Sid Meier's Civilization V

Sid Meier's Civilization V

*Medieval*
Mostrando 41-50 de 77 aportaciones
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Actualización: 14 ABR 2020 a las 12:37 p. m.

1 new tech, 3 new buildings, 1 new specialist
various corrections and modifications

Actualización: 10 ABR 2020 a las 2:32 a. m.

new Slave unit and Scribe specialist
minor adjustments and corrections

Actualización: 1 ABR 2020 a las 4:41 p. m.

Stopped possibility of goody hut upgrade to advanced tech unit
Fresh water pastures and plantations get extra food earlier

Actualización: 25 MAR 2020 a las 3:46 a. m.

Great prophets loose small amount of religious strength in foreign territory, slowing down religious conversions
Minor adjustments

Actualización: 23 MAR 2020 a las 3:16 a. m.

corrected mistake in new ice cutter building
3 more unique units to make all civs have 2 unique buildings, units or improvements
other minor changes including gold rebalancing

Actualización: 20 MAR 2020 a las 6:07 p. m.

corrected error with world congress after new era introduced

Actualización: 19 MAR 2020 a las 4:49 p. m.

1 new building
new tech, building and unit icon art
a few minor adjustments

Actualización: 17 MAR 2020 a las 10:25 a. m.

Introduced Late Medieval era.
Late game art restricted to medieval (at last!)
Great Prophet spawn rate decreased and other minor adjustments

Actualización: 14 MAR 2020 a las 3:58 p. m.

remaining improvements get enhancing tech
rebalancing of gold/production at end game
other adjustments including tech prereqs

Actualización: 8 MAR 2020 a las 3:21 a. m.

Coal visible with Machinery and required for Foundry
Slave Markets obsolete with Law
Minor adjustments for game balance