Winter 2015 Update now live!

My first impression of the new patch is very positive. I love the auto-renew for trade routes. Exactly the option the way I wanted it. The trade routes as a function of pop is also great. My first glance at the wonders is also positive. I am sure some wonders might not be super, the changes are overall better and in the right direction. I like some of the new wonder bonuses. I was also pleasantly surprised that you seem to get special missions unlocked in Starships now from doing certain actions in BE. Very cool!
 
I am liking the changes so far.

The auto renew trade route thing makes the game go by quicker.
Nerfing the Ectogenesis Pod was a good thing.
The Cynosure nerf really isn't that big of a deal. You usually build it in your biggest city anyways, so you are probably getting over 7 science anyways.
The biggest change is that the AI now knows how to clear miasma, and it therefore builds more improvements and makes a little bit more of a challenge.
 
The bug that makes the unit action bar disappears when using mods that edit Promotions/Builds has still not been fixed.
 
Since you do find it in the local files, it should be there.
Spoiler :

On my system it isn't, unfortunately. (I looked at your spoiler.) Maybe it's a Mac issue?

Is there something else like verifying the game cache I could try, short of reinstalling everything?
 
Maybe it's a Mac issue or maybe you should try to restart steam?
Or maybe you're using mods that could conflict with the map scripts in any way...
 
the new patch has really made trade routes work pretty well now. Having trade routes scale to pop means no more early game trade spam. So the focus is back on actually building your early empire. And the auto renew is a god send because I am no longer interrupted every time a trade route expires. I feel like I am able to focus more on actual empire building now rather than just trade route micromanagement. :goodjob:
 
Xenomalleum - +5 Titanium, Petroleum, and Geothermal resource

This should be renamed to "the philosopher's stone" now :p
 
On my system it isn't, unfortunately. (I looked at your spoiler.) Maybe it's a Mac issue?

Is there something else like verifying the game cache I could try, short of reinstalling everything?
As a quick and dirty temporal "fix" you could remove one of the original maps and just rename the iceage-map to match the map that you removed - the game should not be able to differentiate between them. However, it would of course still show as the original map type and name in the menus.
 
Aha. I figured it out. Apparently it was a combination of verifying the cache, and then, after that, making sure I was logged into my2k. The glacier map will ONLY show up when you're logged in, regardless of whether you've already downloaded it or not.

It would be nice if there was an option for BE to login automatically every time you start it up.
 
I just started a game after the patch loaded, and I'm seeing two production icons over canyon hexs. Is this part of the patch or some mod I probably have loaded that is screwing up after the patch?

Just wondering. At least the canyon hexs are not totally useless.
 
I just started a game after the patch loaded, and I'm seeing two production icons over canyon hexs. Is this part of the patch or some mod I probably have loaded that is screwing up after the patch?

Just wondering. At least the canyon hexs are not totally useless.

They reinstated yields for canyons in the new patch. They're still not upgradable, though.
 
It looks to me like they made the only two wonders in the game worth making now pretty crappy. Ecto and Gene Vault. Orbital lasers being OP not addressed. Luck based building quests not addressed. City defense buildings being too strong not addressed. African Union being OP not addressed. Ruins, Settlements etc.. too strong not addressed.

They touched on one issue, Trade routes. That seems to be about it. Wonders have been randomly tweaked. Some are now crap, others now mediocre in instead of useless, others mediocre instead of being good.

Ecto was OP but now it's just lame.

Purity still OP? Teleporting still an OP broken mechanic?
 
Tectonic anvil seems interesting now, five production pet Canyon could net you a lot of places in the right place, but the corfu would probably suck until you build the wonder
 
Finished my post-patch test game.

Harmony victory @ turn 262 under very harsh conditions. Bad starting are + close and aggressive AIs made early game unpleasant. Also had to sacrifice 21 turns because I was missing 10 affinity points to reach affinity 13 with my usual tech order - not sure if that was just bad luck or a bug. I guess without that and a somewhat better starting position the game would have been over around turn ~240, so the patch probably increased win time by 10-15 turns.

Early game is a bit slower now (which is good), but mid and late game are largely unaffected. Still no incentive to build any wonders if you do Academy spam.

The old "AI will never sign peace" bug is still there and annoying as ever. Got backstabbed early on by FI and PAC, neither AI signed peace during the game.
 
Can someone post the changes here please? Thanks!

They were on Civfanatics' front page and linked in the OP, but here goes.

Spoiler :
[LOCALIZATION]
- Added support for Simplified Chinese

[WONDERS]
- General cost pass on all Wonders
- Xenodrome - Provides a small positive influence to alien opinion each turn, and negative alien opinion recovers twice as quickly
- Panopticon - Gives +1 unit sight and +5 anti-orbital strike range on city
- Mass Driver - Gives +1 city strike range and +25% city strike damage
- Gene Vault - Gives free worker to new cities
- Ectogenesis Pod - Gives 1 Food per 4 pop in its city
- Quantum Computer - Gives free orbital unit maintenance and +50% orbital unit duration
- Drone Sphere - Gives +50% speed to worker builds and explorer expeditions
- Cynosure - Gain +1 Science for every 3 population in its city
- Ansible - Affinity XP is gained 25% faster
- Stellar Codex - +8 Orbital Coverage range
- Master Control - Free Maintenance and +1 Movement for Workers
- Precog Project - Military Units can achieve two additional levels of Veterancy
- Human Hive - City immune to Covert Operations
- Holon Chamber - Gain Science equivalent to 10% of global Energy income each turn
- Archimedes Lever - Any hostile unit within 2 tiles of the city suffers 10 attrition damage per turn
- Memetwork - All Affinity Level requirements for buildings, units, and wonders reduced by 1
- New Terran Myth - +2 Culture from Trade Routes
- Markov Eclipse - Military Units attack at full strength even when damaged
- Promethean - City no longer produces Unhealth
- Nanothermite - All air, ranged, and city bombard attacks 25% stronger
- Xenomalleum - +5 Titanium, Petroleum, and Geothermal resource
- Xenonova - Penalties due to Unhealth reduced by 50%
- Bytegeist - All Virtue Tier synergy bonuses require one less point to complete
- Armasail - City suffers 50% less damage from ranged attacks
- Deep Memory - +1 Culture for every 3 Population in every City
- Tectonic Anvil - +5 Production from Canyons
- Crawler - +25% Production for buildings and wonders
- Daedelus Ladder - All City Yields +10%
- Resurrection Device - Benefits from positive Health effects increased by 50%

[GENERAL BALANCE]
- Domination victory is now won by controlling all original player capitals including your own.
- Veterancy Promotions: All combat boost promotions add +10% strength
- Veterancy Promotions: All unit heal promotions starting at level 4 heal 75 hp
- Veterancy Promotions: Adding level 5 and 6 unit veterancy promotions to work with Precog Project
- Virtues: Replaced Applied Aesthetics virtue with Applied Metasociology virtue - City Intrigue decreases faster when an Agent is present
- Virtues: Settler Clans virtue now gives +1 population in new cities
- Trade Routes: Trade route slots now primarily unlocked based on city population. Trade Depot allows building trade routes and gives 1 slot, all others unlock at population thresholds
- Trade Routes: Added option to auto-renew Trade Routes
- Covert Ops: Lowered intrigue level required for affinity covert ops
- Friendly aliens no longer prevent city citizens from working plots

[UI]
- Added tech filters for Units and Orbital categories
- Victory progress tooltips show explicit status of quest objectives
- Re-enabling yield for canyon plots (2 production, not improvable)
- Added "Incoming Transmission" on main menu for in-game messaging

[AI]
- Fixed an issue where Victory Wonders could be built by AI in captured territory, and not be able to be interacted with
- Fixed an issue that could cause the AI to not aggressively target rival planetary Wonders
- Fixed an issue where non-Harmony AI players were not clearing Miasma properly
- AI is now more selective about desiring alliances
- AI will now form alliances to counter a strong shared neighbor.

[OTHER]
- Added my2K functionality to title, allowing cross-game connectivity and unlocks with other Firaxis titles (starting with Sid Meier's Starships), along with other future perks
- Added Glacier map that unlocks when signing in to my2K for the first time
[BUGS]
- Fixed an issue where Covert Ops panel could go blank in the middle of a game, or after a coup
- Fixed an issue where AI aircraft city UI was displaying in Fog of War
- Fixed an issue where resource pods and relics where not placing properly on the Taigon map type
- Fixed an issue with the Growth Potential quest failing when the AI would destroy a target station
- Fixed an issue where an AI leader would sometimes propose an offer that they would not accept when you agreed
- Fixed an issue where a player might not be able to restart a Victory wonder (like the Beacon) if a Victory wonder was attacked after the countdown had started
- Fixed an issue that was causing the skeleton to not drop when a Worm was killed (still only a chance, but now works properly
- Fixed an issue that was causing Xenomass under an existing alien nest to not be counted when the nest turned friendly
- Fixed misc crashes as reported by Steam error reporting
- Additional misc bug fixes
 
The old "AI will never sign peace" bug is still there and annoying as ever. Got backstabbed early on by FI and PAC, neither AI signed peace during the game.

That is a bummer. I somehow was hoping that the
- AI is now more selective about desiring alliances
- AI will now form alliances to counter a strong shared neighbor.
from the patch notes would somehow address this issue
 
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