Fall Patch changes discussion thread

Tinker

Prince
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As the sticky is for bug reports only, I figured a thread for the discussions for the actual intended changes would be great.

Civ V Brave New World Fall Patch UPDATE
10/4/2013

A Beta update is incoming this morning. If you're already subscribed to the beta, it will update automatically.

[BUGS]
  • Fixed an issue causing a slow-down in turn times.
  • Score for being able to bully a city-state is now more determined by military units near the city-state and less determined by player's global military ranking.
  • Players were getting public declarations from unmet civs (like minor state protection declarations) that revealed the player name.
  • Germany: Fix the German Hanse so its bonus only reflects production.
  • UI: There were two fishing actions visible on the Sailing tech. This is now corrected.
  • UI: Adjusted the logic for calculating turns left for next social policy (was sometimes off by 1).
  • UI: Fixed a few popup dialogs that were not correctly triggering the PopupShown message.
  • Multiplayer: Reconnecting players would revert to the default multiplayer handicap. We now cache the handicap of the last human player to occupy a civilization.
  • Multiplayer: Invites to standard internet multiplayer games were only bringing the player to the main menu if they accepted when the game was not running.
  • Modding: Exposed CvPlot:GetPurchaseCityID and CvPlot:SetPurchaseCityID to Lua.
  • Several fixes to Lua loops that were not taking into account that Lua's for is a <= and not a <.

[UNDOCUMENTED CHANGES]
  • These existed in the last build, but did not make the change list.
  • Indonesian Candi no longer requires Fresh Water.
  • American Minuteman now has an additional promotion to earn points toward Golden Ages with kills.
  • Samurai upgrades to Rifleman instead of Musketman (also obsoletes later).

[BALANCE]
  • Reduce Bismarck's desire to conquer city states from 7 to 4.
  • Reduced combat strength of XCom Squad from 110 to 100.
  • Influence anchor point increase gained from pledge to protect is now 5 (was 10).

[BUGS FIXED, BUT NOT READY IN TIME FOR THIS BUILD]
  • AI embarked civilian units could plunder enemy trade routes. This has been fixed.
  • Muliplayer: Fixed an early-game OoS (followed by a broken match) that could occur when playing between a player running DX9 and a player running DX11 on certain maps.
  • An AI gifted City-State (or city) could cause a game hang if the player did not make their choice immediately (liberate, puppet, etc.) because if you paused, and then liberated, you could get a production prompt for the city which you no longer owned, blocking turn progress. This is now fixed. To work around it for now, make your choice quickly.

Civ V Brave New World Fall Patch Notes
9/30/2013

[UI]
  • New map options on the Setup Game menu. Now, DLC map packs are grouped into folders without having to go to Advanced Setup. Additionally, all the extra maps are placed in an &#8220;Additional Maps&#8221; folder.
  • Warmonger UI improvements:
    • Now there are 4 different levels of concern displayed by the AI about the player's warmongering.
    • Added a tooltip to the city banner for each city owned by a civ you are at war with that shows the warmonger penalty and/or liberation bonus.
    • Added a tooltip for warmonger penalty and/or liberation bonus to the Annex/Liberate/Puppet popup.
  • Trade Route Improvement: Update the UI to reflect the change in Trade Route gold if a Trade Route policy is picked.
  • Added "Click to move" and "Click to view" radio buttons to improve the behavior of clicking on a great work in the "Your culture" tab.
  • Deal History tab on the diplomacy screen now shows more relevant information.
  • Air Combat Preview: added preview of damage your bombarding air unit would take. Note that this information does not include damage from intercepting aircraft or anti-air units.

[BALANCE]
  • Warmonger Penalty
    • Warmonger penalty for conquering a city is now halved with other civs that are also at war with the civ being conquered.
    • Make the building up of warmonger threats more exponential than linear (Minor - Major - Severe - Critical)
  • Research Agreements
    • Adjusted the cost for Research Agreements based on era. The cost increase should now be more linear to coincide with the gross gold-per-turn of AI civs, and also slightly cheaper when Research Agreements can first be used.
    • Will now only be cancelled with a Declaration of War or by elimination of one of the involved Civs. Denunciations no longer cause the RA to yield zero beakers upon completion of the agreement.
    • Both Civs will now only get the minimum of the two beaker counts (to balance out Rich getting Richer mechanic weakness).
  • Tourism: Further Benefits from Tourism when Influential with another Civ
    • Science (from Trade Routes)
      • Familiar: +1 Science per trade route
      • Popular: +2 Science per trade route
      • Influential: +3 Science per trade route
      • Dominant: +4 Science per trade route
    • Diplomacy/Espionage
      • Familiar: Just 1 turn to Establish Surveillance in influenced civ's cities
      • Popular: Surveillance boost (from above) plus Spies operate at an effective rank 1 level higher than actual rank in influenced civ's allied city states
      • Influential: Surveillance boost (from above) plus Spies operate at an effective rank 1 levels higher than actual rank in influenced civ's cities and allied city states
      • Dominant: Surveillance boost (from above) plus Spies operate at an effective rank 2 levels higher than actual rank in influenced civ's cities and allied city states
    • Conquest
      • Familiar: -25% reduction in Unrest time and Population loss
      • Popular: -50% reduction in Unrest time and Population loss
      • Influential: -75% reduction in Unrest time and Population loss
      • Dominant: no Unrest time; no Population lost
  • Abilities of Great Musician, Great Writer, and Great Scientist now scale properly based on game speed
  • Social Policies and Tenets
    • Social Policies: Added Mercenary Army social policy to Commerce (allows purchasing of Landsknechts). Trade Unions old effect (cheaper road/rail maintenance) moved to Wagon Trains.
    • Social Policies: Move double Trade Mission gold from Commerce finisher to Entrepreneurship.
    • Social Policies: Boost City-State trade bonus from +1 Gold to +2 Gold on Merchant Confederacy.
    • Social Policies: Merchant Navy now provides +4 Culture and +4 Production in the city with the East India Company.
    • Social Policies: Theocracy - Temples increase city gold output by 25% instead of 10%.
    • Social Policies: Boost Warrior Code from +25% to Great General creation up to +50%
    • Social Policies: Boost Navigation School to +50% Great Admiral points (to mirror the earlier change to Warrior Code for Great Generals).
    • Social Policies: Switch Ethics policy (Aesthetics tree) to Cultural Exchange (increase Tourism modifier for Open Borders, Shared Religion and Trade Routes by 15% each). The policy now gives bonuses to Open Border and Trade Routes.
    • Tenet: Order - Iron Curtain now also boosts yields on internal trade routes by 50% (on water routes the +100% modifier becomes +150%; effectively those only go up by 25% from 200% to 250%).
    • Tenet: Autocracy - Futurism now +250 Tourism for each Great Writer/Artist/Musician created (instead of +100).
    • Tenet: Weaken both bonuses from Arsenal of Democracy
    • Tenet: Spaceflight Pioneers: Remove +10 Science in Capital; add free Great Engineer and Great Scientist instead.
    • Tenet: Gunboat Diplomacy tenet now makes military units 50% more effective at intimidating City-States. Also rearranged tooltip text for bullying score so that the positive factors are always first, for readability
  • Civ-Specific Balance
    • Germany: Added the Hanse unique building (Replaces Bank, includes Bank bonuses, and +5% Production per City-State Trade Route across your civilization, not just cities that have a Hanse).
    • Germany: Boosted camp conversion rate to 67%.
    • Japan: Give Japan an Ocean start bias
    • Japan: Japan: Samurai can build fishing boats.
    • Japan: Bushido has a new additional effect: +1 Culture from fishing boats and +2 Culture from atolls.
    • Japan: Zero no longer requires Oil
  • Science Victory: Spaceship parts require twice the time to build (or twice the gold to buy) to increase the value of the Space Victory tenets.
  • World Congress
    • Congress: Gain 2 Delegates from a failed World Leader proposal (was 1).
    • Congress: Made Diplo Victory more difficult by increasing the delegates needed to win (2 more on Duel, 7 more on Standard, 9 more on Huge). Also exposed delegate equation values to XML for future tweaking and ambitious modders.
  • City-State Influence: Cleaned up influence calculations when a City-State is killed, to ensure a future liberator will be the undisputed ally and receive the intended reward.
    • Ally influence is set to 45 (becomes Friends).
    • Friends influence is set to 15 (becomes Neutral).
    • Neutral influence is set to 0.
    • Negative influence remains as it was.
    • When liberated, the liberator's influence is set to 150 (becomes Ally).
  • 3 New Pantheons
    • Earth Mother: +1 Faith from Copper, Iron, and Salt.
    • God-King: +1 Culture, Faith, Gold, Production, and Science from the Palace
    • Sun God: +1 Food from Bananas, Citrus, and Wheat
  • Trade Routes: All City-State Trade Routes get +1 Base gold. Gold bonus from having a route connected to a city with a Market or Bank halved (from 2 to 1). Applies to unique versions of these buildings also.
  • Great Admirals now have a "Change Port" command. If either moving into a port or starting the turn in one, they can consume the rest of their moves to jump to another port city under their control.
  • Archaeology
    • Great Works of Writing (like the Rosetta Stone) now available from 30% of the Hidden Antiquity Sites. An alternative use of these is to create a "Cultural Renaissance" (equal to a Great Writer's Political Treatise).
    • There are now diplomatic bonuses for building Landmarks in both city state and major civ territory.
  • Air Combat
    • New stacking limits on air units in cities. Starts at 6; increased to 10 when you add an Airport. Game Concept text updated to match this change.
    • Player now receives a warning that projected damage can go up if the air unit is intercepted; number of visible enemy anti-air units that haven't fired is also given in combat preview.
    • Air Combat: Award experience to intercepting planes and firing AA guns
  • Change rules for razing cities to make it so the Holy City of any religion cannot be razed.

[AI]
  • Custom AI per Civ
    • Custom worker code for Brazil: Automated workers will no longer remove jungle unless there's a resource on it (ie: bananas). Workers will remove jungle for resources (like spices and bananas) but otherwise will build Brazilwood Camps.
    • Custom settlement AI for Brazil: Includes player suggestions of city sites near jungle for Brazil.
    • Custom settlement AI for Indonesia: Doubled the fertility on lucrative sites that are not on the same continent as previous cities. This should help Indonesia to better use it's UA.
    • Custom settlement AI for Netherlands: Will now tend to favor marshes and flood plains when choosing a site to settle.
    • Custom settlement AI for Morocco: They should now consider desert favorable when making settlement choices/suggestions.
    • Custom settlement AI for Spain: Settling next to Natural Wonders should now be extremely attractive to Spain.
    • Custom settlement AI for Inca: Inca should now consider hills more favorably; hills bordered by one or more mountains get an additional bonus.
  • Air Combat AI: Never rebase aircraft to a city being razed.
  • Deal AI
    • Deal AI: Never ask for something from the human that we don't consider having any value (such as Open Borders from a distant civ).
    • Deal AI: make AI aware of the value of Open Borders as players close in toward Culture Victories;
    • Deal AI: Make it so the AI will never pay more than about 15 gold-per-turn. There were cases before of 40+ gold-per-turn.
    • Fix a legacy bug that prevented the AI from ever putting together offers for a luxury that a human player now has available for trade.
    • Deal AI: fix valuation of Open Borders so AI never says "I want to negotiate passage" but doesn't put anything on the table.
    • Deal AI: Have the AI accept totally even trades with the human (before they always wanted some small bonus, even when swapping embassies ... assuming they weren't putting the embassies on the table themselves).
    • Deal AI: AI now understands how to put things on YOUR side of the deal table.
    • Deal AI: Embassies now worth 35 Gold base (so AI will almost always consider them worth 1 gold-per-turn).
    • Deal AI: Embassy cost scales based on deal duration (so 1 GPT over 45 turns is worth it on slower speeds)
    • Deal AI: AI properly values Gold in hand over GPT, so over 30 turns it won't get 150 for 5GPT. Instead only 85% of that.
    • Deal AI: Slight increase (about 7%) in the value the AI gives you in gold/gold-per-turn for things (this helped with getting them to always offer 1 GPT for Embassy).
    • Deal AI: Don't give such a huge (90%) discount on open borders with friendly players. Reduced to 65%.
  • Tactical AI
    • Tactical AI: Reduce overkill percentage from 50% to 25%. Previously, the AI would gather up much more strength than needed before trying to kill an enemy unit, which could bog down AI operations.
    • Tactical AI: Make sure units moving in formation don't use extra MP to "wander" a tile or two after their primary (formation) move for the turn completes.
  • Operational AI
    • Operational AI: On water maps (Archipelago, Islands, etc.) allow land operations to have a few units "spill out&#8221; onto water tiles so the operation doesn't get bogged down trying to get to its target. Also don't use the bigger city attack formation (16 units) on such a map (use 12 instead).
    • Operational AI: Weight barbarian camps within 10 tiles of one of your cities heavily; start up operations to eradicate them quickly.
  • Military AI
    • Military AI: Civs with very high FLAVOR_OFFENSE settings (7+) will buy military units with spare gold more frequently. Will boost the number of early attacks we see, especially on high difficulties.
    • Military AI: when rebasing air units, prioritize carriers within operations over those that aren't assigned to an operation
  • Homeland AI: Fix bug in ExecuteMovesToSafestPlot() where it would consider leftover moves from another unit, meaning the safest plot was not actually chosen. This essentially makes the AI better at determining safe plots to run to when a unit has to flee from danger.
  • Policy/City AI: Added a player strategy to focus on religious buildings and wonders if the AI has started the Piety social policy tree.
  • Diplomacy AI: Increase chance of City-State conquest if that City-State is a neighbor on your way to get to a targeted major power.
  • Ideology AI: If it&#8217;s possible to take a Level 3 tenet, make sure the AI always takes the one available that matches their current Grand Strategy choice.
  • Space Race AI: Don't consider capitals to be "medium cities". This change allows AI to start Apollo Program far earlier in Information Age starts where few cities are "Large" until 30+ turns in.
  • Great General AI: Fix rare case of AI trying to plant a Citadel on a tile that already had one.
  • Great Admiral AI
    • Great Admiral AI: The AI now takes advantage of the Transfer Port move to get Great Admirals out of dangerous cities and into the largest bodies of water
    • Great Admiral AI: Have the AI send Great Admirals out with more naval operations; have them stack with friendly units like Great Generals do on land.
    • Great Admiral AI: Improve the operational movement code for admirals to get to their targets.
  • Changed MINIMUM_SETTLE_FERTILITY to 20000, up from 5000 to keep AI civs from settling worthless plots. Added some logging code to track plot values.
  • Congress AI: When an Embargo on an AI player is proposed, that player will always use all of its Delegates towards preventing the Embargo.
  • Archaeology AI: Make it possible that the AI will choose to gain the diplo benefit by turning an antiquity site into a Landmark in city state territory
  • Science AI: upped the flavor numbers on Library, University, Public School, and Laboratory. Removed 'MILITARY_TRAINING' flavor from Library and University. Added culture flavor to University to support Archaeologist generation.

[GAMEPLAY]
  • 19 new Great Works of Art. This is to address players running out a bit too early in larger games.
  • Added 3 more City-States (Vilnius, Bogota and Wellington, one of each type).

[SDK]
  • Beta password for the SDK tool required to access new content.
  • Added ability to swap player slots while in the staging room.
  • Stand-alone pitboss server app now included with the SDK.
  • New SDK launcher that includes the pitboss server (see addendum for quick-start guide).

[MULTIPLAYER]
  • Dedicated server added via SDK.
  • A human player's civ icon will now show as unmet in a multiplayer match until the local player has met that civilization. The human player's name will be known even when unmet. Made this consistent between the score list and the turn queue.
  • Additional refinement of hot-join system.
  • Players joining multiplayer games now delay the transition to the staging room until they have completely registered with the game.
  • Making the pitboss network modes selectable from the multiplayer select menu.
  • Now possible to switch player slots/civs in the staging room. This allows new players to select the ai civ they wish to replace when hot joining or loading a saved game.
  • Additional stability fixes.

[SCENARIOS]
  • Civil War Scenario Balance: apply a gentler scaling to city defense strength based on percentage of tech tree researched.

[MODDING]
  • Sound modding now supported. Added a "Reload Audio System" option to ModBuddy. Example mods will be uploaded to Steam Workshop at launch.

[BUGS]
  • Fixed an issue where you receive a Free Building in a city that had hard built the same building. Before the hard-built building would be sold off (deleting its effect) but due to a logic area the effects for the same (free) building would not be reapplied. Should fix Aqueducts from the Tradition finisher, Broadcast Towers from CN Tower, etc.
  • Fixed an issue causing Indonesia to get unique luxuries when acquiring a city on another continent through conquest or trade.
  • Statue of Libery +1 production now applies to Writer and Musician specialists
  • Fixed a World Congress AI logic error where the number of Great Person improvements a player owned was counted incorrectly.
  • Fixed a World Congress AI logic error which had cultural players valuing some resolutions less than they should.
  • Mongol Scenario: restore custom names for at start Mongol units.
  • Fixed a bug where gold per turn gained from resolutions would not be displayed correctly. There are no resolutions that give gold per turn, but modders can use it.
  • The denouncement counter (Declare War pop-up) now properly counts down rather than always reporting 49.
  • Make Harbor tooltip consistent with other buildings such as Markets and Banks (they all say &#8220;additional 1 Gold&#8221; instead of 2 gold &#8211; this is then multiplied by 2 before the final gold amount is listed for a SEA trade route).
  • Fixed an issue where the total number of techs a player could steal was being zeroed out prematurely, causing the tech steal to never resolve.
  • Properly enforce restriction that you can't found a pantheon when a religion has been enhanced and a number of pantheons have been created equal to the maximum number of religions allowed on that size map.
  • Tutorials &#8211; The tutorials now enforce that only the base game rules and UI are used for tutorials.
  • Additional misc bug fixes.
 
No balance changes on Tradition, Rationalism or Consulates is a bit disappointing.
 
No balance changes on Tradition, Rationalism or Consulates is a bit disappointing.

What balance where you hoping for?
 
What balance where you hoping for?

Nerfs to all three, to be honest. They're all massive no-brainers. You can chuck Treaty Organisation into the mix as well as another one that needs a nerf.

I suppose they're going after Arsenal of Democracy, so thumbs up there.
 
The UU to UB change for Germany is good - it removes a bland/generic UU that cost 50% less hammers than it's regular counterpart, and replaced it with a bank which can provide a serious production boost to all units and buildings - but that won't be enough to save Germany. The main criticism of Germany was towards it's UA, not it's UU, and for the most part it's UA is still the same. It carries a high chance to convert barbs and get gold, but it's still only a chance, and at something which really isn't all that appealing to begin with.

The change to Japan, while I haven't tried it out yet, seems laughably minor. I remember them saying that the change would reflect Japan's isolationist culture, while they may be able to earn a little bit more culture than usual, I really don't see the association. Now, Japan is the civ which would have benefited from a UU change. Even with the changes to flight, and it not requiring oil I don't see the Zero being taken seriously. In fact, I see it being taken less seriously. So it doesn't require Oil, but who wants to waste the now limited space for a fighter when you could have a bomber?

The changes to the Great Works, Archaeology, and hidden sites seem like a plus. More works is always good, and giving something to those hidden sites to make them somewhat better than the regular sites is really nifty.
 
No balance changes on Tradition, Rationalism or Consulates is a bit disappointing.

it's not consulates that need nerf. it is that pledge to protect needs to be completely removed (at least the + to CS influence from it). it is especially ridiculous in MP games where PtoP + Consulates == every CS on map as friend with HUGE bonuses.
 
No balance changes on Tradition, Rationalism or Consulates is a bit disappointing.

Rationalism was already nerfed. I rarely go full Rationalism anymore, except perhaps in the very late game and if I have extra culture.

All that needs to be done with Tradition is move the Great Engineers to Liberty. The two trees were already competitive (check all those voting threads, generally trails just slightly behind). Giving GE's to Liberty and not to Tradition would give Liberty the slight boost it needs really be competitive.
 
As the sticky is for bug reports only, I figured a thread for the discussions for the actual intended changes would be great.

to be more accurate, please use the CFC bug forum to report bugs about the beta patch.

They are being watched and will get timely responses (provided you provide real information, including saves, dxdiag's, etc).
 
"Warmonger penalty for conquering a city is now halved with other civs that are also at war with the civ being conquered."

Huzzah!
 
How does a Samurai build a boat? How long does it take? Does it require resources?

I assume that a Samurai doesn't merely just build a fishing boat at a shore (like a Praetorian building a road), but must embark onto the fishing site in question and build from there? If not, then what's to prevent Japan from building like a hundred fishing ships for no real reason?
 
I'm torn. They did add a few things (conquest bonus when you are influential...) which I did not expect. Sadly, they did not really adress Piety and honor.

Although I love that the AI will come to you and offer to buy your luxuries.
 
Wow, lots of fun stuff. The new tourism boosts look delicious, I seem to recall tourism only being good for a culture victory being a common complaint. The Hanse bank for Germany is a neat idea, but I agree that Japan could use something other than a fixation with fishing boats.

On another note, "Vilnius, Bogota and Wellington, one of each type"? Last I checked there were five kinds of city-states, but I'm guessing they mean Cultured, Mercantile, and Maritime the three that were in vanilla.

How does a Samurai build a boat? How long does it take? Does it require resources?

I assume that a Samurai doesn't merely just build a fishing boat at a shore (like a Praetorian building a road), but must embark onto the fishing site in question and build from there? If not, then what's to prevent Japan from building like a hundred fishing ships for no real reason?
Dennis answered in the other thread that "Your Samurai embarks, moves to an improvable sea resource, and then a worker action appears allowing you to create a fishing boat. You can do this with as many sea resources as you have within your borders."
 
The change to Japan, while I haven't tried it out yet, seems laughably minor. I remember them saying that the change would reflect Japan's isolationist culture, while they may be able to earn a little bit more culture than usual, I really don't see the association. Now, Japan is the civ which would have benefited from a UU change. Even with the changes to flight, and it not requiring oil I don't see the Zero being taken seriously. In fact, I see it being taken less seriously. So it doesn't require Oil, but who wants to waste the now limited space for a fighter when you could have a bomber?
Just use Carriers if you're that rich with Oil. I like the idea of having plenty of Oil left for Battleships, or Tanks.
 
Dennis answered in the other thread that "Your Samurai embarks, moves to an improvable sea resource, and then a worker action appears allowing you to create a fishing boat. You can do this with as many sea resources as you have within your borders."

Ah, so one Samurai can essentially create an infinite amount of fishing boats on fish/water luxuries in your territory then. Seems interesting, though comes a bit late, and really not at all what the Samurai are known for lol. :crazyeye::crazyeye::crazyeye:
 
Germany's UA is fine. It was okay before, but now with 67% convert it is more reliable. It's just that some people don't get basic math. Any other Civ with 7 composite bows and 1 random melee compared to Germany with 7 composite bows and 3 random melee, pays the same amount of unit maintenance, gets more ZOC, and doesn't need to waste any hammers getting it. And this is assuming none of the barb camps spawn archers, in which case it means even more gold/hammers saved. Get lucky with lots of camps and you can war your neighbor aggressively, even lose some units, and never come out behind (meanwhile opponent losing units is lost gold/hammers).

Landsknecht were always a mixed bag, especially since G&K. Will need to play around with the new Hanse to see how the changes work. Banks come late, but the hammer bonus is pretty significant. Yeah, Panzer is late-game and that always gets points taken away, but what ya gonna do? Modern Germany is, well, modern.

As for Japan... still not sure. In a round-about way, Samurai building fishing boats is okay. I mean, for starts that get several sea luxuries that does free up a lot of hammers while simultaneously boosting military. But if there are no sea luxuries near, then the bonus becomes worthless real quick.

Zero is improved. Not needing oil means you don't need to sacrifice any bombers or tanks to add fighters to your army.

Changes to Japan are marginal at best. I would have preferred something more reliable (depending on sea luxuries is depending on RNG map).
 
Zero is improved. Not needing oil means you don't need to sacrifice any bombers or tanks to add fighters to your army.

You actually do sacrifice bombers. Since, until airports, you can only have six air units per city, and ten with airports, building a zero means that you lose a slot that could have been used for a bomber.

and really not at all what the Samurai are known for lol. :crazyeye::crazyeye::crazyeye:

THE SAMURAI ARE COMING!!!... To plow our fields and catch our fish! How swell of them!
 
Also, in regard to Japan, they still KEEP their current UA, correct? The whole Samurai fish thing and additional culture are added on, right?
 
How does a Samurai build a boat? How long does it take? Does it require resources?

I assume that a Samurai doesn't merely just build a fishing boat at a shore (like a Praetorian building a road), but must embark onto the fishing site in question and build from there? If not, then what's to prevent Japan from building like a hundred fishing ships for no real reason?

They probably build the improvement directly on the tile (embarked) since it's a fishing boat (tile improvement name) and not a work boat (unit name). Even if that is the case though, how long does it take them to do it is still a pertinent question. If it's instantaneous like a work boat would it expend all the remaining movement points of the Samurai, or even (gasp) expend the Samurai itself?

Sounds like an incredibly niche ability, maybe something you'd use after some rude neighbor or barb went on a pillaging spree on your sea resources. Its not like having unimproved sea resources that late into the game are all too common, outside of having your stuff pillaged or perhaps a late expansion or border pop.

Altogether very strange and seemingly marginal improvements to Japan, I'm hesitant to write the changes off completely. I still can't imagine them being that much better in practice though. The fishing boat culture is "ok." The atoll culture could be great, but really how often do you get those in your starting territory, even with an ocean bias?
 
japan changes are pretty ridicolous

lets start with samurai bonus that is quite bad, why on earth would you want to spend a samurai to build when he is supposed to fight? if you dont need it to fight, then its much faster to buidl boats around

also it punches with the other change
the culture bonus for maritime tiles is good but why on eart then put another bonus that makes you build SLOWER (if you use samurais you will save some production/gold but you will get your boats later) and so making the first bonus even less good

since sea tiles are so good i want them asap
 
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