Updates to Civilization IV: Beyond the Sword have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
V3.19- 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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