S   K   i   D   R   O   W

->  T H E   L E A D i N G   F O R C E   <-

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.

[UNITS/PROMOTIONS]

- 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.

[POLICIES]

- 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).

[SERIALIZATION/SAVES]

- 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

- 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.

- 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

- 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]