Updates to Civilization IV: Colonization Update have been released. The updates will be applied automatically when your Steam client is restarted.
Enhancements
Balance Fixes
Other Changes
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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 availableAI 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 Kingâs 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 â 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 raisesBoycotted goods no longer count for tax raises
- 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 nativesTerrain 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 tokenSlavery gives extra hammers as well
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