Hi guys, I just discovered a post from the 13th April at civforum.de (a german forum for civ players). Ed Beach answered some of their questions and I think there are some new things which were not known before. I made a translation for you and hope I did not miss too much.
Edit: see the post of X-Worf for the English original. I translated a translation .
Q: A lot of players are not happy with how the AI performs, for example in the late game the AI is not able to build a good airforce and use it correctly. According to some reports this will be improved. But will the grand strategy of the AI change, for example will the AI really use a technological advantage to achieve a space victory?
Edit: see the post of X-Worf for the English original. I translated a translation .
Q: A lot of players are not happy with how the AI performs, for example in the late game the AI is not able to build a good airforce and use it correctly. According to some reports this will be improved. But will the grand strategy of the AI change, for example will the AI really use a technological advantage to achieve a space victory?
Q: Fights are supposed to last longer due to the increase to 100 HP. How high will the percentage of damage be that a unit of equal strength inflicts and how long will fights between equally strong units last (assuming normal conditions)?A: AI-improvements were a ongoing process during the development of the expansion. Your example is a great example of what we want to improve in Gods + Kings.
Q: There will be less religions than civilizations in a game and civs which miss out on a religion can at least get boni via the follower beliefs. Can they conquer other religion by taking over the holy city like in Civ 4?A: In Civ 5 one unit could be killed by two equally strong units (4-8 damage per fight). With the new 100 HP system it will take 3-4 fights (23-36 damage per fight).
Q: Research agreements will only be possible if you are friends with the partner. Are there other changes to treaties, for example that treaties like alliances and defensive pacts no longer expire after X turns or will there be proper non aggressionpacts?A: If you are the founder of a religion and lose your holy city you will lose the benefits of the founder belief. The conquerer will not get these boni, they will simply not be in effect until you retake the holy city.
Q: The screenshot of the spy menu mentioned "Potential". Is that just a number to represent the chance of success that depends on the spy's experience and how much time he has spend in the city? Which things influence the "Potential"?A: One thing we changed regarding treaties - and we think players will love this - is that players will be able to renew them. If a trade treaty or even a defensive pact comes near to expiring your trade partner will ask you whether you want to renew the treaty to avoid annoying gaps. If they think the treaty needs to be adjusted they may suggest a changed version. Non aggressionpacts will not be part of this expansion, except when establishing an embassy. Instead we put a lot of work in the present diplomatic options.
Q: Gold will be less efficient when it comes to getting influence with city states. This makes the current patronage policy tree less attractive. Which changes will the patronage policy tree see?A: The potential depends on science output (the higher the better) and defensive buildings which will hinder your spy. As soon as you have estabished surveillance in a city the potential will be show to help you make a decision whether to move the spy or not.
Q: A lot civ players ask for more details regarding civilizations. Will there be a civ from "black africa" [Note: the parts of africa where the population is truly black is called black africa in german. As an example north africa is not black africa.] or can you give new details to the huns (UA, UU, UB)?A: We changed a few things in the patronage tree but the policies will remain basically the same. Just one policy has a connection to gold (philantrophy). This policy will remain. Choosing this policy is especially attractive because it increases the influence from gold and the influence you normally get from gold has been reduced.
Q: A lot of players are unsatisfied with endgame balance; they are esecially unsatisfied with atomic bombs. In essence he player who gets to a lot of atomic bombs the quickest wins. Will there be changes in this area of the game?A: The huns have a trait called "Scourge of God" which allows them to raze cities twice as fast. Additionaly they start with animal husbandry and get + 1 production from pastures. More information abount civs will be released in the coming weeks within the framework of PAX.
Q: Gods + Kings is supposed to bring improvements to multiplayer. Which important changes will happen apart from increased stability due to separate processes for graphics and game mechanics?A: We improved a lot of things in this area. Regarding the AI we added a function that weighs the will for a nuclear first strike depending on the leader. This won't neccessarily prevent a nuclear first strike from happening but a first strike will no longer always happen when war starts. Additionaly we added a new building: the bomb shelter protects most of the population of the city which gets nuked.
Q: We don't know much about changes to the tech tree. Is there a nice picture with a lot of details regarding the tech tree? Which important changes will happen apart from the new World War 1 era?A: We added a few things, including the option to change the number of animations in a game, the option to make a private game really private and polished a lot areas. Stability is still our number one priority.
Q: The expansion is called "Gods & Kings". Why isn't it named "Gods & Spies"? Which change makes us to kings?A: We will release more information before release. The tech tree is as usual the area which needs the most attention in regard to balance etc. Due to this we cannot release more information. By the way there will be no World War 1 era, we just use this terminology to describe a new class of units. We did add a new era to the tech tree which is supposed to help us expand the post-gunpowder world.
A: Gods + Spies would cover the basics but the new leaders and civs play a key role. We also added a completly new user interface to give the game more of a renaissance feeling and the most important scenario is focused on the medieval and renaissance eras. All in all we think Gods + Kings is an all-embracing title. In a perfect world we would mention everything new in the title but there is just not enough space on the front of the box.