Sid Meier's Civilization V

Sid Meier's Civilization V

*Medieval*
Showing 51-60 of 77 entries
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Update: 29 Feb, 2020 @ 2:41am

Minor balancing and logical adjustments

Update: 13 Feb, 2020 @ 4:52pm

Return free Palace at start of game, other minor changes

Update: 18 Jan, 2020 @ 8:49am

Minor adjustments, including reassigning Open Borders from Civil Service to Monarchy and a few Wonder technology prerequistes.

Update: 3 Jan, 2020 @ 3:13pm

removed redundant theming bonus from museums
other corrections and amendments

Update: 6 Dec, 2019 @ 6:51pm

World Congress changes; allow diplomatic victory voting and votes for city state allies at end game
Other minor changes including updating building freestarteras and world congress resolution prereq techs

Update: 15 Nov, 2019 @ 4:04pm

Various policy and other adjustments

Update: 9 Nov, 2019 @ 1:03pm

Allows great person purchasing with faith very late game via finishing policy branch (there is now a renaissance era at end game with functionality of base game industrial era)
Base combat bonuses vs barbarians are halved (though this does not appear on tooltip)
other minor corrections and adjustments

Update: 30 Oct, 2019 @ 5:49pm

stopped some unique units being inappropriately faith purchased
rejigged some resource enhancing buildings preventing the same resource getting multiple bonuses from new buildings

Update: 29 Oct, 2019 @ 6:31pm

Corrected Mercenary unit repair functionality, modified Recruit unit

Update: 29 Oct, 2019 @ 8:15am

New unique unit, more unique units and improvements modified to be playable in medieval timescale