August Patch (1.0.1.383) is out!

Yeah that's exactly the problem with them. Presently it is too ineffectual to rush towards masonry straight off and build them. The question is does having 2 workers instead of 1 change that? There's a few scenarios I'm thinking about:

1) If you build no workers at all but just push towards the pyramids you can maybe build them by turn 50 or so. I don't have CiV in front of me ATM but I think it'll be about 25+ to research it and another 25 or so to build it. That seems to long to wait for your first worker so I think that's kind of a dud option.

2) Build 1 worker and then aim towards pyramids. With the worker and chopping and such you can probably shave 10 turns or so off the cost. This will leave you with 3 upgraded workers. If you are planning on a REX this might be a good option depending on your available resources and tech path and such. But did this approach actually save you a lot over just building / buying a worker when you needed it? I feel like I shouldn't go out of my way to get the pyramids... but at the same time if I'm heading that way anyways or have extra bonuses to building them this might be a valid option.

I agree with Martin though. An extra +GE point would've been a better option. Or maybe even a +3:c5production: in the building city permanently or something.

The line of reasoning they likely used was that if you take the hammers used to build the pyramids and just pumped out an extra worker, the time it took for you to get more improvements with the improved workers when it was done was just way too long.

Now to get two workers is getting closer to the cost of the pyramids (140 :c5production: vs the 175 :c5production: the pyramids cost)

Now the 25% bonus to worker speed should feel almost immediate since the guy who hard built two workers instead will have "just" finished his second worker. Not sure how to work it out just yet, on Emp or lower, I have ideas for an aggressive expansion style. On deity, it's really hard to get enough cities to make pyramids worth it early on.

The synergy is there, you even get the techs needed to get quarries and mines working. The question is where do you time your settlers to expand and use the extra workers safely. With the tradition changes I'm curious since you can make the extra food work quite quickly, but you need to hard build a settler before masonry and I don't know if that's safe. It probably would also be more valid if you couldn't steal workers so shamelessly (hard to give value to workers if one out of 2 games or more you can flat out steal one or two).
 
To those having trouble following the patch, the standard things to try are:

-Restart Steam
-If still not working, right click the game and choose Propertiers -> Local Files -> Verify Integrity of Game Cache.

I just do this anytime there's a patch before I even start the game. It always seems to find something and fix it after the initial download.
 
I wonder if anything along these lines would be effective:

- hopefully get 1 culture ruin, take citizenship as 2nd policy, use to improve & chop
- Build Pyramids early as possible, then immediately build settler
- Take free settler as 3rd policy (before settling settler #2)
- Have 3 cities, with 3 fully upgraded workers, very early
- Profit ?

Not sure how the timing will work out but seems intriguing.

This seems like a recipe for getting attacked to me. Where are the military units?
 
In my current game, the city state of Seoul turned into Kathmandu.
 
This seems like a recipe for getting attacked to me. Where are the military units?

You can pump about 2-3 units before you get masonry. However you can't do that and get a monument and a worker. So ya, it's very sketchy for deity.
 
In my current game, the city state of Seoul turned into Kathmandu.

I noticed that as well. I think it has something to do with a Korea DLC. I also noticed that going after Landed Elite throws off my entire strategy. I really need to complete the Liberty tree by the time I get Education so I can get the extra GE and snatch up Notre Dame and the Porcelain Tower at the same time.

I really wish the devs would do three things:

1) Give the city ranged defenses a promotion tree. Extra range - extra power - two strikes - extra damage to melee units - extra damage to siege units - extra damage to naval units.

2) Make a "Regenerate Map" button.

3) Make a hotkey that interrupts the auto-turn.
 
I'm pretty sure I found a huge bug.

All my specialists produce 2 hammers each. For example a scientist gets +2 :c5production: +5 :c5science: (with statue of liberty and rationalism tree).

Unless I'm missing something, it should only be +1 :c5production: ?!?!?!?

In my capital, I have over 200 :c5production: per turn and I can build the apollo program in 4 turns on standart settings/emperor/montezuma :crazyeye:
 
Nice, perfecly-sized patch except, where's the spy unit that obviously needs to be added in?

I strongly suspect there will be an expansion to fix glaring omissions like the spy ...
 
Do the patch changes take effect immediately, or just when you start a new game?

The MP fixes are enough enticement for me to give MP a try again.

I suspect the patch is fairly small just because it's convenient to package up all the fixes they had been testing the Korea DLC with.
 
People are saying this isn't a big deal patch ------> there is now a small possibility MP is actually playable, and they pulled the functionality that ACTIVELY ENCOURAGES DOUBLE MOVING. This doesn't seem like a big change?! Granted, this stuff should have been done before release or patch 1, but hey, maybe this advertised feature actually works now...
 
Pity they haven't addressed the late game nuke fest. Lets see:

- jets have some % chance of intercepting atomic bombers. (Incentive to get jet fighters; Jet fighters have something else to do; plus "realism" bonus)

- some wiz-bang satellite-based NW to % counter ICBMs | some city-local anti-missile defense.

I mean, you can launch a space ship, but you can't stop some mid-20th century bomber from lighting up your cities every few turns....
 
You won't see another large patch. The game is what it is.

I expect at least one more patch to work on multiplayer.

They have absolutely no reason not release an expansion. Each expansion will net ~$30, and it is the only way the game will get the major changes necessary to move from vanilla to ... They've got a good revenue model releasing DLCs each couple of months to keep the money flowing AND releasing expansions approximately yearly to cash in on the game's success. Look for the expansion in the fall.

You seem to misunderstand the point of expansions. They've never been designed to release content, they're designed to keep people employed. DLC exists in lieu of the expansion model. With expansions, you invest a ton of money into something and hope it sells well. Then everyone gets paid. With DLC, you invest less money into part of something and sell that. Then you keep going. There's no financial incentive for an expansion.
 
Considering many of the "meh" comments here, its a wonder they bother with patches at all. Not a lot of gratitude - would you rather have them abandon the game entirely? It's a for profit company and of late I've had few of them really try to please customers. This outfit is still doing something. I appreciate it for that much, at least. I don't expect "wonders" but the fact that they are still supporting the game is a good thing in my mind.
 
Maybe 2K ought to charge money for patches/upgrades. That should give the ungrateful customers something more to b#^@% about.

I'm pissed that they released a terrible game that ruined one of my favorite gaming franchises. The fact that I spent $50 for the game is just an additional slap to the face.

We are not ungrateful, we are disappointed.
 
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