Firaxis has released an official patch for Civilization IV: Colonization. The patch raises the game to version 1.01 and addresses a lot of issues, as well as adding in new enhancements to the game. The patch comes 6 months after release of the game, but is a very welcome patch.
Download the patch from the official site. [22 Mg]
Changelog as posted on the official site:
Download the patch from the official site. [22 Mg]
Changelog as posted on the official site:
V1.01
Special thanks to Dale and Snoopy for their patch mod
ENHANCEMENTS
Released PITBOSS executable
The end of the game is extended once a colony declares independence
- 100 turns on Normal speed
Missionaries now have a chance of failure to establish a mission.
- A failed mission angers the native chief
Added the ability to sail from Europe to the west edge of the map
Changed text for when natives abandon their settlements to be less confusing
Missions now always send converts to the player who established them
Added warning message for when a settlement needs more raw materials
Added warning for when stored goods are nearing storage capacity
AI tries to produce more defenders in their settlements
AI tries to prepare better for revolution
AI uses King to transport treasure if no Galleons are available
AI knows how to pick up treasures without bringing them to a settlement
BALANCE FIXES
The Royal Expeditionary force increases less rapidly as the game progresses, depending on difficulty level
AI colony leaders are less friendly
AI native leaders are more likely to declare war due to proximity of borders
Changed Europe width to be a percentage of the map size
Europe plots are now at least four tiles from the near land
AI gets some free money depending on difficulty level
Satisfying the King’s demands delays increasing his expeditionary force
Great Generals are born more frequently on Marathon and Epic speeds
Crosses levels required for immigration increase more slowly
Education points required for graduation increase more slowly
Enforcing a 20-turn peace treaty between colonies at the start
Population no longer affects score – just Land and Founding Fathers
Increased price of horses in Europe
Natives change their desired good only when supplied with that good
Military ships (Frigate, Ship of the Line, Man-o-War) cannot enter native settlements
The price of hurrying immigrants never exceeds the price of buying them
Starting location is now randomized every time you lose all your ships
Domestic Advisor no longer available when the trade screen is up
Exploration points no longer scale with game speed
Converted natives can no longer be educated in native settlements
Converted natives can no longer become missionaries
Traded goods through warehouse expansion count towards tax raises
Boycotted goods no longer count for tax raises
BUG FIXES
Armed Mounted Brave does not receive defensive bonuses
Armed Brave receives defensive bonuses
Fixed lost production bug
Fixed bug with two citizens graduating in the same turn
Fixed reversed labels on assign trade route tooltip
Fixed some starting location issues
King no longer asks for money after you have declared independence
King no longer raises taxes after you have declared independence
King no longer adds to his expeditionary force after you have declared independence
Units ungroup when traveling to Europe
Units ungroup when being educated by the natives
Terrain double movement from promotions now works properly
OTHER CHANGES
Automated pioneers will not remove features from an improved plot being worked
Removed cap on production overflow
Colonists can join settlements even after they have moved
Units left in Europe after the revolution are eliminated if Elections are chosen in the Constitution
Education point threshold increases per city, as intended, rather than per player
King is more likely to have a balanced REF (rather than all troops and no ships, for example)
Fixed exploit where gifting a wagon full of goods in a city would double the goods(!)
Fixed gifted cargo disappearing
Fixed text bug dealing with incorrect token
Slavery gives extra hammers as well
The building concepts section of the Civilopedia incorrectly indicates the level one buildings can only have one colonist working it. This was changed so both level one and two of each building can have two colonists working them.
NOTE: On certain video cards, you may experience stuttering during the opening, revolution and victory videos. To eliminate this effect, simply turn the anti-aliasing down to 0x, or set your graphics level to low.
Special thanks to Dale and Snoopy for their patch mod
ENHANCEMENTS
Released PITBOSS executable
The end of the game is extended once a colony declares independence
- 100 turns on Normal speed
Missionaries now have a chance of failure to establish a mission.
- A failed mission angers the native chief
Added the ability to sail from Europe to the west edge of the map
Changed text for when natives abandon their settlements to be less confusing
Missions now always send converts to the player who established them
Added warning message for when a settlement needs more raw materials
Added warning for when stored goods are nearing storage capacity
AI tries to produce more defenders in their settlements
AI tries to prepare better for revolution
AI uses King to transport treasure if no Galleons are available
AI knows how to pick up treasures without bringing them to a settlement
BALANCE FIXES
The Royal Expeditionary force increases less rapidly as the game progresses, depending on difficulty level
AI colony leaders are less friendly
AI native leaders are more likely to declare war due to proximity of borders
Changed Europe width to be a percentage of the map size
Europe plots are now at least four tiles from the near land
AI gets some free money depending on difficulty level
Satisfying the King’s demands delays increasing his expeditionary force
Great Generals are born more frequently on Marathon and Epic speeds
Crosses levels required for immigration increase more slowly
Education points required for graduation increase more slowly
Enforcing a 20-turn peace treaty between colonies at the start
Population no longer affects score – just Land and Founding Fathers
Increased price of horses in Europe
Natives change their desired good only when supplied with that good
Military ships (Frigate, Ship of the Line, Man-o-War) cannot enter native settlements
The price of hurrying immigrants never exceeds the price of buying them
Starting location is now randomized every time you lose all your ships
Domestic Advisor no longer available when the trade screen is up
Exploration points no longer scale with game speed
Converted natives can no longer be educated in native settlements
Converted natives can no longer become missionaries
Traded goods through warehouse expansion count towards tax raises
Boycotted goods no longer count for tax raises
BUG FIXES
Armed Mounted Brave does not receive defensive bonuses
Armed Brave receives defensive bonuses
Fixed lost production bug
Fixed bug with two citizens graduating in the same turn
Fixed reversed labels on assign trade route tooltip
Fixed some starting location issues
King no longer asks for money after you have declared independence
King no longer raises taxes after you have declared independence
King no longer adds to his expeditionary force after you have declared independence
Units ungroup when traveling to Europe
Units ungroup when being educated by the natives
Terrain double movement from promotions now works properly
OTHER CHANGES
Automated pioneers will not remove features from an improved plot being worked
Removed cap on production overflow
Colonists can join settlements even after they have moved
Units left in Europe after the revolution are eliminated if Elections are chosen in the Constitution
Education point threshold increases per city, as intended, rather than per player
King is more likely to have a balanced REF (rather than all troops and no ships, for example)
Fixed exploit where gifting a wagon full of goods in a city would double the goods(!)
Fixed gifted cargo disappearing
Fixed text bug dealing with incorrect token
Slavery gives extra hammers as well
The building concepts section of the Civilopedia incorrectly indicates the level one buildings can only have one colonist working it. This was changed so both level one and two of each building can have two colonists working them.
NOTE: On certain video cards, you may experience stuttering during the opening, revolution and victory videos. To eliminate this effect, simply turn the anti-aliasing down to 0x, or set your graphics level to low.
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