Sid Meier's Civilization V

Sid Meier's Civilization V

Winter is Coming to Civ
Viser 1-10 af 14 forekomster
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Opdatering: 4. maj 2016 kl. 9:17

V.33 Changes

Added a localized unit building called Crannogman. This building is required to make the Crannogman unit. The building is only in Moat Cailin, and Civil Service tech is required to build crannogmen.

Added 200 turns to the game, so there are now 1200.

Changed the permanent war between the Freefolk and the Starks to the normal setting. Although, the Freefolk are still at permanent war with Castle Black.

Added Torrhen's Square to the north and Heart's Home to the Vale.

Adjusted some of Daenery's leader flavors. She was getting wrecked by the Dothraki in testing.

Opdatering: 18. apr. 2016 kl. 12:38

V.32

Blacksmith does not require an iron resource anymore. The building will be more expensive and has a gold maintenance cost of 3.

Opdatering: 16. apr. 2016 kl. 14:19

V.31

Added a trebuchet UU to Stannis. It is called the Flame Trebuchet.

Opdatering: 11. apr. 2016 kl. 13:21

V.30 Changes

Added more cities to the map. The Wildlings have Skagos. I am hoping this will help AI tol try to invade the North from the sea.

Pirate units can now be produced. Lysene and Myrish pirates need more production, because they are elite naval units.

Opdatering: 7. feb. 2016 kl. 15:11

V.27

I made some map adjustments. I gave the Starks two new cities, the Dothraki also start with two extra. Then I added Faircastle Island to the Lannisters, and move the Crag a little bit north..

I asked LeeS to write some code for me dealing with the Stark Young Wolf trait. Robb can call the banners only in the first war after he researchs chivalry. I also gave him a bonus for getting faith from kills. And he still recieves the Great General bonus. I did remove the forward camp. Since I am planning on doing a larger map. I may add the camp in later.

I added +1 happiness to shrines and temples. The AI did not seem to want to build religion, but it seems to build happiness buildings.

The Iron Thrones is now in King's Landing.

I added a missing flavor to the Iron Harbor so Balon will build it now. That way he can build his Ironborn Longships.

I fixed tons of errors with Agent Ransack. The mod seems to run pretty smooth with no crashes. If it does crash let me know, so I can fix the issue.

Thanks goes out to my contributors and to all of you for playing.

Opdatering: 25. jan. 2016 kl. 16:14

Changes V.26

Added promotions to some units.

Added a new unit called Mountain's Man to the Lannisters. (A little preview from the upcoming new mod. These guys are tough.)

Added a new ship hierarchy. We have longship, War Galley, Iron Longship, Dromond, Royal Dromond (Can only be built if you build the Iron Throne.) And I made some pirate units as well. These are purchase only. The Greyjoys, for instance, cannot build, War Galleys, or Dromonds, but they can hire pirates that have these ships if they wish.

Added more city names to all civs. There should be plenty now.

This mod is officially finished. I will only update if there is a balance issue, or other unseen problem. Thank you all for Playing!

Opdatering: 15. jan. 2016 kl. 16:03

Changes to V.24

12 new buildings

Blacksmith, Brothel, Butchers, Inn, Lookout Tower, Lord's Hall, Palisade Wall, Potter, Town Maester, Village Center, Water Well, and Weaver

Opdatering: 21. nov. 2015 kl. 16:38

V.23

Added three new luxury resources Olives, Perfume, and Cider

Replaced the Red Dragon because it had a broken animation, with a white version. The new dragon should be easier on the eyes when attacking cities.

Opdatering: 18. nov. 2015 kl. 16:06

Fixed two xml mistakes dealing with the Sand Steed and Riverrun Guard.

Opdatering: 16. nov. 2015 kl. 14:38

V.21

Added Wights who replace barbarian pikemen. They have a combat strength of 20, with the following promotions, drill 1, anti-mounted I, and undead, which enables them to capture defeated units.

Added White Walkers that replace barbarian longswords. They have a combat strength of 28, with the following promotions, drill 1, shock 1, and undead, which enables them to capture defeated enemies.

At this point the undead cannot capture cities. I would have to have some lua coded to give them that abillity without unbalancing the game. In reality this mod is not designed for a huge White Walker menace. However, I would like them to be of a bit of a pain to take care of.

Made some changes to the map in the North, to see if I can make the White Walkers a bit more of a nuisance up there.

Renamed the longship built by civs other than the Greyjoys to Skeid, which is in real life a large longship.

Changed the Blood trait of the Dothraki, so they get a larger area of tiles when building cities. They also get a +10% bonus when fighting in their own territory. I have kept the +1 movement from horses.