version 12, release date: 22-11-2010
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- updated Integrated: Compatibility - InGame.xml (v 5) -> Compatibility - InGame.xml (v 7)
+ added support for Balance - Combat
- updated ModMod: Balance - Diplomacy (v 2) -> Balance - Diplomacy (v 4)
+ A recent patch un-solved the exploitative nature of direct GOLD payments again, so I fixed it again in this mod.
+ Neutral, maritime and cultural city-states are less likely to request killing their neighbors.
+ Influence from completing quests significantly increased.
- updated ModMod: Balance - Terrain Improvements (v 12) -> Balance - Terrain Improvements (v 14)
+ -1 PROD on mined luxury resources.
+ Removed +1 PROD Quarry bonus from Engineering.
+ Fixed some issues with GP improvements. These should now always give a specific increase over the improvement they replace. In other words, building a Manufactory on a hex with a Mine should give +4 (post-engineering), regardless of if the hex is a resource or not.
- updated ModMod: Balance - City Development (v 6) -> Balance - City Development (v 9)
+ Building tooltips now indicate what specialists they provide.
+ Moved 1 Scientist Specialist from Library to the University.
+ Moved 1HAPPY from Colosseum to Stadium.
+ -15% PROD Courthouse.
+ Trade route income changed to favor highly populated cities a little more.
+ Adjusted golden age durations (happiness 150%, great people 75%).
+ +1FOOD for Fish with the Smokehouse
+ 2SCIENCE Scientists.
+ Science specialist moved from University to Research Lab (2›1 and 1›2 respectively)
+ Buff to city defense maintenance moved to Unofficial Patch mod (part of next official patch).
+ City-states will no longer build the new national wonders.
NEW BUILDINGS:
+ Aqueduct building for early food storage.
+ National wonders: Agra Fort (defense and merchants), Baths of Trajan (happiness), and Medici Bank (gold and merchants).
- updated ModMod: Balance - Civilizations (v 6) -> Balance - Leaders (v 7)
+ Ghandi: +66% UNHAPPINESS from number of cities (was +100%).
+ Washington: -33% tile purchase cost (was -25%)
+ Alexander: Now befriends city-states instead of conquering them, to utilize his unique ability.
+ Lawmaker changed to 33%.
+ Scientific changed to 50%.
+ Bazaar gives 35% gold.
+ Mod renamed to Balance – Leaders.
- updated ModMod: Balance - Units (v 13) -> Balance - Combat (v 16)
+ Paratroopers are now Recon class, can be upgraded from Scouts, and have double drop range.
+ Medic promotion is available after Survivalism/Scouting I for land units.
+ Bombard promotions replaced with Survivalism for Submarines.
+ Fixed a bug preventing promotion swapping from occurring.
+ Slightly altered Castles and Military Bases to alleviate a conflict with city-states and the Agra Fort.
+ Paratroopers ignore terrain cost.
+ Added two more promotion swaps: Mobility - Range, and Charge - Volley.
+ Removed Rocket Artillery from the -20% siege nerf, as it's already significantly weaker than Modern Armor.
+ Melee mounted units have a penalty attacking cities.
+ Partisans mechanic added.
+ City-state capture mechanic added.
- updated ModMod: Balance - Policy (v 6) -> Balance - Policy (v 8)
+ Removed buff to Humanism.
+ Buffed Sovereignty.
+ Reduced power of Planned Economy for infinite city sprawl (ICS).
+ 1 free policy at each era, Utopia requires one additional tree.
+ Swapped positions of Legalism and Oligarchy.
- updated ModMod: Gradual Research (v 4) -> Balance - Research (v 5)
+ Increased late-game research times
+ Increased research pact wait time.
+ Updated readme and renamed mod.
- updated ModMod: Unofficial Patch (v 27) -> Unofficial Patch (v 29)
+ Helicopter-specific “Ambush” promotion now works properly (it had no effect).
+ Helicopters no longer have a penalty attacking across rivers or from sea.
+ Cities heal more quickly (part of next official patch).
+ Buff to city defense maintenance moved here from City Development (part of next official patch).
+ Moved all user interface fixes to Attila's Mods.
- updated Integrated: InfoAddict (v 6) -> InfoAddict (v 7)
+ Fixed bug in global relations that caused tooltips and highlights to break when a defensive pact is present.
+ Added Thal's logger utility (http://forums.civfanatics.com/showthread.php?t=398227)
+ Added Whys's SaveUtils library (http://forums.civfanatics.com/showthread.php?t=392958)
+ All text is now localized. If you would like to add translations, use XML/InfoAddictText.xml as a template and send me your additions via PM on the civfanatics message board.
+ Technologies and net happiness have their own rankings in the world factbook empire views.
+ Games are identified by a time string kept in the save file instead of counting up resources. This makes saved data somewhat more efficent and, more importantly, makes Info Addict fully compatible with resource modification mods and static maps. If Info Addict is upgraded and an old saved game started, the data will be converted to the new format, ensuring backward compatibility. For games that are well on their way (500+ turns), this conversion process, while only happening the first time the saved game is started, may take anywhere from 20 seconds to a minute to complete.
- added Integrated: Attila's mods (v 9)
- added Integrated: TechOveflow (v 1.01)
- added MUI v.1 Fixes by Perkus
- fixed problem with capturing cities
- fixed ModularTweak "Units - No Maintenance"