version 11, release date: 09-11-2010
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Mods:
- added Integrated: Rename Units Anytime (v 2)
"Allows you to rename your units at any time by right clicking on the unit name in the lower left unit panel."
- updated ModMod: Balance - Units (v 9) -> Balance - Units (v 13)
+ Scouts keep their faster-movement promotion when upgraded by Ancient Ruins.
+ Slightly reduced city defenses.
+ Reduced prerequisite requirement for Siege promotion.
+ Fixed a minor bug where the city defenses file was not being loaded.
+ Increased siege unit damage vs cities a further 10%.
- updated ModMod: Balance - Civilizations II (v 5) -> Balance - Civilizations II (v 6)
+ Updated Jaguar and Mohawk Warrior tooltips to indicate they start with Woodsman..
- updated ModMod: Balance - Terrain Improvements (v 10) -> Balance - Terrain Improvements (v 12)
+ Reduced yield of several Great Person improvements slightly.
+ Various techs at the end of the Renaissance era now boost GP improvements 50%
- updated ModMod: Unofficial Patch III (v 24) -> Unofficial Patch III (v 27)
+ Supply promotion tooltip.
+ Fixed a minor error with combat panel information vs cities.
+ Added the missing label for the Science yield type (TXT_KEY_YIELD_SCIENCE)
- updated Integrated: InfoAddict (v 4) -> InfoAddict (v 6)
+ Removed the black flecks that occasionally showed up in the historical graph lines. Joints between horizontal and vertical lines are not perfect yet but it's much better now.
+ Fixed bugs related to the economic view in the global relations graph.
+ Added global relationship charts.
+ The list of civs in the historical graphs panel is now refreshed at the beginning of each turn.
+ Both the historical and relationship graphs have reset buttons now that appear when a selection is made. This button clears all selections and redraws the current graph.
+ Added a button to the trade and discussion screens so you can check Info Addict when a leader proposes a trade, pact or declaration of war.
- deleted ModMod: Obsolete Promotions (it's included in "Balance - Units")
- fixed: Harbor help and strategy (disabled "UP - Harbor.xml" like it should be)
- fixed: buildings defense (disabled defense changes from "Active City Defense" so now it should have correct values from "Balance - Units")
- fixed: showing promotions above units should be now correctly disabled by default
Modular Tweaks:
- fixed: Modular Tweaks will works as it should (needs enabling "CMAT - ModularTweaks Support" in Mods Browser)
- added: "Units - Renamed Barbarians" (enabled by default; only renames barbarian units based on Specialized Barbarian Units MOD)
- added: "Buildings - No Maintenance" (disabled by default; removes maintenance from all buildings)
- added: "Gameplay - Capture Settlers" (disabled by default; provides settler after capture a settler, in vanilla is worker)
- added: "Gameplay - Flat Player Bonuses against Barbarians" (disabled by default; removes big bonus vs barbarians on lower difficulty levels, it should be like on higher levels now)
- added: "Gameplay - Less Barbarian Camps" (disabled by default; increases distances for spawning camps)
- added: "NewGame - Start with Scout" (disabled by default; provides Scout unit instead of Warrior on beginning of new game)
- added: "NewGame - Start with Worker" (disabled by default; provides Worker unit instead of Warrior on beginning of new game)
- added: "Units - Flat Maintenance" (disabled by default; maintenance of all units is the same - 1gold)
- added: "Units - No Maintenance" (disabled by default; removes maintenance from all units)
- added: "Upgrades - Crossbowman to Cannon" (disabled by default; allows upgrading Crossbowman to Cannon, in vanilla is to Rifleman)