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Civ4 Mac Beta Patch 1.61 Rev A
This is an official update for Civilization 4. It will fully update any previous version of Civilization 4 to version 1.61 Rev A. It is recommended for all users.

This update contains the following fixes:

- Better performance on certain Macs (particularly G5's) that exhibited excessive CPU use in the original release. The game should no longer run dual CPU's to 100% capacity.

- Fixed numerous sounds issues including missing sounds, stuttering, 3D sound positioning, and movie soundtracks.

- Fixed globe graphical corruption at Low quality setting.

- Fixed bugs exposed by having the "Big Blue Marble" mod installed in CustomAssets.

Known Issues

- If you experience kernel panics on Intel Macs, make sure you have installed the latest version of the OS X 10.4.7 Combo update. If problems persist, turn off FSAA options and/or run the game in a window.
 
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July 15, 2006
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  Civilization 4: Beyond the Sword Patch v3.17
The changelist in the readme is a bit out of date. Here is the real one:

List of changes for version 3.17
Special thanks to Bhruic

Related Forum Discussion


Gameplay

Cavalry and Cuirassiers can Flank attack Cannons and all earlier siege weapons
Gunships can Flank Attack Cannons, Artillery, Mobile Artillery
Flanking damage now depends on strength of defending unit, not on strength of siege weapon
Flank attack now has a maximum number of siege units it can affect
Horse archers no longer receive attack bonus against Trebuchets
Destroyer: no longer upgrades to anything
Stealth Destroyer: lower cost, 2 first strikes, no bombard, no interception
Attack Submarine: Increased cost
Airship no longer gets bonus attacking ships
Airship does 20% maximum air strike damage
Machine Gun and Anti-Tank get 20% air interception chance
No withdrawal when attacking amphibiously
Siege weapons cannot attack amphibiously
Reduced war weariness
New Colonies have their parent civ's tech brokering restrictions
New Colonies have knowledge of their parent civ's maps
New Colonies cannot trade away their motherland techs under "No tech Brokering" option
New Colonies no longer affect domination limit
Significantly increased barbarian ship spawn
Bunkers also protect against collateral damage from air units
Units in ships no longer gain fortification/espionage bonus
Goody hut gold now scales with game speed
Increased "support city revolt" cost
Explorers cannot be drafted
Combat line of promotions not available to Siege
"Friendly locals" event expires with Nationalism
"Mother lode" event: yields more gold on average
"Miracle" event expires with Rifling
"Partisans" event active in every game
"Blessed Sea" event no longer tied to a specific ship
Barbarian uprising events can occur only if you can build a counter unit
Global warming in forests and jungles just removes those features, without turning plot to desert
Global warming takes into account the number of forests and jungles in the world
Global Warming is affected by unhealthy buildings in addition to nuclear explosions.
Re-added cap to number of active Corporation Executives (5)


AI

Automated Workers no longer idle when railroading is possible
AI units considered unsuitable for city defense are no longer prevented from healing in cities
Improved worker threat assessment
Fixed bug that caused the AI to trade for resources it already had
Spies no longer interrupt their mission when moving next to an enemy unit
Own vassal cannot be considered "Worst Enemy" by the AI.
AI less likely to build Executives if they can't afford to use them or already have enough of them
AI takes time already worked into consideration when selecting plot to work
No AI relationship penalty for declaring war on a third party if that AI is at war with the third party as well
Can found Corporations in Mercantilism
Vassals of a capitulating Master do not automatically sign peace with the victor
Lowered capitulation threshold
Missile carriers carying missiles are no longer as reluctant to defend


Enhancements

Added "No Espionage" game option
Withdrawing units get unselected from their selection group
- just like they get unselected if they win and cannot advance
Espionage ratio for humans displayed in score tooltip
Fixed city Healthy/Unhealthy bonus display (events)
No messages about empire splits of players you have not yet met
Globe layer sub-options saved in user profile
Liberate city nag no longer occurs twice for the same city in the same session
City advisor nags do not occur when city is in disorder
Advanced start: All team starting plot locations indicated with red circles
- any team member can use any starting plot
Players get an announcement when a Defensive Pact is signed
Added stationary spy discount mouseover
Added popup for when spaceship mission fails
Added some extra mouseover information to diplomacy screen
Fixed main interface to correctly fit all advisor buttons on the right
MapRandSeed = 1 has no effect in multiplayer games
Cleaned up debug menu
Can't exit to main menu after having used the debug menu (Ctrl-D)
- Prevents multiplayer cheats, as well as possible hangs and crashes
Mods read previous game options from .ini unless they have the ForceGameOptions = 1 in their own mod .ini
Removed some unused code (SDK)
Added tectonics map script (thanks LDiCesare)
Added Earth2 map script (thanks GRM7584)
Added RandomScriptMap map script (thanks Refar)
Added three new options to Team Battleground map script (thanks ruff_hi)
Exposed some trade screen functionality to the SDK
Added ability for AI Diplomacy screen to display icons in the text
WorldBuilder saves named units
Fixed XML read issue (for mods)
Added a faster file enumeration method for modular XML loading (unused)
Removed inlined code from CvXMLLoadUtility (inlining breaks DLL mods)
Added ability for mods to specify minimum version (MIN_VERSION in GlobalDefines.xml)
Unit graphic on main interface updates when unit art changes (mods)
Aded Python wrapper function: CyPlot::setOwnerNoUnitCheck.
Added Mesoamerica Mod


Bug Fixes

Fixed bug with building culture bonus mouseover
Fixed multiplayer hang when loading a game without all human players present
Fixed reload crash
Fixed info screen demographics Import/Export rank reversal
Ships in foreign ports no longer get bumped to strange places upon war declaration
Fixed bug with Great General threshold in team games
Fixed "cityAcquiredAndKept" python event bug
Preventing key clicks from going through the MP diplomacy screen to the main interface
Fixed bug with barbarian unit spawn
Fixed Donut map script Italian and Spanish desert/ocean translations
Fixed auto-raze bug with certain game option combinations
Fixed selection issue with Warlords attaching to units when the Great General is part of a selection group
Spies no longer bumped out of enemy borders when declaring war
Workers on Transports no longer capture cities (thereby displacing all other units) when city is captured
Privateers cannot enter other teams' empty cities
Fixed empire splitting bug where a previously-existing civ could be resurected
Fixed Worldbuilder python exception
Can no longer base an unlimited number of air units in foreign cities
Mouse-over for Worker actively working a plot no longer counts Worker twice
Fixed bug in recommended graphics settings
Fixed bug with spy inability to destroy any buildings in certain cities
Fixed bug that increased spy interception chance
Fixed some UN/AP voting time-delay issues
Fixed a text bug caused by cached translations
Worldbuilder no longer allows you to unreveal visible plots
"Fugitive" event: fixed text bug
Fixed "Impeachment" event
Fixed "Partisans" event to trigger only under emancipation
Civilopedia correction: Custom House affects all foreign trade routes, not only intercontinental.
Fixed AI crash
Fixed Barrage promotion bug
Fixed combat message log for hidden nationality units
Fixed bug with espionage culture mission
Fixed minimap update on reload
Fixed crash on city conquer
Fixed bug in event city and unit random selection
Gifting a city upon conquest gives liberation diplomatic benefits.
Fixed Advanced Start hang when starting without enough points to buy first city
Fixed Advanced Start stored food inconsistency on population buy/sell
Fixed bug with non-global, non-team quests not clearing upon completion
Fixed bug where you would not get a palace if you captured a city before founding one
Fixed potential AI infinite loop
Next war update to match epic game
Fixed rare bug where Barbarian Horse Archers could sometimes bump your units out of your cities
Autorun saves are now loadable
Updated Next War and Gods of Old with epic game changes
Fixed AI another crash
Fixed AI infinite loop
Fixed improvement yield change mouse-over
Fixed python exception in Improvement civilopedia (mod-specific)
Fixed recommended unit button in build popup (mod-specific)
Improvement construction cost is deducted when a project begins, rather than when it's finished
- fixes Starbase exploit in Final Frontier


Final Frontier

The Forge now gets +2 Production in its capital and +1 in all other Systems
Fixed bug where very advanced Pirate ships could spawn early in the game
Fix for clicking the subtract population button too quickly could cause a Planet's population be negative
Reduced interception chance for Destroyers
Halved amount of points gained from territory
Red Syndicate only gets 1 free trade route instead of 2
Fixing bug in map script with star system density
Double-clicking Star Systems now gives system info, instead of single click (thanks Nemesis Rex)
Older Starbases now have cultural border preference over newer ones as intended (thanks Nemesis Rex)
Starbases no longer create missiles
AI City population distribution no longer calculated every turn for every city...
- improves performance but may make the AI dumber
Bumped Forge back to no default production bonus in any Systems (undoing previous change)
Red Syndicate now only gets 1 free Trade Route in newly colonized Systems
Red Syndicate now gets Trade Route bonus in captured Systems
Paradise now gets free MagLevs in captured Systems
System Health and Happiness penalty for New Earth reduced from 2 to 1
Fixed minor text error in Top Civs screen ("Most Influence")


Next War

Thanks to jkp1187 (John Palchak) for the following updates from his "Not just another Next War Mod"
Most of the Space Race projects assigned to new technologies.
The idea is to delay the Space Race until the players were using the additional NextWar technologies.
MISSION TO MARS (formerly APOLLO PROGRAM) requires ASTROGATION (formerly ROCKETRY)
Cost for MISSION TO MARS (formerly APOLLO PROGRAM) increased to 2250 hammers)
SS ENGINE: requires COLD FUSION (formerly FUSION)
SS COCKPIT: requires CYBERNETICS (formerly FIBER OPTICS)
SS DOCKING BAY: requires SHIELDING (formerly SATELLITES)
SS LIFE SUPPORT: requires HYDROPONICS (formerly ECOLOGY)
SS STASIS CHAMBER: requires CLONING (formerly GENETICS)
SS CASING: requires COMPOSITES (unchanged)
SPACE ELEVATOR: requires ROBOTICS + SATELLITES + FUSION (formerly just ROBOTICS + SATELLITES).
ARCOLOGY/ARCOLOGY SHIELDING/DEFLECTOR SHIELDING: The cost of all three of these buildings has been doubled.
Arcology now requires both Hydroponics and Composites
Nuke "CRACKED LIKE AN EGG" now only applies to Next War Scenario
Every game speed option now has 5% more turns
Added all of the random events from JKP1187's Random Events Mod.
I added three new NextWar-specific random events: "The Cylons", "Sensors", "Slip and Fall"
Added voice-overs for all of the Next War technologies
Added a new icon (by bmarnz) showing C. Everett Koop's likeness for the Center for Desease Control National Wonder
Added new icons for the Next War specific Unit Categories (Clones, Assault Mech, Bioweapons, Dreadnought)
Resource depletion only has a chance of occurring in the Scenario, no depletion in epic game.
Replaced regular bomber images with B-52 by Snafusmith.
 
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June 19, 2008
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  Civilization IV 1.09 Patch 1 *

  Official 1.09 Patch for Civilization IV

Changes:
- increased cost of Apollo Program...
- increased SS parts cost...
- Animal Husbandry reveals Horses
- tweaked Rifling, Chemistry, Steel, and Railroad tech costs...
- increased late-game tech costs...
- can now add two specialists in size 1 city with Mercantilism...
- final score is now modified by difficulty level...
- Speed up load times
- Global performance enhancements

Added:

- Include WB map size in the description field
- Save login name
- Added password encryption
- Added regenerate Map Button to World builder Map Mode...
- checkbox for using low resolution textures
- more logging for init failure
- minspec / video memory checking
- Added ability to change to and from fullscreen while in-game
- holding during startup will clean out the cache
- improved bink playback, added ini options

Fixes:

- ATI issue Failed to Init Renderer Fixed
- Multiplayer Lobby list jump problem and lobby crash fixed
- fixed war weariness calculation bug...
- units maintain their name when upgraded
- fixed Gold-for-Gold diplo exploit...
- fixed no research choice overflow exploit...
- Fix for voice initialization crash
- Fix addressing takeover AI and retirement OOS.
- Fixed issue with diplomacy text being always used in its first form in the translator.
- Popups, screens, and diplomacy properly cleared when exiting from main menu.
- Games protected by admin passwords (only) cannot be loaded if the version is different from the one that created the save
- Fixed bug where player could not offer any deal to other human in PBEM/Hotseat
- Sorting by date on domestic advisor now works.
- fixed bug where settlers could not move if the strategy layer was selected
- fixed Ironworks...
- fixed AI units not obeying open borders rules on declaration of war...
- fixed bug that prevent placing of units in world-builder
- fixed bug that prevented gifting of units to a human player
- stack attack infinite loop fixed
- Civic screen update fix (wasn’t showing the right maintenance and anarchy values)
- ctrl-g crash fix, optimized city bar art
- fixed right-click menu crash
- Intro movie crashing problems
 
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November 24, 2005
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  Civilization IV 1.61 Patch Left click: open entry/Right click: save entry
Changes

- randomized processing order when multiple players try to move on the same turn slice...
- only the host can set the admin password...
- Horseback Riding now a classical tech...
- Kremlin now gives -33% hurry production cost...
- can't airlift from foreign cities...
- expanded subject for PitBoss e-mail...
- lightened the color of some civs' text...
- mp retire fix...
- less hammers from chops the farther away from a city...
- reduced hammer yield from forest chops to 20…
- Mathematics increases forest chop yields by +50%...
- SDI cannot be built before the Manhattan Project...
- increased SDI cost...
- marines and SAM Infantry now upgrade to Mech Infantry...
- better AI-to-human diplo in team games...
- no more diplo penalty for helping to end wars...
- city production popups stay on city when entering/exiting...
- can now set units to Sleep and Intercept in wbs...
- Continents map script now produces large continents
- game options and victory conditions now saved in ini file...
- invalid buildings now removed from city queues...
- Free Trade: Medium Upkeep
- State Property: Low Upkeep
- Representation: +2 happy in X biggest cities
- Hereditary Rule: Low Upkeep
- Representation: Medium Upkeep
- Slaver: Low Upkeep
- Nationhood: No Upkeep
- firepower is now average of curr and max strength...
- Gunships now move faster over rails...
- No Cheating option renamed to Lock Modified Assets...
- city management no longer uses "forced" specialist states when not automated...
- Expansive: +3 Health
- Financial: No longer give production bonus for Banks
- Prompt for admin password when loading a game containing one in LAN, Internet, or Pitboss play
- Don't allow players to play non-playable civs in Pitboss
- Do not display SP only mods in Pitboss
- Allow hotseat/PBEM scenario host to select which civ s/he will play
- Force non-playable civs to be AI in Hotseat/PBEM games
- Allowing for AI slots in player defined scenarios for Hot Seat, PBEM, and Pitboss games
- Do not display duplicate buddy request popups from the same guy
- Peer address handling improvements
- Number keys perform leaderhead actions on Civilopedia leader screen.
- Custom game SP screen remembers difficulty level last played
- Reduced rounding error for population and land victory condition test
- Loading a multiplayer game as a PBEM/hotseat converts it to non-simultaneous turns
- When the city names of your civ are all taken, choose a default name from a random civ
- Timelines more uniform across game speeds
- Military Advisor shows Barbarians
- Tech chooser screen now observes CvGameInterface.cannotResearch() and shows the tech in a red pane if the function returns true
- Fixed American Revolution scenario to work with Pitboss
- PBEM password reminder popup no longer disappears when the game starts
- Wonder description on Wonder Movie screen more legible
- Top Civs screen no longer appears in online multiplayer
- Civilopedia main page sorted in columns rather than in rows
- Pressing escape when selecting goto points now cancels the goto waypoints
- Military advisor now works like foreign advisor: clicking on leader buttons clears previous leader selections unless you hold down the shift key.
- Teams in multiplayer once again share all the players' starting techs, not just the last player's
- Great person point generation from Wonders continues after Wonder has become obsolete
- quicksave doesn't prompt for overwrite


Fixes

- exploit fix that allowed multiple players to extract the same gold/resources from the AI...
- Don't set localhost address as public addr for peers on same computer
- fixed gunships capturing cities bug...
- game doesn't end on ties...
- fixed mp UN voting bug...
- Leaderheads on a radeon 9000 64mb - fix for strange skin shading.
- Fixed crash that happened when a spy sabotaged an improvement outside cultural borders.
- The full mod path is no longer stored in the save when the mod is installed under the user folder.
- Double-clicking on a save of a mod now loads the proper DLL.
- fixed Out-of-Sync from exiting to main menu...
- fixed anarchy/specialist resetting bug...
- fixed bug where environmentalism doesn't affect new cities...
- fix for missing head mission crash...
- fixed stack attack bug with groups of units with more than one move...
- fixed premature end-turn unit cycle bug...
- fixed State Porperty cumulative effect in team game...
- fixed plot list button scrolling for multiple resolutions...
- fixed some AI attitude issues for team games...
- Strip chat messages of color tags before displaying in Pitboss
- Fixed logic bug that determines the number of open slots in a Pitboss game
- Improving how the host determines if the game is full - number of connections rather than number of players - before, the host wasn't considering joining players when determining if the game was full
- Set status to CLOSED when a computer player dies in the game
- The full mod path is no longer stored in the save when the mod is installed under the user folder.
- Load proper DLL when a mod is specified in the ini file
- fix for tech chooser showing known techs as unknown
- Clear map data (like latitudes) when you exit to main menu
- Fixed error in combat calculations when a zero-strength unit was involved.
- Fixed bug in Info screen "rival worst" calculation
- End of game sequence plays correctly for hotseat/pbem
- Diplomacy screen no longer allows end-turn events to go through
- Diplomacy screen gold popups respond to ESCAPE and RETURN
- Right-click select-all no longer causes large stacks to slide off the screen
- No longer possible to attempt to take over unplayable civs in multiplayer scenarios
- Fixed PBEM infinite movement exploit
- Fixed rush production per population for game speeds other than normal
- GNP graph is now consistent with demographics table
- Fix Gunship being almost invisibile in Frozen mode
- fix mod name in progress bar
- New DX9 code takes screenshot without requiring lockable back buffer
- Fixed the vertically launching torpedo for the submarine unit
- Movie playback optimized
- Significant reduction in video and system memory usage
- Fixed some memory leaks
- Fixed crashes with modified SDK
- Fixed XML failures with non-default locale
- Many translation fixes
- Memory related crash fixes
- Fixed diplomacy crash fix (when expanding an empty tree control with space bar)
- Internet lobby -> LAN fix
- fixed pedia and menu buttons disappearing after leaving tech chooser
- PitBoss no longer crashes on victory
- can no longer see number of units in darkened tiles by moving the flag
- No more Archers holding all their weapons and Workers holding all their tools
- No more fog of war missing from the southern ice and from trees/jungle on the dateline
- Pushing "go back" while joining a mp game, no longer causes background music to disappear
- Wonder movie effect and zoom no longer happens when you have disabled Wonder movies
- City billboards no longer choke on text formatting
- Many tutorial issues fixed…
- Fixed checksum folder order difference between NTFS and FAT32 filesystems
- Many worldbuilder issues fixed…
- Fix: Black eye shadows
- Fix: Some leaderheads appear to have white eyes when the low-res textures option is on
- fixing crack in huge globe view maps
- fixes the problem where animals were not animating in the fog
- Prevent Terrain crash when reloading EarthMap twice
- fixed crash on too quick quickload
- fixed city yields being revealed in FOW
- fixed ability to see cities in FOW via defense modifiers
- ICBM no longer flips upside-down when fortified/awaken
- Fix for combat bug across a map seam


Additions

- PitBossSleep ini setting...
- unit cycling optimization...
- Africa, Europe, East Asia, Eastern U.S., and South America maps
- Fantasy_Realm, Fractal, and Shuffle map scripts
- unit health bar for plot list buttons...
- Require Complete Kills game option
- No Movies is now a graphical option (instead of an ini option)...
- Warn all users when a player with a different version of files joins the game
- Display a popup warning the host when a joining player has different versions of XML/Python files so he can make sure this guy can be trusted
- Indicate which players have an active turn in the Pitboss admin screen
- Synch Logging now an .ini option
- Able to load mods from the Pitboss
- Hotseat and PBEM scenarios
- Display name of peer you are contacting in join screen if available
- Saving DirectIP join address
- Added culture rate popup help to culture bar in city screen
- Added Admin password field in PBEM/Hotseat staging screens
- Added HideMovieBackground ini option for further movie speedup
- Added HideOutOfVRamWarning ini option
- Exposed many more functions to Python
- Hooked up modern whaling boats
- support for movies in customAssets folder


Troubleshooting Connectivity

If you are encountering problems when connecting to multiplayer games over the internet, chances are strong that you are not the cause of the problem. It is likely that players running firewall software that rejects incoming connection attempts may have already joined the game. Since these players do not have their firewall configured correctly, their computers are rejecting your attempt to connect. Therefore, it is vital that all players who wish to play multiplayer games ensure that their firewall is set up to allow Civilization IV to construct the necessary peer-to-peer network.

If you are running firewall software, please verify that Sid Meier’s Civilization 4 is listed on the "Exception List" of your firewall, and that incoming messages will be accepted for this process. If your firewall software does not offer an exception list, please open port 2056 for UDP traffic on your firewall. This will allow the required traffic through.

Although Civilization IV contains logic to negotiate around many firewalls and NAT devices (routers), it can run into trouble under certain circumstances. The solution Civilization IV employs works with a vast majority of routers, but does not work with all brands. Very old models may have more problems than newer ones. Additionally, Civilization IV will have problems negotiating through 2 levels of network address translation (ie. a router behind a router). Also, negotiation may fail if you or an existing peer is running the game on a very large and busy LAN.
 
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October 9, 2006
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  Civilization IV Demo (Multilingual) Left click: open entry/Right click: save entry
Multilingual demo for Sid Meier's Civilization IV  
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November 23, 2005
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  PAK Extractor Tool Left click: open entry/Right click: save entry
Extract files from packed FPK-files, and create your own FPK-files.  
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  PAK Extractor Tool (Windows 2000 version) Left click: open entry/Right click: save entry
Allows extraction of files from FPK archives.  
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Submitted by Find all entries from this user
October 30, 2005
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Warlords 2.08 Hotseat Hotfix
In v208 there is a bug where the F6 screen shows the tech tree for the wrong player in hotseat (only).

Attached is a fix for that bug, but please be aware that if you overwrite the original file, your game will not be compatible for multiplayer with people who don't have the fix.

I would therefore recommend that you install the file only if hotseat is essential to you. And even if you do install it, make a backup of the original file so that you can go back to the original files if you decide to play MP.

This requires Warlords v2.08 patch.
 
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Submitted by root Find all entries from this user
November 7, 2006
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  Warlords 2.08 Patch Left click: open entry/Right click: save entry 5 *
Official v2.08 patch for Civilization IV: Warlords. Changes:

Vassal States
No longer possible to receive a request from an AI to declare war on one of his vassals (!)
Vassals can no longer accept one-sided defensive pacts (!)
Fixed happiness from vassal issue
You can now airlift into cities of your vassal
You don't pay supply costs for units inside your vassal's borders
Can no longer ask someone to make peace with a vassal. Talk to the master directly.
Vassal AI improvement
When you declare war on a vassal, you also declare war on the master (instead of the master declaring war on you)
Vassal AI no longer makes *all* their gold available for trade.
Vassal AI never refuse to talk to their master
AI better considers war consequences of accepting a vassal
Vassals no longer freed when master forms a permanent alliance
- Fixes the vassal/defensive pact exploit
Master/Vassal AI attitude reflects the implicit defensive pact of a vassal agreement.
Master/Vassal AI no longer give each other negative attitude modifiers for close borders.
Vassal AI does not get upset because of Master's defensive pacts with third parties.
Vassal cannot own plots within the city radius of his master's cities unless those plots are closer to his own cities.
If you have a peace treaty in effect with someone, you can no longer declare war on their vassals either.
Adjusted negative AI attitude for having vassals
AI no longer refuses to become a vassal because of "your lands too far" when you are actually neighbors

Great Generals
When a generic Great General is attached to a unit, the unit is no longer given a TXT_KEY name
Great Generals experience threshold scales with the ratio of Great People threshold to unit production rate
(so the threshold is the same at all speeds except Marathon where they require 1.5 time more experience)

Multiplayer
Anonymous play: real player names revealed on game end
Fix for anonymous mode not being always anonymous
Fixed some more anonymous play issues
- You can no longer see other player's names in the staging screen for loading a save
- You no longer see the player ID for "waiting to hear from..."
Fixed selection issue in simultaneous MP for recently-moved units
Now possible to join a Pitboss game where only AI are left
Fixed Pitboss not-ready-to-launch bug
Pitboss no longer crashes when launching as players are joining
Pitboss no longer crashes when large amounts of text are spammed into the chat box
Don't allow launching the game with players still in the civ selection screen
Fixed MP crash when player is eliminated with the trade screen up and performs a trade
Switched to new GameSpy SDK
No autosaves generated for PBEM
Innocent units are no longer penalized when another unit moves near the end of the turn timer and stays selected
Added "logging enabled" warning for MP
LAN: No longer possible to spam the network with game refresh requests

Graphics
Fixed non-shader version of Mehmed
if too many individual plots need globe rendering, redraw entire globe texture for performance
Hooked up modern harbor graphic
Fixed issue where combat zoom did not happen after you just clicked "yes" on the popup to declare war.
Possible fix for grid crash. Test by playing at medium or low graphics level.
Kublai / Qin swap
High resolution terrain option has no effect when graphics settings are not at the highest level

Interface
Combat odds greater than 99.9% are displayed as such (not rounded to 100%)
Combat odds less than 0.1% are displayed as such (not rounded to 0%)
Active resource deals (1 of X) display the correct number for X
Diplomacy screen: leader attitude once again shown at the top
Regenerating the map resets the statistics in the Info screen
Plot indicator rotation no longer gives away your location on the map (north-south hemisphere)
Fixed Python exception in plotlist mouseover help
Fixed watermill and workshop tooltip
Mission queue is no longer cleared after the selection group has used up all its movement from a previous mission
Fixed cursor location for windowed maximized mode.
Rally points now work with autopromote
Canceling a deal in the diplomacy advisor no longer affects the state of any existing diplomacy screen
Fixed erroneous score display in city screen for games with over 20 number of players
Foreign advisor: leaderheads no longer cut off when tech or resource trading not possible
Great Person city bar mouseover shows turns left
Your cities can now have the same name as an existing city of another civ (to prevent renaming to expose your AI opponents)
Civ name appears after city names when captured and when Great People are born
(to avoid confusion now that duplicate names are allowed)
City selection: Shift-clicking on a selected city de-selects it, just as it works for unit selection
Fixed sorting bug in Domestic advisor
Improved performance for large selection groups
Fixed F6 screen update issue for PBEM
Fixed civilopedia display for buidings that give raw food/production/commerce/gold/science
No more warnings for animals at your borders
No more '&' allowed in player and city names (special character)
Globeview unit indicator and help text show up correctly for plots with more than one unit
Correct unit mouseover for collateral damage protection
Correctly updating yield symbols after plot ownership change
Workers given orders after they have moved wake up when in danger

Sound
Fixed SAM noise issue
Fixed a sound bug
Added audio to enemy unit warnings
Stalin gets Peter's diplo music, not Catherine's
Fixed audio crash on reload
Diplomacy music was slightly too loud for new leaders

AI
AI no longer chooses state religion civics if it has no religion
City governor no longer overly starves a city when there is not enough food
Fixed a couple more issues with the city governor
AI no longer dumps their entire nuclear arsenal on the barbarians
Fixed bug where AI would sometimes accept trades for your worthless maps
AI builds bunkers more urgently
AI city placement improvement as per Blake
Improved AI use of 'emphasize' buttons as per Blake
Pop-rush and draft AI improvement as per Blake
Worker AI improvement as per Blake
Improved civics AI as per Blake
Tweaked AI building priorities as per Blake
Fixed AI accidental war declaration (crash into submarine)
AI no longer offers non-peace deals when at war

Balance
Increased trebuchet cost to 80
Quarries give +1 shield with railroads
Expansive gets +50% production for workers, and just +2 health
Navigation II requires Flanking
Leadership gives double experience points
Stables obsolete with Rocketry (when mounted units upgrade to Gunships)
Siege units no longer defend after other less powerful units in a stack
When gifting a unit to a charismatic leader, an experience adjustment occurs.
(Prevents exploits of gifting units to a charismatic teammate just for them to promote and return them)
Removed balanced resource option from Mirror mapscript
Creative gets cheap Libraries
Organized gets cheap Factories
Jaguar gets Woodsman promotion instead of 25% jungle defense
Bureaucracy: High upkeep
Representation: +3 Happy in largest cities
Civil Service requires Mathematics
Pyramids cost 500
Colosseum and Odeon cost 80
Masonry has higher religious weight
Mall: +20% gold
Guerilla3 gives +30% withdrawal in addition to hills attack bonus
Walls give 25% protection to bombardment (so they are relevant even in high-culture cities)
Castle gives 25% protection to bombardment
Spanish Citadel gives +5XP to siege
Heroic Epic available with a level 4 unit
Shrines immune to nukes
Gallic Warrior can also be built with Copper
Military Academy: +50% production for military units
Military Academy requires Education
Military Academy gives 3 culture
Oracle, Stonehenge, Great Wall no longer available in Classical starts
Great Wall gives just 1 Great Person point per turn
Temple of Artemis: reduced cost to 350
Barbarians can have Spearmen

Misc bug fixes
Fixed first strike chance bug
Enemy spies no longer visible from GlobeView!
Barbarians can no longer build any of the Wonders
Fixed potential crash
Old .Civ4WorldBuilderSave files are recognized and loaded
Can't gift a unit if the recipient is over the limit (missionaries, spies)
Units cannot jump into enemy territory when expelled
When you lose a Wonder race and you have a Settler/Worker queued up next in that city, you no longer get food counted both in the food and production boxes.
Fixed crash with flip of city that contained troops loaded into a transport.
Fixed several other potential crashed of the same type.
Fixed crash bug
Fixed bug with research overflow
Fixed load unit into transport crash
Fixed selection group cycling crash
Can't capture Greek Odeon (gives culture)
Raised Worldbuilder culture limit from 1000 to 100000000
No longer possible to bombard a city with zero defensive modifier
Fixed back to main menu crash
Great People type no longer changes during anarchy
Game no longer freezes when you try to retire after ending your turn in PBEM/Hotseat

Text
Fixed Stonehenge strategy text
Updated credits
Fixed typo in Hannibal civilopedia entry
Fixed inaccuracy in Great General civilopedia entry
Fixed Pavilion spelling
Updated Celtic city list
Fixed Louis diplomacy text bug
Egypt civilopedia text fix
French Tank: Char -> Char d'assaut

Modding
Updated PythonHelp feature
exposed getCurrentEra to Python
Added some missing python auto-doc information
Added Python override to prevent razing of a city
Leaders with no favorite civic appear in civilopedia
Projects defined in WorldBuilder saves now work properly

Genghis Khan Scenario
Removed Pinch promotion

Chinese Unification Scenario
Can now build Galleys in all 'river' coastal cities
Imperialist Trait now grants 50% Settler production bonus as expected

Alexander the Great Scenario
Reset Variables at the beginning of the game; fixes the 2 Alexander if the scenerio is restarted.
Scenerio->Scenario
Only available for single-player games

Peloponnesian War Scenario
Non-english text fix for Peloponnesian War

Vikings Scenario
fixed bug where Red marking circles did not show up after loading a save

Omens Scenario
Player can no longer gift Missionaries to the AI to convert them to their religion and win easily
 
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