Since 1.16f had many undocumented chages (for ex. costs of some buildings & tech increased), have you seen any undocumented changes in 1.17f?
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Undocumented chages in 1.17f
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Changes to rules (BIC) file for 1.17 patch
Here are the changes I have found in the rules file (Civ3mod.bic) for the new patch (1.17) compared to the previous one (1.16). Some of these are mentioned in the readme file, but some are not.
Buildings and Wonders- Coastal Fortress maintenance is now 0 gold/turn (was 1).
- Great Lighthouse now costs 300 shields (was 400).
- Forbidden Palace now costs 200 shields (was 300).
- Wall Street now costs 300 shields (was 400).
Espionage- "Expose enemy mole" has been renamed "Expose enemy spy".
Resources and Terrain- "Game" resource gives +2 food (was +1).
- Oil and Aluminium can no longer appear on Plains tiles.
- Aluminium can now appear on Tundra tiles.
Rules- Unhappiness from pop rush and draft now lasts 40 turns (was 20).
- Building and citizen defense against bombardment is now 16 (was 8).
Units- Barbarians are allowed build all units except civ unique units (before they were only allowed Warriers, Horsemen and Galleys).
Note: According to Jeff (Firaxis), this change is a bug and exists only in the version of the patch that was distributed on 14 Feb. The version distributed on 15 Feb does not include the change. If you installed the 14 Feb version of the patch and then downloaded the corrected editor, you will still have this "bug". - Upgrade paths have been changed to allow upgrade to civ unique units, except that Americans still cannot upgrade Fighters to F-15s.
- Egyptian War Chariots now upgrade to Horsemen (they used to upgrade directly to Knights).
- Greeks can no longer build Pikemen (they are the same as the Greek Hoplite).
- Army unit gets Blitz and Zone of Control abilities.
Techs- Military tradition base cost is now 68 (was 60).
- Rocketry base cost is now 240 (was 260).
- Fission base cost is now 280 (was 300).
- Computing base cost is now 260 (was 280).
- Space Flight base cost is now 300 (was 320).
- Nuclear Power base cost is now 280 (was 300).
- Superconductor base cost is now 300 (was 320).
- Miniaturisation base cost is now 320 (was 340).
- Synthetic Fibres base cost is now 280 (was 300).
- Satellites base cost is now 260 (was 280).
- Laser base cost is now 280 (was 300).
- Genetics base cost is now 320 (was 360).
- Stealth base cost is now 300 (was 320).
- Smart Weapons base cost is now 280 (was 300).
- Robotics base cost is now 320 (was 360).
- Integrated Defense base cost is now 360 (was 380).
Last edited by Nero Would; March 26, 2002, 08:47.
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It's obviously too early to have completed anything approaching a statistically valid test, but it seems that it's now more likely to get settlers from goody huts. I started a game tonight and got 4 of them. Yes, 4 in one game. Not only that, two rival civs popped up cities suspiciously far from their base of operations, one of them close to me, which leads me to think they got goody-hut settlers, too.
Of course, it could be luck or coincidence. Only time (and maybe Firaxis eventually) will tell.
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before the patch could you make a miltary academy after winning a single battle with an army? (or possibly it was just creating the army that did it).
salvor, out of half a dozen goody huts, i got 2 maps revealers, 2 techs, and 2 settlers.
oh and btw you can really stick it to the computer now that they cant trade techs during your turn.
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"Game" resource gives +2 food (was +1).
Unhappiness from pop rush and draft now lasts 40 turns (was 20).
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Originally posted by Hurricane
Together with the elimination of the "Despot-rush"-strategy pop rushing has become perhaps too difficult, IMHO."Where I come from, we don't fraternize with the enemy - how about yourself?"
Civ2 Military Advisor
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Originally posted by Libertarian
I noticed that the Settler area indicator is back.Creator of the Civ3MultiTool
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