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Civilization IV: Colonization Patch v1.01f 2016-10-05

Civilization IV: Colonization Patch v1.01f

  1. Thunderfall
    Civilization IV: Colonization Patch v1.01f

    Download Mirrors: 2KGames


    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


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