New Patches for Civ4 & Warlords!

ainwood

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People installing Beyond The Sword may have noticed that their Civ4 and warlords installs have been being patched - Civ4 to version 1.74, and Warlords to version 2.13.

Whilst these patches don't appear to be available for download on 2k Games or on Firaxis yet, you can apparently get them in-game from going to the main menu and choosing "advanced" and then "check for updates".

>> Discuss Vanilla 1.74 in the forums!
>> Discuss Warlords v2.13 in the forums!


edit:
  1. Patch confirmed by Alexman, lead BTS designer
  2. Change log posted for Vanilla. (Thanks Guinn! :goodjob: )
  3. Change log posted for warlords. (Thanks Guinn! :goodjob: )
  4. For people installing the patches and getting a "d3dx9_32.dll error", you need to install the latest Directx 9.0c install, which you can get here. (Thanks Gyathaar! :goodjob: )

Update: It seems the Directx9.0c web installer can have some problems getting some older files at the moment... if you get that problem then you can download this file instead (55MB). When you run it it will ask what dir to extract to. After it finish extracting, you can go to that dir and run the DXSETUP.exe that can be found inside


Edit: Apparently there is also a BTS patch available as well!
 
For Vanilla Civ IV
(Warlords to follow next post)


v174
* Cossack gets only 25% bonus versus mounted
* Can no longer upgrade Marines and SAM Infantry to Mech Infantry
* Fixed MP Retire crash
* MP - Can no longer bypass the delay timer
* Pitboss fix for the bug where you would not get the free tech from the Oracle if you were not online
* Fixed forced specialist bug
* Fixed bug preventing AI from building ICBMs
* Fixed exploit allowing you to build unique unit of a different civ by saving it in your build queue from a different game
* Game no longer crashes when you load a save with the diplomacy screen open
* First strike combat bug fix
* Fixed transported unit gifting bug
* Fixed pop-rush rounding bug
* Widescreen Laptop video resolution 1280x720 is supported
* Fixed multiple missions exploit from the same Great Person

Changes
- randomized processing order when multiple players try to move on the same turn slice...
- only the host can set the admin password...
- Horseback Riding now a classical tech...
- Kremlin now gives -33% hurry production cost...
- can't airlift from foreign cities...
- expanded subject for PitBoss e-mail...
- lightened the color of some civs' text...
- mp retire fix...
- less hammers from chops the farther away from a city...
- reduced hammer yield from forest chops to 20…
- Mathematics increases forest chop yields by +50%...
- SDI cannot be built before the Manhattan Project...
- increased SDI cost...
- marines and SAM Infantry now upgrade to Mech Infantry...
- better AI-to-human diplo in team games...
- no more diplo penalty for helping to end wars...
- city production popups stay on city when entering/exiting...
- can now set units to Sleep and Intercept in wbs...
- Continents map script now produces large continents
- game options and victory conditions now saved in ini file...
- invalid buildings now removed from city queues...
- Free Trade: Medium Upkeep
- State Property: Low Upkeep
- Representation: +2 happy in X biggest cities
- Hereditary Rule: Low Upkeep
- Representation: Medium Upkeep
- Slaver: Low Upkeep
- Nationhood: No Upkeep
- firepower is now average of curr and max strength...
- Gunships now move faster over rails...
- No Cheating option renamed to Lock Modified Assets...
- city management no longer uses "forced" specialist states when not automated...
- Expansive: +3 Health
- Financial: No longer give production bonus for Banks
- Prompt for admin password when loading a game containing one in LAN, Internet, or Pitboss play
- Don't allow players to play non-playable civs in Pitboss
- Do not display SP only mods in Pitboss
- Allow hotseat/PBEM scenario host to select which civ s/he will play
- Force non-playable civs to be AI in Hotseat/PBEM games
- Allowing for AI slots in player defined scenarios for Hot Seat, PBEM, and Pitboss games
- Do not display duplicate buddy request popups from the same guy
- Peer address handling improvements
- Number keys perform leaderhead actions on Civilopedia leader screen.
- Custom game SP screen remembers difficulty level last played
- Reduced rounding error for population and land victory condition test
- Loading a multiplayer game as a PBEM/hotseat converts it to non-simultaneous turns
- When the city names of your civ are all taken, choose a default name from a random civ
- Timelines more uniform across game speeds
- Military Advisor shows Barbarians
- Tech chooser screen now observes CvGameInterface.cannotResearch() and shows the tech in a red pane if the function returns true
- Fixed American Revolution scenario to work with Pitboss
- PBEM password reminder popup no longer disappears when the game starts
- Wonder description on Wonder Movie screen more legible
- Top Civs screen no longer appears in online multiplayer
- Civilopedia main page sorted in columns rather than in rows
- Pressing escape when selecting goto points now cancels the goto waypoints
- Military advisor now works like foreign advisor: clicking on leader buttons clears previous leader selections unless you hold down the shift key.
- Teams in multiplayer once again share all the players' starting techs, not just the last player's
- Great person point generation from Wonders continues after Wonder has become obsolete
- quicksave doesn't prompt for overwrite


Fixes
- exploit fix that allowed multiple players to extract the same gold/resources from the AI...
- Don't set localhost address as public addr for peers on same computer
- fixed gunships capturing cities bug...
- game doesn't end on ties...
- fixed mp UN voting bug...
- Leaderheads on a radeon 9000 64mb - fix for strange skin shading.
- Fixed crash that happened when a spy sabotaged an improvement outside cultural borders.
- The full mod path is no longer stored in the save when the mod is installed under the user folder.
- Double-clicking on a save of a mod now loads the proper DLL.
- fixed Out-of-Sync from exiting to main menu...
- fixed anarchy/specialist resetting bug...
- fixed bug where environmentalism doesn't affect new cities...
- fix for missing head mission crash...
- fixed stack attack bug with groups of units with more than one move...
- fixed premature end-turn unit cycle bug...
- fixed State Porperty cumulative effect in team game...
- fixed plot list button scrolling for multiple resolutions...
- fixed some AI attitude issues for team games...
- Strip chat messages of color tags before displaying in Pitboss
- Fixed logic bug that determines the number of open slots in a Pitboss game
- Improving how the host determines if the game is full - number of connections rather than number of players - before, the host wasn't considering joining players when determining if the game was full
- Set status to CLOSED when a computer player dies in the game
- The full mod path is no longer stored in the save when the mod is installed under the user folder.
- Load proper DLL when a mod is specified in the ini file
- fix for tech chooser showing known techs as unknown
- Clear map data (like latitudes) when you exit to main menu
- Fixed error in combat calculations when a zero-strength unit was involved.
- Fixed bug in Info screen "rival worst" calculation
- End of game sequence plays correctly for hotseat/pbem
- Diplomacy screen no longer allows end-turn events to go through
- Diplomacy screen gold popups respond to ESCAPE and RETURN
- Right-click select-all no longer causes large stacks to slide off the screen
- No longer possible to attempt to take over unplayable civs in multiplayer scenarios
- Fixed PBEM infinite movement exploit
- Fixed rush production per population for game speeds other than normal
- GNP graph is now consistent with demographics table
- Fix Gunship being almost invisibile in Frozen mode
- fix mod name in progress bar
- New DX9 code takes screenshot without requiring lockable back buffer
- Fixed the vertically launching torpedo for the submarine unit
- Movie playback optimized
- Significant reduction in video and system memory usage
- Fixed some memory leaks
- Fixed crashes with modified SDK
- Fixed XML failures with non-default locale
- Many translation fixes
- Memory related crash fixes
- Fixed diplomacy crash fix (when expanding an empty tree control with space bar)
- Internet lobby -> LAN fix
- fixed pedia and menu buttons disappearing after leaving tech chooser
- PitBoss no longer crashes on victory
- can no longer see number of units in darkened tiles by moving the flag
- No more Archers holding all their weapons and Workers holding all their tools
- No more fog of war missing from the southern ice and from trees/jungle on the dateline
- Pushing "go back" while joining a mp game, no longer causes background music to disappear
- Wonder movie effect and zoom no longer happens when you have disabled Wonder movies
- City billboards no longer choke on text formatting
- Many tutorial issues fixed…
- Fixed checksum folder order difference between NTFS and FAT32 filesystems
- Many worldbuilder issues fixed…
- Fix: Black eye shadows
- Fix: Some leaderheads appear to have white eyes when the low-res textures option is on
- fixing crack in huge globe view maps
- fixes the problem where animals were not animating in the fog
- Prevent Terrain crash when reloading EarthMap twice
- fixed crash on too quick quickload
- fixed city yields being revealed in FOW
- fixed ability to see cities in FOW via defense modifiers
- ICBM no longer flips upside-down when fortified/awaken
- Fix for combat bug across a map seam

Additions
- PitBossSleep ini setting...
- unit cycling optimization...
- Africa, Europe, East Asia, Eastern U.S., and South America maps
- Fantasy_Realm, Fractal, and Shuffle map scripts
- unit health bar for plot list buttons...
- Require Complete Kills game option
- No Movies is now a graphical option (instead of an ini option)...
- Warn all users when a player with a different version of files joins the game
- Display a popup warning the host when a joining player has different versions of XML/Python files so he can make sure this guy can be trusted
- Indicate which players have an active turn in the Pitboss admin screen
- Synch Logging now an .ini option
- Able to load mods from the Pitboss
- Hotseat and PBEM scenarios
- Display name of peer you are contacting in join screen if available
- Saving DirectIP join address
- Added culture rate popup help to culture bar in city screen
- Added Admin password field in PBEM/Hotseat staging screens
- Added HideMovieBackground ini option for further movie speedup
- Added HideOutOfVRamWarning ini option
- Exposed many more functions to Python
- Hooked up modern whaling boats
- support for movies in customAssets folder

Troubleshooting Connectivity
If you are encountering problems when connecting to multiplayer games over the internet, chances are strong that you are not the cause of the problem. It is likely that players running firewall software that rejects incoming connection attempts may have already joined the game. Since these players do not have their firewall configured correctly, their computers are rejecting your attempt to connect. Therefore, it is vital that all players who wish to play multiplayer games ensure that their firewall is set up to allow Civilization IV to construct the necessary peer-to-peer network.
If you are running firewall software, please verify that Sid Meier’s Civilization 4 is listed on the "Exception List" of your firewall, and that incoming messages will be accepted for this process. If your firewall software does not offer an exception list, please open port 2056 for UDP traffic on your firewall. This will allow the required traffic through.
Although Civilization IV contains logic to negotiate around many firewalls and NAT devices (routers), it can run into trouble under certain circumstances. The solution Civilization IV employs works with a vast majority of routers, but does not work with all brands. Very old models may have more problems than newer ones. Additionally, Civilization IV will have problems negotiating through 2 levels of network address translation (ie. a router behind a router). Also, negotiation may fail if you or an existing peer is running the game on a very large and busy LAN.
 
For Warlords

V2.13

* Ship combat odds no longer affected by crossing a river
* Game no longer crashes when you load a save with the diplomacy screen open
* Fixed bug where ships could sometimes attack ground units
* When the user is the last human player in a multiplayer game, the retire option now works properly
* Forts act as cities only if they within friendly (ally or vassal) to the defender borders
* GameCore DLL no longer loaded from CustomAssets folder. Mods can still have their own DLL
* Fixed pop-rush rounding bug
* Fixed absenece of production popup for conquered city under certain circumstances
* Fixed multiple missions exploit from the same Great Person
* GNP graph shows total commerce generated, not only raw commerce
* Just one Cathedral required for OCC
* Barbarian Spearmen and Galleys appear as intended
* Fixed crop yield history reset on load
* Fixed removed spy teleportation mission :)
* Fixed hotseat tech chooser bug
* Game no longer hangs when you retire from a one-player hotseat game
* Widescreen Laptop video resolution 1280x720 is supported

Vassal States
- No longer possible to receive a request from an AI to declare war on one of his vassals (!)
- Vassals can no longer accept one-sided defensive pacts (!)
- Fixed happiness from vassal issue
- You can now airlift into cities of your vassal
- You don't pay supply costs for units inside your vassal's borders
- Can no longer ask someone to make peace with a vassal. Talk to the master directly.
- Vassal AI improvement
- When you declare war on a vassal, you also declare war on the master (instead of the master declaring war on you)
- Vassal AI no longer makes *all* their gold available for trade.
- Vassal AI never refuse to talk to their master
- AI better considers war consequences of accepting a vassal
- Vassals no longer freed when master forms a permanent alliance
- Fixes the vassal/defensive pact exploit
- Master/Vassal AI attitude reflects the implicit defensive pact of a vassal agreement.
- Master/Vassal AI no longer give each other negative attitude modifiers for close borders.
- Vassal AI does not get upset because of Master's defensive pacts with third parties.
- Vassal cannot own plots within the city radius of his master's cities unless those plots are closer to his own cities.
- If you have a peace treaty in effect with someone, you can no longer declare war on their vassals either.
- Adjusted negative AI attitude for having vassals
- AI no longer refuses to become a vassal because of "your lands too far" when you are actually neighbors

Great Generals
- When a generic Great General is attached to a unit, the unit is no longer given a TXT_KEY name
- Great Generals experience threshold scales with the ratio of Great People threshold to unit production rate
- (so the threshold is the same at all speeds except Marathon where they require 1.5 time more experience)

Multiplayer
- Anonymous play: real player names revealed on game end
- Fix for anonymous mode not being always anonymous
- Fixed some more anonymous play issues
- You can no longer see other player's names in the staging screen for loading a save
- You no longer see the player ID for "waiting to hear from..."
- Fixed selection issue in simultaneous MP for recently-moved units
- Now possible to join a Pitboss game where only AI are left
- Fixed Pitboss not-ready-to-launch bug
- Pitboss no longer crashes when launching as players are joining
- Pitboss no longer crashes when large amounts of text are spammed into the chat box
- Don't allow launching the game with players still in the civ selection screen
- Fixed MP crash when player is eliminated with the trade screen up and performs a trade
- Switched to new GameSpy SDK
- No autosaves generated for PBEM
- Innocent units are no longer penalized when another unit moves near the end of the turn timer and stays selected
- Added "logging enabled" warning for MP
- LAN: No longer possible to spam the network with game refresh requests

Graphics
- Fixed non-shader version of Mehmed
- if too many individual plots need globe rendering, redraw entire globe texture for performance
- Hooked up modern harbor graphic
- Fixed issue where combat zoom did not happen after you just clicked "yes" on the popup to declare war.
- Possible fix for grid crash.
- Kublai / Qin swap

Interface
- Combat odds greater than 99.9% are displayed as such (not rounded to 100%)
- Combat odds less than 0.1% are displayed as such (not rounded to 0%)
- Active resource deals (1 of X) display the correct number for X
- Diplomacy screen: leader attitude once again shown at the top
- Regenerating the map resets the statistics in the Info screen
- Plot indicator rotation no longer gives away your location on the map (north-south hemisphere)
- Fixed Python exception in plotlist mouseover help
- Fixed watermill and workshop tooltip
- Mission queue is no longer cleared after the selection group has used up all its movement from a previous mission
- Fixed cursor location for windowed maximized mode.
- Rally points now work with autopromote
- Canceling a deal in the diplomacy advisor no longer affects the state of any existing diplomacy screen
- Fixed erroneous score display in city screen for games with over 20 number of players
- Foreign advisor: leaderheads no longer cut off when tech or resource trading not possible
- Great Person city bar mouseover shows turns left
- Your cities can now have the same name as an existing city of another civ (to prevent renaming to expose your AI opponents)
- Civ name appears after city names when captured and when Great People are born
- (to avoid confusion now that duplicate names are allowed)
- City selection: Shift-clicking on a selected city de-selects it, just as it works for unit selection
- Fixed sorting bug in Domestic advisor
- Improved performance for large selection groups
- Fixed F6 screen update issue for PBEM
- Fixed civilopedia display for buidings that give raw food/production/commerce/gold/science
- No more warnings for animals at your borders
- No more '&' allowed in player and city names (special character)
- Globeview unit indicator and help text show up correctly for plots with more than one unit

Sound
- Fixed SAM noise issue
- Fixed a sound bug
- Added audio to enemy unit warnings
- Stalin gets Peter's diplo music, not Catherine's
- Fixed audio crash on reload
- Diplomacy music was slightly too loud for new leaders

AI
- AI no longer chooses state religion civics if it has no religion
- City governor no longer overly starves a city when there is not enough food
- Fixed a couple more issues with the city governor
- AI no longer dumps their entire nuclear arsenal on the barbarians
- Fixed bug where AI would sometimes accept trades for your worthless maps
- AI builds bunkers more urgently
- AI city placement improvement
- Improved AI use of 'emphasize' buttons
- Pop-rush and draft AI improvement
- Worker AI improvement
- Improved civics AI
- Tweaked AI building priorities
- Fixed AI accidental war declaration (running into submarine)

Balance
- Increased trebuchet cost to 80
- Quarries give +1 shield with railroads
- Expansive gets +50% production for workers, and just +2 health
- Navigation II requires Flanking
- Leadership gives double experience points
- Stables obsolete with Rocketry (when mounted units upgrade to Gunships)
- Siege units no longer defend after other less powerful units in a stack
- When gifting a unit to a charismatic leader, an experience adjustment occurs.
- (Prevents exploits of gifting units to a charismatic teammate just for them to promote and return them)
- Removed balanced resource option from Mirror mapscript
- Creative gets cheap Libraries
- Organized gets cheap Factories
- Jaguar gets Woodsman promotion instead of 25% jungle defense
- Bureaucracy: High upkeep
- Representation: +3 Happy in largest cities
- Civil Service requires Mathematics
- Pyramids cost 500
- Colosseum and Odeon cost 80
- Masonry has higher religious weight
- Mall: +20% gold
- Guerilla3 gives +30% withdrawal in addition to hills attack bonus
- Walls give 25% protection to bombardment (so they are relevant even in high-culture cities)
- Castle gives 25% protection to bombardment
- Spanish Citadel gives +5XP to siege
- Heroic Epic available with a level 4 unit
- Shrines immune to nukes
- Gallic Warrior can also be built with Copper
- Military Academy: +50% production for military units
- Military Academy requires Education
- Military Academy gives 3 culture
- Oracle, Stonehenge, Great Wall no longer available in Classical starts
- Great Wall gives just 1 Great Person point per turn
- Temple of Artemis: reduced cost to 350
- Barbarians can have Spearmen

Misc bug fixes
- Fixed first strike chance bug
- Enemy spies no longer visible from GlobeView!
- Barbarians can no longer build any of the Wonders
- Fixed potential crash
- Old .Civ4WorldBuilderSave files are recognized and loaded
- Can't gift a unit if the recipient is over the limit (missionaries, spies)
- Units cannot jump into enemy territory when expelled
- When you lose a Wonder race and you have a Settler/Worker queued up next in that city, you no longer get food counted both in the food and production boxes.
- Fixed crash with flip of city that contained troops loaded into a transport.
- Fixed several other potential crashed of the same type.
- Fixed crash bug
- Fixed bug with research overflow
- Fixed load unit into transport crash
- Fixed selection group cycling crash
- Can't capture Greek Odeon (gives culture)
- Raised Worldbuilder culture limit from 1000 to 100000000
- No longer possible to bombard a city with zero defensive modifier

Text
- Fixed Stonehenge strategy text
- Updated credits
- Fixed typo in Hannibal civilopedia entry
- Fixed inaccuracy in Great General civilopedia entry
- Fixed Pavilion spelling
- Updated Celtic city list
- Fixed Louis diplomacy text bug
- Egypt civilopedia text fix

Modding
- Updated PythonHelp feature
- exposed getCurrentEra to Python
- Added some missing python auto-doc information
- Added Python override to prevent razing of a city
- Leaders with no favorite civic appear in civilopedia

Genghis Khan Scenario
- Removed Pinch promotion

Chinese Unification Scenario
- Can now build Galleys in all 'river' coastal cities
- Imperialist Trait now grants 50% Settler production bonus as expected

Alexander the Great Scenario
- Reset Variables at the beginning of the game; fixes the 2 Alexander if the scenerio is restarted.
- Scenerio->Scenario
- Only available for single-player games

Peloponnesian War Scenario
- Non-english text fix for Peloponnesian War

Vikings Scenario
- fixed bug where Red marking circles did not show up after loading a save

Omens Scenario
- Player can no longer gift Missionaries to the AI to convert them to their religion and win easily
 
Actually.. the stuff in Changes and Vassal States below in both cases are the changes that was added in 1.61 and 2.08
 
that forced specialist bug was really annoying, I thought I was losing my mind and not remembering whether I had hired a specialist. of course soon I will be in BTS land and not caring about Vanilla and Warlords...

by the way this news update on the main page has some typos/bad grammar
 
People installing Beyond The Sword may have noticed that their Civ4 and warlords installs have been being patched - Civ4 to version 1.74, and Warlords to version 2.13.

Whilst these patches don't appear to be available for download on 2k Games or on Firaxis yet, you can apparently get them in-game from going to the main menu and choosing "advanced" and then "check for updates".

>> Discuss Vanilla 1.74 in the forums!
>> Discuss Warlords v2.13 in the forums!
dV


edit:
  1. Patch confirmed by Alexman, lead BTS designer
  2. Change log posted for Vanilla. (Thanks Guinn! :goodjob: )
  3. Change log posted for warlords. (Thanks Guinn! :goodjob: )
  4. For people installing the patches and getting a "d3dx9_32.dll error", you need to install the latest Directx 9.0c install, which you can get here. (Thanks Gyathaar! :goodjob: )
The link to the warlords log is showing me a post # 3 but with the vanilla content in post #2 :confused: :crazyeye:
 
Actually.. the stuff in Changes and Vassal States below in both cases are the changes that was added in 1.61 and 2.08

The changelog for warlords looks suspiciously like the one for 2.08 on 2K games' website....

( http://www.2kgames.com/index.php?p=support_patches ... can't link directly)

For Vanilla Civ IV
(Warlords to follow next post)


v174
* Cossack gets only 25% bonus versus mounted
* Can no longer upgrade Marines and SAM Infantry to Mech Infantry
* Fixed MP Retire crash
* MP - Can no longer bypass the delay timer
* Pitboss fix for the bug where you would not get the free tech from the Oracle if you were not online
* Fixed forced specialist bug
* Fixed bug preventing AI from building ICBMs
* Fixed exploit allowing you to build unique unit of a different civ by saving it in your build queue from a different game
* Game no longer crashes when you load a save with the diplomacy screen open
* First strike combat bug fix
* Fixed transported unit gifting bug
* Fixed pop-rush rounding bug
* Widescreen Laptop video resolution 1280x720 is supported
* Fixed multiple missions exploit from the same Great Person

Changes
- randomized processing order when multiple players try to move on the same turn slice...
- only the host can set the admin password...
- Horseback Riding now a classical tech...
- Kremlin now gives -33% hurry production cost...
- can't airlift from foreign cities...
- expanded subject for PitBoss e-mail...
- lightened the color of some civs' text...
- mp retire fix...
- less hammers from chops the farther away from a city...
- reduced hammer yield from forest chops to 20…
- Mathematics increases forest chop yields by +50%...
- SDI cannot be built before the Manhattan Project...
- increased SDI cost...
- marines and SAM Infantry now upgrade to Mech Infantry...- better AI-to-human diplo in team games...
- no more diplo penalty for helping to end wars...
Which explains the confusing items like the ones in bold? :confused: :crazyeye:

dV
 
Vassal cannot own plots within the city radius of his master's cities unless those plots are closer to his own cities.
This is new though, isn't it???
 
This is the first Vanilla patch since Warlords has been out. I am curious -- do the changes stack?

In other words, do the changes / bug fixes / balance issues listed for Vanilla also get implemented when playing Warlords?

I know the two are effectively practically different -- you can still load Vanilla with Warlords installed. I would hope that at least the Bug Fixes and Balance Issues stack, though... (and preferrably all of it).

Sam
 
For Warlords

V2.13

* Ship combat odds no longer affected by crossing a river
* Game no longer crashes when you load a save with the diplomacy screen open
* Fixed bug where ships could sometimes attack ground units
* When the user is the last human player in a multiplayer game, the retire option now works properly
* Forts act as cities only if they within friendly (ally or vassal) to the defender borders
* GameCore DLL no longer loaded from CustomAssets folder. Mods can still have their own DLL
* Fixed pop-rush rounding bug
* Fixed absenece of production popup for conquered city under certain circumstances
* Fixed multiple missions exploit from the same Great Person
* GNP graph shows total commerce generated, not only raw commerce
* Just one Cathedral required for OCC
* Barbarian Spearmen and Galleys appear as intended
* Fixed crop yield history reset on load
* Fixed removed spy teleportation mission :)
* Fixed hotseat tech chooser bug
* Game no longer hangs when you retire from a one-player hotseat game
* Widescreen Laptop video resolution 1280x720 is supported

I surmise that only these are the actual changes, no?
 
Did it modify the files in the cvGameCoreDLL folder?

Maybe you are mixing something up, but vanilla civ lacks a CvGameCoreDLL folder entirely. Only Warlords always had it. The Vanilla SDK you had to download separately.
 
I am pretty sure it contains the SDK.. it might just be the files that was modified from 1.61 to 1.74 though
 
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