopedia as it was in Col1.
MISC:
* Cargo now takes the number of berths in ships as defined in Civ4UnitInfos.xml. (EG: Treasure now fills 6 berths of a ship)
* Can't declare war against another European Civ for the first 20 turns.