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发表于 2007-9-15 11:02:31
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Patch v3.13 change list
We are done with the patch, but unfortunately we will not be able torelease it this week as we had hoped. Believe me, I know how hard it isto 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.
GAMEPLAY
Cristo Redentor allows 1 turn between civics changes, not zero turns.
Attack Sub: 30 strength, 7 moves, 180 cost
Destroyers also upgrade to Missile Cruisers
Customs House and Feitoria give +100% Foreign trade route income
Reduced inflation and better normalized it with game speed
Inflation no longer increases after the game time limit has been reached
Adjusted corporation maintenance for inflation
Corporation Headquarters give 4 gold per corporation city to balance corporation immunity to inflation
Spies downgrade towns, hamlets, and villages instead of completely destroying them
Military Science moved to Renaissance
Can't vote on a winner if one team already has all the votes necessary to win
Updated Apostolic Palace civilopedia text to show that all membersreceive the religious building production bonus, unless they defy aresolution.
Revised liberation formula
- Fixes exploit of infinite unit generation through city liberation
Liberation no longer provides free units to non-vassals
Cities no longer auto-liberate on conquest except from a vassal to a master
Colonies no longer can be the same civ as an existing one
Colony gets all of prior owner's culture on the entire continent
Can no longer make a colony on a continent with an existing colony. Liberate cities instead.
Great Works brings city out of revolt, as before BTS
Unlimited Corporation Executives now allowed
Invisible units no longer get bumped when an enemy occupies the same tile.
Can no longer build forts in rival territory
Can no longer blockade from within your own cultural borders
Spread culture espionage mission increases your culture by 5% of the total culture in the city
Vassals can no longer use spies against their master (active missions)
Espionage Poison Water and Unhappiness amounts no longer incorrectly scale with game speed
Added 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 Infantry
Rival spies no longer count as friendly units for nuke attacks
Blockading consumes all remaining movement
Blockade is canceled when unit does something other than blockade
Blitz promotion available to ships
Frigate, Ship of the Line, and East Indiaman bombardment ignores walls and Castles
Colony maintenance capped at twice the distance maintenence
All 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 chance
AI FIXES
Fixed bug causing AI units to sit around outside cities.
AI now knows how to use Steal Tech and Incite Revolt
AI'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 more
Barbarian uprising events spawn more aggressive barbarians
Fixed issue with AI war planning
Capitulation to a team that has not had the most success in a war is less likely
AI espionage tweak
AI more likely to promote siege units with Accuracy
AI has a better understanding of when to build early Wonders for non-Normal game speeds
AI civs that are close to Domination victory are more likely to declare war
AI close to domination population have a high priority for health buildings and techs
AI is less reluctant to raze cities that have its state religion if it doesn't have the shrine
AI uses espionage to destroy non-resource terrain improvements - such as Towns.
Increased likelihood of the AI stealing techs
On non-aggressive AI, the AI's are more aggressive early in the game.
AI trains more units early in the game
Revised AI bribe into war cost
AI does better job of bribing other AI's
AI spends less on Espionage.
AI trains spies with lower priority
AI better aware of Free Market / Environmentalism corporation impact
Exploring units now heal.
Fixed some issues which hampered or stalled AI early game expansion.
Tweaks to Governor, particularly "Emphasize Food"
Fixed an undefended cities issue
Slight tweak to the AI selection of HQ city when founding a corp
Governor fills the food bar better
Governor works hamlets over cottages.
Fixed bug where city governor would sometimes work sub-optimal tiles
Fixed some AI war preparation issues
Fixed AI problem of not training workers in extremely unhealthy city sites
AI postpones sneak attack plans after a forced peace treaty
Fixed AI scouting so that they don't get stuck going back and forth
AI always accepts liberated cities through diplomacy
Automated corporation spreading no longer tries to spread corporation where it cannot be spread
Automated workers assigned to connect the trade network no longer do other things.
AI attitude for voting for/against them in elections decays faster
Fixed an AI issue with amphibious invasions
Fixed AI seaborne corporation spreading bug
Fixed AI using citizens instead of better specialists
Fixed a bug in AI hurry production decision
AI now knows how to build a new palace to reduce colony maitenance.
AI no longer suicides Paratroopers into certain death by intercepting Fighters
Fixed AI gifting units to the wrong player upon empire split
Fixed AI tech purchasing in advanced start
Fixed a bug where AI proposed resolutions that it should never have been voting for |
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