For what it's worth, the pedia isn't available from within the menu as certain effects require an active 'Player' class, which cannot exist outside of a game.
There is, however, this link. http://civilopedia5.com/
Food rounds properly to my knowledge. It'll be 50% of a nerfed value. If it isn't, that's another thing that I'll want desperately changed. It's rotten trying to theorycraft when a 50% bonus turns into a 100% bonus just because the underlying value got nerfed by a whole number. I hate hate hate rounding when dealing with small values.Firstly, what you don't appreciate is that Siam's Maritime allies are now worth 100% more food than those of other civs, if rounding works like before. They get +2 instead of +1. Saying they lose more food than others is not true because before, you'd be happy with getting 6 or 8 food: 3 maritime allies or 2 for Siam maybe while now you'll need 6 with a normal faction but still 3 with Siam
Honestly even with the change to SPs I don't know if it's worthwhile to delay culture gains. It's a mathematical nitpick that "saving could be better", but we don't know how much better, for how long, or under what conditions. Just like maritimes, it's best to buy them as soon as you can sustain them. Secondly I think your point depends on how much harder it is to sling to Ren due to the additional tech requirements post-patch. In fact, Siam benefited most from a Ren sling, and now that it's harder, it might weaken them.alpaca said:Secondly, the point I quoted is important. Without being able to stockpile SPs you want to wait until Renaissance, then get 3 or 4 cultural CS allies. Siam gets +50% culture from those.
Was really hoping I might wake up and find the patch was released this mornin.
/darn
I can't remember, but my guess is Morning Pacific time, so it'll be noon/early afternoon on the east coast.
new natural wonders, pick 3:
Everest Mount
Victoria Falls
Horn Cape or Cape of Good Hope
Titicaca Lake
Ilulissat Icefjord
I'll give it a testFood rounds properly to my knowledge. It'll be 50% of a nerfed value. If it isn't, that's another thing that I'll want desperately changed. It's rotten trying to theorycraft when a 50% bonus turns into a 100% bonus just because the underlying value got nerfed by a whole number. I hate hate hate rounding when dealing with small values.
Secondly we don't know if it's just what the UI shows or if the game itself is rounding. The former was a case constantly present in Civ4.
I'll give it a test
Hmm so if I understand this correctly after thinking about it, won't this seriously limit the AI having crazy happiness bonuses? I can only assume they get those by building happiness buildings in every city with high priority. Now that the only thing that can provide excess happiness is policies/wonders/luxuries, it should reduce how much they can be ahead.
As if the earliest Meters vs Miles mis-matches weren't funny enough... now, i laugh out loud even more!But... Natural Wonders aren't navigable in Civ V.
Food rounds properly to my knowledge. It'll be 50% of a nerfed value. If it isn't, that's another thing that I'll want desperately changed. It's rotten trying to theorycraft when a 50% bonus turns into a 100% bonus just because the underlying value got nerfed by a whole number. I hate hate hate rounding when dealing with small values.
Secondly we don't know if it's just what the UI shows or if the game itself is rounding. The former was a case constantly present in Civ4.
Honestly even with the change to SPs I don't know if it's worthwhile to delay culture gains. It's a mathematical nitpick that "saving could be better", but we don't know how much better, for how long, or under what conditions. Just like maritimes, it's best to buy them as soon as you can sustain them. Secondly I think your point depends on how much harder it is to sling to Ren due to the additional tech requirements post-patch. In fact, Siam benefited most from a Ren sling, and now that it's harder, it might weaken them.
I think Siam is strong with a culture approach not because of anything but how easy it is to abuse static culture (ie puppets and cultural city states). I don't think it's because of Renaissance bonuses. If you were to graph the policy gain rate of an empire at different city numbers (assuming each city makes the same culture), it's actually quite a smooth graph with a slight benefit for larger empires. If you add in any substantial amount of static culture, all of a sudden you see that everything else pales in comparison to only having 1 city.
But what does this have to do with Maritimes, or the power difference pre and post patch? Siam can do this strategy both pre and post patch, and the effectiveness hardly changed. What you'd have to argue is that a cultural city state strategy is better than Siam's maritime city state strategy (if both can be seen as separate, isolated), as that would show that Siam's best strategy didn't lose any steam. Then, secondly, that the other civs didn't see any similar type of gains.
My point still holds, the nerfing of maritime city states hurt Siam more than other civs. The weaker a mechanic is, the less useful it is to have a bonus for that mechanic. I guess I should have put a disclaimer "as long as both Siam and the other civs were actively using maritimes".
It is possible that the Renaissance boost removes that problem though
+3 friend? +3/+2 ally?
So that Siam's bonus really isn't for other cities until the Renaissance.
We don't know.Is there a Renaissance boost? They didn't list any in the patch log
And they round before adding across multiple CS alliances?So this bonus doesn't work like it should. What you get from allied CS is always rounded up, what you get from friends is always rounded down.
Public school now has 1 Science per pop, +1 free Great Scientist point, +1 Culture for 3 gold maintenance.
Observatory now has 1 specialist slot.
Research Lab has two specialist slots.
Public school now provides 1 beaker per pop for 3 gold maintenance.
And they round before adding across multiple CS alliances?
Bah, idiocy.
How hard is it to track decimal values - or at least to only round once, and round consistently?
I completely agree. Add to it that 1 food early game means less than 1 food late game does, and the abuse for maritimes is seen. (My logic: simply 1 population offers more gold/production through multipliers in the late game compared to early game)We don't know.
I'm guessing that the bonus will probably still increase by era - even though it probably shouldn't. The bonus already scales as you build more cities.
Yeah and it's giving me a headache... it's unbelievable.Ahriman said:And they round before adding across multiple CS alliances?
Bah, idiocy.
How hard is it to track decimal values - or at least to only round once, and round consistently?