Snoopy and I have been working on a PatchMod to resolve the bugs in the game, rebalance certain parts, and make the game the 5/5 it deserves. This is separate to the unofficial patch which addresses bug-fixes only. Current version 1.07 Please download the latest version from here. Installation: 1. Download the patch. 2. Open the actual game folder (default is C:\Program Files\Sid Meiers Colonization\) not the "My Games" folder. 3. Create a folder called "Mods". 4. Open the Mods folder (C:\Program Files\Sid Meiers Colonization\Mods). 5. Unzip the PatchMods to there (it should create a new folder in there called PatchMod: \Mods\PatchMod\). 6. Open the new PatchMod folder and you will see an Assets, PublicMaps and CvGameCoreDLL folder, and the ini file. 7. Start Civ4 Col and load the mod by selecting ADVANCED --> LOAD A MOD and selecting PatchMod. 8. C4C will restart, and you'll know you're in the patch as top-right will indicate the mod's name. List of changes: Code: PatchMod 1.07: [b][i]Fixes and Changes:[/i][/b] [b]REF:[/b] * Added iKingUnitThresholdPercent xml tag to Civ4HandicapInfos.xml and implemented. This allows the REF increases to be modified by an XML edit. This will currently be left at 100% (normal), until further testing can be done to determine appropriate levels. Increases base incremental percent (10%) by fraction of (value/100). * Added iKingGoldThresholdPercent xml tag to Civ4HandicapInfos.xml and implemented. This allows the REF to change due to paying King money demands to be modified per difficulty (default == 50). This effects the REF threshold, rising it in relation to the amount of gold given to the King. This slows REF growth by kissing his pinky. * King no longer increases taxes after WoI. * King no longer increases REF after WoI. * King no longer requests gold after WoI. * Tax rises less often in Marathon and Epic games. * King's navy cannot enter native settlements. * Only coastal cities with specified good mentioned in party text. * Can no longer bring up domestic advisor during diplomacy. [b]AI:[/b] * AI will now use King's Transports after turn 90 for treasures if it doesn't have a galleon * AI will load and take treasure to Europe from uncolonised continents (before they just sat there forever). * AI now arms units in Europe and transports them to become standing defenders of the colonies. * AI now correctly pursues massive armament during lead-up to revolution (previously only did this on declaration of independance meaning it only got one turn to buy an army). * AI is now capable of winning Indian wars and the War of Independance [i]NEW[/i] * AI has more cash for everything. [i]NEW[/i] * AI now capable of having more than 2 transport ships (now max 5). [b]EDUCATION:[/b] * Reduced education threshold increase from 20% to 10%. * Multiple colonists can graduate each turn. [b]MAPS:[/b] * AI start locs no longer in order from top to bottom of map (randomised). * Humans no longer start in the same start loc. * Europe Sea Zone fix to one third of the way in from the map edge and 4 tiles from coast * Regenerating map now resets REF (previously, every regeneration increased REF by initial size. EG: 8/4/4/4 to 16/8/8/8). * Europe sea zone now removed from map when plot erased (noticeable in Map Regeneration). * Start locations on random maps spread out more (increased iRange index from 10 to 40 in CvPlayer::startingPlotRange()). * Can now sail to the east or west coast (if known) from Europe. * AI will settle correctly in user-made custom scenarios. [b]UNITS:[/b] * Colonists can now join cities after moving (like founding cities). Does not include outside jobs such as scout, military, pioneer, missionary. * Can now set profession after moving (like clear profession). * Converted native can no longer be educated at Indian settlements (can be trained at school as normal). * Converted natives can no longer become missionaries. * Units cannot be made a soldier/dragoon and attack the same turn (eliminates an exploit). * Terrain double movement from promotions now works fully (eg: Swamp Fox II wasn't applying to marsh even though it was set to). * Units unstack when entering native training (eliminates screwy behaviour). * Units unstack when going to/from Europe (eliminates screwy behaviour). * Easier to get Great Generals in Marathon and Epic games. * Units on the way to, or in Europe get intercepted by the King when you declare independance. * Defensive bonus for armed natives fixed to match unarmed natives (mounted/unmounted reversed). * Docks hurry costs have a set maximum (currently 2000, will change). [i]NEW[/i] * That bloody unit cycling bug has been found, squashed and celebrated! [i]NEW[/i] * Automation (and AI) will no longer remove features from a plot when that plot is being worked and it has an improvement (eg: lodge on forest will NOT be removed under automation). [b]TRADE:[/b] * European horses tripled in price. * Blockaded goods no longer counted against tax rise threshold. * King's blockades now clear after WoI. * Warehouse expansion sales now count towards total traded amounts (not previously counted). * Natives only change desired good when supplied with that good (previously was any good would reset desired good). * Buttons on trade route screen corrected. [i]NEW[/i] * Prices in Europe are checked after each trade instead of only once per turn. [i]NEW[/i] * Production now calculated before resource yield calculation, fixes depletion bug. [b]INTERFACE:[/b] * Warnings: Out of raw good for processing warning. * Warnings: Almost out of space warning. [b]PEDIA:[/b] * GG concept entry no longer talks about free upgrades and retaining full experience when doing so. * FF's and Traits boosting native relations now correctly mentions auto-peace with natives. * Renamed to Colonizopedia as it was in Col1. * setBasicUnitHelp bug shows correct transport unit when changed from default. [b]MISC:[/b] * Cargo now takes the number of berths in ships as defined in Civ4UnitInfos.xml via tag iBerthSize. (EG: Treasure now fills 6 berths of a ship) * Can't declare war against another European Civ for the first 20 turns. * Missionaries now produce converts for a PLAYER not a NATION (eliminates converts confused which player to go to when two players same nation). * Exploration points now correctly scale for gamespeed. * Pilgrim king gives you a free ship if you lose your final ship (regardless of gold remaining). * Establishing missions now have an increasing failure chance based on success missions and difficulty. [i]NEW[/i] * Failed missions will have a negative impact on the Natives. * Immigration threshold increase reduced to 20% (was 25%). [i]NEW[/i] * End of game now extended after first DoI (like Col1) based on GameSpeed: 75/100/150/300 turns. So now 300 turns to DoI, +100 turns to win from that point (on Normal speed). [i]NEW[/i] * Start location (re-spawn location) is now randomised each time you lose your last ship. [i]NEW[/i] * Text when Indians "give" you their city changed for clarity.