June/July Patch Notes

This must be a mistake of some sort, right? Either Arabia's unique ability includes this or the Bazaar does this in addition to it's original ability. They couldn't possibly be replacing double resources with 2 gold on an oasis.

I think when they don't explicitly say an effect has been lost ,it's not and they only mention additions. Bazaars will probably give double luxury resources and additional gold for oil and oases. I don't believe they got rid of the free tech from the GL and Oxford University.

Both the other Policies add culture into the mix, only Honor did not receive any cultural contributions. As I see it, it is all about one tree being vertical, one being horizontal, and the third being what your neighbour think it should be. Giving an influx of culture for all three branches doesn't make one stand out.

Honor was a big no no for me in most games because it slows down politcy development too much. I almost only picked it when playing Aztecs. A culture boost is very welcome.

UI
Combat preview for Aircraft UI addition. - what is this Aircraft UI?
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The number above the city name, showing that you have aircraft, missiles or nukes stationed in a city. After the last patch numbers would still be diplayed after you have rebased the plane to another city. Annoying interface bug, good they fixed it.

Diplomacy and AI
I was hoping for more changes to the AI and Diplomacy for this patch. The change log does seem to be a bit lacking considering the state of current AI and Diplomacy.
I'm quite happy with the changes, I just hope attitude actually means something and I'm not constantly attacked by "friendly" civs. I've also seen civs going from FRIENDLY to HOSTILE and back to FRIENDLY in 20 turns (standard speed). Hope this doesn't happen any more.

Unhappiness per city increased to 3 from 2. - This will no doubt affect early game expansion, especially with the happiness nerf to luxuries (only 4 :c5happy: now)

I really wonder how we're supposed to expand. Builing a city to get only one kind of luxury resource doesn't see do be an option any more. I also hope the AI stops the stupid ICS, but I never had the imperssion happiness is to any concern for AI civs.

The +5% :c5production: for Republic is welcome.
Looks totally insignificant to me, but Meritocracy looks better now. Again +1:) from trade routes.

Decreased Longswordsman strength. :eek:
This I like very much. Finally gives me a good reason to build knights even before I run out of iron.
 
I demand they take this stupid America Power stuff out of this game and not have Order and Freedom exclude each other out! The developers prejudice should not affect the game, especially when we are talking about the Civilization series!

I don't think that has anything to do with a supposed "prejudice", and rather simply good gameplay; All three are very powerful trees, with very different bonuses rewarding specific gameplay styles (Specialists/Tall, Warfare/Puppets, Wide). Forcing the player to choose between these is a good thing.
 
As usual most of the changes is just balancing and tweaking some values in the xml files, something I don't care much because I will mod most of that stuff.

What I really want to see is the improvements to AI and diplomacy. I really hope I have to lower the difficulty setting because the Deity AI will beat the crap out of me.
 
I don't think that has anything to do with a supposed "prejudice", and rather simply good gameplay; All three are very powerful trees, with very different bonuses rewarding specific gameplay styles (Specialists/Tall, Warfare/Puppets, Wide). Forcing the player to choose between these is a good thing.

I think the opportunity cost is choice enough, and the whole policy concept isn't really that good. I prefer how it was handled in cIV and SMAC.
It would make more sense to make some policies mutually exclusive instead of entire trees. I can have Theocracy and Free religion at the same time, but I'm not allowed to combine Free Religion with Humanism ? We can now have Republic and Police State, but can't have Constitution and Nationalism? Doesn't make any sense.
 
>>>
Eiffel Tower now give 5 Happiness plus 1 for every 2 Policies adopted.
Chichen Itza now grants an additional 4 Happiness.
Notre Dame now gives 10 Happiness, up from 5, and 3 Culture.
>>>

So these are the must haves !!!
 
Virtually all (early) options (NC, policies, RAs) nerfed to uselessness, almost nothing added. It maybe makes the hardest levels more challenging, but the lack of options and strategies was a big problem already and now there are even less of them (and I'm not sure if this actally makes winning the game that much harder - there's always an option of exploiting disastrous warring abilities of the AI - removing all other options only makes the game more boring). Definitely the wrong direction. Looks like I'm done with this game.
 
Pick honour and those defensive buildings will get back all the nerfs to the happiness buildings

My main problem is not that defences are over-nerfed but the problem is that they used the wrong approach to fix the problem. City healing is the thing that need to be nerfed, not defence buildings.
 
Btw:

Hanging Gardens now give 10 Food instead of 1 population per city and Happiness.

10 food per turn for the city it is build in? That sounds like a ridiculous amount.

What a joke, we can't get the hanging gardens on high levels, it is always built by 2,500 BC, we are lucky if we have even researched Mathamatics by then!

By popular opinion the Hanging Gardens has been changed to one of the best in the entire game, on difficulties such as Deity though it will be impossible, it has pretty much been gifted to the AI. We should have an option of getting these early wonders, however to make them so over-powered is ridiculous, especially when they're impossible to get.
 
Awesome! Can't wait for it! ;)

They finally put a link to the civilopedia in the main menu! Also reincludes Post-Action Replay! And maybe a competent AI on Prince difficulty (in other words, they don't need bonuses to stand a chance against the player)!

It's good to know that 2K and Firaxis didn't give up on Civ5. :goodjob:
 
What a joke, we can't get the hanging gardens on high levels, it is always built by 2,500 BC, we are lucky if we have even researched Mathamatics by then!

By popular opinion the Hanging Gardens has been changed to one of the best in the entire game, on difficulties such as Deity though it will be impossible, it has pretty much been gifted to the AI. We should have an option of getting these early wonders, however to make them so over-powered is ridiculous, especially when they're impossible to get.

Don't see the problem with that. Deity should be a level which is challenging even for the best players.
 
The game should be balanced at Prince/Multiplayer; extra difficulty is there only to make up for the poor AI, which simply can't compete with a human. The fact that Hanging Gardens is nearly impossible to build in harder difficulties is not a problem per se, since Deity is intended to be nearly impossible. And we still have to see if Hanging Gardens are "the best wonder", as you say.
 
I demand they take this stupid America Power stuff out of this game and not have Order and Freedom exclude each other out! The developers prejudice should not affect the game, especially when we are talking about the Civilization series!

Moderator Action: Let's not get into that here...
 
No bug fixes? And what's with all those nerfs? Production is already too slow. And what's with that ridiculous pyramids nerf? It was bad enough with 50%. Now it's completele useless. It should be +75% speed for workers. Or just keep that change and make workers stackable!
 
@Greg, why has Liberty and Autocracy become workable together? That doesn’t make much sense.

:D
 
Making workers stackable would radically change civ5's economy. Each worker would then be weaker, probably cheaper than a warrior, but you would need 2 (for example) to equal 1 worker now (to compensate the fact that you can stack them to build and repair improvements faster). That would drive up unit maintenance in the ancient era, would make stealing workers less relevant (which is admittedly good), and you would see even more workers in the AI territory, making possible to make workers' walls to stall invasions, which is completely absurd.
1 upt and higher cost of single military units need a reworked system for the workers. Even though I'd like too to be able to concentrate my workforce on single hexes, I don't think stackable workers will come back. Well, IMHO.
 
I am deeply worried that such huge changes to the game are implemented in one single update. There's a lot of experienced players out there who essentially have to discard their style of play and re-learn how to play many aspects of the game.

Beelining is gone. RAs are 50% gone. They were overpowered and now they seem pretty useless until the midgame. Like stepping up from one ditch and getting into another ditch. Happiness and production nerfed not to mention most players favorite wonders. Who will build the Christo Redentor again, even in a cultural win game? Pyramids and Stonehenge not worth the early precious hammers invested anymore...

I am also deeply concerned of how such a massive game change appears not to include any considerable improvements towards the AI and diplomacy - the 2 aspects of the game that needs to be improved the most.

Some of the good changes of the patch just happens to be included in Thals Balance Mod, without all the nerfs and RAs work much better with this Mod. People should really try it out, especially if this patch seems like a long headache.
 
I am deeply worried that such huge changes to the game are implemented in one single update. There's a lot of experienced players out there who essentially have to discard their style of play and re-learn how to play many aspects of the game.

I would be less worried if there was something to re-learn. It seems that all is nerfed and every strategy is weak now. Yes, it probably makes hard difficulties harder, but it also makes them unplayable. In Civ4, there is lot of options and strong strategies still in Deity but not many people can call that level too easy.
 
I like adapting to a new situation, and there are nerfs to happiness, but also buffs from buildings/policies. Just settling for happiness is gone; you need to build. This makes warfare a little less important, which is good. This will also lead in a more gradual growth of your empire.

At first sight, Hanging Gardens looks nice but troublesome, with 10F and tougher happiness. But ofcourse it must be built in a city that has a lot of hammers, and with that Wonder you can have a normal growth but still work every mine.
 
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