Unified Changelog

So, I read this, and some other "Wonder" threads, but doesnt find anything about
"Wonders dissapear after conquest city"

Just like in my game, I take diplomatically city from Japan with Petra [peace]. But there is no anything in city, who cares about building but that wonder... 2 of my city are at desert ;/
So, this is bug or changelog that is not mentored?
 
So, I read this, and some other "Wonder" threads, but doesnt find anything about
"Wonders dissapear after conquest city"

Just like in my game, I take diplomatically city from Japan with Petra [peace]. But there is no anything in city, who cares about building but that wonder... 2 of my city are at desert ;/
So, this is bug or changelog that is not mentored?

But, how do you know that Petra was in that city specifically?
 
Normally? :)
I look on the map and I see Petra icon near city. Spy send to city - Petra inside :)
 
Nope.. taking city using diplomacy[peace] clear all buildings inside.. ALL - wonders also.

So, need to "manually" conquer city if you want wonders.
 
Desert Folklore: +2 Gold, +1 Faith from Desert Tiles with Improved Resources

I believe it is +1 food, +1 gold and +1 faith.

Earth Mother: +1 Faith from Mines...

isn't +2?

I found a few more, but I'm just doubting right now. Monument of the gods and stone circles for instance. :S The same with a few the buildings for the beliefs. I would need to check the game for those.

City planning says 20 science but it is 25.

"Plantations do not remove jungles or forests." This is obviously old.
 
In addition of the previous post, according to the civilopedia pretty much every single belief is has a wrong description in the changelog.

- Order building gives +3Defense and +25HP. Missing from its description.
 
In addition of the previous post, according to the civilopedia pretty much every single belief is has a wrong description in the changelog.

- Order building gives +3Defense and +25HP. Missing from its description.

I must've skipped beliefs when editing. I'll fix, thanks.
G
 
some i've seen

Page 10
Farming Process added - converts 10% of City production to Food

Page 12
Promotions:
• Terrain and Target-Specific Promotions removed for land, naval, and air units, replaced with % boosts to combat strength. This benefits the greatly.

AI?

Page 15
• Harun Al-Rashid
• UA change: Units move double in Desert. Claims all Desert tiles adjacent to tiles claimed by
a city through culture growth. When an owned Caravan passes over a Desert tile, that tile
gains Food/Production/Gold, scaling with Era.

Wrong yields, lacks "city road connection".

Page 22

Liberty:
• Opener: 10 Culture received when a building is constructed or a tech is research. +5%
production towards buildings.
• City Planning:, 20 Science when a citizen is born in your capital, and 10 food when you
construct a building in any city.

Lacks "scales with era". Same problem in Migth tree with several policies.

• Finisher: Receive 20 Gold when a citizen is born in any city. Unlocks Great Writers in
Industrial.

30 gold

Page 30

• Added ‘free Golden Age points’ Goody Hut

lacks
• Added ‘gain 3 tiles’ Goody Hut
 
"Trained to better engage in naval warfare - more likely to land an army on the shore before attacking (as opposed to a pure naval operation). Will send more boats, and will be more likely to simply engage in a naval bombard before using or while escorting land troops.

Prioritizes protecting embarked troops, avoiding unnecessary embarkation, and staying out of ranged fire if possible."

This appears twice under "Combat and Tactical AI:". Once on page 4 as the first and second bullets, and then the second time on page 5 as the twelfth and thirteenth bullets.


On the second to last bullet under "Combat and Tactical AI:", "land is the thread" should be "land is the threat"

EDIT: sorry to be anal, but I just want to cover any/all mistakes I can. If you want you can link me an editable version and I'll go through slowly and clean up typos/repetitions, etc. Haven't yet looked at the actual content (I'll download the mod and play it once I finish my current game, but I'm getting ready by reading the manual).
 
"Trained to better engage in naval warfare - more likely to land an army on the shore before attacking (as opposed to a pure naval operation). Will send more boats, and will be more likely to simply engage in a naval bombard before using or while escorting land troops.

Prioritizes protecting embarked troops, avoiding unnecessary embarkation, and staying out of ranged fire if possible."

This appears twice under "Combat and Tactical AI:". Once on page 4 as the first and second bullets, and then the second time on page 5 as the twelfth and thirteenth bullets.


On the second to last bullet under "Combat and Tactical AI:", "land is the thread" should be "land is the threat"

EDIT: sorry to be anal, but I just want to cover any/all mistakes I can. If you want you can link me an editable version and I'll go through slowly and clean up typos/repetitions, etc. Haven't yet looked at the actual content (I'll download the mod and play it once I finish my current game, but I'm getting ready by reading the manual).

I'll make a link to an editable version later today (in the main post) that people can download. Thanks for helping to edit! No need to apologize for being picky (I'm normally quite picky with my work, but I've been busy lately).

G
 
I'll make a link to an editable version later today (in the main post) that people can download. Thanks for helping to edit! No need to apologize for being picky (I'm normally quite picky with my work, but I've been busy lately).

G

Sounds good. If you have individual change logs for new versions I can take charge of incorporating it into this manual every time, since you seem quite busy to do it and a lot of people are requesting updates...

Plus it'll get me very well accustomed to the manual and therefore all the changes - make me pay attention to more of the details in-game.
 
On the unmodded game the units do less damage if they are injured. Here that doesn't happen. I thought it was on purpose.

That should still be the case, unless you are Japan. If not, that sounds fishy. You sure this is the case (let's take this to a separate thread - I don't want to clutter this thread with a bug question).

G
 
Hi,
I have a question regarding Venice. The changelog only mentions the new UB. But in the actual game, it says Venice gets a free great merchant when researching optics, but there is no such tech?!?

Do they get a free great merchant? and if yes where? And maybe this should be reflected somewhere.
 
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