Sid Meier's Civilization V

Sid Meier's Civilization V

(1) Community Patch
Showing 1-9 of 9 entries
Update: May 20, 2019 @ 2:07pm

Bugfixes and performance improvements.

Update: Feb 18, 2019 @ 6:14pm

Bugfixes and performance improvements.

Update: Dec 6, 2018 @ 7:56pm

v89, updated to latest 12-3beta DLL.

NOTE: not savegame compatible with v.88 saves!

Update: Aug 9, 2017 @ 12:56pm

Major upates and improvements. For more information, see our page on civfanatics.

Update: Feb 15, 2017 @ 7:50pm

Fixed some more smaller bugs and issues here and there
Adjusted grandstrategy AI a bit more, esp. with regards to ideologies
Fixed 'instant death' and odd placement for starting units at map start for many map scripts
Adjusted AI naval/land build orders during war
Adjusted AI process/project logic a little

Update: Jan 26, 2017 @ 9:59pm

AI/Bugfixes:
Adjusted DOF/DP threshold slightly upwards (fewer DOF/DPs)
Adjusted DP logic to try to better create blocs of similar-powered players (instead of always seeking out much stronger partners)
AI can now gift a tile improvement to a CS
Adjustments for AI embarkation logic into dangerous seas
Fixed bug with cached unit AoE combat bonuses after movement
Worked on potential MP bug with settler units (needs testing)
Bugfixes for embarked units in naval ranged combat
Bugfixes for a few missing UI elements
Completely rewrote AI logic for selecting beliefs (was formerly a dumb flavor model I'd tried to tweak, now uses actual logic and stuff)

Update: Jan 13, 2017 @ 7:57am

Bugfixes:

General text fixes
Some fixes for rare CTDs
Performance optimizations and tactical AI improvements
Misc bugfixes (github issues)

Additions:

Added Merill changes and requests, Enginseer's requests, and Sukritact's requests
Units can be purchased if a garrison is on the tile, so long as there is a nearby tile for the unit to jump to

AI:

Completely refactored AI alliance/DP/enemy logic - should use a more consistent metric for setting up blocs of power and will respond more appropriately to threats.
AI military might now calculated as a factor of their handicap bonus at all levels. If the AI gets a 10% handicap boost to unit cap, for example, their military score will by reduced by 5%. If 50%, then by 25%. And so on. (Experimental concept)

Update: Dec 6, 2016 @ 9:11am

Tactical and Pathfinding AI improvements
Optimizations of a few homeland and tactical AI functions
Major performance improvements across the board
UI fix for no-EUI slowdown
Imported modifications from Merill et al.
Fixed late-game OOM crashs related to pathfinder
Fix for naval operation recruitment bugs
Fixed a rare great work tooltip crash
Adjusted city tile acquisition logic
Misc. other bugfixes


NOT SAVEGAME COMPATIBLE.

Update: Nov 10, 2016 @ 9:07am