Sid Meiers Civilization IV: Colonization Patch v.1.01f ENG


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Description
version: v.1.01f ENGEnhancementsReleased PITBOSS executableThe end of the game is extended once a colony declares independence100 turns on Normal speedMissionaries now have a chance of failure to establish a mission.A failed mission angers the native chiefAdded the ability to sail from Europe to the west edge of the mapChanged text for when natives abandon their settlements to be less confusingMissions now always send converts to the player who established themAdded warning message for when a settlement needs more raw materialsAdded warning for when stored goods are nearing storage capacityAI tries to produce more defenders in their settlementsAI tries to prepare better for revolutionAI uses King to transport treasure if no Galleons are availableAI knows how to pick up treasures without bringing them to a settlementBalance FixesThe Royal Expeditionary force increases less rapidly as the game progresses, depending on difficulty levelAI colony leaders are less friendlyAI native leaders are more likely to declare war due to proximity of bordersChanged Europe width to be a percentage of the map sizeEurope plots are now at least four tiles from the near landAI gets some free money depending on difficulty levelSatisfying the King’s demands delays increasing his expeditionary forceGreat Generals are born more frequently on Marathon and Epic speedsCrosses levels required for immigration increase more slowlyEducation points required for graduation increase more slowlyEnforcing a 20-turn peace treaty between colonies at the startPopulation no longer affects score – just Land and Founding FathersIncreased price of horses in EuropeNatives change their desired good only when supplied with that goodMilitary ships (Frigate, Ship of the Line, Man-o-War) cannot enter native settlementsThe price of hurrying immigrants never exceeds the price of buying themStarting location is now randomized every time you lose all your shipsDomestic Advisor no longer available when the trade screen is upExploration points no longer scale with game speedConverted natives can no longer be educated in native settlementsConverted natives can no longer become missionariesTraded goods through warehouse expansion count towards tax raisesBoycotted goods no longer count for tax raisesBug FixesArmed Mounted Brave does not receive defensive bonusesArmed Brave receives defensive bonusesFixed lost production bugFixed bug with two citizens graduating in the same turnFixed reversed labels on assign trade route tooltipFixed some starting location issuesKing no longer asks for money after you have declared independenceKing no longer raises taxes after you have declared independenceKing no longer adds to his expeditionary force after you have declared independenceUnits ungroup when traveling to EuropeUnits ungroup when being educated by the nativesTerrain double movement from promotions now works properlyOther ChangesAutomated pioneers will not remove features from an improved plot being workedRemoved cap on production overflowColonists can join settlements even after they have movedUnits left in Europe after the revolution are eliminated if Elections are chosen in the ConstitutionEducation point threshold increases per city, as intended, rather than per playerKing 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 disappearingFixed text bug dealing with incorrect tokenSlavery gives extra hammers as well
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