-- Civ2 Patch version 1.11 -- * You may customize the domestic advisor's city improvement picks for the autobuild if you wish. Create a file in your Civ2 directory called CITYPREF.TXT. The first line should be: @AUTOBUILD Each succeeding line contains the name of a city improvement in the order you want to build them. You don't have to list every city improvement, but each improvement must be spelled -exactly- as it is in RULES.TXT (foreign language versions use the exact spelling from RULES.FRE or RULES.GER as appropriate). Domestic advisor will then choose improvements from this list provided technology is available and city is otherwise eligible to build them. If nothing on list is available, advisor resorts to his normal algorithm. The military advisor will make his picks as usual. However, you can order him never to build "defensive" type units by inserting the line @NODEFEND at the beginning or end of the CITYPREF.TXT file (don't put it between the @AUTOBUILD line and the list of improvements). An example file below: @NODEFEND @AUTOBUILD Temple Marketplace Library The file is re-read every time you click the "AUTO" button on the "What shall we build?" menu, so if you wish you can alter your priorities over the course of a game without reloading. * Supply/Demand equation for commodities has been revised somewhat. * Auto settler AI adjusted. Less emphasis on railroads. * Caravan "go to" orders aren't cleared by zones of control. * Bug in Win95 causing problems loading WinG if Win95 is installed on some other drive than C: has been worked around. -- Civ2 Patch version 1.10 -- * Further fixes to smart settlers (looping settlers caught in loop should ask for confirmation once loop is noticed). * You should always be able to contact rival kings (with whom you have treaties) at least once per turn, even if patience is exhausted. This is to give you a chance to demand he withdraw from your territory. Once he's "thrown you out" for the turn, though, you have to wait until the next turn. * Problem with military advisor ("255 in production", etc.) fixed. * Air units cannot be fortified outside of cities. * Cities not spotted will not appear on GOTO and SUPPLY/DEMAND lists (exception: foreign capitals will appear on supply/demand lists only). * Problem scrolling between cities once >128 cities in game has been fixed. * Engineers no longer have "ignore ZOC" ability. This is to help prevent computer-controlled engineers from slipping into your territory and building cities w/in your borders. * The "mysterious teleporting paratrooper" problem has been resolved. * Problem in foreign language versions where some heralds didn't show up has been fixed. -- Civ2 Patch version 1.09 -- * Patch 1.08 smart settlers can infinite-loop if they are blocked by zones of control. That's fixed in this patch. * Attitude advisor: cities w/ sufficient happiness to put them into We Love the King day are shown in White. -- Civ2 Patch version 1.08 -- * Okay, you asked for it, you got it: Smart (or at least Automated) Settlers. Issue the "K" or "Automate Settlers" order to your settlers or engineers, and they will behave (for better or for worse) exactly as if the AI were controlling them, although they will not build cities. You can cancel the automate order the same way you cancel any order--by clicking on the unit and/or selecting it on the unit popup. * For those who don't like the white grid around your city radius in Grid mode, I've provided ICONSB.GIF, which is a version of ICONS.GIF w/o the white grid sprite. If you'd prefer to run without the white grid, just copy ICONSB.GIF over top of ICONS.GIF. * If you'd prefer for "Zoom to City" to be your default action on city reports, you can now select this option by unchecking the "Zoom is NOT default" option at the bottom of the City Report Options screen. * The foreign minister report (F3) now contains color-coding information about each king. * When caravan is used to add-to-wonder, a report on how many shields are still required is given. * The maximum effective science rate for Fundamentalism (hardcoded to 50% in previous patch) can now be user-configured in the rules.txt file (bottom of Cosmic Principles) for those who wish to work around this. * Some problems involving the autobuild have been fixed. * A few earlier fixes which didn't make it into the foreign language versions have been included in this patch. -- Civ2 Patch version 1.07 -- * AEGIS Cruisers will defend their stacks against missile and air attacks as they should. Before, the AEGIS ability was often overlooked when determining which was the "best" defender for a stack. * When the Grid (CTRL-G) mode is active, the city radius of each of your cities will be shown in white. (This in response to your persistent demands!) :-) * Population will no longer "loop around to zero". * Under Fundamentalism, any science rate above 50% will have no additional effect on research. Below 50%, research still continues at half effectiveness. * At some difficulty levels (e.g. Prince), users were occasionally experiencing weird time-shifts (e.g. from A.D. 1 back to 1920 B.C.). This should no longer occur. * Slight changes in ship AI to try to prevent wave after wave of suicide attacks against a city with a coastal fortress. * Counterespionage has been fixed (previously it was less effective than intended). * AI will use slightly more discretion in approaching cities w/ attacking units. * Corrected problems associated w/ replacing CD during the game. * Opportunity to poison water supply is not offered for cities of size 1. * Defense strength of fighters, stealth fighters, stealth bombers slightly increased. * Attack strength of cruise missile changed to 18. * Problem where new units were created with "NONE" as home after a large number of cities had been built has been corrected. * Problem with plundering negative amounts of gold has been fixed. * Problem where Win95 machines w/ 32bit Indeo/VfW drivers installed showed heralds "frozen in place" has been corrected. -- Civ2 Patch version 1.06 -- * OOPS! Patch 1.04 broke the AI. This fixes it. Sorry! -- Civ2 Patch version 1.05 -- * The "Winning" animation is no longer displayed when another civilization wins the space race (!) * Double clicking on unexplored territory no longer brings up the Civilopedia. * User created units will no longer play the wrong sound in addition to the CUSTOMx.WAV sound. * When giving a unit to another civilization causes a technology leap, the technology given is no longer stuck on "Alphabet". * Cruiser now (properly) becomes obsolete w/ Rocketry. -- Civ2 Patch version 1.04 -- * Corrected GPF which occurred for users who didn't have sound cards connected to their machines. * Problem where users received a black box or black screen when going to the Civilopedia (or when a new advance discovered) has been corrected. * Month-by-month turns now work correctly for scenarios set in B.C. (This is important for the Alexander the Great scenario). * Wonders of the World movies are now shown only when -you- build wonders (not when opponents build them). The Wonder Movie cheat has been improved, however, so you can view any wonder movie you want: hold down shift key while selecting "Wonders of the World" from the Civilopedia menu. * "Accelerated Startup" algorithm has enhanced to correct some problems (2 cities in same square on some preset maps!) and improve some features. * Effects of Food Supplies trade routes are now displayed properly on the city information screen (formerly they worked properly but were not being displayed). * Some problems with user-defined techs (where it was not recognizing that user-defined techs had been discovered) have been corrected. * Language preference is now saved in the CIV.INI file; after you run once with this patch, you will no longer be asked every game which language you want. * "Endless drumbeat" problem has been corrected. * The Colossus now affects sea squares as well as land squares. * The "Auto" feature can no longer be used to circumvent the 50% penalty for production changes (sorry). * You will no longer be prompted to consult your high council if you have the feature switched off on the graphic options menu. * Advisors will no longer suggest you build a palace when you already have one. * Tutorial will automatically be switched off when beginning a scenario. * RULES.TXT now mentions that custom wav files have to be 8-bit, mono, and sampled at 22050hz. * Some problems with "negative scores" have been corrected. * Miscellaneous minor fixes.