1.52 Undocumented Patch Changes

Is it just me, or has early game maintenance/upkeep increased? Possibly to compensate for the No Upkeep on Slavery...

I used my normal expansion on Monarch, and after just two cities (one somewhat far away) my research dropped to 50%, crippling me for that game. Normally I can run at 80% with an equal number of cities at that distance.

I don't have the original files saved, could anyone check if anything relating to maintenance has changed?
 
Thalassicus said:
Is it just me, or has early game maintenance increased? Possibly to compensate for the No Upkeep on Slavery...

I used my normal expansion on Monarch, and after just two cities (one somewhat far away) my research dropped to 50%, crippling me for that game. Normally I can run at 80% with an equal number of cities at that distance.

I don't have the original files saved, could anyone check if anything relating to maintenance has changed?

Civics costs have definitely increased. Can't say about city maintenance since I don't have any pre-patch data for that on hand.

I couldn't find this in the patch, but they've modded the number/length of turns. A normal game is now 450 turns long (up from 440.) Also, after 1800 you'll have different years (1.52 begins 2 yrs/turn here, whereas 1.09 stayed at 5/turn until 1850.) If you open a 1.09 save after 1800, you'll notice the year in-game no longer matches the year on the save's name (for example, a save made in 1840 will now be displaying 1816 in-game.)
 
Thalassicus said:
Is it just me, or has early game maintenance increased? Possibly to compensate for the No Upkeep on Slavery...

I used my normal expansion on Monarch, and after just two cities (one somewhat far away) my research dropped to 50%, crippling me for that game. Normally I can run at 80% with an equal number of cities at that distance.

I don't have the original files saved, could anyone check if anything relating to maintenance has changed?

I know just building two cities on noble set me back to 60%:eek:. Also, the AI seems a lot more aggressive (well then again it is Montezuma) and smarter.
 
ozza000 said:
Another thing I noticed is they have double the chance of a Nuclear Plant exploding. Check it out in the buildingsinfo.xml

I'm a bit confused about this. Is it now more probable to explode or less probable? If it's more probable then I definetly won't build them anymore. They keep exloping way too often as it is.
 
Yeah, after that one game I played with them and they exploded despite everyone was happy and healthy and no problems whatsoever and then the global warming destroyed all of my land without a dent in the others I vowed never to use them again and I will now probably keep that vow forever with no exception now that they are twice more likely to explode:eek:! Also, coal plants aren't so bad because usually I place my cities near rivers or fresh water and get a lot of health resources so I can take the health issue. Also, recycling plants come pretty quickly afterwards so it is really only a temporary issue.
 
laisak said:
I'm a bit confused about this. Is it now more probable to explode or less probable? If it's more probable then I definetly won't build them anymore. They keep exloping way too often as it is.

Less probable. The probability for a building to meltdown is 1/n; it used to be 1/1000, now it is 1/2000.
 
Oh. So it is less. Oh than I am wrong but I still am not using them.
 
Grogs said:
Civics costs have definitely increased. Can't say about city maintenance since I don't have any pre-patch data for that on hand.

I couldn't find this in the patch, but they've modded the number/length of turns. A normal game is now 450 turns long (up from 440.) Also, after 1800 you'll have different years (1.52 begins 2 yrs/turn here, whereas 1.09 stayed at 5/turn until 1850.) If you open a 1.09 save after 1800, you'll notice the year in-game no longer matches the year on the save's name (for example, a save made in 1840 will now be displaying 1816 in-game.)

This should be 15 turns more. They must've changed something else to cut that 5 turns. Maybe an extra 100 years of 20/turn?
 
Hm...if civic upkeep has been stealth-boosted, this would make the Organized trait far more appealing...

I still think the Expansive trait should give +3 health though (from +2). The expansive leaders other than Julius are pretty underwhelming.
 
I'm wondering...

They sneakily increased civics costs so that people expanding quickly with chop rushed settlers get hurt more financially. Then they gave forests +0.5 to health (which is huge, it actually gives +3-4 from forests no instead of +2).

Maybe they are trying to tell us something that they disaprove of chop rushing settlers? Maybe keeping forests is the way to go now? They even gave us an option to keep forests with automated workers...
 
mook85 said:
This should be 15 turns more. They must've changed something else to cut that 5 turns. Maybe an extra 100 years of 20/turn?

My math was bad. :rolleyes: It's actually an extra 20 turns (460.) for a normal game. Everything is the same until 1500 (turn 210.) After that, you've got 60 (instead of 70) 5 year turns, then 60 (instead of 40) 2 year turns, then 130 (vs. 120) 1 year turns.
 
Chopping didn't ruin the game, but it was no brainer. There were reasons to chop, but there really weren't any good reason not to chop.

That is not, as Sid might say, an interesting decision. In fact, it really wasn't a decision at all - it was something that had to be done.

So now, chopping is still quite viable, but there might be times when chopping is not ideal.
 
Has anyone noticed yet if the forests still provide the +.5 health benefit once it is being worked by a lumbermill?
 
Also, the game says new stuff when it loads a new game:D!
 
One key thing they've added, which I don't recall seeing in the log, but then again I may not have known what it meant, is that there is a generate a new map option. It takes quite a while to do it. It seems to work on the first turn only. I tried it once after being several turns into the game and the option had vanished. I was hoping to use it as a quick game restart in that circumstance. In any event I've used it on turn one roughly three times and it worked every time. you get it when you hit 'esc' to get to the popup menu and there it will be listed alongside the options we're more familiar with such as save game.

It's quite handy if you've plopped down your first city and don't like the start, but I sure wish there was an easier way to restart a game such as CIV3's ctrl-shift-q (I think it was) deeper into the game.
 
Charles 22 said:
One key thing they've added, which I don't recall seeing in the log, but then again I may not have known what it meant, is that there is a generate a new map option. It takes quite a while to do it. It seems to work on the first turn only. I tried it once after being several turns into the game and the option had vanished. I was hoping to use it as a quick game restart in that circumstance. In any event I've used it on turn one roughly three times and it worked every time. you get it when you hit 'esc' to get to the popup menu and there it will be listed alongside the options we're more familiar with such as save game.

It's quite handy if you've plopped down your first city and don't like the start, but I sure wish there was an easier way to restart a game such as CIV3's ctrl-shift-q (I think it was) deeper into the game.
Reload your 4000 BC save and then regenerate. Not the best but still faster than going thru the setup again. ;)
 
The domestic advisor has a little bug. Instead of showing the gold a city generates, it shows the commerce. Why do I call it a bug and not a dev decision? Because of this line in the CvDomesticAdvisor:

# Gold Column
screen.setTableColumnHeader( "CityListBackground", 12, "<font=2>" + (u"%c" % gc.getYieldInfo(YieldTypes.YIELD_COMMERCE).getChar()) + "</font>", 40 )

It is called Gold Column, BUT it shows YIELD_COMMERCE. I&#180;ll try to fix it myself...
 
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