Civ4 Colonization Patch v1.01f Released!

How would you rate the patch?

  • Excellent

    Votes: 13 16.3%
  • Good

    Votes: 34 42.5%
  • Average

    Votes: 22 27.5%
  • Bad

    Votes: 11 13.8%

  • Total voters
    80

Thunderfall

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The patch is out! You can download it from our downloads database:

http://forums.civfanatics.com/downloads.php?do=file&id=11915

Civilization IV: Colonization Patch v1.01f

Download Mirrors: Atomic Gamer | GamersHell | Firaxis Games

Enhancements

Released PITBOSS executable
The end of the game is extended once a colony declares independence
100 turns on Normal speed
Missionaries now have a chance of failure to establish a mission.
A failed mission angers the native chief
Added the ability to sail from Europe to the west edge of the map
Changed text for when natives abandon their settlements to be less confusing
Missions now always send converts to the player who established them
Added warning message for when a settlement needs more raw materials
Added warning for when stored goods are nearing storage capacity
AI tries to produce more defenders in their settlements
AI tries to prepare better for revolution
AI uses King to transport treasure if no Galleons are available
AI knows how to pick up treasures without bringing them to a settlement

Balance Fixes

The Royal Expeditionary force increases less rapidly as the game progresses, depending on difficulty level
AI colony leaders are less friendly
AI native leaders are more likely to declare war due to proximity of borders
Changed Europe width to be a percentage of the map size
Europe plots are now at least four tiles from the near land
AI gets some free money depending on difficulty level
Satisfying the King's demands delays increasing his expeditionary force
Great Generals are born more frequently on Marathon and Epic speeds
Crosses levels required for immigration increase more slowly
Education points required for graduation increase more slowly
Enforcing a 20-turn peace treaty between colonies at the start
Population no longer affects score – just Land and Founding Fathers
Increased price of horses in Europe
Natives change their desired good only when supplied with that good
Military ships (Frigate, Ship of the Line, Man-o-War) cannot enter native settlements
The price of hurrying immigrants never exceeds the price of buying them
Starting location is now randomized every time you lose all your ships
Domestic Advisor no longer available when the trade screen is up
Exploration points no longer scale with game speed
Converted natives can no longer be educated in native settlements
Converted natives can no longer become missionaries
Traded goods through warehouse expansion count towards tax raises
Boycotted goods no longer count for tax raises

Bug Fixes
Armed Mounted Brave does not receive defensive bonuses
Armed Brave receives defensive bonuses
Fixed lost production bug
Fixed bug with two citizens graduating in the same turn
Fixed reversed labels on assign trade route tooltip
Fixed some starting location issues
King no longer asks for money after you have declared independence
King no longer raises taxes after you have declared independence
King no longer adds to his expeditionary force after you have declared independence
Units ungroup when traveling to Europe
Units ungroup when being educated by the natives
Terrain double movement from promotions now works properly

Other Changes

Automated pioneers will not remove features from an improved plot being worked
Removed cap on production overflow
Colonists can join settlements even after they have moved
Units left in Europe after the revolution are eliminated if Elections are chosen in the Constitution
Education point threshold increases per city, as intended, rather than per player
King is more likely to have a balanced REF (rather than all troops and no ships, for example)
Fixed exploit where gifting a wagon full of goods in a city would double the goods(!)
Fixed gifted cargo disappearing
Fixed text bug dealing with incorrect token
Slavery gives extra hammers as well
 
Fantastic - can't wait to give it a go! Let's pray to the Gods it makes it the excellent game it could be
 
That's really good.
 
Patch still has the auto-cycling bug. :(
 
Patch still has the auto-cycling bug. :(

Also it is still not possible to trade partial amounts of goods with other colonies or natives. Not a bug, but probably one of the most desired interface enhancements and likely also one which is hard to mod in, I guess :(
 
It breaks AOD2. *plays kiss-the-king's-ring-shame sound*
 
Patch Does not Install.
Claims that No Previous Verson of Software exits.
I have a legit copy ..
.. I have attemted to load the patch through the Advanced / Check for Updates function in the Game Menu ..
Also after it got downloaded .. Program claims that it was sucessfully downloaded .. Main program closes / Install Shield shows up .. With same error .. "No version of Civilization installed"
How is this installed to us legit users ??
 
Thanks, Firaxis. At least you haven't forgotten us. :twitch:
 
Thank goodness. I wouldn't have even known about this if I hadn't set a Google Alert for the term "firaxis".

I'll have to set up my desktop and try it out; a lot of the fixes sound like just the ticket. Thanks Firaxis! :goodjob:
 
Bug? I thought it was one of the few improvements over the original game. ;)
 
FWIW, the ingame updater does work with the DD GamersGate version of the game, though I did have to DL the patch twice (the installer did not show up the first time, worked fine the second).
 
PiMAn .. I have no idea what you are talking about ..
I have a legal copy of the game that does not accept a patch.
Why do I want to go to a 3rd Party website & signup & download something
That should be available ON A OFFICIAL FIREAXIS WEBSITE !!!!!
WHAT IS THIS CRAP ????
 
PiMAn .. I have no idea what you are talking about ..
I have a legal copy of the game that does not accept a patch.
Why do I want to go to a 3rd Party website & signup & download something
That should be available ON A OFFICIAL FIREAXIS WEBSITE !!!!!
WHAT IS THIS CRAP ????

Calm down. He was asking if you had purchased the game from Direct2Drive or Steam, which are legitimate download sites.

No need to get so stressed out. :)
 
I seem to have a strange bug with the updated version. When I play a scenario I'm unable to declare war on other European powers (or attack at all), though I'm able to start wars with natives.

For example, I've just started a scenario, and made peace with say France. When I go to attack them a few turns later it blocks me. Am I missing something here? I've checked the game options and it's not that.
 
I seem to have a strange bug with the updated version. When I play a scenario I'm unable to declare war on other European powers (or attack at all), though I'm able to start wars with natives.

For example, I've just started a scenario, and made peace with say France. When I go to attack them a few turns later it blocks me. Am I missing something here? I've checked the game options and it's not that.

Well, if you say you are attacking them a few turns after the start of the scenario then it's not a bug. You can't attack Europeans in the first 20 turns now.
 
From the changelog of v1.01f:
"Added warning message for when a settlement needs more raw materials"

I find this "enhancement" very annoying. I think it should warn you only when you have no raw materials AND you are not producing them.

In my recent game I have a city with 0 ore stock, producing +5 ore/turn and consuming +6 ore/turn to make tools (+5 -6). Well, each turn due to the ore shortage, I receive 2 messages saying that I have no ore in that city :cry: (one per specialist in the ironworks).
 
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