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#1 |
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Deity
Join Date: Jan 2002
Location: Venice, California
Posts: 5,560
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The new patch
I think Thal found a job immediately upon graduating. He's already working for Firaxis. The similarities in the new patch to TBC are unbelievable... and I'm not through reading the list.
Thal, you may not be able to comment on the above, but how do you think the changes will affect TBC? Finally, do you have any idea if TBC will work with Hotseat? |
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#2 | |
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Deity
Join Date: Aug 2010
Posts: 2,303
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Quote:
) I asked about Hotseat and Valkyrin said it's probably not happening - but we can hope mods will be supported!Off to check out the patch notes
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Communitas Unofficial Expansion Pack Working every day to make Civ5 a better game. City-State Diplomacy Mod Tired of having to bribe your way to a diplomatic victory? Look no further. Tectonics, PerfectWorld3 Mapscripts: Never get a boring map again!
Common Checklist Having trouble with Mods? Try these suggestions. |
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#3 | |
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Deity
Join Date: Jan 2002
Location: Venice, California
Posts: 5,560
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Quote:
2. Your mind will be blown. Check out the RA! Last edited by Txurce; Jun 17, 2011 at 10:54 PM. |
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#4 |
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Deity
Join Date: Nov 2005
Location: Texas
Posts: 10,263
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Aw drat!
With the last update I felt I finally got everything nearly complete, and will have to start readjusting things all over again. ![]() I see a lot of differences because they have access to the c++ part of the code, so they aren't restrained in what they can do. It seems the overall goals are the same in many areas. The section on combat and units especially has some similarities, like slower mech infantry and better tanks, with the ironclad->battleship upgrade and so on. It's nice to see they're finally dropping the free-tech mechanism from research agreements, though it's a shame they didn't take an approach that helps less-advanced civs or makes Declarations of Friendship useful.
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![]() We are the Modders. CiV will be assimilated. We will enhance its biological and technological distinctiveness with our own. Resistance is futile. Communitas Expansion Pack Wiki - Discussion - News Forum Icons ~ Starting Civ5 Mods ~ Forum Tables Last edited by Thalassicus; Jun 18, 2011 at 01:52 AM. |
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#5 | |
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Tyrant
Join Date: Jun 2008
Location: Washington, DC
Posts: 12,248
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Quote:
On their changes: Spoiler:
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#6 |
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Prince
Join Date: Feb 2002
Posts: 337
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The biggest thing I wish we could lobby them to do is the City State yield work you did for Culture and Military bonuses. Makes the CS very balanced IMO.
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#7 |
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Deity
Join Date: Aug 2010
Posts: 2,303
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@Thal - I thought the same thing reading the patch notes!
@Architect - the devs still haven't made culture a yield for who knows what reason as evidenced by the fact that the landmark doesn't increase at a tech like the othr GP improvements. It should have been done by now. My impressions are that the devs wanted to truly make happiness the limiting factor of expansion. They've reintroduced a lot ICS friendly mechanisms while nerfing almost every source of happiness. See the culture (less available but much reduced cost/city), production (much less available but more ways to get small boosts) and to a lesser extent, gold changes specifically. I think the player's average empire size will increase significantly but the rate of new cities will be slower, which strikes me as more realistic and fun. I'm not entirely sure that it will work correctly, but it will be interesting to play - it's going to feel like a pretty different game. Looking forward to: Policy tree finishers (Sneaks suggested something similar back in February ) - This should make for more interesting decision-making wrt to SP picks and should help the AI which typically fills trees out more than the player.New RA - This could work if tweaked a bit. While the current TBC mechanic is equitable, having a big bonus at the end feels more fun to me than a small continuous bonus. It could also be interesting if merged with the current mechanic in TBC by giving a bonus that is equal to 50% of both civ's median tech cost divided by two (or similar) to aid more backward civs. Perhaps the cost of RAs should also be based on whoever is at the *lowest* era, thereby encouraging RAs with more backward civs. Not sure how to tie in DoFs atm. More positive diplo modifiers! Some of the new wonder effects look great. The building rebalance is interesting, but we'll have to see if it aha out as intended. See comment above wrt culture and production buildings. Defensive structures may paradoxically be *more* valuable because of their reduced effectiveness. The rest will take some thought and/or play to determine quality I think, so I won't comment right now (though I mostly agree with Ahriman's statements above about everything I haven't mentioned in this post). It's a little frustrating to read the notes because it isn't clear whether some changes are in place of or in addition to the previous effects (be it buildings, SPs, etc.).
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Communitas Unofficial Expansion Pack Working every day to make Civ5 a better game. City-State Diplomacy Mod Tired of having to bribe your way to a diplomatic victory? Look no further. Tectonics, PerfectWorld3 Mapscripts: Never get a boring map again!
Common Checklist Having trouble with Mods? Try these suggestions. Last edited by Seek; Jun 18, 2011 at 09:00 AM. |
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#8 | |
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Deity
Join Date: Jan 2002
Location: Venice, California
Posts: 5,560
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Quote:
With regard to DoF's, it seems to me their use is the mechanic for cooperation, now more meaningful with the addition of positive diplomatic modifiers. I think their changes to hammers and happiness have to be viewed as a whole, and almost certainly played, before they can be evaluated. But I really liked their global approach. |
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#9 |
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King
Join Date: Oct 2010
Posts: 653
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I really hope the mod will be made compatible with the new patch; imho especially the unofficial patch part.
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#10 | |
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Deity
Join Date: Jan 2002
Location: Venice, California
Posts: 5,560
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Quote:
I'm very interested to see what you and Thal do to make the TBC RA mechanism work atop the vanilla mechanic. |
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#11 |
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Prince
Join Date: Jan 2011
Posts: 537
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I am looking foward to the policy tree finishers, a subtle reward for choosing a possibly weaker policy rather than jumping around trees to grab all the good ones. I too am confused why Tradition gets per city food bonuses...seems like it would better fit Liberty. Perhaps they think that the %growth increase better fits the few tall cities (ex: 3 tall cities with 18 surplus each + finisher = a net gain of 5 food per city, essentially a free vanilla hospital per city...although I don't know how likely it is to achieve 18 or more surplus food in vanilla)
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#12 | ||
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Tyrant
Join Date: Jun 2008
Location: Washington, DC
Posts: 12,248
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Quote:
Quote:
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#13 | |
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Deity
Join Date: Aug 2010
Posts: 2,303
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Quote:
@Ahriman: I think what we define as "small empire" will shift from 2-4 cities to 4-7 cities, more along the lines of civ4. Though I prefer % modifiers as well. @Gamewizard: The food bonus for the Tradition finisher is excellent for small empires. Large empires usually don't have the happiness to grow their cities, so it risks making them OP when each city can work an extra mine - large empires already have a production edge over small empires. This change in TBC (as it is now on the SP) from 2 to +1 for specialists is actually one I disagree with.
__________________
Communitas Unofficial Expansion Pack Working every day to make Civ5 a better game. City-State Diplomacy Mod Tired of having to bribe your way to a diplomatic victory? Look no further. Tectonics, PerfectWorld3 Mapscripts: Never get a boring map again!
Common Checklist Having trouble with Mods? Try these suggestions. Last edited by Seek; Jun 18, 2011 at 11:09 AM. |
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#14 | |
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Deity
Join Date: Jan 2002
Location: Venice, California
Posts: 5,560
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Quote:
Edit: Some Wonders now also give increased happiness. Last edited by Txurce; Jun 18, 2011 at 11:06 AM. |
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#15 | |
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Deity
Join Date: Aug 2010
Posts: 2,303
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Quote:
Btw, do you think Police State been buffed or nerfed? And of course this all depends on what vanilla SPs are changed or kept here. 2. Yes, wonders will be much more relevant now! Tbh, I have been building fewer and fewer wonders as of late. They will be quite a bit harder to choose between as well.
__________________
Communitas Unofficial Expansion Pack Working every day to make Civ5 a better game. City-State Diplomacy Mod Tired of having to bribe your way to a diplomatic victory? Look no further. Tectonics, PerfectWorld3 Mapscripts: Never get a boring map again!
Common Checklist Having trouble with Mods? Try these suggestions. |
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#16 | |
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Deity
Join Date: Jan 2002
Location: Venice, California
Posts: 5,560
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Quote:
I never take Autocracy when playing builder - but I don't have a happiness problem in those games, either, thanks to luxuries, policies and CS. |
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#17 | |
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Deity
Join Date: Aug 2010
Posts: 2,303
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Quote:
Er, I think it's called Police State, but I could be totally off! Any opinions on the new Police State mechanics?
__________________
Communitas Unofficial Expansion Pack Working every day to make Civ5 a better game. City-State Diplomacy Mod Tired of having to bribe your way to a diplomatic victory? Look no further. Tectonics, PerfectWorld3 Mapscripts: Never get a boring map again!
Common Checklist Having trouble with Mods? Try these suggestions. |
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#18 |
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Deity
Join Date: Jan 2002
Location: Venice, California
Posts: 5,560
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I've played a couple with Germany after Thal buffed their SA, and meant to pursue them further, even though I also doubted I would do better than going small. But Thal has since made so many interesting changes that I keep being sidetracked!
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#19 | |
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Prince
Join Date: Jan 2011
Posts: 537
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Quote:
And I agree about wonders, I've almost stopped building them, only GEing the later powerful ones. I particularly like the new Hanging Gardens...I don't think I ever built the current one. I feel they did a good job buffing the weak ones (Colossus, Hanging Gardens, Great Lighthouse, Great Wall, Notre Dame) while nerfing powerful ones (Cristo, Great Library, Sistine Chapel, Stonehenge). Also good job nerfing the National College which I've always thought is OP. |
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#20 |
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Prince
Join Date: Jan 2011
Posts: 537
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I also really like what they did with Piety, focusing on the religious type buildings. Gives a good image of being a state dedicated to religion. Plus I never liked Theocracy (although I think 10% gold is low, a city would need 20 gold base income just to negate the temple's cost). Honor got buffed well and I think Thal deserves a lot of credit here. Commerce still seems weak, compared to Thal's Commerce especially.
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