Myth and Legend
Prince
- Joined
- Jan 16, 2014
- Messages
- 328
How does everyone feel these would be for Civ 5? What other changes would you add?
General:
- UI improved to show relationship between civilizations while on the diplomacy screen.
- UI now auto selects the last military unit moved last turn and will cycle through all the military units before switching to civilian ones.
- It is now possible to disable combat animations and enable quick move just on the enemy turns (applies to single player only)
AI:
- AI now correctly uses move and attack with untis whcih can do so
- AI now choses upgrade paths that lead it to important upgrades with better foresight (aims for Logistics, Range, March)
- AI now makes proper use of ships and fleets, and protects its fleet from bombardment. Naval civilizations much more likely to do a "frigate rush"
- AI can now "beeline" key techs. Usually civilizations will go for Philosophy, Civil Service and Education, or for key techs such as Chivalry for Mongolia, Navigation for England and so on. AI now also more likely to prioritize science buildings and aiming for key improvements to their military, such as Dynamite, Flight, Atomic Theory and so on.
- AI now makes better use of great persons - it plants early scientists, saves engineers, uses prophets after the cost of missionaries has become prohibitive, saves musicians for lategame tourism tours and so on.
- AI now more likely to form coalitions and start a war the closest a civilization is to victory. (applies to technology lead, stockpiled gold, number of CS alliances, culture and tourism per turn and more)
- AI now more likely to use nuclear weapons the closer a civilization is to victory
- Previous behaviors get an extra modifier for human players based on difficulty, which ranges from 0.5 on chieftain to 1.5 on Deity.
- AI now correctly values strategic resources when they come in single numbers (rounded down to 1 gpt instead of 2 gpt)
- AI now can refuse to buy luxury resources for lump sums of gold if it has a significant happiness surplus or if its GPT income cannot compensate the difference within 20 turns of the purchase.
- AI now actively works towards completing theming bonuses when appropriate.
- AI scouts now much more likely to steal unprotected civilian units if at war.
General Balance:
Experience and upgrades:
Units which change their type may reassign their combat upgrades (ie. chariot archer into knight)
Religion:
Pantheons:
- Desert Folklore now gives 2 faith per non-flood plains desert tile, and no longer provides benefits to flood plains (Oasis tiles will still provide a faith yield)
- Fertility Rites now applies a 10% bonus to total food (similar to Temple of Artemis)
- Ancestor Worship now provides 3 culture per shrine (increased from 1 culture per shrine)
- God of Craftsmen now provides +1 Production in cities with Population of 3+ and a 10% discount towards buildings.
- Goddess of Protection now adds 1 extra range to city bombardment instead of 30% extra strength.
- God-King now provides 2 culture, science, gold, production and faith (increased from 1)
- Monument to the Gods now allows you to build Ancient or Classical wonders, even they have been built by another civilization already.
- Oral Tradition now adds 1 culture and 1 faith from plantations instead of only 1 culture.
- Religious Settlements now adds 15% faster border growth and 25% more religious pressure to your capital if a religion is adopted.
Founder beliefs:
- Church Property +3 Gold for each City following this religion (increased from 2)
- Initiation Rites +100 Gold when each City first converts to this religion, and 500 gold when a capital first converts to this religion.
- Interfaith Dialogue bonus science now correctly scales with your own BPT similar to Great Scientist "bulbing"
- Pilgrimage now adds + 2 faith per city instead of just foreign cities.
Follower beliefs:
- Choral Music Temples provides +4 Culture in cities with 5 followers (increased from +2)
- Divine Inspiration Each World Wonder provides +5 faith Faith in city (increased from +2)
- Guruship +1 Production for every 3 specialist slots worked by city.
- Liturgical Drama Monuments, Amphitheaters and Opera Houses provide +2 Faith in cities with 3 followers
Enhancer Beliefs:
Religious Unity Religion spreads to friendly City-States at 4 x the rate (increased from 2x)
Reliquary Gain 100 x the number of unlocked eras each time a Great Person is expended (increased from a static 50)
Reformation Beliefs:
Heathen Conversion now applies to enemy units belonging to a civilization spawned on a different landmass and not following a religion currently in addition to barbarian units.
Social Policies:
Liberty:
Meritocracy now adds 1 food in addition to 1 happiness per connected city.
Honor:
Opener now grants gold in addition to culture for barbarian kills.
Warrior code now adds +15% Production to land units (not just melee units)
Discipline +15% combat strength for units which have another military unit in an adjacent tile. (not just melee units)
Piety
Mandate of Heaven discount increased to 30% (up from 20%)
Religious tolerance now allows you to choose a pantheon belief. It may already have been chosen by another civilization. This does not interfere with your regular chance of obtaining a pantheon through faith.
Exploration
Navigation school now also gives a flat 15 xp to every new military naval unit.
Merchant navy gold bonus increased to +3 (up from +1)
Finisher now grants the capital's population in culture per turn for every trade route the capital has sent to a foreign capital.
Rationalism:
Secularism bonus reduced to +1 (was +2)
Free thought bonus from universities reduced to +10% (was +17%)
Civilizations:
America: B17 removed, added a new unique unit: the Pioneer. It replaces the settler, and has a combat strength equal to a Spearman. Upon settling, it can choose one tile within its initial city range to instantly improve, even if you haven't discovered the necessary technology.
Assyria: The Royal Library adds an additional 4 science when the great work of writing slot has been filled.
Byzantine Empire: The UA now makes the palace generate 2 faith per turn and allows you to choose any belief, even if it has been chosen by another civilization already, upon founding a religion.
The Dromon has been removed. A new Unique Building has been added: the Icon Workshop (replaces Opera House): adds 3 faith per turn and 1 happiness to the usual Opera bonuses. Replaces the great work of music with a great work of art slot.
Carthage: Phoenician Heritage also adds a 20% bonus to ship production across the empire. This also applies to cargo ships and work boats.
Denmark: Norwegian Ski Infantry removed. Grand Longhouse added (replaces Palace). In addition to the regular bonuses of the palace, the Grand Longhouse grants +1 food to Tundra tiles worked by the capital and +2 science to snow tiles.
Iroquois: Forest and Jungle now properly connect to roads. The Longhouse now has a 10% bonus to production (same as the Workshop)
Japan: Zero removed. Added Microelectronics Lab. Replaces Research lab, adds an additional scientist slot and a 20% bonus to building Modern era or later units.
Mongolia: keshiks now benefit from the added movement range of Mongolian Terror (they are now classified as both ranged and mounted units). Mongolian Terror adds a global 1% bonus strength to all units for each enemy city taken (each city counts only once), to a maximum of 20%.
Morocco: Gateway to Africa now applies to all external trade routes indiscriminately. Kasbah grants +2 Food, +1 Production and +1 gold (increased from +1 food)
Songhai: River Warlord: In addition to the other bonuses, the first barbarian camp they clear grants a free settler.
General:
- UI improved to show relationship between civilizations while on the diplomacy screen.
- UI now auto selects the last military unit moved last turn and will cycle through all the military units before switching to civilian ones.
- It is now possible to disable combat animations and enable quick move just on the enemy turns (applies to single player only)
AI:
- AI now correctly uses move and attack with untis whcih can do so
- AI now choses upgrade paths that lead it to important upgrades with better foresight (aims for Logistics, Range, March)
- AI now makes proper use of ships and fleets, and protects its fleet from bombardment. Naval civilizations much more likely to do a "frigate rush"
- AI can now "beeline" key techs. Usually civilizations will go for Philosophy, Civil Service and Education, or for key techs such as Chivalry for Mongolia, Navigation for England and so on. AI now also more likely to prioritize science buildings and aiming for key improvements to their military, such as Dynamite, Flight, Atomic Theory and so on.
- AI now makes better use of great persons - it plants early scientists, saves engineers, uses prophets after the cost of missionaries has become prohibitive, saves musicians for lategame tourism tours and so on.
- AI now more likely to form coalitions and start a war the closest a civilization is to victory. (applies to technology lead, stockpiled gold, number of CS alliances, culture and tourism per turn and more)
- AI now more likely to use nuclear weapons the closer a civilization is to victory
- Previous behaviors get an extra modifier for human players based on difficulty, which ranges from 0.5 on chieftain to 1.5 on Deity.
- AI now correctly values strategic resources when they come in single numbers (rounded down to 1 gpt instead of 2 gpt)
- AI now can refuse to buy luxury resources for lump sums of gold if it has a significant happiness surplus or if its GPT income cannot compensate the difference within 20 turns of the purchase.
- AI now actively works towards completing theming bonuses when appropriate.
- AI scouts now much more likely to steal unprotected civilian units if at war.
General Balance:
Experience and upgrades:
Units which change their type may reassign their combat upgrades (ie. chariot archer into knight)
Religion:
Pantheons:
- Desert Folklore now gives 2 faith per non-flood plains desert tile, and no longer provides benefits to flood plains (Oasis tiles will still provide a faith yield)
- Fertility Rites now applies a 10% bonus to total food (similar to Temple of Artemis)
- Ancestor Worship now provides 3 culture per shrine (increased from 1 culture per shrine)
- God of Craftsmen now provides +1 Production in cities with Population of 3+ and a 10% discount towards buildings.
- Goddess of Protection now adds 1 extra range to city bombardment instead of 30% extra strength.
- God-King now provides 2 culture, science, gold, production and faith (increased from 1)
- Monument to the Gods now allows you to build Ancient or Classical wonders, even they have been built by another civilization already.
- Oral Tradition now adds 1 culture and 1 faith from plantations instead of only 1 culture.
- Religious Settlements now adds 15% faster border growth and 25% more religious pressure to your capital if a religion is adopted.
Founder beliefs:
- Church Property +3 Gold for each City following this religion (increased from 2)
- Initiation Rites +100 Gold when each City first converts to this religion, and 500 gold when a capital first converts to this religion.
- Interfaith Dialogue bonus science now correctly scales with your own BPT similar to Great Scientist "bulbing"
- Pilgrimage now adds + 2 faith per city instead of just foreign cities.
Follower beliefs:
- Choral Music Temples provides +4 Culture in cities with 5 followers (increased from +2)
- Divine Inspiration Each World Wonder provides +5 faith Faith in city (increased from +2)
- Guruship +1 Production for every 3 specialist slots worked by city.
- Liturgical Drama Monuments, Amphitheaters and Opera Houses provide +2 Faith in cities with 3 followers
Enhancer Beliefs:
Religious Unity Religion spreads to friendly City-States at 4 x the rate (increased from 2x)
Reliquary Gain 100 x the number of unlocked eras each time a Great Person is expended (increased from a static 50)
Reformation Beliefs:
Heathen Conversion now applies to enemy units belonging to a civilization spawned on a different landmass and not following a religion currently in addition to barbarian units.
Social Policies:
Liberty:
Meritocracy now adds 1 food in addition to 1 happiness per connected city.
Honor:
Opener now grants gold in addition to culture for barbarian kills.
Warrior code now adds +15% Production to land units (not just melee units)
Discipline +15% combat strength for units which have another military unit in an adjacent tile. (not just melee units)
Piety
Mandate of Heaven discount increased to 30% (up from 20%)
Religious tolerance now allows you to choose a pantheon belief. It may already have been chosen by another civilization. This does not interfere with your regular chance of obtaining a pantheon through faith.
Exploration
Navigation school now also gives a flat 15 xp to every new military naval unit.
Merchant navy gold bonus increased to +3 (up from +1)
Finisher now grants the capital's population in culture per turn for every trade route the capital has sent to a foreign capital.
Rationalism:
Secularism bonus reduced to +1 (was +2)
Free thought bonus from universities reduced to +10% (was +17%)
Civilizations:
America: B17 removed, added a new unique unit: the Pioneer. It replaces the settler, and has a combat strength equal to a Spearman. Upon settling, it can choose one tile within its initial city range to instantly improve, even if you haven't discovered the necessary technology.
Assyria: The Royal Library adds an additional 4 science when the great work of writing slot has been filled.
Byzantine Empire: The UA now makes the palace generate 2 faith per turn and allows you to choose any belief, even if it has been chosen by another civilization already, upon founding a religion.
The Dromon has been removed. A new Unique Building has been added: the Icon Workshop (replaces Opera House): adds 3 faith per turn and 1 happiness to the usual Opera bonuses. Replaces the great work of music with a great work of art slot.
Carthage: Phoenician Heritage also adds a 20% bonus to ship production across the empire. This also applies to cargo ships and work boats.
Denmark: Norwegian Ski Infantry removed. Grand Longhouse added (replaces Palace). In addition to the regular bonuses of the palace, the Grand Longhouse grants +1 food to Tundra tiles worked by the capital and +2 science to snow tiles.
Iroquois: Forest and Jungle now properly connect to roads. The Longhouse now has a 10% bonus to production (same as the Workshop)
Japan: Zero removed. Added Microelectronics Lab. Replaces Research lab, adds an additional scientist slot and a 20% bonus to building Modern era or later units.
Mongolia: keshiks now benefit from the added movement range of Mongolian Terror (they are now classified as both ranged and mounted units). Mongolian Terror adds a global 1% bonus strength to all units for each enemy city taken (each city counts only once), to a maximum of 20%.
Morocco: Gateway to Africa now applies to all external trade routes indiscriminately. Kasbah grants +2 Food, +1 Production and +1 gold (increased from +1 food)
Songhai: River Warlord: In addition to the other bonuses, the first barbarian camp they clear grants a free settler.