Sid Meier's Civilization V

Sid Meier's Civilization V

Revolutions
Showing 1-6 of 6 entries
Update: Jul 8, 2013 @ 4:55pm

v.9 (July, 09 2013)
- Bugfix: A city with a courthouse was still considered "occupied"
- Optimization: use MapModData to share Culture Map with Cultural Diffusion (the mod now require v.17 of Cultural Diffusion)
- Feature: Add a new option "Raging Rebels" to allow more Revolutions.
- Balance: tweak the value and mechanism used for choosing a Civilization to join after a Revolution.
- Balance: Rebels start with a large negative amount of influence from every civs.

v.8 (May, 29 2013)
- Feature: Rebel City-States get appropriate names (English language only)
- Feature: Try to match the Art Style of the original civilization for rebel's cities.
- Feature: Rebel CS can join another civilization that have a cultural influence on the CS plot after 10 turns, or the closest Civilization after 20 turns.
- Option: If no civilization are influencing the rebel CS, then it can declare independence and create a new (neutral) City-State between turns 10 and 20.
- Feature: change rebel unit type by era.
- Add background art for Rebel CS screen.

v.7 (May, 23 2013)
- Small change to MapModData sharing with Cultural Diffusion

v.6 (May, 12 2013)
- Change used slots for saveutils to be different from the slot used by Cultural diffusion (may speed up things in late game)
- Update Culture Relation Data less often
- Use MapModData for sharing data between context (ShareData doesn't work anymore ? note to self: check in R.E.D WWII)
- Small update for compatibility with "Historical Spawn Dates" mod

Update: Oct 21, 2012 @ 7:25am

v.5

Update: Oct 21, 2012 @ 7:24am

v.5

Update: Jun 20, 2012 @ 10:06pm

- Gods and Kings compatibility

Update: Jun 14, 2012 @ 12:21pm

- Limit number of rebel units spawning
- Liberty Policy now limit the Separatist unhappiness.

Update: Jun 6, 2012 @ 1:34pm