Civ4 Reimagined 1.2
This update is
not savegame compatible.
Available here:
Download Civ4 Reimagined 1.2
New
-French translation project by juni_be_good. If you are interested in helping us to translate Civ4 Reimagined into your language, just drop us a message.
-New ancient building: Tannery (+2

, +1

, costs 90

, +1

from deer, fur). Available with Leather Working.
-Archery replaced with Leather Working. Archers moved to Hunting.
-Removed Totem Pole and added a tannery as unique building for Native Americans.
-New game option to disable the worker limit.
-New game option to disable modern unhappiness in colonies.
-No leaders grant a flat relationship modifier just for being nice anymore. Instead you gain a relationship bonus to them if they are in need for open border contracts (+1 if they are missing out on some foreign trade routes, +2 if they are getting desperate). This makes it easier to gain open border contracts on very small map sizes.
-Tech cost for all players scale with handicap setting. This should result in a more consistent game speed across difficulty levels. Feedback on the modifiers is highly appreciated.
-Entering war on behalf of an AI player grants a small "You agreed to come to our aid in war-time." diplomatic modifier.
Changes
-Redestributed bonuses for fur, deer, wine and whale across market, grocer, supermarket and tannery.
-Horseback Riding requires Leather Working instead of Iron Working but at increased cost.
-Changed the way "balanced resources" map option works: Every player now has at least one copper, iron and oil near his starting position instead of exactly one of each.
-Production penalties for insufficient strategic resources are halved. Example: With a ratio of 0.8 and 1 Iron, your production speed for swordsman will be 90% (-20% for a 0.8 ratio, halved to -10%).
-Great Generals are always born in capital
-All diplomacy modifiers expire eventually. Harsher modifiers such as "nuked us" take more time to be forgotten than smaller ones such as "made demand".
-No blockade gold from barbarian cities
-Slaves can no longer be captured by players without slavery
-Bombarding city mechanic slightly changed. Castles are always targeted before Walls with a small chance to destroy other buildings. Success chance no longer depends on number of buildings in the city
Tweaks
-Fighters and pre-modern ships are less effective when bombarding cities
-Adjusted tech costs to incorporate Leather Working change.
-Slightly increased technology progression for medieval+.
-Some AI adjustments when deciding which technology to research next.
-Improved AI Civic and Corporation evaluations
-AI doesn't cancel deals as often as before (except open borders, which are cancelled quicker)
-Uranium yield with mine changed from 3 additional commerce to 1 additional production
-Airports require Oil
-Railroad building time reduced from 400 to 200
-Tyranny upkeep cost increased from low to medium
-Capitalism upkeep cost increased from low to medium
-Tank production cost increased from 180 to 250
-Tank city strength reduced from -10% to -15%
-Modern Armor production cost increased from 240 to 320
-Battleship production cost increased from 280 to 350
-Missile Cruiser production cost increased from 300 to 370
-Movement speed for Corporation ships increased from 4 to 6
-Commerce yield from gold/silver/gems reduced by 1
-Angkor Wat becomes obsolete with Liberalism (was: Computers).
-Academy grants +1 scientist slot.
-No improvement building speed penalty for tundra terrain
-Ajusted appearance of copper, iron, oil, horse and stone
-Deer and fur appearance increased on most map types
-Switched rarity for gold and silver.
-Increased passive spread for Luxury Industry
-Reduced cost for The Great Dam
-Native Americans start with Hunting instead of Agriculture
-Event quests that require a certain number of units to be build can only trigger with less than 50% quest progress at start. Increased number of units required for completion.
-Pushed back the looter and marauder event into the renaissance. For an event that could destroy multiple buildings and improvements it could trigger awfully early.
-Totestra map script: "Reduce peaks" is disabled per default
Interface
-Improved city resource display, which can now show up to 99 of each resource without overlapping.
-Building preview shows estimated commerce gain for bonus trade routes
-Different unit art: German horseman (looked too advanced for classic tech unit), Japanese axeman (using two swords prior to swordsmen was a bit unfair), Roman caravel and Arab/Babylon/Carthage/Celtic/Egypt/Ethiopian/Malinese/Persian/Sumer frigate (suffering from looking to old/frail and unable to go over the ocean - the model was pretty, but it was hard to tell whether it was a ship of war or a fishing boat).
-Displays how much gold has been stolen by enemy spies
-Withdrawal and collateral messages are displayed in yellow instead of red.
-Improved babylonian unique building text
-Improved slave unit texts, should help to determine how slaves are gained
Fixes
-Fixed a bug where old BtS Texts were showing up instead of our new ones.
-Fixed a bug where units could be upgraded without having the appropriate resources when playing with the mercenary civic
-Fixed display for gold per happiness resource from Mercantilism.
-Maximum number of specialists (i.e. "Max: 6") shows up again even when the number of specialists allowed was doubled
-Fixed unit buttons for celtic and zulu tanks.
-Fixed city trade route display now showing custom house oversea trade modifier
-Fixed various event help texts
-Totestra map script no longer places starting position close to map boundaries.