▄ ▄ ▀ ■
▄ ▀ ▀▄ ▄■▀▀▀■▄ █ ▄■▀▀▀■▄
░ █▄ ▓▄ ░ ▄█▌ ▀ ▓▄ ▀▀███▄▄ ░ ▄█▄ ▓█▄
▀███▄ ▓██▄ ▄▄███▄▄▀ ░ ▓██▄▄▄▄▄▄▄█████▄ ░ ▄██▀██▄ ░ ▓██▓ ░ ▄
▄████▀▀▀▀▀▀ ▓██▓ ▓████▀█▓▓▓█ ▄▄▄▄▄▄▓██▓ ▓██▓ ▓██▓▀ ▄██▓ ▓██▄ ▓██▓ ░░░ ▄█▓
▀▀▀▀▀▀▓▓▓▓▄▀▓▓▓▀▀▓▓▓▄ ▀▀▀ █▓▓▓▀ ▓▓▓▓ ▓▓▓▓▀▀▓▓▓▄▄ ▓▓▓▓ ░ ▓▓▓▓ ▓▓▓▓ ░░░ ▓▓▓▓
▒▒▒▒▒ ▐▒▒▒▒█▐▒▒ ▐▒▒▒▒ ▓▓▓▓▓▐▒▒▒▒ ░ ▒▒▒▒ ▒▒▒▒ ▐▒▒▒▒█▄▒▒▒ ░ ▒▒▒▒ ▒▒▒▒ ░░░ ▒▒▒▒
░░░░░ ░ ░░░░░▌░░ ░ ░░░░░░░░░░▐░░░░ ░ ░░░░ ░░░░ ░ ░░░░░░░░░ ░ ░░░░ ░░░░ ▄ ░░░░
▒▒▒▒▒ ░ ▒▒▒▒▒▌▒▒ ░ ▒▒▒▒▒▄▒▒▒▒▒▒▒▒▒ ░ ▒▒▒▒ ▒▒▒▒ ░ ▒▒▒▒▒▌▒▒▒ ░ ▒▒▒▒ ▒▒▓▀▄███▄▀▓▒▒
▐▓▓▓▓ ░▐▓▓▓▓▓▓▓▓ ░▐▓▓▓▓▓▌▓▓▓▓▐▓▓▓▓▌ ▓▓▓▓ ▓▓▓▓ ░▐▓▓▓▓▓▓▓▓▓ ░ ▓▓▓▓ ▓▓▓▓▓▀ ▀▓▓▓▓▓
▀██▓ ▄█▓██▀▄██▀ ▓████▓███▀ ▓███▓▄▄▓██▓▄▓█▀ ▓███▓ ▀██▓ ▓██▀ ▓██▀ ░ ░ ▀██▓
░ ▀▄██▀▀ █▀ ▄█▓██▀ █▀ ░ █████▀▀▀ ▀ ░ ▐██▓█▌ ░ ▀██▄██▀ ░ ▓▀ ░ ▀█
▄▀▀ ░ ▄███▀▀ ░ ▀■▄▄■▀ ▀▀████▄▄▄■▀ ░ ▀▀███▄▄▄▄▄██▀ Eboy
▀▄▄■▀ ■▀▀ ▀▀▀▀▀▀
S K i D R O W
▄▀ -> T H E L E A D i N G F O R C E <- ▀▄
▀▄ ▄▀
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀▀▀ ▀ proudly presents ▀ ▀▀▀▀▀ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
░ ███▓▓▓▓▒▒▒░░ Sid Meier's Civilization V Update 3 to 5 ░░▒▒▒▓▓▓▓███ ░
▒▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▒
▓ ▓
▓ RELEASE DATE : 20-12-2010 PROTECTION : Steam + CEG ▓
▓ GAME TYPE : Strategy DISKS : CRACKED UPDATE ▓
░ ░
▀█▓▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀██▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀ ▀
▀█▌ Release Notes: ▀█▄ ░ █
▄■ ▐▓ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄██▄ ▒ █
█ ▄█▀ █ ▓ █
▀▀▀ ░ █ The Skid Rowdies are looking new blood to fill up the ranks. █ █
▒ █ We're a professional team of dedicated sceners with big mark █ █
█ █ under sceners. We believe on the ground idealism of the root █ █
█ █ of the real old school scene. We do all this for fun and █ █
█ █ nothing else. We don't earn anything on our hobby, as we do █ █
█ █ this for the competition and the heart of what got the scene █ █
█ █ started in the mid eighties. █ █
█ █ █ █
█ █ If you think you got something to offer, then don't hold back █ █
█ █ on contacting us as soon as possible. █ █
█ █ █ █
█ █ _______ __ ___ _____ /\__ █ █
█ █ \ / |/ /_/\_| \ \ _ \ / /_ \/\ /\ █ █
█ █ /\ \/| / / \/\/| |\ \ \//_// / / / / / / █ █
█ █ / \ \| \ \ / \| |_\ \ / / \/ /_/ / /// / █ █
█ █ \____/|_|\_\\__/|___/ / /_/\_/\__/_/\____/ █ █
█ █ twice the fun \/ double the trouble █ █
█ █ █ █
█ █ ────────────────────────────────────────────────────────────── █ █
█ █ █ █
█ █ On with the update release information: █ █
█ █ █ █
█ █ Sid Meier's Civilization V Update 5 █ █
█ █ =================================== █ █
█ █ █ █
█ █ █ █
█ █ █ █
█ █ [TACTICAL AI] █ █
█ █ █ █
█ █ - Proper evaluation of which enemy units can reach my units █ █
█ █ next turn. █ █
█ █ █ █
█ █ - Sorting enemy targets (within a class) by damage. █ █
█ █ █ █
█ █ - Combine bombardment fire from cities with other ranged fire █ █
█ █ where possible. █ █
█ █ █ █
█ █ - Never target a city for a ranged attack when they are █ █
█ █ already at (or going to be at) 1 health. █ █
█ █ █ █
█ █ - Have the tactical AI be more aggressive about fortifying █ █
█ █ units that aren't moving anyways. █ █
█ █ █ █
█ █ - Make all forms of guarding improvements the lowest priority █ █
█ █ tactical AI moves. █ █
█ █ █ █
█ █ - Don't mark tiles adjacent to enemy at sea as good for flank █ █
█ █ attacks -- there is no flanking at sea. █ █
█ █ █ █
█ █ - Update to tactical AI pillaging code - now prioritize enemy █ █
█ █ land resources and trade routes (never regular mines or █ █
█ █ farms). Always uses the check to make sure AI is not trying █ █
█ █ to pillage in an enemy dominance zone. Barbarians will still █ █
█ █ target everything. █ █
█ █ █ █
█ █ - Never use ranged units to provide flank bonuses. █ █
█ █ █ █
█ █ - Reduce chance of AI civs making "suicide" attacks. █ █
█ █ █ █
█ █ - Changes to better protect the capital or any city with an █ █
█ █ enemy within 5 tiles. █ █
█ █ █ █
█ █ [VICTORY] █ █
█ █ █ █
█ █ - AI will be more aggressive about pursuing Diplo victory █ █
█ █ (bribing City States) if they are wealthy. █ █
█ █ █ █
█ █ - AI will be more aggressive about building Spaceship parts █ █
█ █ when going for Science victory. █ █
█ █ █ █
█ █ [CIVS] █ █
█ █ █ █
█ █ - Tweak a few leader settings to be more likely to use their █ █
█ █ traits. █ █
█ █ █ █
█ █ - Adjust Napoleon to make more likely to go for culture. █ █
█ █ █ █
█ █ [COMBAT/UNITS] █ █
█ █ █ █
█ █ - AI will not use Horse as defenders on hills as much. █ █
█ █ █ █
█ █ - AI will often build more defensive troops. █ █
█ █ █ █
█ █ - AI will more aggressively hunt barbs in the early game. █ █
█ █ █ █
█ █ - Slightly more naval units. █ █
█ █ █ █
█ █ - AI will now build ranged and mobile units more in line with █ █
█ █ the flavor settings for the team - in general, this means █ █
█ █ more mobile units. █ █
█ █ █ █
█ █ - AI now builds, deploys, and uses air units more effectively. █ █
█ █ █ █
█ █ - Allow AI to build more units if above Prince. █ █
█ █ █ █
█ █ - AI will be more likely to build and bring siege units in a █ █
█ █ city attack. █ █
█ █ █ █
█ █ - Better nuke targeting by AI. █ █
█ █ █ █
█ █ - Won't build AA if no air threat. █ █
█ █ █ █
█ █ - Allow AI or automated human explorers to move to edge of █ █
█ █ sight range and then explore again. █ █
█ █ █ █
█ █ [EXPLORATION/EXPANSION] █ █
█ █ █ █
█ █ - AI will emphasize getting an Ocean going explorer unit when █ █
█ █ the time comes. █ █
█ █ █ █
█ █ - AI slightly more likely to settle off home continent. █ █
█ █ █ █
█ █ - AI should colonize other continents regularly. █ █
█ █ █ █
█ █ - AI second wave expansion more aggressive. █ █
█ █ █ █
█ █ - Improve the AI's chances of setting up protected bombard █ █
█ █ attacks. █ █
█ █ █ █
█ █ - Settlers: should handle watery maps better. █ █
█ █ █ █
█ █ - AI will grab goody huts on other land masses. █ █
█ █ █ █
█ █ - AI will grab empty barb camps more often. █ █
█ █ █ █
█ █ [WORKERS/CITY AI] █ █
█ █ █ █
█ █ - Large Cities should be more willing to build happiness and █ █
█ █ gold buildings. █ █
█ █ █ █
█ █ - Workers prioritize repair builds higher than other builds. █ █
█ █ █ █
█ █ - AI will be more likely to build a wall on any city that was █ █
█ █ an original capital. █ █
█ █ █ █
█ █ - Builder tasking now calculates yields appropriately during █ █
█ █ golden ages and weighs tiles according to how much stuff █ █
█ █ they provide overall as well as their maximum yield of a █ █
█ █ certain type. █ █
█ █ █ █
█ █ - More likely to build up economy early. █ █
█ █ █ █
█ █ - Multiple worker AI improvements. █ █
█ █ █ █
█ █ [MISC] █ █
█ █ █ █
█ █ - Factor GS into flavors more. █ █
█ █ █ █
█ █ - Disband obsolete units even if not losing money. █ █
█ █ █ █
█ █ - Upgrade units a bit more. █ █
█ █ █ █
█ █ - Tweak flavors of policies a bit. █ █
█ █ █ █
█ █ - Have AI factor Grand Strategy into picking policies. █ █
█ █ █ █
█ █ - AI will factor grand strategy into tech choices a bit more. █ █
█ █ █ █
█ █ - AI don't send a barb expedition if defenses are critical. █ █
█ █ █ █
█ █ - AI less likely to pick a city on an inland sea for serious █ █
█ █ naval production. █ █
█ █ █ █
█ █ - Additional pathfinder optimization. █ █
█ █ █ █
█ █ [GAMEPLAY] █ █
█ █ █ █
█ █ [CITY/BUILDINGS] █ █
█ █ █ █
█ █ - Added "National Treasury" national wonder, which requires █ █
█ █ Markets in all cities. Provides +8 Gold per turn to the city █ █
█ █ in which it's built. █ █
█ █ - Added "Circus Maximus" national wonder, which requires █ █
█ █ Colosseums in all cities.. Provides 5 Happiness. █ █
█ █ █ █
█ █ - Library now has no specialist slots. █ █
█ █ █ █
█ █ - Wat now has two specialist slots. █ █
█ █ █ █
█ █ - Public school now has 1 Science per pop, +1 free Great █ █
█ █ Scientist point, +1 Culture for 3 gold maintenance. █ █
█ █ █ █
█ █ - Observatory now has 1 specialist slot. █ █
█ █ █ █
█ █ - Research Lab has two specialist slots. █ █
█ █ █ █
█ █ - Public school now provides 1 beaker per pop for 3 gold █ █
█ █ maintenance. █ █
█ █ █ █
█ █ - Watermill now provides +2 good and +1 production for 2 gold █ █
█ █ maintenance. █ █
█ █ █ █
█ █ - Paper Maker now has no specialist slots. █ █
█ █ █ █
█ █ - Circus now has +2 happiness and no maintenance. █ █
█ █ █ █
█ █ - Theatre now has +5 happiness. █ █
█ █ █ █
█ █ - Stadium now has +5 happiness. █ █
█ █ █ █
█ █ - Reduced production cost and maintenance for the Courthouse. █ █
█ █ █ █
█ █ - Courthouse can now be purchased in a city (although it is █ █
█ █ expensive). █ █
█ █ █ █
█ █ - Removed maintenance from city defense buildings (Walls, █ █
█ █ Castle, Military Base). █ █
█ █ █ █
█ █ - City defense buildings now help cities heal. █ █
█ █ █ █
█ █ - Increased city strength ramp-up based on technology. █ █
█ █ █ █
█ █ - Reduced effects of Forbidden Palace and Meritocracy █ █
█ █ (Happiness per city). █ █
█ █ █ █
█ █ - Reduced amount of food needed for cities to grow at larger █ █
█ █ sizes. █ █
█ █ █ █
█ █ - Buildings can now no longer provide more Happiness than █ █
█ █ there is population in a city (wonders are excluded from █ █
█ █ this). █ █
█ █ █ █
█ █ - Ironworks now gives 10 hammers instead of a % bonus. █ █
█ █ █ █
█ █ - National College now gives +5 science in addition to the % █ █
█ █ bonus. █ █
█ █ █ █
█ █ - Hermitage gives 5 culture in addition to its previous bonus. █ █
█ █ █ █
█ █ - Raze/Unraze exploit fixed. █ █
█ █ █ █
█ █ - Cities being razed are unhappy about it (only during the █ █
█ █ razing process). █ █
█ █ █ █
█ █ - Cities heal more quickly. █ █
█ █ █ █
█ █ █ █
█ █ █ █
█ █ - Cavalry can now go obsolete with Combustion. █ █
█ █ █ █
█ █ - Stealth bombers cannot use carriers. █ █
█ █ █ █
█ █ - Only allow one upgrade per unit from a goody hut. █ █
█ █ █ █
█ █ - Add second embarkation promotion ("Defensive Embarkation"). █ █
█ █ █ █
█ █ - Amount of damage done during naval combat increased. █ █
█ █ █ █
█ █ - All melee horse units get penalty attacking cities. █ █
█ █ █ █
█ █ - Increased city attack penalty for mounted and armor units to █ █
█ █ 50% (from 40%). █ █
█ █ █ █
█ █ - Lancers (and Lancer UUs) upgrade to helicopter. █ █
█ █ █ █
█ █ - Lowered combat value of Horseman and Companion Cavalry. █ █
█ █ █ █
█ █ - Promotions must be picked the turn they're earned. █ █
█ █ █ █
█ █ - Can no longer promote a unit that has fought during the turn █ █
█ █ (instead, the promotion comes up the beginning of the █ █
█ █ following turn). █ █
█ █ █ █
█ █ - Catapults and Trebuchets now weaker against units but █ █
█ █ stronger VS cities. █ █
█ █ █ █
█ █ - Reduced effectiveness of Archers & Crossbowmen (and their █ █
█ █ UUs) VS cities. █ █
█ █ █ █
█ █ - Reduced some combat bonuses: flanking (15 to 10), Great █ █
█ █ Generals (25 to 20), Discipline (15 to 10), Military █ █
█ █ Tradition (2x to 1.5x). █ █
█ █ █ █
█ █ - Remove requirement for aluminum on Mobile SAM. █ █
█ █ █ █
█ █ - Lower open terrain penalty to 10% . █ █
█ █ █ █
█ █ - Marsh is now 3 moves to enter (Chariots do not move quickly █ █
█ █ through it anymore). █ █
█ █ █ █
█ █ - Cavalry now upgrade to tanks. █ █
█ █ █ █
█ █ [CITY STATES] █ █
█ █ █ █
█ █ - Reduced bonuses from Maritime city-states - Friends: +2 food █ █
█ █ in capital, +0 food in other cities - Allies: +3 food in █ █
█ █ capital, +1 food in other cities █ █
█ █ █ █
█ █ - Only the first 3 units gifted to a city-state will earn █ █
█ █ Influence now. █ █
█ █ █ █
█ █ - Killing a barb inside a city-state's territory now gives a █ █
█ █ 5-turn buffer where there is no Influence intrusion penalty. █ █
█ █ █ █
█ █ [HAPPINESS] █ █
█ █ █ █
█ █ - If an empire reaches -20 Happiness, it goes into revolt, and █ █
█ █ rebels start appearing throughout the empire, based on the █ █
█ █ number of cities. █ █
█ █ █ █
█ █ - Amount of Happiness needed to trigger a Golden Age reduced. █ █
█ █ █ █
█ █ - Amount of Happiness needed to trigger a Golden Age now █ █
█ █ increases as the number of cities in the empire goes up. █ █
█ █ █ █
█ █ █ █
█ █ █ █
█ █ - Landed Elite (Tradition Branch) now reduces culture cost of █ █
█ █ border growth by 2/3. █ █
█ █ █ █
█ █ - Monarchy (Tradition Branch) now provides +1 Gold per 2 pop █ █
█ █ in the Capital.. █ █
█ █ - Liberty now provides a Settler training bonus to only the █ █
█ █ capital, and not every city. █ █
█ █ █ █
█ █ - Tradition now provides +50% growth in the capital. █ █
█ █ █ █
█ █ - Theocracy now reduces Unhappiness by 25% . █ █
█ █ █ █
█ █ - Reformation now gives a 10-turn GA. █ █
█ █ █ █
█ █ - Adopting Rationalism now gives a 4-turn GA. █ █
█ █ █ █
█ █ [TECH TREE] █ █
█ █ █ █
█ █ - Add link between Military Science and Dynamite. █ █
█ █ █ █
█ █ - Add link between Civil Service and Education. █ █
█ █ █ █
█ █ - Add link between Economics and Scientific Theory. █ █
█ █ █ █
█ █ - Add link between Chivalry and Acoustics. █ █
█ █ █ █
█ █ - Research overflow now works correctly (extra beakers after █ █
█ █ completing a tech will rollover to the next tech). █ █
█ █ █ █
█ █ [GENERAL] █ █
█ █ █ █
█ █ - Fixed bug where clicking on a city plot wouldn't select the █ █
█ █ garrison. █ █
█ █ █ █
█ █ - Natural wonders now award culture (if worked) and happiness █ █
█ █ (if in border) if that trait is assigned to a wonder in XML. █ █
█ █ █ █
█ █ - Players must now always adopt Policies immediately, and █ █
█ █ cannot defer picking until later. █ █
█ █ █ █
█ █ - Have culture cost for policies never go down (trading away █ █
█ █ cities to reduce culture cost exploit). Razing cities will █ █
█ █ not raise your policy cost ceiling. █ █
█ █ █ █
█ █ - Reduced culture needed for first plot acquisition from 20 █ █
█ █ to 15. █ █
█ █ █ █
█ █ - 3 new Natural Wonders and rarity code for both base game and █ █
█ █ New World scenario. █ █
█ █ █ █
█ █ - Reduced points from Wonders (40 to 25) & Cities (10 to 8), █ █
█ █ increased points for pop by 1 (3 to 4). █ █
█ █ █ █
█ █ [DIPLOMACY] █ █
█ █ █ █
█ █ - AI's attitude towards you is now visible in the diplo screen █ █
█ █ and diplo drop-down. █ █
█ █ █ █
█ █ - Added info tooltip for an AI leader's mood. Lists things █ █
█ █ that are making an AI player happy/upset. █ █
█ █ █ █
█ █ - New diplo system: Declaration of Friendship (public █ █
█ █ declaration with diplomatic repercussions). █ █
█ █ █ █
█ █ - New diplo system: Denounce (public declaration with █ █
█ █ diplomatic repercussions). █ █
█ █ █ █
█ █ - New custom leader responses (Serious Expansion Warning, █ █
█ █ Aggressive Military, Luxury Exchange, Borders Exchange, Gift █ █
█ █ Request, etc.). █ █
█ █ █ █
█ █ - Not agreeing to a friend's request now results in a █ █
█ █ relations hit. █ █
█ █ █ █
█ █ - Third party AIs can now respond when a player makes a DoF or █ █
█ █ denounces someone. What they say is based on the situation - █ █
█ █ e.g. if you make friends with someone they don't like, █ █
█ █ they'll scold you. █ █
█ █ █ █
█ █ - AI leaders will now sometimes ask their friends to denounce █ █
█ █ one of their enemies as a show of support, and refusing to █ █
█ █ denounce someone when an AI asks can now make them very █ █
█ █ upset. █ █
█ █ █ █
█ █ - AI is now capable of denouncing friends (aka, backstabbing) █ █
█ █ and added backstabbing info to diplo overview screen. █ █
█ █ █ █
█ █ █ █
█ █ █ █
█ █ - Add XP bar for air units, do not allow XP for air units █ █
█ █ attacking a city that is already down to its last hit-point. █ █
█ █ █ █
█ █ - Change ActivePlayer's name to "You" in single player in █ █
█ █ score list. █ █
█ █ █ █
█ █ - Added game option to disable automated workers from removing █ █
█ █ features. █ █
█ █ █ █
█ █ - Fixed bug where Happiness from garrisoned units wasn't being █ █
█ █ listed in Happiness info tooltip. █ █
█ █ █ █
█ █ - Load Map function will now display correct size and type of █ █
█ █ saved map. █ █
█ █ █ █
█ █ - New "Angry Genghis" loading screen (replaces the █ █
█ █ "fluffy-bunny Genghis" loading screen). █ █
█ █ █ █
█ █ - Added setup options to allow players to defer choosing █ █
█ █ Policies and Promotions right away. █ █
█ █ █ █
█ █ - Show the river penalty when attacking city across river (the █ █
█ █ penalty was there but was not being shown in the preview). █ █
█ █ █ █
█ █ - Global politics screen updated to reflect new diplo system. █ █
█ █ █ █
█ █ - Can no longer Force End Turn (shift-enter) through blocking █ █
█ █ notifications. CAN now use it to skip over units which need █ █
█ █ orders. █ █
█ █ █ █
█ █ - Multiple tweaks and bug fixes. █ █
█ █ █ █
█ █ [MISC] █ █
█ █ █ █
█ █ - Fix small bugs with adding long roads around existing █ █
█ █ features. █ █
█ █ █ █
█ █ - Fixed bombard arrow across world wrap. █ █
█ █ █ █
█ █ [MODDING] █ █
█ █ █ █
█ █ - Parent category counts now include counts of child █ █
█ █ categories. █ █
█ █ █ █
█ █ - Selecting/deselecting a category now automatically █ █
█ █ selects/deselects it's children and its parent. █ █
█ █ █ █
█ █ - Tweaked category name truncation to better fit names. █ █
█ █ █ █
█ █ - Hide categories w/ no children and a count of 0. █ █
█ █ █ █
█ █ - Added support for fallback languages (if mod is not █ █
█ █ translated, fall-back to English so text keys are not █ █
█ █ showing). █ █
█ █ █ █
█ █ - The pager for the installed mods tab of the mods browser is █ █
█ █ now displayed in the correct location. █ █
█ █ █ █
█ █ - Long values for properties such as "Special Thanks" will no █ █
█ █ longer extend past the edge browser frame. █ █
█ █ █ █
█ █ - Categories refresh much faster now in the mods browser. █ █
█ █ █ █
█ █ - Multiple additional tweaks and fixes to the mod browser. █ █
█ █ █ █
█ █ - Support for mods that perform major restructuring of the █ █
█ █ tech tree including adding, deleting, and updating techs, █ █
█ █ buildings, and units. █ █
█ █ █ █
█ █ - Added GameEvents system for overriding Gameplay DLL specific █ █
█ █ functionality. █ █
█ █ █ █
█ █ - Fixed "Reload Landmark System" mod flag to now refresh █ █
█ █ landmarks defined in "ArtDefine_Landmarks". █ █
█ █ █ █
█ █ - Multiple SDK updates (new version to go live shortly). █ █
█ █ █ █
█ █ █ █
█ █ █ █
█ █ - Fixed save format which causes saves to increase the memory █ █
█ █ footprint of the game drastically when loading frequently █ █
█ █ over the course of the game. This heightened the risk of █ █
█ █ late-game out of memory crashes significantly. █ █
█ █ █ █
█ █ █ █
█ █ Sid Meier's Civilization V Update 4 █ █
█ █ =================================== █ █
█ █ █ █
█ █ FIXED █ █
█ █ █ █
█ █ - Legacy saves for players who own Babylon will work █ █
█ █ correctly. █ █
█ █ █ █
█ █ - Mods that broke (will not load, and saves would crash on █ █
█ █ load) as the result of the .62 patch (full Civ mods - █ █
█ █ mainly) now work correctly. █ █
█ █ █ █
█ █ - Scenario menu glitch corrected. █ █
█ █ █ █
█ █ - Exploit - Raze / Annex happiness fix. █ █
█ █ █ █
█ █ █ █
█ █ Sid Meier's Civilization V Update 3 █ █
█ █ =================================== █ █
█ █ █ █
█ █ UI █ █
█ █ █ █
█ █ - Fix for production prompt that sometimes appears with newly █ █
█ █ created puppet states that could stop the player from being █ █
█ █ able to end the turn. █ █
█ █ █ █
█ █ - Aircraft banner corrections - now when you rebase an █ █
█ █ aircraft, the number will move with it. █ █
█ █ █ █
█ █ - Resource icons now come up with Ctrl-R again, instead of █ █
█ █ sharing the same button with Build Roads. █ █
█ █ █ █
█ █ - Selecting a great general will no longer cause yield icons █ █
█ █ to appear. █ █
█ █ █ █
█ █ - Added option to disable auto-unit cycling. █ █
█ █ █ █
█ █ - Fix for full-screen game when running dual monitors. █ █
█ █ Previously, the curser could scroll off the "open" side, and █ █
█ █ not be able to scroll the map in that direction. █ █
█ █ █ █
█ █ - Misc additional fixes to mouse controls, and other interface █ █
█ █ issues. █ █
█ █ █ █
█ █ - Rounded out financial information in the Economic Overview █ █
█ █ screen. Details now provided on the amount of gold provided █ █
█ █ by each city, the cost of buildings in each city, etc. █ █
█ █ █ █
█ █ - Auto-populate save menu with save file name █ █
█ █ █ █
█ █ - Allow selection of other cities by hex from within the city █ █
█ █ screen █ █
█ █ █ █
█ █ - Added detailed trade route info to Economic Overview screen █ █
█ █ █ █
█ █ - Added new tab to the Economic Overview Screen: "Resources & █ █
█ █ Happiness." █ █
█ █ █ █
█ █ - Added option to activate the mp score list in single player █ █
█ █ (for "always up" score similar to Civ IV.) █ █
█ █ █ █
█ █ - The Annex/Puppet/Raze popup now indicates how much extra █ █
█ █ Unhappiness will be assumed with each action. █ █
█ █ █ █
█ █ - If there are less than 5 buildings still needed to construct █ █
█ █ a National Wonder, the production popup tool-tip now lists █ █
█ █ which cities lack them. █ █
█ █ █ █
█ █ - Added Yield & Culture tool-tip info to the production popup. █ █
█ █ █ █
█ █ - Tweak information on the Global Politics tab in the █ █
█ █ Diplomacy Overview screen. █ █
█ █ █ █
█ █ MODDING █ █
█ █ █ █
█ █ - Category list now displays correctly █ █
█ █ █ █
█ █ - "Installed" panel now displays ALL versions of a mod but █ █
█ █ prevents the user from enabling multiple versions. █ █
█ █ █ █
█ █ GAMEPLAY █ █
█ █ █ █
█ █ - Workers - Added option to force workers to ignore manually █ █
█ █ made improvements (so they don't change what you decide was █ █
█ █ best for a plot). █ █
█ █ █ █
█ █ - Workers - Fixed bug where number of turns to complete were █ █
█ █ incorrect in build action button tool-tip. █ █
█ █ █ █
█ █ - Economy - Fixed bug where players could disband a single █ █
█ █ unit, and not see the economic return until disbanding 1 █ █
█ █ more. █ █
█ █ █ █
█ █ - Economy - Increased city wealth setting to 25% █ █
█ █ █ █
█ █ - Economy - Multiple fixes to the way trade-routes are █ █
█ █ tabulated and recognized. █ █
█ █ █ █
█ █ - Economy - Can now sell Buildings in a city (to help lower █ █
█ █ maintenance for obsolete buildings later in the game). █ █
█ █ █ █
█ █ - Trade - Found and corrected a Trade problem that could cause █ █
█ █ your Resource inventory to multiply. █ █
█ █ █ █
█ █ - City States - Fixed a bug where you could not gift aircraft █ █
█ █ to city states. █ █
█ █ █ █
█ █ - Military - Medic promotion now only provides healing bonus █ █
█ █ for adjacent units. █ █
█ █ █ █
█ █ - Military - Fix for Minuteman movement. █ █
█ █ █ █
█ █ - Military - Correct promotions for "archer-like" units (horse █ █
█ █ archers, chariots). █ █
█ █ █ █
█ █ - Military - Embarked units will no longer slow enemy land █ █
█ █ units █ █
█ █ █ █
█ █ - Military - Improved unit cycling logic. Camera will jump █ █
█ █ around much less. █ █
█ █ █ █
█ █ - Balance - Engineers +1 hammer █ █
█ █ █ █
█ █ - Balance - Disbanding units now provides only 10% of their █ █
█ █ production cost in gold. █ █
█ █ █ █
█ █ - Request - Enable "one more turn" button if you lose, but are █ █
█ █ still alive. █ █
█ █ █ █
█ █ AI █ █
█ █ █ █
█ █ - Military - Better handling of unit need (navy vs land, █ █
█ █ etc.). █ █
█ █ █ █
█ █ - Military - AI will tend to build ships to deal with █ █
█ █ blockaded cities more often █ █
█ █ █ █
█ █ - Military - Corrected an issue hampering movement of AI █ █
█ █ armies, especially when in close proximity to enemy forces █ █
█ █ █ █
█ █ - Diplomacy - AI will be more reluctant to offer or accept █ █
█ █ open border agreements with more powerful opponents. █ █
█ █ █ █
█ █ - Diplomacy - Fix for never ending deals (peace, research █ █
█ █ agreements, etc). █ █
█ █ █ █
█ █ - City - City specialization and city focus improvements. █ █
█ █ █ █
█ █ - City - Cities that are Avoiding Growth will not grow while █ █
█ █ that option is selected █ █
█ █ █ █
█ █ - Workers - Priority of trading posts reduced, and rebalanced █ █
█ █ priorities on other improvements █ █
█ █ █ █
█ █ - Workers - Improved the path-finding mechanic when building █ █
█ █ route-to roads improved, including a large performance █ █
█ █ increase when evaluating road-pathing. █ █
█ █ █ █
█ █ - City - Make sure Puppets don't construct buildings that █ █
█ █ require Resources. █ █
█ █ █ █
█ █ - City - Add a Puppet city strategy that turns off training █ █
█ █ buildings and emphasizes gold. █ █
█ █ █ █
█ █ - Military - Defensive tactical AI update. When you are at war █ █
█ █ and threatening an enemy city, the AI will better utilize █ █
█ █ the garrison, as well as the surrounding terrain in defense █ █
█ █ of the target city. █ █
█ █ █ █
█ █ MULTIPLAYER █ █
█ █ █ █
█ █ - Exploit - Fix for gifting unit exploit █ █
█ █ █ █
█ █ - Chat - Color-coding, sound alerts, etc., added for in-game █ █
█ █ chat system, including a larger window. █ █
█ █ █ █
█ █ - Deals - Additional deal validation put in place to verify █ █
█ █ deals before they are committed █ █
█ █ █ █
█ █ MISC █ █
█ █ █ █
█ █ - Research treaties that end because you declare war will no █ █
█ █ longer grant the free tech █ █
█ █ █ █
█ █ - Save/Load - Fix for corrupted saves being experienced by █ █
█ █ some players in late-game. █ █
█ █ █ █
█ █ - Map - Huge map crash-during-load fix that were reported on █ █
█ █ some specific systems. █ █
█ █ █ █
█ █ - Map - Terrain caching fix that could cause problems for █ █
█ █ certain video cards (the "glowing red orbs" seen on the map █ █
█ █ are an indicator of this). █ █
█ █ █ █
█ █ - Map - Fix for the low res terrain that appears the first █ █
█ █ time the game is run (terrain tiles would not load in █ █
█ █ anything but low-res the first time you play on some █ █
█ █ computer configurations) █ █
█ █ █ █
█ █ - Strategic View - Crash fix for units rendering in █ █
█ █ background. █ █
█ █ █ █
█ █ - Strategic View - Fix for selecting units either standing on █ █
█ █ a city plot, or garrisoned in the city plot. █ █
█ █ █ █
█ █ - Eyefinity - Better handling of leader scenes when using █ █
█ █ Eyefinity displays. █ █
█ █ █ █
█ █ - Tutorials - Many tutorial tweaks and adjustments. █ █
█ █ █ █
█ █ - Multiple crash fixes. █ █
█ █ █ █
█ █ - Taller than wide map crash fix. █ █
█ █ █ █
█ ░ █ ░
▀█▓▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀██▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀ ▀
▀█▌ Install Notes: ▀█▄ ░ █
▄■ ▐▓ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄██▄ ▒ █
█ ▄█▀ █ ▓ █
▀▀▀ ░ █ 1. Unpack the included rar files. █ █
▒ █ 2. Run Sid.Meiers.Civilization.V.Update.3.to.5.exe and install █ █
█ █ 3. Copy the cracked content from SKIDROW directory to your █ █
█ █ main installation directory and overwrite. █ █
█ █ 4. Play the game █ █
█ █ █ █
█ █ Bonus Notes: █ █
█ █ █ █
█ █ We have included the following DLC with this update. █ █
█ █ █ █
█ █ Babylon (Nebuchadnezzar II) █ █
█ █ Cradle of Civilization - Mediterranean █ █
█ █ Cradle of Civilization - Asia █ █
█ █ Cradle of Civilization - Americas █ █
█ █ Cradle of Civilization - Mesopotamia █ █
█ █ Scenario Pack: Spain and Inca █ █
█ █ █ █
█ █ █ █
█ █ Additional Notes: █ █
█ █ █ █
█ █ We're sorry that we haven't kept Civilization V updated since █ █
█ █ our update 2, but we waited for an update that actually felt █ █
█ █ like it's improving this masterpiece of a game. █ █
█ █ █ █
█ █ The Skid Row family wish you and your family a merry christmas █ █
█ █ and a happy new year. See you in 2011! █ █
█ █ █ █
█ █ █ █
█ █ You don't need to have any of the previous updates installed, █ █
█ █ as this update is featuring all previous updated content. █ █
█ █ █ █
█ █ █ █
█ ░ █ ░
▀█▓▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀██▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀ ▀
▀█▌ Greetings: ▀█▄ ░ █
▄■ ▐▓ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄██▄ ▒ █
█ ▄█▀ █ ▓ █
▀▀▀ ░ █ Salutes to our old Amiga friends from: █ █
▒ █ █ █
█ █ FAIRLIGHT - RAZOR 1911 - VISION FACTORY - PARADOX - QUARTEX █ █
█ █ DCS - CRYSTAL - ZENITH - ACCESSSION - ALPHA FLIGHT - PRODIGY █ █
█ █ THE COMPANY - LEGEND - TRSI - ORACLE - ANTHROX - CLASSIC █ █
█ █ █ █
█ █ Salutes to our new friends in: █ █
█ █ █ █
█ █ UNLEASHED - TiNYiSO - BReWErS - RADIKAL - POSTMORTEM - SHOCK █ █
█ █ FAIRLIGHT - CRUDE - VACE - ReUnion - OUTLAWS - GENESIS █ █
█ █ █ █
█▄░▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄█▄░
▀▀█▓▄ Logo and layout by: Eboy/SAE ▄▓█▀▀
▄▀▀▀■▄ ▐▓▓▌ Last updated 21/07/2007 by [XXX] ▐▓▓▌ ▄■▀▀▄
▀▄ ▀▀▀▀▀ ▀ ▀▀▀ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀ ▀ ▀▀▀▀▀ ▄▀
▀ ▀