March Patch Notes (formerly february)

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The mods that they took these ideas from include a tons of other changes so I don't think these few things they took from them makes them useless. They do need to reasses their whole balance thing based on the new stuff (golden ages, workshops and other buildings).

Ah OK. Sorry, I am not using mods a lot, and was just referring to what I read in previous posts. If it's like that it's even better :)
 
Me NOT likey :mad:

Actually, could they build nukes before or just the project? I kinda liked the idea of rogue city-states.


Ok, have you ever seen a CS build nukes? Have you seen them actually have uranium? The only thing that this prevents is them building Project Forever while they don't have workers (and they won't build one because they're building something special...) because they lost it in a war and there's Oil in their lands...now that pissed me off last game.
 
They also really skipped over a lot of basic bug issues such as the fact that players can sell a luxury to the AI, pillage the tile, rebuild, and resell to the same AI for unlimited cash flow.

Well, yes. This is quite weird. Especially as it shouldn't be too hard to change (at least I'm guessing that... :crazyeye: ). However, this "strategy" is too cheesy for me, so I will just not be doing this and can ocercome this problem for a while even without a patch. :mischief:

Regarding the AI-happiness-problem:
I assume that this change is of a more complex nature. Happiness is a major concept of Civ 5 and maybe they want to do more testing till they change it, just to not make things worse.
 
It is not really a testing issue so much as it is they screwed up somewhere in their C++ coding taking the value of 1 variable instead of the other.
 
I cannot believe they completely skipped over possibly the biggest bug in the game though: The fact that the AI constantly gets human Chieftain level happiness and other bonuses regardless of settings.

Why do you think that's a bug?? We need the AI to have such bonuses, otherwise it will make the single-player game even easier. Is that what you want?
 
I like a lot of the changes here, but it seems that they really nerfed golden ages hard. +20% production vs +1 hammer for any hammer you already have? Seems very lame.

I guess they wanted them to be really "Golden" Ages

Am I the only one thinking Great Artists are being eliminated from the game? You can't get any Artist Specialists until Opera houses, and you can only get 2 maximum.

Also, combining Oligarchy (maintenance free garrisons) with Warrior Caste (1 :) per garrison) seems ideal for ICS.

Also, it seems an Indian Monarchy Capital will have 0 Unhappiness from population.
 
Why do you think that's a bug?? We need the AI to have such bonuses, otherwise it will make the single-player game even easier. Is that what you want?

I want the game to both be a challenge AND to function correctly. Right now, it does neither. Your issues about the challenge of the AI are rooted primarily in issues dealing with AI combat pathing and logic, as well as there being several gimmicky oversights in diplomacy at the moment. If the AI properly used the resources it had, there would be no real problem.
 
It is not really a testing issue so much as it is they screwed up somewhere in their C++ coding taking the value of 1 variable instead of the other.

It's a handicap. One you can easily adjust in the xml HandicapInfos file. Look for the 'AIUnhappinessPercent' tag; Causes the AI to only receive x% of the unhappiness it should, where x = AIUnhappinessPercent.


On the Golden Age discussion... I think it's a beneficial change, actually, as now it will also improve hammers from buildings and specialists, rather than simply terrain (which meant the more terrain you have, the better the benefit).
 
It's a handicap. One you can easily adjust in the xml HandicapInfos file. Look for the 'AIUnhappinessPercent' tag; Causes the AI to only receive x% of the unhappiness it should, where x = AIUnhappinessPercent.


On the Golden Age discussion... I think it's a beneficial change, actually, as now it will also improve hammers from buildings and specialists, rather than simply terrain (which meant the more terrain you have, the better the benefit).

Incorrect on the AIUnhappinessPercent. I have modded the files significantly, and somewhere in the PostDefines logic, the AI is receiving both the AIUnhappinessPercent of the player chosen setting as well as the starting happiness of the Chieftan difficulty for players. It is a bug that has been reported by myself, alpaca, buckets, and several other members of the modding community.
 
Incorrect on the AIUnhappinessPercent. I have modded the files significantly, and somewhere in the PostDefines logic, the AI is receiving both the AIUnhappinessPercent of the player chosen setting as well as the starting happiness of the Chieftan difficulty for players. It is a bug that has been reported by myself, alpaca, buckets, and several other members of the modding community.

Ah, then that's one I was unaware of (possibly as a result of dropping off on civ5 modding in favor of getting RifE to a polished state).
 
I guess they wanted them to be really "Golden" Ages

Am I the only one thinking Great Artists are being eliminated from the game? You can't get any Artist Specialists until Opera houses, and you can only get 2 maximum.

I don't really think so. There's still wonders.
 
I cannot believe they completely skipped over possibly the biggest bug in the game though: The fact that the AI constantly gets human Chieftain level happiness and other bonuses regardless of settings.

There's a change that's easy to miss: since the happiness bonuses are directly tied to # of cities, the city spacing change (from min. 2 to 3) will indirectly boost "per city" AI performance and negate roughly 30% of the happiness AI bonuses (depending on map of course). This also means the AI will have less cities to spam units from (although the production bonuses are still in play, taking out one city will cripple the AI more).
 
# AI calculation of enemy military might are tweaked based on size of enemy gold reserve
# AI calculation of enemy power now takes into account promotions

Interested how this will work. Should make them at least not declare so often...

# User warned if about to declare war on a city state that is under protection of a major power

Finally!

Hmm... Anyone noticing that they seem to really start missing "health"? Or maybe not, I don't know. But they're really trying to replace it with food...

Keep those changes coming! :goodjob: Now fix the world builder so it'll be possible to do the simplest and basic thing you'd think should be no problem to do...
 
I don't really think so. There's still wonders.

Well yes, but those don't allow you to Go for a Great person like the specialists do. And the Great Artists are a bit underpowered as is.
 
Fix situations where AI demeanor and verbiage didn't match friendliness level shown in diplomatic status string.
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Mine & Quarry production increases by 1 with Chemistry.
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Academy increased to 6 Science.
Landmark increased to 6 Culture.
Manufactory increased to 4 Production.
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Aristocracy: Wonder bonus reduced by 5% to 20%.

i wonder if the status string not matching demeanor means the ai will be less obvious in it's deceptive state and you'll have to attempt a trade to see for sure?

mines are finally going to be worth building, and great people buildings other than landmark too =0

what is aristocracy really going to be? 33 - 5 != 20

overall looks like civ5 beta3 is trying to move from ICS even more, with the 3 tile spacing, reduced city production, bonuses to resources (placement matters), etc.

sadly no mentions of gold for gpt trade fixes or RA fixes.


Am I the only one thinking Great Artists are being eliminated from the game?

yes, you're the only one. temple had two slots before, it is being reduced to 1. you could have 5 slots total before, now you can have 4 and they come later.
 
Coming out of extended lurk mode here :)

I think this patch really shows that Firaxis/2K is still paying attention to the community, and gives us good hope that Civ5 (CiV blech!) will continue to improve to the point of being a worthy successor to Civ4.

...and I was just starting to get used to the idea of fish being the new cash cow! :mischief:
 
I see much more good than bad in the changes. However nothing in the changes seems to be anything that would significantly alter my game strategies like not being able to save policy points would have been without that check box to turn it off. However with all the policy changes I may have to rethink some of my early game policy decisions.

At least city states will now recognize a road you build to them. And I will assume that also means that if a city state expands through one of your connecting roads to some other city, it won't "cut off" that road if you are allied with them. Yeah, yeah, I know what "assume" means. LOL

Things I REALLY like:
turn time improvements
new aqueduct building
increased production from hammer buildings

One think I don't like is giving extra production for deer instead of food and decreasing deer appearance in arctic regions. Arctic cities will be much harder to grow, which kind of reduces arctic cities to not much more that resource grabbers. I'm a tad sad to see sheep placement more spread out, although it really doesn't bother me much. I just remember one game where I settled next to a gold tile on a river with a TON of sheep hills. Man, that city grew fast and was good for production.
 
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