March Patch Notes (formerly february)

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If you're laughing at me because I can't build PCs right, then I'll laugh along with you. It's why I quit doing it. ;) But as to me not having system or app crashes, I don't. Ever. I'm very careful about what get's loaded on my PC.

To the thread, I've already noticed that the other civs build a lot more wonders now than they previously did.

I believe he's laughing at you because you said dell was good
 
We are all entitled to our opinions, but if, after all of the aformentioned came to pass, you still won't play the game, what has possessed you to continue spending time in the civ5 forums area?
I've said it a few times: I intend to play this game again after another (or multiple) patches. I really want to like this game - seriously. I enjoyed it when it came out and I like many of the new features; there are just too many negatives about the game that make it unenjoyable for me at this time. I want to keep in touch with what's going on with the game and participate in discussions though. I believe that discussion is exactly what forums are for - and the discussion doesn't need to be groupthink based I hope. The last phrase was not directed at you, but at the idea that only people who enjoy civ5 should post on these forums. I find that idea to be absurd.

150 hours divided by $50 is around 33 cents per hour. Even if 2/3 of that time was spent just playing to try to "like" it again, you still paid $1 per hour of actual gaming enjoyment. Is that terrible? how many games are old/stale/boring after 50+ hours anyway? I would say it's the vast majority.
I have played a ton of video games in my time. I started in 1986. Until around 2000 I played a lot of different games with varying levels of play. In 2000 I discovered CS (I think it was version 1.1). Anyway, I spent a huge portion of my college time playing that game, and I played it for 6 years until 2006. Since then I've gotten more and more playtime on average from the games I enjoy. In fact, I only started playing EU3 last month and I already have more playtime on it than I do civ5 - and I'm still learning stuff about it; and I got it for $6.

I may have played civ5 for 150 hours, but at least half of that was me trying to power through and rediscover an appreciation for a game that bored me. I didn't believe the game could be so shallow (my perception - debate it if you want). For now that time was simply wasted because I didn't enjoy it and I do not want to potentially waste more time until more significant changes are made (but they are moving in the right direction it seems, which makes me glad for those who already enjoy it).

While these endeavors of the devs can be fun to watch and learn from for modders, from the standpoint of plain old players it can get to the point of getting tired of feeling like they are playing an extended beta.

The Civ series is not like every other game on the market. 60min = 60min but 1 hour of COD playtime is not the same as 1 hour of Civ playtime. 50hr of gameplay is abysmal for sim type games.
Yes, I have to agree with both of these points. The game rules so far keep changing from patch to patch and the replayability (for me) has been really low relative to many other games I've played, most of which are not simulation games either.

Interesting idea, to have unit "ranges" vary with map size.
Just remember the game is played in the abstract.. not everything is going to appear realistic.

Sounds like you could use a custom, gigantic map, and then a mod to double (or treble) all unit movement values.
This is an interesting idea. Tiny maps have always made me feel weird for some reason and I suppose this may be why (I hadn't thought about it previously). I do generally enjoy the larger maps, which also tend to be less playable (performance wise).

I wonder if expanding workable city radius and increasing border expansion and pop growth would address some of my issues with map scalability. This would make cities cover a larger area relative to the units while keeping city growth similar to what it is now (gold and hammer costs for everything would need to be adjusted too).
 
I believe he's laughing at you because you said dell was good

Aw that....well....I buy off the Dell outlet site with my employeer discount (my company buys a lot of Dell servers and PCs) and I can get a pretty decent PC very cheap. I've been told HP makes better PCs, and I've heard the anger over Dell buying out Alienware and supposedly ruining them, but whatever. I just know I get petty good PC deals there.

One thing the patch didn't fix was my ability to use DirectX 10 or 11. Performance still sucks on that. I still have to play with DirectX 9 or the game moves in slow motion.
 
Dear all,

Johnnyw expresses what he feels.I think its not kind to try enforce him agree with you.

As far for my views,many of you know them already:

with capital letters and i cannot stress this point enough:
YOU CANT simply YOU CANT ask 5$ for expansion packs when game's problems are not yet ironed out first.

I dont care if programming is easy or hard:No one force the programmers to do it.They get paid for this and getting paid very well,so is their job to do a good work.I have seen more complicated games working perfectly.Damn,its not an excuse.

When you are not certain or if you dont know how to programm this game simply DONT DO IT.Let others who know how to do it.Trust to this game is broken and once broken hard to rebuilt.

I m saying again,that CIV V is not a bad game.In my opinion was designed very nice,but programmed horrible.If,it can be programmed again with the correct way,respecting its history and its features,yes,it will be the best turn based game again.

Civ v and all civilization games are not designed in a way that players bored easily with them.It s not an RPG game and when you complete it,has no interest any more.It s power based on the re-playability,again and again.Each time you play is a completley new game depending on policy,strategy and methods you will follow.So Civilization series are destined to stand in time,and therefore cannot compare it easily with games that loosing their value in exchange f average gameplay hours.

Johnnyw,well said.
 
YOU CANT simply YOU CANT ask 5$ for expansion packs when game's problems are not yet ironed out first.

This was the point you lost me. I generally agree with your sentiment, but it is incorrect to assume all game issues exist in a zero sum world. That is now how development works. These DLC packages do not represent a heavy investment of resources, but they do represent possible funding sources while the game progresses in its lifespan. The last patch is a better barometer of the direction patching and improvement are heading, and the serious work done in improving turn times is positive for me. As has been stated many times: most of the big problems are rooted in core mechanics, thus will take a lot of in house development and testing to fix. Engine speed was one of those items.

Claims that the people who designed this game did not know how to program is simply untrue. Many of the issues stem from the fact that mechanics such as 1UPT simply require an AI many times more advanced than ones from past iterations, primarily in regards to pathing and movement priority. However, please do not take this post as a defense for Civ V as it exists. Its release state was barely acceptable for a major developer, and progress has been slow to fix. I just want to clarify that assuming A negates B does not work in this case.
 
Many of the issues stem from the fact that mechanics such as 1UPT simply require an AI many times more advanced than ones from past iterations, primarily in regards to pathing and movement priority.
There are games that handle 1upt just fine but shoehorning a combat system that conflicts with the limitations of the civ system is not good overall no matter how much fun some can derive from it despite the limitations.
 
There are games that handle 1upt just fine but shoehorning a combat system that conflicts with the limitations of the civ system is not good overall no matter how much fun some can derive from it despite the limitations.

1upt and Civ do not innately conflict. Virtually any perceived issue can be fixed, given adequate time.
 
1upt and Civ do not innately conflict. Virtually any perceived issue can be fixed, given adequate time.

Then up until the moment they are really fixed by the workers at Firaxis, they are perceived as conflicting by common players.
At least it looks that way from my common player POV.
 
Then up until the moment they are really fixed by the workers at Firaxis, they are perceived as conflicting by common players.
At least it looks that way from my common player POV.

Claiming that since you perceive it that way, the "common player" does as well, is extremely flawed logic.

Much akin to politicians basing arguments on the "Silent Majority". :rolleyes:


In any case, what "conflicts" do you see between them?
 
Considering how 1UPT has been received in this forum in regards to how it currently plays in the game, I would say he does have some merit in saying that there is a sizable faction of players that see the system as broken in a Civ context. I do agree, however, that this is not the case.
 
Sizable? Sure. My issue is his use of the phrase "common player". That implies a majority have that issue; This is simply not the case, given everything I've seen. There are issues with the system, but all threads I have seen ultimately lean well towards the "I like it anyway" side of the spectrum.
 
Claiming that since you perceive it that way, the "common player" does as well, is extremely flawed logic.

Much akin to politicians basing arguments on the "Silent Majority". :rolleyes:


In any case, what "conflicts" do you see between them?

There is a perception to be seen which differs by the level of involvement and power one has with this product. Forgive me if my labeling of a group whose only involvement and power over this product is purchasing and playing is not necessarily how you would classify it. I am in this group and feel the label is adequate. I am also not creating a group of people that think this way out of thin air or from the Chicago cemeteries. Save the logic assault for someone else.

The conflicts I have experienced with 1upt in Civ 5 are all the ones that have been mentioned already. My list of problems with this game get directed to those in power via email or PM. Having my list of problems nitpicked over by others nearly as powerless as I nets me more grief and less satisfaction than a "Thank you. We have received you concerns and are monitoring the issue" cut and paste response.
 
Sizable? Sure. My issue is his use of the phrase "common player". That implies a majority have that issue; This is simply not the case, given everything I've seen. There are issues with the system, but all threads I have seen ultimately lean well towards the "I like it anyway" side of the spectrum.

I did not imply anything about who out numbers who here as this game is not majority rules. I just stated the group that I believe I belong in.
 
Sizable? Sure. My issue is his use of the phrase "common player". That implies a majority have that issue; This is simply not the case, given everything I've seen. There are issues with the system, but all threads I have seen ultimately lean well towards the "I like it anyway" side of the spectrum.

Actaully, common player could just imply regular, sizable, etc, not a majority. Regardless, the majority probably does not have a problem with 1UPT.

***As for 1UPT it's all about scale of units/cities/world relative to one another.***

1) On the extreme end you have tiny civ5 map last patch where cities can overlap. Units are huge relative to map size and city size, and city size is convoluted because they are large realative to the map but small relative to the units.

2) On the other extreme you have cities that each have a radius of 20 hexes and a map 20 times as large as huge. Now units seem a lot smaller relative to the map and cities, and the cities seem smaller relative to the map. The problem is now performance (and rebalancing).

Surely there is a middle ground where units/cities/world size seem appropriate relative to one another, and I think the main culprit in this equation is on the city size. If you increase the city size so more units fit inside the city limits it seems a more realistic scale. There must be a cutoff though, else every hex would be 5ft and we'd have DnD Civ rules. I think it would be a great experiment if Firaxis would make city size moddable and someone made the city size +1 ring and see how that affects perceived scaling.

The problem is sooo much rebalancing would need to take place. Basically the entire game. Firaxis won't do this, but a committed modder might try it (like, I might try if it were possible and I knew how).
 
If your definition of nitpicking is pointing out ways in which they could be solved, or why they won't be (some things, such as map size, changing to stacks, etc, simply won't happen in Civ5), then yes, I would nitpick.

Your opinion on my opinion would not matter.
 
In any case, what "conflicts" do you see between them?

Personally, all I see is a conflict of scale. Civ tiles, particularly city radii in all Civ games to date, each simply represent too large of an area to play out tactical battles using 1UPT. So I suppose the inherent conflict would be between viable tactical and strategic tile sizes. An amalgam of the two scales is necessary, IMO, to make the combination work. Master of Magic did this beautifully with tactical battles between armies, which is all well and good in an ancient, medieval, or even renaissance time frame, and in land battles. But it somewhat falls apart when you have to account for movement rates of mechanized or naval units, let alone aircraft.

My pipe dream would be a Civ game where city radius, tile improvements and tiles worked were one size hex, like we have now in Civ V. The tactical layer, where 1UPT applies, is contained within these hexes, with 7 (central +1 ring) or even 19 (central +2 rings) hexes contained within each strategic level tile. Military units would only occupy this tactical layer, and be limited to 1 UPT. Naval combat and transport could probably be handled on the strategic layer, as long as a naval escort system was implemented, that is better than what we have now. Roads, field fortifications, etc. would be built on the tactical layer, so workers would have a mechanism to move between the two layers, to do their thing.

It's a bit much for a patch of Civ 5, but maybe people with enough talent to implement it will listen, and we'll see a blessed union of scales in Civ 6. Who knows, maybe we're just experiencing a similar sequence to the Star Trek movies:

ToS = Civ 1
ST1 = Civ for Windows: bigger visuals, about as good as the original, nothing great
ST2 = Civ 2: still one of the best
ST3 = Civ 3: pretty good, but not as good as KHAAAAANNN!
ST4 = Civ 4: an all around great treat, for all ages and fan bases
ST5 = Civ 5: what happens when you let Shatner direct
ST6 = Civ 6: ?
 
I did not imply anything about who out numbers who here as this game is not majority rules. I just stated the group that I believe I belong in.

It came across to me as a claim analogous to a "Silent Majority", as it distinctly implied a belief that you are the "typical" civ5 gamer, thus your opinion is shared by a majority (else you would not be "typical").

I never meant to imply that you meant it in that way, just pointed out the phrasing was poor. ;)

Actaully, common player could just imply regular, sizable, etc, not a majority. Regardless, the majority probably does not have a problem with 1UPT.

***As for 1UPT it's all about scale of units/cities/world relative to one another.***

1) On the extreme end you have tiny civ5 map last patch where cities can overlap. Units are huge relative to map size and city size, and city size is convoluted because they are large realative to the map but small relative to the units.

2) On the other extreme you have cities that each have a radius of 20 hexes and a map 20 times as large as huge. Now units seem a lot smaller relative to the map and cities, and the cities seem smaller relative to the map. The problem is now performance (and rebalancing).

Surely there is a middle ground where units/cities/world size seem appropriate relative to one another, and I think the main culprit in this equation is on the city size. If you increase the city size so more units fit inside the city limits it seems a more realistic scale. There must be a cutoff though, else every hex would be 5ft and we'd have DnD Civ rules. I think it would be a great experiment if Firaxis would make city size moddable and someone made the city size +1 ring and see how that affects perceived scaling.

The problem is sooo much rebalancing would need to take place. Basically the entire game. Firaxis won't do this, but a committed modder might try it (like, I might try if it were possible and I knew how).

I absolutely agree, there is a problem with scale. That problem has always existed, however, throughout all iterations of civ; With the latest version, it's just highlighted by 1upt, not caused by it.

IMO, the only true way to solve it is to quite literally have gameplay scale to map size. Movement, cost, city size, everything. That won't happen, though.

I'm also not convinced that simply expanding cities would solve anything; It might help Huge, but it screws Tiny.

Your opinion on my opinion would not matter.

Then your opinions are never heard by any who could help change the gameplay. If you lack faith in Firaxis, modders are your best bet.

But, you are quite welcome to ignore that. ;)

Personally, all I see is a conflict of scale. Civ tiles, particularly city radii in all Civ games to date, each simply represent too large of an area to play out tactical battles using 1UPT. So I suppose the inherent conflict would be between viable tactical and strategic tile sizes. An amalgam of the two scales is necessary, IMO, to make the combination work. Master of Magic did this beautifully with tactical battles between armies, which is all well and good in an ancient, medieval, or even renaissance time frame, and in land battles. But it somewhat falls apart when you have to account for movement rates of mechanized or naval units, let alone aircraft.

My pipe dream would be a Civ game where city radius, tile improvements and tiles worked were one size hex, like we have now in Civ V. The tactical layer, where 1UPT applies, is contained within these hexes, with 7 (central +1 ring) or even 19 (central +2 rings) hexes contained within each strategic level tile. Military units would only occupy this tactical layer, and be limited to 1 UPT. Naval combat and transport could probably be handled on the strategic layer, as long as a naval escort system was implemented, that is better than what we have now. Roads, field fortifications, etc. would be built on the tactical layer, so workers would have a mechanism to move between the two layers, to do their thing.

It's a bit much for a patch of Civ 5, but maybe people with enough talent to implement it will listen, and we'll see a blessed union of scales in Civ 6. Who knows, maybe we're just experiencing a similar sequence to the Star Trek movies:

ToS = Civ 1
ST1 = Civ for Windows: bigger visuals, about as good as the original, nothing great
ST2 = Civ 2: still one of the best
ST3 = Civ 3: pretty good, but not as good as KHAAAAANNN!
ST4 = Civ 4: an all around great treat, for all ages and fan bases
ST5 = Civ 5: what happens when you let Shatner direct
ST6 = Civ 6: ?

Your concept is somewhat analogous to what I myself would prefer, but entails quite a bit more micro. :p

First, just to get various ideas in the discussion: Check this post. Listed all unit-management varieties I could think of (including one like yours; the vast majority of others would fit within these categories), and critiqued them. http://forums.2kgames.com/showthrea...laced-with-2UPT-or-3UPT&p=1318430#post1318430

Now, my concept: Armies. Simply allow units to be joined into armies, and arranged within that army. More or less, take the "sub-tile" idea you described, and move it from tiles, onto units. You decide where the unit is positioned within the army, and combat takes this into account. Eases unit movement/management, maintains the tactical benefits of 1upt, and enhances them further (imo at least).

BTW: Your subtile idea is far more workable if you stick to triangles, rather than smaller hexagons, as they map accurately. ;)
 
It came across to me as a claim analogous to a "Silent Majority", as it distinctly implied a belief that you are the "typical" civ5 gamer, thus your opinion is shared by a majority (else you would not be "typical").

Your fault. Others here did not interpret it that way.

Then your opinions are never heard by any who could help change the gameplay. If you lack faith in Firaxis, modders are your best bet.

But, you are quite welcome to ignore that.

If I believed the issues I have with the game could be addressed with the current access level of mods or wanted a modded fix I would read(again) Kael's how to mod pdf and do it myself.
 
I absolutely agree, there is a problem with scale. That problem has always existed, however, throughout all iterations of civ; With the latest version, it's just highlighted by 1upt, not caused by it.
Perhaps, but with unlimited stacks it wasn't really an issue because it made the world seem huge, which in actuality it is. 1UPT makes it seem tiny, which can border if not surpass absurdity.

IMO, the only true way to solve it is to quite literally have gameplay scale to map size. Movement, cost, city size, everything. That won't happen, though.
I disagree. I think this is an interesting idea, but I also like the option of players having a larger or smaller world to explore if they so choose. Thinking about it with a little more depth made me not like this idea.

I'm also not convinced that simply expanding cities would solve anything; It might help Huge, but it screws Tiny.
I think this is a fine sacrifice as it already somewhat exists currently. As long as the player has the ability to change the map scale but not the city or unit scale, then the city-to-unit scaling should be the #1 priority if we are addressing this issue at all. If Firaxis allows an option to change city size pregame then we wouldn't need to bother with this at all. Pick your settings to the scale you prefer.

First, just to get various ideas in the discussion: Check this post. Listed all unit-management varieties I could think of (including one like yours; the vast majority of others would fit within these categories), and critiqued them. http://forums.2kgames.com/showthrea...laced-with-2UPT-or-3UPT&p=1318430#post1318430

That post has interesting ideas, but not the one I listed, which I feel is the best option. I would not want a tactical map for sure. I do think a unit limit is a good idea, but would not solve the scalability issue.
 
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