The world craves a leader. At last, your time has come. Relive the tension and uncertainty of the Cold War. As the 1950’s approach, the Korean War looms, the Arms Race intensifies, the Berlin Crisis leads to the formation of NATO, and the world anticipates a new World War. As leader of the United States or the Soviet Union, you must make the correct Economic, Diplomatic, Domestic and Military decisions to successfully navigate your country through this dangerous historical era and increase your nation’s Sphere of Influence on the world stage.
This patch has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest patch.
The 7.3.1 cumulative patch for Supreme Ruler: Cold War.
Detailed Change Log:
- Income and Expense reports in Treasury completely redesigned
--- Income and Expense totals shown per department
--- Spending shortfalls only shown when shortfalls exist
- Scorecard shows flag for “region is target of destabilization”
--- Header will sort to find regions the player is targeting
- 25 more leaders faces (all leaders into the ‘80s)
- Map Fixes
--- BattleZones touched up
--- Balance reviewed based on engine changes
--- Various fixes
- Tech Tree updated
- Equipment File updated
- Orbat fixes
- Updates to events
- Unit Trade - default to "trade where located";
---Scenario lobby option “Diplomatic Merchant Marine”, off turn will “magic transport”.
- Regions more likely to trade goods
- Allies will offer money more often (but less money)
- Approval negative effects minimized for players "in sphere"
- Military upgrade maintenance costs reduced / inflation adjustments
- Colonies auto-send their surplus to their parents daily (no cost / no trade)
- Colonies will max production, and not sell to market (send to parent instead)
- Fixed issue with certain minister priorities - rewrote internal priority handling
- Fixed garrison reduction issues (will still take time, though)
- GUI Crash bug resolved
- Naval "AI Request" message flood bug resolved (memory "leak")
- Adjusted use of interception-AI requests for stationary units
- Liberate Colony added for Single Player
- Neutral Exit flag inherited by merchant marine
- New Consumer demand formulas - more GDP tie-in; Roads/Rails for fuel use
- Start of game world GDP calculation fixed
- Power no longer stocked over multiple days
- Improved AI / Minister handling of Social Spending, Research spending
- Start of game world GDP calculation fixed again
- Adjustments to social spending when no money (AI/Minister)
- Colonies will slash research spending unless they are rich
- Exit Rule bugs fixed - units on 'neutral exit' will not get shot at; will use ports
- Fixes to trade w/o transit issues
- Air Patrol / Fuel bug fixed
- Tax / GDP Formula bug fixed
- Sphere changes when declaring war on other sphere member adjusted
- Handling of colonies of defeated player fixed in MP
- GUI items; handling of 'excluded flag' by AI updated
- Supply contribution of port is now based on largest value instead of prior order
- Fix bug in reduction-of-supply calculations
- Fixed Relationship change issues when liberating region
- Garrisons are eliminated when land changes hands
- AI war declarations on same "leaning" sphere increasingly possible
-State department Region Select now with Theatre headers
- Reserve and Production facility select now with Theatre headers
- Adjusted quick-exit path (Window X or alt-F4) to try to prevent exit-crash
- Fixed cache creation, memory bugs
- Aircraft landed on carrier units will no longer be shot at if sea but no land transit
- Diplo trade of units from base locked in colony should hopefully work
- Minister will no longer recommend research that is already in queue
- More on parent/colony exit rule fixes
- Fixed some goods reporting: diplo trades now show up in 'trades' total (but only quantity, not dollar value)
- Fuel/Ammo given to transit units w/o regional supply now reported in demand/use
- Adjusted save write buffer size for large unit counts (should resolve 1K save crash)
- Optimization - reduce RAM use
- Optimization - reduce savegame size
- More error checks in code
- AI unit scrap code will reduce more types of leg infantry, incl cavalry
- AI players will no longer send units to support a colony request (but may still respond to calls for assistance from parent units)
- on-map graphic events no longer queued when game is minimized
- More Merchant Marine fixes
- AI Merchant Marine that are completely lost will auto-scrap
- Performance adjustments:
--- Units unable to sea transp to base will not try repeatedly
--- Resupply is no longer done per slice; up to 120 slices at once if idle
--- Units retreating to safe areas no longer need to go back to a base
--- Reduced occurrence of "traffic jams" due to stack size pause & allies in the way
--- findclosestbase routine improved to use seed pathing to check if reachable
--- Possible issues with Resupply rate of in-reserve units fixed (minor)
- New Consumer demand formulas - more GDP tie-in; Roads/Rails for fuel use
- Oil prices for high GPD adjusted (Modern World mod) and should behave better
- Pathing improved
- Less idle units over long term
- Better AI control of defcon & buildup
- Minister will reduce preparedness/alert level properly once wars are over
- More N Korea and N Vietnam balance adjustments (allies can still disrupt balance)
- Commodity markets improved
- Economies for long term games improved
- Map changes for Suez and Panama. These canal colonies set for international transit.
- Spies work in games without Fog of War
- Naval invasion preparations now cancelled when enemies all die
- Long-idle units return to reserve more often (including air and naval and leg)
- More tests and fallbacks to prevent clone unit bug
- More use of AI Assistance requests when units destroyed
- More use of Naval AI Assistance requests
- AI war declaration consideration of 'allied with superpower' now considers colonies too
- Formula that ties demand to GDP adjusted
- Fixed Bug with DAR calculation based on domestic prices
- Improved formula for calculation of production cost related to gdp
- Adjusting social spending thresholds for minister
- DAR hit for high domestic prices is increased
- wmrelrate increases over time (affects some facility/tech cost formulas)
- wmbasegdpc increases with world inflation (affects formuals)
- wm base cost of resources increases with world inflation
- socialdefault baselines increase over time
- Regional cost of resource production affect by world pricing
- Increased facility maintenance costs calculations
- Parents now provide more support to colonies in need
- Social costs increased esp for higher levels of quality & richer nations
- Rich nations expect higher social values
- AIParameters updated (ver 7.2.59)
- Fixed accounting for dead spy in mission numbers
- Implemented AI use of Spy Recon, Spy Espionage, Spy sabotage
- Adjustments to Espionage & Counter-intelligence code
- Fixes to spy hap reporting / counts; Fixed spy gui issues
- Spies and no-move units no longer call for resupply
- Excluded units are no longer auto-built by minister
- Favorited units get some extra preference by minister
- Added default values to Minister specs when not set in People DB
- Improvements to Minister tax rate set
- Minister social spending fixes
- Minister domestic pricing fixes
- Improvements to minister alert/preparedness spending decisions
- Economic adjustments / Minister control
- Ministers will build facilities in compatible cities (not just industrial complexes)
- Ministers will not automatically reduce garrisons when told to reduce spending
- Fixed issue where AI rulers may not finish their work before end of day
- Adjusted tax income in large-population regions
- forcesplan region CVP setting better used by AI ruler
- Sphere Change email only sent if sphere victory condition is set
- Human player global unit initiatives new defaults set to low/high/low at start
- Theatre transfer by Merchant Marine is only done if distance > 200 hex - otherwise normal pathing is tried
- Colonies no longer directly make AI Requests for parent units
- Regions will no longer merch marine as much to low-priority colony requests
- Regions will not respond to out-of-theatre ally/mutual def requests unless TH or BZ priority level is above default
- AI Rulers Air unit buildup and other adjustments
- Air units will give up trying to reach unreachable destinations
- Fixed bug where some circling air units would not try to return for fuel
- Some optimization of air return to base code
- Improvements to AI request for assistance by colony, ally, mutual defense, etc
- Migration to Direct X9 - Win98/ME legacy attempts abandoned.
- Graphic code optimizations
- Relationship changes on liberating a colony fixed
- Unload command fixed to prevent improper unload on oceanic complex, bridges, etc (amphibious allowed)
- Factors involving civilian approval of different government types improved
- Support for more screen resolutions
- Alliance with player now provides mutual defense w/colony (for proxies). Does not apply to existing treaties in existing savegames.
- Priority of Research Recommendations lowered. Only seen if set to show lower priority messages.
- Garrisons not removed in low-priority zones if garrison lock set
- Order Selection / Branch Select glitch fixed
- Improved interest rate calculations, reduced maximum rate, fixed negative treasury prob
- Low threshold for military spending (minister/AI) reduced when deficit
- Maintenance costs for missiles and strategic pool reduced.
- Expense report / research expense glitch fixed
- Credit rating over-increase issue resolved
- Added new checks for destroyed units to prevent 'clone unit' bug
- Spy units 'remerge' on return to home base
- Spy units sent to impassable areas will return to base
- Fixed "last spy" sending
- Fix of idleunit flag for units with certain orders during top speed game
- Increased and improved randomness of spy capture with counter-intel
- Spy mission failed message not issued for recon or counter-intel missions
- Naval fuel use fixed to give correct travel range
- After Strategic Pool launch, units will attempt to return to reserve base/pool
- Adjustment to calculation of Family Subsidy social cost
- Minister handling of any single social cost that gets too expensive
- Fix issue where AI doesn't build facilities in some cases
- Fix regression error of over-building facilities; now also consider ind goods stock etc
- Make it more likely to build raw product facilities when demand is there
- Parents made more willing to give cash to struggling colonies
- Regions more likely to sell off military-resources if not at war
-Improved filter-out of sending spies when destination is 'red circle'
- Further Adjustments to AI build of facilities, prioritize raw materials
- Fixed bug where Resource lobby setting was not being applied properly
- Changed World Market handling of stocks at start and during shortages (gradual)
- Small colonies will be less likely to have everyone leave
- A colony forced to surrender if not at war will give its land to parent
- AI facility build list will now use Power-Coal instead of Power-Hydro
- Capped the World Market Strategic Reserve size for products
- Adjustments to creditrating code to prevent 'run away' increases
- Various other small fixes