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Preview: 1BC Civ Forums / News & Announcements / Civilization IV Discussion

1BC Civ Forums / News & Announcements / Civilization IV Discussion



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Last Build Date: Wed, 22 Nov 2017 03:26:59 GMT

 



errrr.... so when is CIV 5 coming?

Sun, 23 Dec 2007 18:46:58 GMT

I guess maybe i overplayed the game (actually no way)

I guess its things which i still think need improving

I guess its because its been 2 years since Civ4 came out

I guess im just greedy in a gaming point of view

I guess... just... well.. when is Civ 5 coming out? :w00t:




BTS New Patch, v. 3.19

Sun, 14 Jun 2009 02:38:15 GMT

Firaxis released a new patch, v 3.19 for the Beyond the Sword add-on.

As usual, you can reach it from the game's main menu by clicking "Advanced" and "check for updates."

If you have troubles for some reason, here's the link to download it manually:
[url]http://www.firaxis.com/downloads/Patch/Civ4BeyondTheSwordPatch3.19.exe[/url]

Changes:
[quote]V3.19

- Info screen always shows demographics when espionage is disabled

- Players can no longer receive obsolete resources through trade

- Fixed bug where culture obtained through espionage was 100 times lower than intended

- AI player better evaluates his situation before voting for a ban on nuclear weapons

- Fixed a few AI civic evaluation bugs

- AI changes civics during Golden Ages

- Fixed bug with AI not knowing how close its cities are to other players

- Re-enabled Foreign Advisor "Glance" screen

- Fixed Team Battleground map script to distribute hills better and work around team-counting problem

- Civilopedia lists buildings that replace a given building

- Barrage promotions no longer available to units without the ability to already cause collateral damage

- Conquistador ignores walls, to be consistent with Cuirassier

- Fixed AI defender bug for newly captured cities

- Build-specific production modifiers are no longer counted for overflow gold calculations

- Building or destroying a fort now properly refreshes resource connections

- Collateral damage modifiers, collateral damage immunity, and air defense modifiers, multiply instead of add

- Fixed event triggering on a dead unit

- AI uses Warlords to make super-medic units

- Better AI decision-making related to damaged air units

- Better AI use of missiles to disconnect enemy resources

- AI evacuates ships and planes from cities in danger

- AI no longer joins Great People to cities in danger

- Fixed bug where AI Great Engineers would hurry Wonders in other players' cities

- Spies no longer interrupt their mission when moving next to an enemy unit

- Fixed map generator bug for water starts

- Situations which invalidated Secretary General/AP Resident now force the next vote to be an election

- Fixed team-counting bug that would cause some mapscripts to fail

- Moved some gamecore-specific code into the DLL

- Fixed cheat where you could apply a free tech from one game to another

- Diplomacy summary no longer claims that a civ is the worst enemy of a human team

- Groups on sentry awake based on best unit's vision rather than head unit's vision

- Hidden Nationality units can enter friendly rival territory when starting in a city

- Fixed bug where captured cities could give double bonus for the Apostolic Palace

- Fixed a bug in AI war declaration in exchange for technologies

- Sea patrolling ships no longer attack if they have less than 50% chance of winning the battle

- Terrain height no longer affects aerial recon missions

- No Espionage option: no Free Great Spy from Communism, no espionage-related events

- Blockading AI Privateers can no longer sense invisible units

- Colonies no longer assume the name of an eliminated player [/quote]



Colonization patch V1.01 is out

Fri, 19 Jun 2009 14:02:15 GMT

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[...]



Civ IV patch 1.74

Fri, 20 Jul 2007 00:26:22 GMT

As of today (July 19th, 2007) this update seems to only be available via the game main menu => ADVANCED option, then CHECK FOR UPDATES option. I couldn't find it on any official site.The following is copied from the readme.htm file from the patch:Last updated 21-May-2007 v174Can no longer upgrade Marines and SAM Infantry to Mech Infantry Fixed MP Retire crash MP - Can no longer bypass the delay timer Pitboss fix for the bug where you would not get the free tech from the Oracle if you were not online Fixed forced specialist bug Fixed bug preventing AI from building ICBMs Fixed exploit allowing you to build unique unit of a different civ by saving it in your build queue from a different game Game no longer crashes when you load a save with the diplomacy screen open First strike combat bug fix Fixed transported unit gifting bug Fixed pop-rush rounding bug Widescreen Laptop video resolution 1280x720 is supported Fixed multiple missions exploit from the same Great Person Changes- randomized processing order when multiple players try to move on the same turn slice...- only the host can set the admin password...- Horseback Riding now a classical tech...- Kremlin now gives -33% hurry production cost...- can't airlift from foreign cities...- expanded subject for PitBoss e-mail...- lightened the color of some civs' text...- mp retire fix...- less hammers from chops the farther away from a city...- reduced hammer yield from forest chops to 20…- Mathematics increases forest chop yields by +50%...- SDI cannot be built before the Manhattan Project...- increased SDI cost...- marines and SAM Infantry now upgrade to Mech Infantry...- better AI-to-human diplo in team games...- no more diplo penalty for helping to end wars...- city production popups stay on city when entering/exiting...- can now set units to Sleep and Intercept in wbs...- Continents map script now produces large continents- game options and victory conditions now saved in ini file...- invalid buildings now removed from city queues...- Free Trade: Medium Upkeep- State Property: Low Upkeep- Representation: +2 happy in X biggest cities- Hereditary Rule: Low Upkeep - Representation: Medium Upkeep- Slaver: Low Upkeep- Nationhood: No Upkeep- firepower is now average of curr and max strength...- Gunships now move faster over rails...- No Cheating option renamed to Lock Modified Assets...- city management no longer uses "forced" specialist states when not automated...- Expansive: +3 Health- Financial: No longer give production bonus for Banks- Prompt for admin password when loading a game containing one in LAN, Internet, or Pitboss play- Don't allow players to play non-playable civs in Pitboss- Do not display SP only mods in Pitboss- Allow hotseat/PBEM scenario host to select which civ s/he will play- Force non-playable civs to be AI in Hotseat/PBEM games- Allowing for AI slots in player defined scenarios for Hot Seat, PBEM, and Pitboss games- Do not display duplicate buddy request popups from the same guy- Peer address handling improvements- Number keys perform leaderhead actions on Civilopedia leader screen.- Custom game SP screen remembers difficulty level last played- Reduced rounding error for population and land victory condition test- Loading a multiplayer game as a PBEM/hotseat converts it to non-simultaneous turns- When the city names of your civ are all taken, choose a default name from a random civ- Timelines more uniform across game speeds- Military Advisor shows Barbarians- Tech chooser screen now observes CvGameInterface.cannotResearch() [...]



BTS New Patch! 3.17!

Thu, 19 Jun 2008 00:00:25 GMT

A new patch is available in the in-game update section.It's not up on firaxis.com yet, but you can probably expect an announcement tomorrow.The file is pretty big (170mb). Here is the discussion at CFC.This one seem to solve most of the issues people have been having problems with:GAMEPLAY§ Added option to disable espionage§ Cavalry and Cuirassiers can Flank attack Cannons and all earlier siege weapons§ Gunships can Flank Attack Cannons, Artilley, Mobile Artillery§ Flanking damage now depends on strength of defending unit, not on strength of siege weapon§ Flank attack now has a maximum number of siege units it can affect§ Horse archers no longer receive attack bonus against Trebuchets§ Destroyer: no longer upgrades to anything§ Stealth Destroyer: lower cost, 2 first strikes, no bombard, no interception§ Attack Submarine: Increased cost§ Airship no longer gets bonus attacking ships§ Airship does 20% maximum air strike damage§ Machine Gun and Anti-Tank get 20% air interception chance§ No withdrawal when attacking amphibiously§ Siege weapons cannot attack amphibiously§ Reduced war weariness§ New Colonies have their parent civ's tech brokering restrictions§ New Colonies have knowledge of their parent civ's maps§ New Colonies cannot trade away their motherland techs under "No tech Brokering" option§ New Colonies no longer affect domination limit§ Significantly increased barbarian ship spawn§ Bunkers also protect against collateral damage from air units§ Units in ships no longer gain fortification/espionage bonus§ Goody hut gold now scales with game speed§ Increased "support city revolt" cost§ Explorers cannot be drafted§ "Friendly locals" event expires with Nationalism§ "Mother lode" event: yields more gold on average§ "Miracle" event expires with Rifling§ Barbarian uprising events can occur only if you can build a counter unitAI§ Automated Workers no longer idle when railroading is possible§ AI units considered unsuitable for city defense are no longer prevented from healing in cities§ Improved worker threat assessment§ Fixed bug that caused the AI to trade for resources it already had§ Spies no longer interrupt their mission when moving next to an enemy unit§ Own vassal cannot be considered "Worst Enemy" by the AI.§ AI less likely to build Executives if they can't afford to use them or already have enough of them§ AI takes time already worked into consideration when selecting plot to work§ No AI relationship penalty for declaring war on a third party if that AI is at war with the third party as well§ Can found Corporations in Mercantilism§ Vassals of a capitulating Master do not automatically sign peace with the victorENHANCEMENTS§ Espionage ratio for humans displayed in score tooltip§ Fixed city Healthy/Unhealthy bonus display (events)§ No messages about empire splits of players you have not yet met§ Globe layer sub-options saved in user profile§ Liberate city nag no longer occurs twice for the same city in the same session§ City advisor nags do not occur when city is in disorder§ Advanced start: All team starting plot locations indicated with red circleso any team member can use any starting plot§ Players get an announcement when a Defensive Pact is signed§ Added stationary spy discount mouseover§ Added popup for when spaceship mission fails§ MapRandSeed = 1 has no effect in multiplayer games§ Cleaned up debug menu§ Can't exit to main menu after having used the debug menu (Ctrl-D)o Prevents multiplayer cheats, as well as possible hangs and crashes§ Removed some unused code (SDK)§ Added tectonics map script (thanks LDiCesare)§ Added Earth2 map script (thanks GRM7584)§ Added Earth3 map script (thanks jkp1187)§ Added RandomScriptMap map script (thanks Refar)BUG FIXES§ Fixed bug with building culture bonus mouseover§ Fixed multiplayer hang when loading a game without all human players present§ Fixed reload crash§ Fixed info screen demographics Import/Export[...]



CivIV Colonization!

Wed, 18 Jun 2008 10:57:14 GMT

(image) Sid Meier's Civilization IV: Colonization is the latest game in the Civilization IV series, a standalone expansion pack that focuses on the Age of Discovery and Colonization in the New World. Though it uses Civ4's game engine, it will not require Civ4 or any of its expansion packs to be installed. In anticipation of its fall 2008 release date, Firaxis has published a Colonization page on its website that contains more information and details about the game, including these features:
  • Classic Game Design Rebuilt for the Modern Era: Usher forth a new generation of Sid Meier's Colonization with gameplay built on the award winning Civilization IV engine, providing the beautiful visuals, famously addictive gameplay and endless fun that are synonymous with Sid Meier strategy games.
  • Fight the Homeland and Establish a New Nation: Play as the English, Spanish, French or the Dutch and journey to a brave new world in search of freedom from your oppressive homeland
  • Improved Diplomacy: Sustain peace and support your followers as you engage in advanced negotiations with natives, other colonists and the hostile homeland -- Trade resources, gold and land as you build the foundation for a self sufficient and powerful colony
  • Historical Figures Provide Adaptive Gameplay: Acquire founding fathers such as John Smith, Patrick Henry and Samuel Adams who will help guide your nation to freedom based on your gameplay style
  • Brand New Interface: Both Civilization IV fans and players new to the series will feel right at home with an interface that Firaxis has built to be accessible and easy to navigate.
  • Multiplayer Offers Endless Replay Value: Compete with friends from all over the world via the Internet and Play by Email modes or compete locally via the Hotseat and LAN modes, offering endless ways to conquer the New World.
  • Detailed Tutorial Guides Players In Their Conquest: Civilization IV: Colonization will provide an enhanced tutorial that will help both fans of the game and brand new players on their way to ruling the New World.
  • Mods and Community Tools: Players will have limitless options for modifying the game to suit their needs. Firaxis will ship the game with modding tools including a map editor using XML and Python.


>> Read the Firaxis game page

Holy Crap!

(image)

(image)




Civilization Revolution

Fri, 29 Jun 2007 00:48:12 GMT

[quote]2K Announces Civilization® Revolution™ - Sid Meier's First Game for Next Generation ConsolesLegendary designer Sid Meier builds the Civilization® experience from the ground up for consolesNew York, NY - June 28, 2007 - 2K, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), announced today that it will publish Sid Meier's Civilization Revolution, the first next generation game designed by world famous game designer Sid Meier. Slated for a spring 2008 release for next generation consoles and handhelds, Sid Meier's Civilization Revolution is being developed by Firaxis Games™, 2K's world-renowned development studio.Sid Meier put computer gaming on the map when he delivered Civilization® to the gaming world, launching the "God Game" genre and creating one of the most award-winning and addictive strategy series of all time, including Sid Meier's Civilization IV™, the Gamespy and GameSpot 2005 Game of the Year. Driven by sheer passion for the game concept, Meier is now handcrafting a brand-new Civilization experience designed and built from scratch for next gen consoles and handhelds."Civilization Revolution is the game I've always wanted to make!" said Sid Meier, Director of Creative Development at Firaxis Games. "We are excited to take advantage of the power of next generation consoles and the ingenuity of handhelds, to create a great and unique strategy game for newcomers to the series, as well as the millions of fans around the world who enjoy Civilization on the PC."In Civilization, players strive to become ruler of the world by establishing and leading a civilization from the dawn of man into the space age - waging war, conducting diplomacy, discovering technologies, going head-to-head with some of history's greatest leaders, and building the most powerful empire the world has ever known.Sid Meier's Civilization Revolution is a watershed game, offering players a chance to experience the epic empire-building world of Civilization in an all new accessible, visually immersive, and action-packed world specifically designed for the console and handheld gamer. Delivering Civilization's renowned epic single-player campaigns featuring vast re-playability and unmatched addictive gameplay as well as revolutionary features like real-time interaction with leaders and advisors, extensive multiplayer capabilities and integrated video and voice chat, it will completely transport the Civilization series to a level of gameplay that fans have never seen before."Civilization is one of the world's top selling PC game series with more than 8 million units sold, and continues to be recognized as one of the greatest franchises ever created," said Christoph Hartmann, president of 2K. "We are excited to have Sid Meier getting back to his roots as the game's Lead Designer to carry on its legacy with Sid Meier's Civilization Revolution."Some of the key features that will resonate with fans of strategy games and the Civilization franchise include 16 civilizations to master and lead to victory, an array of famous historical leaders to play as or compete against, and accessible maps and streamlined time scale for quicker games, intense combat, and constant action. In online multiplayer mode, players will compete for world conquest and glory among their peers as they battle in teams, head-to-head or epic free-for-all matches. In addition, auto-matching, ranked games, leaderboards, achievements, downloadable extra content and integrated video and voice chat make the online play more versatile and fun than any previous version of Civilization and will allow players to see where they stand against the competition. Finally, the position of ruler of the world can be settled online.Sid Meier's Civilization Revolution will be released in spring 2008 for next generation consoles and handhelds. For more information please visit http://www.civilization.com/. [/qu[...]



Civ Chronicles on Sale

Fri, 01 Feb 2008 11:04:58 GMT

For those pining to play previous civs or collectors like me, Civilization Chronicles is on sale at gogamer.

[url]http://www.gogamer.com/Sid-Meier-s-Civilization-Chronicles-PC-Games_stcVVproductId6471460VVcatId444758VVviewprod.htm[/url]




Patch 3.13 changes list

Sat, 15 Sep 2007 10:17:12 GMT

This was posted by Alexman over at Civfanatics: [url=http://forums.civfanatics.com/showthread.php?t=243264]Posting[/url].We are done with the patch, but unfortunately we will not be able to release it this week as we had hoped. Believe me, I know how hard it is to wait, so here is the list of changes in the meantime.By the way, the BTS bugs forum here at CFC has been invaluable to us. A special thank you to everyone who posted bug reports.GAMEPLAYCristo Redentor allows 1 turn between civics changes, not zero turns.Attack Sub: 30 strength, 7 moves, 180 costDestroyers also upgrade to Missile CruisersCustoms House and Feitoria give +100% Foreign trade route incomeReduced inflation and better normalized it with game speedInflation no longer increases after the game time limit has been reachedAdjusted corporation maintenance for inflationCorporation Headquarters give 4 gold per corporation city to balance corporation immunity to inflationSpies downgrade towns, hamlets, and villages instead of completely destroying themMilitary Science moved to RenaissanceCan't vote on a winner if one team already has all the votes necessary to winUpdated Apostolic Palace civilopedia text to show that all members receive the religious building production bonus, unless they defy a resolution.Revised liberation formula- Fixes exploit of infinite unit generation through city liberationLiberation no longer provides free units to non-vassalsCities no longer auto-liberate on conquest except from a vassal to a masterColonies no longer can be the same civ as an existing oneColony gets all of prior owner's culture on the entire continentCan no longer make a colony on a continent with an existing colony. Liberate cities instead.Great Works brings city out of revolt, as before BTSUnlimited Corporation Executives now allowedInvisible units no longer get bumped when an enemy occupies the same tile.Can no longer build forts in rival territoryCan no longer blockade from within your own cultural bordersSpread culture espionage mission increases your culture by 5% of the total culture in the cityVassals can no longer use spies against their master (active missions)Espionage Poison Water and Unhappiness amounts no longer incorrectly scale with game speedAdded minimal conscription ability to all gunpowder and melee units that didn't previously have it- Prevents situation where you can't draft when you can build SAM Infantry but not InfantryRival spies no longer count as friendly units for nuke attacksBlockading consumes all remaining movementBlockade is canceled when unit does something other than blockadeBlitz promotion available to shipsFrigate, Ship of the Line, and East Indiaman bombardment ignores walls and CastlesColony maintenance capped at twice the distance maintenenceAll teams get espionage points against a newly formed Colony.Fighters no longer get experience points for shooting down units that cannot defend (paratroopers)Paratroopers have 25% evasion chanceAI FIXESFixed bug causing AI units to sit around outside cities.AI now knows how to use Steal Tech and Incite RevoltAI's may choose to concentrate on large espionage missions (like steal tech and sabotage project)AI uses spies more smartly (camps them in cities to get the discount)AI values espionage buildings moreBarbarian uprising events spawn more aggressive barbariansFixed issue with AI war planningCapitulation to a team that has not had the most success in a war is less likelyAI espionage tweakAI more likely to promote siege units with AccuracyAI has a better understanding of when to build early Wonders for non-Normal game speedsAI civs that are close to Domination victory are more likely to declare warAI close to domination population have a high priority for health buildings and techsAI is less reluctant to raze cities that have its state religion if it doesn't have the shrine[...]



BtS patch 3.03 is out

Mon, 13 Aug 2007 20:03:44 GMT

Firaxis has released the 3.03 patch for Civ4: Beyond the Sword. The patch is accessible through your in-game Advanced menu or [url=http://downloads.2kgames.com/civilization/Civ4BeyondTheSwordPatch3.03_B.exe]here.[/url]

The known changes are:

* Microsoft Fix for Manifest Requirements
* DirectX 9.0c June Version Included



Warlords patch 2.13

Fri, 20 Jul 2007 00:29:34 GMT

As of today (July 19th, 2007) this seems to only be available via the game main menu => ADVANCED option, then CHECK FOR UPDATES option within Warlords. I couldn't find it on any official site.The following is copied from the readme.htm file after installing the patch:Last updated 21 – May - 2007V2.13Ship combat odds no longer affected by crossing a river Game no longer crashes when you load a save with the diplomacy screen open Fixed bug where ships could sometimes attack ground units When the user is the last human player in a multiplayer game, the retire option now works properly Forts act as cities only if they within friendly (ally or vassal) to the defender borders GameCore DLL no longer loaded from CustomAssets folder. Mods can still have their own DLL Fixed pop-rush rounding bug Fixed absenece of production popup for conquered city under certain circumstances Fixed multiple missions exploit from the same Great Person GNP graph shows total commerce generated, not only raw commerce Just one Cathedral required for OCC Barbarian Spearmen and Galleys appear as intended Fixed crop yield history reset on load Fixed removed spy teleportation mission :-) Fixed hotseat tech chooser bug Game no longer hangs when you retire from a one-player hotseat game Widescreen Laptop video resolution 1280x720 is supported Vassal States No longer possible to receive a request from an AI to declare war on one of his vassals (!) Vassals can no longer accept one-sided defensive pacts (!) Fixed happiness from vassal issue You can now airlift into cities of your vassal You don't pay supply costs for units inside your vassal's borders Can no longer ask someone to make peace with a vassal. Talk to the master directly. Vassal AI improvement When you declare war on a vassal, you also declare war on the master (instead of the master declaring war on you) Vassal AI no longer makes *all* their gold available for trade. Vassal AI never refuse to talk to their master AI better considers war consequences of accepting a vassal Vassals no longer freed when master forms a permanent alliance - Fixes the vassal/defensive pact exploit Master/Vassal AI attitude reflects the implicit defensive pact of a vassal agreement. Master/Vassal AI no longer give each other negative attitude modifiers for close borders. Vassal AI does not get upset because of Master's defensive pacts with third parties. Vassal cannot own plots within the city radius of his master's cities unless those plots are closer to his own cities. If you have a peace treaty in effect with someone, you can no longer declare war on their vassals either. Adjusted negative AI attitude for having vassals AI no longer refuses to become a vassal because of "your lands too far" when you are actually neighbors Great Generals When a generic Great General is attached to a unit, the unit is no longer given a TXT_KEY name Great Generals experience threshold scales with the ratio of Great People threshold to unit production rate (so the threshold is the same at all speeds except Marathon where they require 1.5 time more experience) Multiplayer Anonymous play: real player names revealed on game end Fix for anonymous mode not being always anonymous Fixed some more anonymous play issues - You can no longer see other player's names in the staging screen for loading a save - You no longer see the player ID for "waiting to hear from..." Fixed selection issue in simultaneous MP for recently-moved units [...]



cIV Gold

Mon, 09 Jul 2007 17:31:11 GMT

[url=http://www.gamingnexus.com/Default.aspx?Section=FullNews&I=4985]cIV Gold[/url]



Civ4 Expansion Announced!!!!

Wed, 28 Mar 2007 17:13:44 GMT

[url]http://www.2kgames.com/civ4/beyondthesword[/url][quote]Sid Meier's Civilization IV: Beyond the Sword marks the series biggest expansion ever New York, NY - March 2007 - 2K, a publishing label of Take-Two Interactive Software, Inc., announced today that Sid Meier's Civilization IV: Beyond the Sword, the latest expansion pack for the critically acclaimed Civilization IV series, is set for release in July 2007. Developed for the PC by the company's world-renowned development studio Firaxis Games, Sid Meier's Civilization IV: Beyond the Sword ushers in the largest amount of expansion content in the history of the Civilization franchise. Sid Meier's Civilization IV: Beyond the Sword is the second expansion pack for Civilization IV - the 2005 PC Game of the Year and major commercial success. The expansion will focus on the late-game time periods after the invention of gunpowder and will deliver 12 challenging and decidedly different scenarios created by the development team at Firaxis Games, as well as some esteemed members of the Civilization Fan Community. Sid Meier's Civilization IV: Beyond the Sword will also include 10 new civilizations, 16 new leaders, 5 new wonders, and a variety of new units that will offer even more fun and exciting ways for players to expand their civilization's power as they strive for world domination.Key Features Include:-Expanded Epic Game: Firaxis Games delivers a massive increase in new units, buildings, and technologies to the epic game with additional focus on the late-game time periods.-New Game Scenarios: The expansion will deliver 12 new scenarios, many containing themes never before included in the Civilization series, custom designed by the team at Firaxis and select members of the Civ Fan Community.-New Civilizations: The expansion pack includes ten new civilizations, such as Portugal, Babylon and Netherlands and their associated unique units and buildings.-More Civilization Leaders: Sixteen new leaders including leaders for -the ten new civilizations, as well as additional leaders for existing civilizations.-Corporations: A new gameplay feature that allows players to create corporations and spread them throughout the world. Each corporation provides benefits in exchange for certain resources.-Espionage: Now available much earlier in the game, this expanded feature offers players many new ways to spy on opponents, stir citizen unrest and defend their government’s secrets.-Events: New random events such as natural disasters, pleas for help, or demands from their citizens will challenge players to overcome obstacles in order for their civilizations to prosper.-New Wonders: Five new wonders await discovery including the Statue of Zeus, Cristo Redentor, Shwedagon Paya, the Mausoleum of Maussollos, and the Moai Statues.-Expanded Space Victory: Winning the race to Alpha Centauri will now require more strategic planning and tactical decision making.-Apostolic Palace: The United Nations will become available earlier in the game, providing a way for players to win a diplomatic victory earlier. New resolutions will also be added which will expand the available diplomatic options.-Advanced Starts: A major fan request, this new feature will enable players to “buy” components of a custom-tailored empire and begin play in the later part of the game, allowing them to experience many of the new features of the expansion pack in a shorter amount of time.-Enhanced AI: The AI has received many enhancements, making it tougher to beat on the higher difficulty levels. The ways in which the AI will attempt to achieve victory have also been expanded.[/quote]I NEED this game NOW. Why oh why do we have to wait FOUR WHOLE MONTHS???? If they deliver on this, it will be something tr[...]



Civilization Chronicles

Fri, 08 Sep 2006 21:16:37 GMT

2K boxing Civilizations I-IV

Take-Two label to release $70 nine-title compilation featuring all four Firaxis "god games" and five expansions.

In November 2004, Atari revealed that it had sold the popular Civilization series to a mystery buyer for $22.3 million. Two months later, Take-Two revealed that it was the buyer and had signed a deal with the game's developer, Firaxis, to publish multiple Civilization games, beginning with the critically lauded Civilization IV.

Though it would end up buying Firaxis outright in November 2005, Take-Two made a separate deal six months prior to acquire all Civilization games released prior to Civ IV. Those games included Civilization, Civilization II, Civilization II: Fantastic Worlds, Civilization II: Conflicts in Civilization, Civilization II: Test of Time, Civilization III, Civilization III: Play the World, Civilization III: Conquests, and Civilization IV.

Today, Take-Two subsidiary 2K announced that it will rerelease almost every Civilization--in a single package. In October, nostalgic PC gamers will be able to pick up Sid Meier's Civilization Chronicles, a boxed set of all the aforementioned titles, for $69.99. In fact, the only non-Game-of-the-Year-Edition Civilizations not in the collection are the new expansion Civilization IV: Warlords and the much-maligned, Activision-developed 1999 title Civilization: Call to Power.

While it covers the same real-life era as other recent retro boxed sets like Command & Conquer: The First Decade, Sid Meier's Civilization Chronicles is not a bare-bones compilation. It will contain a bevy of extras like Civilization: The Card Game, an original tabletop card game based on Civilization IV rules. The game, which sports more than 250 cards, was designed by Civ IV lead designer Soren Johnson.

Also included in the set is the book The Chronicles of Civilization. Weighing in at 96 pages, the tome outlines the history of the franchise via interviews with its creator, Walk of Game member Sid Meier, and prominent designers such as Johnson. Also included is an essay on Civilization's importance in the game industry in general and the PC game sector in particular.

Sid Meier's Civilization Chronicles will also contain a DVD that will sport a video featurette outlining the making of Civilization IV, hosted by--you guessed it--Johnson again. The disc will also contain gameplay footage from and trailers of almost every Civilization game.

By Tor Thorsen -- GameSpot
Posted Sep 7, 2006 2:25 pm PT
Story from GameSpot: http://www.gamespot.com/news/6157268.html
Copyright ©2006 CNET Networks, Inc. All Rights Reserved.



Civ5?

Sun, 27 May 2007 16:04:59 GMT

Gamespot has a place for it already
[url=http://www.gamespot.com/pc/strategy/civilizationv/index.html?q=civilization&tag=result;img;7][/url]



Warlords Patch

Fri, 10 Nov 2006 09:46:05 GMT

Civilization IV: Warlords v2.08 PatchFilename: Civ4WarlordsPatch2.08.zipSize: 63.9 MBPosted: Oct 31, 2006This mod for Civilization 4 changes gameplay mechanics to improve resource management and to allow for upgraded buildings.Vassal States No longer possible to receive a request from an AI to declare war on one of his vassals (!) Vassals can no longer accept one-sided defensive pacts (!) Fixed happiness from vassal issue You can now airlift into cities of your vassal You don't pay supply costs for units inside your vassal's borders Can no longer ask someone to make peace with a vassal. Talk to the master directly. Vassal AI improvement When you declare war on a vassal, you also declare war on the master (instead of the master declaring war on you) Vassal AI no longer makes *all* their gold available for trade. Vassal AI never refuse to talk to their master AI better considers war consequences of accepting a vassal Vassals no longer freed when master forms a permanent alliance Fixes the vassal/defensive pact exploit Master/Vassal AI attitude reflects the implicit defensive pact of a vassal agreement. Master/Vassal AI no longer give each other negative attitude modifiers for close borders. Vassal AI does not get upset because of Master's defensive pacts with third parties. Vassal cannot own plots within the city radius of his master's cities unless those plots are closer to his own cities. If you have a peace treaty in effect with someone, you can no longer declare war on their vassals either. Adjusted negative AI attitude for having vassals AI no longer refuses to become a vassal because of "your lands too far" when you are actually neighbors Great Generals: When a generic Great General is attached to a unit, the unit is no longer given a TXT_KEY name Great Generals experience threshold scales with the ratio of Great People threshold to unit production rate (so the threshold is the same at all speeds except Marathon where they require 1.5 time more experience) Multiplayer: Anonymous play: real player names revealed on game end Fix for anonymous mode not being always anonymous Fixed some more anonymous play issues You can no longer see other player's names in the staging screen for loading a save You no longer see the player ID for "waiting to hear from..." Fixed selection issue in simultaneous MP for recently-moved units Now possible to join a Pitboss game where only AI are left Fixed Pitboss not-ready-to-launch bug Pitboss no longer crashes when launching as players are joining Pitboss no longer crashes when large amounts of text are spammed into the chat box Don't allow launching the game with players still in the civ selection screen Fixed MP crash when player is eliminated with the trade screen up and performs a trade Switched to new GameSpy SDK No autosaves generated for PBEM Innocent units are no longer penalized when another unit moves near the end of the turn timer and stays selected Added "logging enabled" warning for MP LAN: No longer possible to spam the network with game refresh requests Graphics: Fixed non-shader version of Mehmed if too many individual plots need globe rendering, redraw entire globe texture for performance Hooked up modern harbor graphic Fixed issue where combat zoom did not happen after you just clicked "yes" on the popup to declare war. Possible fix for grid crash. Kublai / Qin swap Interface: Combat odds greater than 99.9% are displayed as such (not rounded to 100%) Combat odds less than 0.1% are displayed as such (not rounded to 0%) Active resource deals (1 of X) display the correct number for X Diplomacy screen: leader attitude once again shown at the top Regenerating the map resets [...]



Civilization IV: Warlords Update

Tue, 30 May 2006 07:59:59 GMT

Sid Meier's Civilization IV: Warlords Release date: Jul 2006Sid Meier's Civilization IV: Warlords is the first expansion pack for the award-winning game that has become an instant world-wide hit. Paying homage to some of history's greatest military leaders, the expansion will deliver six unique and interesting scenarios, giving players the chance to change the course of history with the help of their new powerful "warlord" unit. Civ IV: Warlords will include new civilizations, leaders, units, and wonders that will offer even more fun and exciting ways for players to expand their civilization's military power as they strive for world domination.FeaturesWarlords: A new great person type called the Warlord.Vassal States: Conquer an enemy and subjugate them to your rule.Game Scenarios: The expansion will deliver six scenarios.New Civilizations: The pack will provide 6 new civilizations and associated unique units.Civilization Leaders: Ten new leaders will be provided. The list will include leaders for the new civilizations as well as additional leaders for existing civilizations.Leader Traits: Two new leader traits.New Wonders: There will be three new wonders.Unique Buildings: Each civilization will have a new unique building as well as their unique unit.New Units, Resources, and Improvements: Many new items will be presented throughout the scenarios.Core Game Tweaks and Additions: Expanded features and gameplay tweaks will be made to the core game.Post-Release Patches and Game Upgrades: The pack will contain all of the patches and game additions (pit boss, etc.) yet released for Sid Meier's Civilization IV.Scenario ListChinese Unification (350 BC): Take control of one of Ancient China's kingdoms in an attempt to unify the country by either the pen or the sword.Peloponnesian Wars (430 BC): Mighty Athens and Sparta struggle for dominance of Greece and surrounding territories.Alexander's Conquests (330 BC): Alexander attempts to conquer the world to the south and east of Greece, taking on the Persians, Egyptians, and Indians.Rise of Rome (300 BC): Battle as Rome, Carthage, Greece, Gaul, or Egypt for control of the Mediterranean.Vikings (800 AD): Become ruler of the Vikings and send your men out on numerous raids against Europe. Victory is decided by how much loot can be acquired.Genghis Khan (1206 AD): Relive the conquests of one of history's greatest military leaders and capture - or if you must, destroy - all of Asia.Source: www.mygamer.com [...]



Civ4 Patch 1.61 and more...

Tue, 30 May 2006 07:43:03 GMT

This is kind of old news, but posting this to update the "News and Announcements" area.1.61 Patch v1.61 is a major upgrade to Civ IV and includes number of new and exciting features including new scenarios and map scripts, unit adjustments and enhancements and more! Note: This patch is for all versions of Civilization IV with the exception of the Direct2Drive version. Download the patch from 2k games(45.7 MB)Changes: randomized processing order when multiple players try to move on the same turn sliceonly the host can set the admin passwordHorseback Riding now a classical techKremlin now gives -33% hurry production costcan't airlift from foreign citiesexpanded subject for PitBoss e-maillightened the color of some civs' textmp retire fixless hammers from chops the farther away from a cityreduced hammer yield from forest chops to 20…Mathematics increases forest chop yields by +50%SDI cannot be built before the Manhattan Project.increased SDI costmarines and SAM Infantry now upgrade to Mech Infantrybetter AI-to-human diplo in team gamesno more diplo penalty for helping to end warscity production popups stay on city when entering/exitingcan now set units to Sleep and Intercept in wbsContinents map script now produces large continentsgame options and victory conditions now saved in ini fileinvalid buildings now removed from city queuesFree Trade: Medium UpkeepState Property: Low UpkeepRepresentation: +2 happy in X biggest cities.Hereditary Rule: Low Upkeep.Representation: Medium Upkeep.Slaver: Low UpkeepNationhood: No Upkeepfirepower is now average of curr and max strengthGunships now move faster over railsNo Cheating option renamed to Lock Modified Assetscity management no longer uses "forced" specialist states when not automatedExpansive: +3 HealthFinancial: No longer give production bonus for BanksPrompt for admin password when loading a game containing one in LAN, Internet, or Pitboss playDon't allow players to play non-playable civs in PitbossDo not display SP only mods in PitbossAllow hotseat/PBEM scenario host to select which civ s/he will playForce non-playable civs to be AI in Hotseat/PBEM gamesAllowing for AI slots in player defined scenarios for Hot Seat, PBEM, and Pitboss gamesDo not display duplicate buddy request popups from the same guyPeer address handling improvementsNumber keys perform leaderhead actions on Civilopedia leader screen.Custom game SP screen remembers difficulty level last playedReduced rounding error for population and land victory condition testLoading a multiplayer game as a PBEM/hotseat converts it to non-simultaneous turnsWhen the city names of your civ are all taken, choose a default name from a random civTimelines more uniform across game speedsMilitary Advisor shows BarbariansTech chooser screen now observes CvGameInterface.cannotResearch() and shows the tech in a red pane if the function returns trueFixed American Revolution scenario to work with PitbossPBEM password reminder popup no longer disappears when the game startsWonder description on Wonder Movie screen more legibleTop Civs screen no longer appears in online multiplayerCivilopedia main page sorted in columns rather than in rowsPressing escape when selecting goto points now cancels the goto waypointsMilitary advisor now works like foreign advisor: clicking on leader buttons clears previous leader selections unless you hold down the shift key.Teams in multiplayer once again share all the players' starting techs, not just the last player'sGreat person point generation from Wonders continues after Wonder has become obsoletequicksave doesn't prompt for overwriteFixes: exploi[...]



Sid Meier's Civilization IV Now Shipping To Retail Stores Across North America

Tue, 25 Oct 2005 15:55:44 GMT

New York, NY - October 25, 2005 - 2K Games, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), and FIRAXIS Games, the world renowned video game developer, today announced that Sid Meier's Civilization IV for the PC has shipped to retail stores in North America. Sid Meier's Civilization IV will be in retail stores in Europe on November 4. Sid Meier's Civilization IV comes-to-life like never before in a beautifully detailed, living 3D world that expands the gameplay experience. This latest installment takes the franchise to new heights with the addition of new ways to play and win, new tools to manage and expand your civilization, all-new easy to use mod capabilities and various multiplayer modes and options. "With more than six million units sold, the Sid Meier's Civilization franchise is recognized as one of the greatest PC game franchises of all-time," said Christoph Hartmann, Managing Director of 2K Games. "Sid Meier's Civilization IV expands on the popular gameplay in the Civilization series with new features including religion, some of history's most influential people and for the first time in the Civilization series, a full 3D engine." "The Civilization series is very close to our hearts," said Jeff Briggs, Founder, President and CEO of FIRAXIS Games. "We've worked diligently to make Civilization IV even better than its worthy predecessors, and are really proud of the end result." "Each new Civilization is a major undertaking," added Sid Meier, Director of Creative Development at FIRAXIS Games. "Creating Civilization IV was a monumental task, but everyone at FIRAXIS was determined to create the best Civ experience yet, and I think we succeeded. Fans will absolutely love this game and folks new to the series won't be able to resist." Key Features: Faster-Paced Fun - Gameplay has been streamlined for a tighter, faster, and more compelling experience. Greater Accessibility and Ease of Play - An easy-to-use interface will be immediately familiar to RTS and action game players, and newcomers to the series will be able to jump in and play. Tech Tree - Flexible Tech tree allows players more strategic choices for developing their civilizations along unique paths. Grow Bigger Empires - More Civilizations, Units, and Improvements to enhance and grow your empire. Multiplayer - LAN, Internet, Play-By-Email, and Hotseat offer players all-new strategies and ways to play when competing or cooperating with live opponents. Team Play - Whether playing multiplayer or single player, team play offers a new way of setting locked alliances that result in shared wonder effects, visibility, unit trading, and shared territory that delivers a plethora of new strategic and tactical options. Beautiful 3D world - Sid Meier's Civilization IV comes to life with a beautiful 3D world, dozens of fully animated units (including culturally unique units), and totally customizable armies. Cities and wonders will appear on the map. Wonder movies are back! Mods and Community Tools - Designed from the ground up for modability, the game contains a powerful map editor with XML and Python support. Choose Your Leader - Most Civilizations now have two leaders from which to choose, with each Leader having traits that provide various bonuses to the player. Civics - With the discovery of new techs, civic options can become available. Freedom of speech or slavery? Hereditary rule or open elections? This creates endless government choices and possibilities! Religion - Now there are seven religions in the game that are unlocked through researching. When unlocked[...]



Civilization IV Goes Gold!

Wed, 19 Oct 2005 15:44:26 GMT

New York, NY - October 19, 2005 - 2K Games, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), and FIRAXIS Games, the world renowned video game developer, today announced that Sid Meier?s Civilization IV for PC has gone gold and is off to manufacturing. Sid Meier?s Civilization IV will ship to North American retail stores on October 25th.

The fourth title in the legendary series of turn-based strategy games, Sid Meier?s Civilization IV expands on the beloved gameplay of its predecessors with countless new gameplay changes and improvements, including religion, great people and for the first time in the Civilization series, a full 3D engine.




Support Section Goes Live

Thu, 27 Oct 2005 22:05:16 GMT

Support Section Goes Live 10.27.05
Visit the Support Section of the Civilization IV Official Site for a list of documented solutions.
[click here for the support section]

GameSpot Gives Civ IV an Editors' Choice Award 10.26.05
GameSpot's Civilization IV review has gone up and the final verdict is a 9.4 out of 10, as well as an Editors' Choice Award.
[Read the full review]

Civilization IV Wallpapers Now Available 10.26.05
Decorate your desktop with brand new Civ IV wallpaper. There are six wallpapers now available in the Downloads section of the Official Site.
[Click Here to see the wallpaper]

Received a French Tech Tree Poster? 10.26.05
2K Games has determined that a small amount of U.S. units of Civilization IV incorrectly included the French Language tech tree poster due to an error at an assembly plant. 2K Games is replacing this at no cost, please click this link for more information. We apologize for any inconvenience this has caused.
[Click Here for Tech Tree Support]




Official Site Updated with Trailer, Leaderheads, and More

Mon, 24 Oct 2005 11:50:14 GMT

In celebration of next week's release of Civilization IV, the official site now features the launch trailer in the Downloads section. Once you've finished viewing the movie, head over to the Civilizations section which has been updated with all the leaderheads found in the game. Be sure to also visit the Civ Comparisons section to see how Civ IV has improved upon previous versions in the franchise with regards to graphics and gameplay.