Sid Meier's Civilization IV: Beyond the Sword

Platform(s): PC
Genre: Strategy
Publisher: 2K Games
Developer: Firaxis

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'Civilization IV: Beyond the Sword' - v3.19 Patch Available NOW

by Rainier on June 10, 2009 @ 7:04 p.m. PDT

Sid Meier's Civilization IV: Beyond the Sword will focus on the late-game time periods after the invention of gunpowder and will deliver 12 challenging and decidedly different scenarios created by Firaxis Games, and the Civilization Fan Community.

Get the Civilization IV: Beyond the Sword v3.19 Patch off WP (168mb)

Sid Meier's Civilization IV: Beyond the Sword will focus on the late-game time periods after the invention of gunpowder and will deliver 12 challenging and decidedly different scenarios created by Firaxis Games, and the Civilization Fan Community.

v3.19 Change list

  • - 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

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