Sid Meier's Civilization IV: Beyond the Sword Expansion Pack 3.19

Update for the retail version of Civilization IV: Beyond the Sword
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3.19 See all
Free   177 MB
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The Steam and digital download releases are already patched with this update. This is for the original retail disk version ONLY. Changelist: 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



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