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Civ4 Beyond the Sword v3.17 Patch (PC) 2016-10-05

Civ4 Beyond the Sword v3.17 Patch (PC)

  1. Thunderfall

    Download Mirrors:


    You can download the patch from any of these download mirrors:
    GameWatcher | GamersHell | WorthPlaying | FileFront

    List of changes for version 3.17
    Special thanks to Bhruic

    GAMEPLAY
    Cavalry and Cuirassiers can Flank attack Cannons and all earlier siege weapons
    Gunships can Flank Attack Cannons, Artillery, Mobile Artillery
    Flanking damage now depends on strength of defending unit, not on strength of siege weapon
    Flank attack now has a maximum number of siege units it can affect
    Horse archers no longer receive attack bonus against Trebuchets
    Destroyer: no longer upgrades to anything
    Stealth Destroyer: lower cost, 2 first strikes, no bombard, no interception
    Attack Submarine: Increased cost
    Airship no longer gets bonus attacking ships
    Airship does 20% maximum air strike damage
    Machine Gun and Anti-Tank get 20% air interception chance
    No withdrawal when attacking amphibiously
    Siege weapons cannot attack amphibiously
    Reduced war weariness
    New Colonies have their parent civ's tech brokering restrictions
    New Colonies have knowledge of their parent civ's maps
    New Colonies cannot trade away their motherland techs under "No tech Brokering" option
    New Colonies no longer affect domination limit
    Significantly increased barbarian ship spawn
    Bunkers also protect against collateral damage from air units
    Units in ships no longer gain fortification/espionage bonus
    Goody hut gold now scales with game speed
    Increased "support city revolt" cost
    Explorers cannot be drafted
    Combat line of promotions not available to Siege
    "Friendly locals" event expires with Nationalism
    "Mother lode" event: yields more gold on average
    "Miracle" event expires with Rifling
    "Partisans" event active in every game
    "Blessed Sea" event no longer tied to a specific ship
    Barbarian uprising events can occur only if you can build a counter unit
    Global warming in forests and jungles just removes those features, without turning plot to desert
    Global warming takes into account the number of forests and jungles in the world
    Global Warming is affected by unhealthy buildings in addition to nuclear explosions.
    Re-added cap to number of active Corporation Executives (5)

    AI
    Automated Workers no longer idle when railroading is possible
    AI units considered unsuitable for city defense are no longer prevented from healing in cities
    Improved worker threat assessment
    Fixed bug that caused the AI to trade for resources it already had
    Spies no longer interrupt their mission when moving next to an enemy unit
    Own vassal cannot be considered "Worst Enemy" by the AI.
    AI less likely to build Executives if they can't afford to use them or already have enough of them
    AI takes time already worked into consideration when selecting plot to work
    No AI relationship penalty for declaring war on a third party if that AI is at war with the third party as well
    Can found Corporations in Mercantilism
    Vassals of a capitulating Master do not automatically sign peace with the victor
    Lowered capitulation threshold
    Missile carriers carying missiles are no longer as reluctant to defend

    ENHANCEMENTS
    Added "No Espionage" game option
    Withdrawing units get unselected from their selection group
    - just like they get unselected if they win and cannot advance
    Espionage ratio for humans displayed in score tooltip
    Fixed city Healthy/Unhealthy bonus display (events)
    No messages about empire splits of players you have not yet met
    Globe layer sub-options saved in user profile
    Liberate city nag no longer occurs twice for the same city in the same session
    City advisor nags do not occur when city is in disorder
    Advanced start: All team starting plot locations indicated with red circles
    - any team member can use any starting plot
    Players get an announcement when a Defensive Pact is signed
    Added stationary spy discount mouseover
    Added popup for when spaceship mission fails
    Added some extra mouseover information to diplomacy screen
    Fixed main interface to correctly fit all advisor buttons on the right
    MapRandSeed = 1 has no effect in multiplayer games
    Cleaned up debug menu
    Can't exit to main menu after having used the debug menu (Ctrl-D)
    - Prevents multiplayer cheats, as well as possible hangs and crashes
    Mods read previous game options from .ini unless they have the ForceGameOptions = 1 in their own mod .ini
    Removed some unused code (SDK)
    Added tectonics map script (thanks LDiCesare)
    Added Earth2 map script (thanks GRM7584)
    Added RandomScriptMap map script (thanks Refar)
    Added three new options to Team Battleground map script (thanks ruff_hi)
    Exposed some trade screen functionality to the SDK
    Added ability for AI Diplomacy screen to display icons in the text
    WorldBuilder saves named units
    Fixed XML read issue (for mods)
    Added a faster file enumeration method for modular XML loading (unused)
    Removed inlined code from CvXMLLoadUtility (inlining breaks DLL mods)
    Added ability for mods to specify minimum version (MIN_VERSION in GlobalDefines.xml)
    Unit graphic on main interface updates when unit art changes (mods)
    Aded Python wrapper function: CyPlot::setOwnerNoUnitCheck.
    Added Mesoamerica Mod


    BUG FIXES
    Fixed bug with building culture bonus mouseover
    Fixed multiplayer hang when loading a game without all human players present
    Fixed reload crash
    Fixed info screen demographics Import/Export rank reversal
    Ships in foreign ports no longer get bumped to strange places upon war declaration
    Fixed bug with Great General threshold in team games
    Fixed "cityAcquiredAndKept" python event bug
    Preventing key clicks from going through the MP diplomacy screen to the main interface
    Fixed bug with barbarian unit spawn
    Fixed Donut map script Italian and Spanish desert/ocean translations
    Fixed auto-raze bug with certain game option combinations
    Fixed selection issue with Warlords attaching to units when the Great General is part of a selection group
    Spies no longer bumped out of enemy borders when declaring war
    Workers on Transports no longer capture cities (thereby displacing all other units) when city is captured
    Privateers cannot enter other teams' empty cities
    Fixed empire splitting bug where a previously-existing civ could be resurected
    Fixed Worldbuilder python exception
    Can no longer base an unlimited number of air units in foreign cities
    Mouse-over for Worker actively working a plot no longer counts Worker twice
    Fixed bug in recommended graphics settings
    Fixed bug with spy inability to destroy any buildings in certain cities
    Fixed bug that increased spy interception chance
    Fixed some UN/AP voting time-delay issues
    Fixed a text bug caused by cached translations
    Worldbuilder no longer allows you to unreveal visible plots
    "Fugitive" event: fixed text bug
    Fixed "Impeachment" event
    Fixed "Partisans" event to trigger only under emancipation
    Civilopedia correction: Custom House affects all foreign trade routes, not only intercontinental.
    Fixed AI crash
    Fixed Barrage promotion bug
    Fixed combat message log for hidden nationality units
    Fixed bug with espionage culture mission
    Fixed minimap update on reload
    Fixed crash on city conquer
    Fixed bug in event city and unit random selection
    Gifting a city upon conquest gives liberation diplomatic benefits.
    Fixed Advanced Start hang when starting without enough points to buy first city
    Fixed Advanced Start stored food inconsistency on population buy/sell
    Fixed bug with non-global, non-team quests not clearing upon completion
    Fixed bug where you would not get a palace if you captured a city before founding one
    Fixed potential AI infinite loop
    Next war update to match epic game
    Fixed rare bug where Barbarian Horse Archers could sometimes bump your units out of your cities
    Autorun saves are now loadable
    Updated Next War and Gods of Old with epic game changes
    Fixed AI another crash
    Fixed AI infinite loop
    Fixed improvement yield change mouse-over
    Fixed python exception in Improvement civilopedia (mod-specific)
    Fixed recommended unit button in build popup (mod-specific)
    Improvement construction cost is deducted when a project begins, rather than when it's finished
    - fixes Starbase exploit in Final Frontier

    FINAL FRONTIER
    The Forge now gets +2 Production in its capital and +1 in all other Systems
    Fixed bug where very advanced Pirate ships could spawn early in the game
    Fix for clicking the subtract population button too quickly could cause a Planet's population be negative
    Reduced interception chance for Destroyers
    Halved amount of points gained from territory
    Red Syndicate only gets 1 free trade route instead of 2
    Fixing bug in map script with star system density
    Double-clicking Star Systems now gives system info, instead of single click (thanks Nemesis Rex)
    Older Starbases now have cultural border preference over newer ones as intended (thanks Nemesis Rex)
    Starbases no longer create missiles
    AI City population distribution no longer calculated every turn for every city...
    - improves performance but may make the AI dumber
    Bumped Forge back to no default production bonus in any Systems (undoing previous change)
    Red Syndicate now only gets 1 free Trade Route in newly colonized Systems
    Red Syndicate now gets Trade Route bonus in captured Systems
    Paradise now gets free MagLevs in captured Systems
    System Health and Happiness penalty for New Earth reduced from 2 to 1
    Fixed minor text error in Top Civs screen ("Most Influence")

    NEXT WAR
    Thanks to jkp1187 (John Palchak) for the following updates from his "Not just another Next War Mod"
    Most of the Space Race projects assigned to new technologies.
    The idea is to delay the Space Race until the players were using the additional NextWar technologies.
    MISSION TO MARS (formerly APOLLO PROGRAM) requires ASTROGATION (formerly ROCKETRY)
    Cost for MISSION TO MARS (formerly APOLLO PROGRAM) increased to 2250 hammers)
    SS ENGINE: requires COLD FUSION (formerly FUSION)
    SS COCKPIT: requires CYBERNETICS (formerly FIBER OPTICS)
    SS DOCKING BAY: requires SHIELDING (formerly SATELLITES)
    SS LIFE SUPPORT: requires HYDROPONICS (formerly ECOLOGY)
    SS STASIS CHAMBER: requires CLONING (formerly GENETICS)
    SS CASING: requires COMPOSITES (unchanged)
    SPACE ELEVATOR: requires ROBOTICS + SATELLITES + FUSION (formerly just ROBOTICS + SATELLITES).
    ARCOLOGY/ARCOLOGY SHIELDING/DEFLECTOR SHIELDING: The cost of all three of these buildings has been doubled.
    Arcology now requires both Hydroponics and Composites
    Nuke "CRACKED LIKE AN EGG" now only applies to Next War Scenario
    Every game speed option now has 5% more turns
    Added all of the random events from JKP1187's Random Events Mod.
    I added three new NextWar-specific random events: "The Cylons", "Sensors", "Slip and Fall"
    Added voice-overs for all of the Next War technologies
    Added a new icon (by bmarnz) showing C. Everett Koop's likeness for the Center for Desease Control National Wonder
    Added new icons for the Next War specific Unit Categories (Clones, Assault Mech, Bioweapons, Dreadnought)
    Resource depletion only has a chance of occurring in the Scenario, no depletion in epic game.
    Replaced regular bomber images with B-52 by Snafusmith.

    Images

    1. bts_opening_menu_thumb_J0p.jpg