Copy of the Fall Patch Beta Information

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jlim201

King
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Downloading the main game beta:



Right-click on the game name within Steam, and select “Properties”.
Select the “BETAS” tab.
Enter the password “publicbetaplease” into the text field, and click “Check Code”.
After the code is verified, select “publicbeta” from the pull-down menu.
Click “Close”.
Within a few minutes, the update will start to download.
Once the update completes, you will know if the update was a success if you start the game, and the version number under the main menu reads “1.0.3.124”.


Downloading the SDK beta:



Right-click on the SDK name within the Tools section of Steam, and select “Properties”.
Select the “BETAS” tab.
Enter the password “publicsdkbetaplease” into the text field, and click “Check Code”.
After the code is verified, select “publicsdkbeta” from the pull-down menu.
Click “Close”.
Within a few minutes, the update will start to download.
Once the update completes, you will know if the update was a success if you start the SDK, and see an option for “Dedicated Server” on the selection menu.


Removing the beta:



Right-click on the game name in Steam, or the SDK within the Tools section of Steam, and select “Properties”.
Select the “BETAS” tab.
Select “None” from the pull-down menu.
Click “Close”.
Within a few minutes, the build will revert to the public retail version.


Known Issues:



We are still performing localization, so if you’re playing in a different language, you may still experience a text key or two that’s not translated. Simply post it to the support forum noted above, and we can verify that it’s in process.
The pitboss server currently needs to be on a computer that will not go to sleep, and will not lock, otherwise you risk the server crashing. Please disable “sleep” on any system that you designate as your dedicated server. Having the display go to sleep is fine; just don’t let the PC itself go into sleep mode.


Other Tidbits:


Saves created during the beta will not be usable if you try to use them with the existing public build of the game. If you want to continue a game created during the beta, you will be able to use it when the patch officially goes live.
Saves created BEFORE the beta can be loaded into the beta, but we would recommend starting a new game for the purposes of the test.

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New map options on the Setup Game menu. Now, DLC map packs are grouped into folders without having to go to Advanced Setup. Additionally, all the extra maps are placed in an “Additional Maps” folder.
Warmonger UI improvements:

Now there are 4 different levels of concern displayed by the AI about the player's warmongering.
Added a tooltip to the city banner for each city owned by a civ you are at war with that shows the warmonger penalty and/or liberation bonus.
Added a tooltip for warmonger penalty and/or liberation bonus to the Annex/Liberate/Puppet popup.

Trade Route Improvement: Update the UI to reflect the change in Trade Route gold if a Trade Route policy is picked.
Added "Click to move" and "Click to view" radio buttons to improve the behavior of clicking on a great work in the "Your culture" tab.
Deal History tab on the diplomacy screen now shows more relevant information.
Air Combat Preview: added preview of damage your bombarding air unit would take. Note that this information does not include damage from intercepting aircraft or anti-air units.


[BALANCE]

Warmonger Penalty

Warmonger penalty for conquering a city is now halved with other civs that are also at war with the civ being conquered.
Make the building up of warmonger threats more exponential than linear (Minor - Major - Severe - Critical)

Research Agreements

Adjusted the cost for Research Agreements based on era. The cost increase should now be more linear to coincide with the gross gold-per-turn of AI civs, and also slightly cheaper when Research Agreements can first be used.
Will now only be cancelled with a Declaration of War or by elimination of one of the involved Civs. Denunciations no longer cause the RA to yield zero beakers upon completion of the agreement.
Both Civs will now only get the minimum of the two beaker counts (to balance out Rich getting Richer mechanic weakness).

Tourism: Further Benefits from Tourism when Influential with another Civ

Science (from Trade Routes)

Familiar: +1 Science per trade route
Popular: +2 Science per trade route
Influential: +3 Science per trade route
Dominant: +4 Science per trade route

Diplomacy/Espionage

Familiar: Just 1 turn to Establish Surveillance in influenced civ's cities
Popular: Surveillance boost (from above) plus Spies operate at an effective rank 1 level higher than actual rank in influenced civ's allied city states
Influential: Surveillance boost (from above) plus Spies operate at an effective rank 1 levels higher than actual rank in influenced civ's cities and allied city states
Dominant: Surveillance boost (from above) plus Spies operate at an effective rank 2 levels higher than actual rank in influenced civ's cities and allied city states

Conquest

Familiar: -25% reduction in Unrest time and Population loss
Popular: -50% reduction in Unrest time and Population loss
Influential: -75% reduction in Unrest time and Population loss
Dominant: no Unrest time; no Population lost

Abilities of Great Musician, Great Writer, and Great Scientist now scale properly based on game speed
Social Policies and Tenets

Social Policies: Added Mercenary Army social policy to Commerce (allows purchasing of Landsknechts). Trade Unions old effect (cheaper road/rail maintenance) moved to Wagon Trains.
Social Policies: Move double Trade Mission gold from Commerce finisher to Entrepreneurship.
Social Policies: Boost City-State trade bonus from +1 Gold to +2 Gold on Merchant Confederacy.
Social Policies: Merchant Navy now provides +4 Culture and +4 Production in the city with the East India Company.
Social Policies: Theocracy - Temples increase city gold output by 25% instead of 10%.
Social Policies: Boost Warrior Code from +25% to Great General creation up to +50%
Social Policies: Boost Navigation School to +50% Great Admiral points (to mirror the earlier change to Warrior Code for Great Generals).
Social Policies: Switch Ethics policy (Aesthetics tree) to Cultural Exchange (increase Tourism modifier for Open Borders, Shared Religion and Trade Routes by 15% each). The policy now gives bonuses to Open Border and Trade Routes.
Tenet: Order - Iron Curtain now also boosts yields on internal trade routes by 50% (on water routes the +100% modifier becomes +150%; effectively those only go up by 25% from 200% to 250%).
Tenet: Autocracy - Futurism now +250 Tourism for each Great Writer/Artist/Musician created (instead of +100).
Tenet: Weaken both bonuses from Arsenal of Democracy
Tenet: Spaceflight Pioneers: Remove +10 Science in Capital; add free Great Engineer and Great Scientist instead.
Tenet: Gunboat Diplomacy tenet now makes military units 50% more effective at intimidating City-States. Also rearranged tooltip text for bullying score so that the positive factors are always first, for readability

Civ-Specific Balance

Germany: Added the Hanse unique building (Replaces Bank, includes Bank bonuses, and +5% Production per City-State Trade Route across your civilization, not just cities that have a Hanse).
Germany: Boosted camp conversion rate to 67%.
Japan: Give Japan an Ocean start bias
Japan: Japan: Samurai can build fishing boats.
Japan: Bushido has a new additional effect: +1 Culture from fishing boats and +2 Culture from atolls.
Japan: Zero no longer requires Oil

Science Victory: Spaceship parts require twice the time to build (or twice the gold to buy) to increase the value of the Space Victory tenets.
World Congress

Congress: Gain 2 Delegates from a failed World Leader proposal (was 1).
Congress: Made Diplo Victory more difficult by increasing the delegates needed to win (2 more on Duel, 7 more on Standard, 9 more on Huge). Also exposed delegate equation values to XML for future tweaking and ambitious modders.

City-State Influence: Cleaned up influence calculations when a City-State is killed, to ensure a future liberator will be the undisputed ally and receive the intended reward.

Ally influence is set to 45 (becomes Friends).
Friends influence is set to 15 (becomes Neutral).
Neutral influence is set to 0.
Negative influence remains as it was.
When liberated, the liberator's influence is set to 150 (becomes Ally).

3 New Pantheons

Earth Mother: +1 Faith from Copper, Iron, and Salt.
God-King: +1 Culture, Faith, Gold, Production, and Science from the Palace
Sun God: +1 Food from Bananas, Citrus, and Wheat

Trade Routes: All City-State Trade Routes get +1 Base gold. Gold bonus from having a route connected to a city with a Market or Bank halved (from 2 to 1). Applies to unique versions of these buildings also.
Great Admirals now have a "Change Port" command. If either moving into a port or starting the turn in one, they can consume the rest of their moves to jump to another port city under their control.
Archaeology

Great Works of Writing (like the Rosetta Stone) now available from 30% of the Hidden Antiquity Sites. An alternative use of these is to create a "Cultural Renaissance" (equal to a Great Writer's Political Treatise).
There are now diplomatic bonuses for building Landmarks in both city state and major civ territory.

Air Combat

New stacking limits on air units in cities. Starts at 6; increased to 10 when you add an Airport. Game Concept text updated to match this change.
Player now receives a warning that projected damage can go up if the air unit is intercepted; number of visible enemy anti-air units that haven't fired is also given in combat preview.
Air Combat: Award experience to intercepting planes and firing AA guns

Change rules for razing cities to make it so the Holy City of any religion cannot be razed.


[AI]

Custom AI per Civ

Custom worker code for Brazil: Automated workers will no longer remove jungle unless there's a resource on it (ie: bananas). Workers will remove jungle for resources (like spices and bananas) but otherwise will build Brazilwood Camps.
Custom settlement AI for Brazil: Includes player suggestions of city sites near jungle for Brazil.
Custom settlement AI for Indonesia: Doubled the fertility on lucrative sites that are not on the same continent as previous cities. This should help Indonesia to better use it's UA.
Custom settlement AI for Netherlands: Will now tend to favor marshes and flood plains when choosing a site to settle.
Custom settlement AI for Morocco: They should now consider desert favorable when making settlement choices/suggestions.
Custom settlement AI for Spain: Settling next to Natural Wonders should now be extremely attractive to Spain.
Custom settlement AI for Inca: Inca should now consider hills more favorably; hills bordered by one or more mountains get an additional bonus.

Air Combat AI: Never rebase aircraft to a city being razed.
Deal AI

Deal AI: Never ask for something from the human that we don't consider having any value (such as Open Borders from a distant civ).
Deal AI: make AI aware of the value of Open Borders as players close in toward Culture Victories;
Deal AI: Make it so the AI will never pay more than about 15 gold-per-turn. There were cases before of 40+ gold-per-turn.
Fix a legacy bug that prevented the AI from ever putting together offers for a luxury that a human player now has available for trade.
Deal AI: fix valuation of Open Borders so AI never says "I want to negotiate passage" but doesn't put anything on the table.
Deal AI: Have the AI accept totally even trades with the human (before they always wanted some small bonus, even when swapping embassies ... assuming they weren't putting the embassies on the table themselves).
Deal AI: AI now understands how to put things on YOUR side of the deal table.
Deal AI: Embassies now worth 35 Gold base (so AI will almost always consider them worth 1 gold-per-turn).
Deal AI: Embassy cost scales based on deal duration (so 1 GPT over 45 turns is worth it on slower speeds)
Deal AI: AI properly values Gold in hand over GPT, so over 30 turns it won't get 150 for 5GPT. Instead only 85% of that.
Deal AI: Slight increase (about 7%) in the value the AI gives you in gold/gold-per-turn for things (this helped with getting them to always offer 1 GPT for Embassy).
Deal AI: Don't give such a huge (90%) discount on open borders with friendly players. Reduced to 65%.

Tactical AI

Tactical AI: Reduce overkill percentage from 50% to 25%. Previously, the AI would gather up much more strength than needed before trying to kill an enemy unit, which could bog down AI operations.
Tactical AI: Make sure units moving in formation don't use extra MP to "wander" a tile or two after their primary (formation) move for the turn completes.

Operational AI

Operational AI: On water maps (Archipelago, Islands, etc.) allow land operations to have a few units "spill out” onto water tiles so the operation doesn't get bogged down trying to get to its target. Also don't use the bigger city attack formation (16 units) on such a map (use 12 instead).
Operational AI: Weight barbarian camps within 10 tiles of one of your cities heavily; start up operations to eradicate them quickly.

Military AI

Military AI: Civs with very high FLAVOR_OFFENSE settings (7+) will buy military units with spare gold more frequently. Will boost the number of early attacks we see, especially on high difficulties.
Military AI: when rebasing air units, prioritize carriers within operations over those that aren't assigned to an operation

Homeland AI: Fix bug in ExecuteMovesToSafestPlot() where it would consider leftover moves from another unit, meaning the safest plot was not actually chosen. This essentially makes the AI better at determining safe plots to run to when a unit has to flee from danger.
Policy/City AI: Added a player strategy to focus on religious buildings and wonders if the AI has started the Piety social policy tree.
Diplomacy AI: Increase chance of City-State conquest if that City-State is a neighbor on your way to get to a targeted major power.
Ideology AI: If it’s possible to take a Level 3 tenet, make sure the AI always takes the one available that matches their current Grand Strategy choice.
Space Race AI: Don't consider capitals to be "medium cities". This change allows AI to start Apollo Program far earlier in Information Age starts where few cities are "Large" until 30+ turns in.
Great General AI: Fix rare case of AI trying to plant a Citadel on a tile that already had one.
Great Admiral AI

Great Admiral AI: The AI now takes advantage of the Transfer Port move to get Great Admirals out of dangerous cities and into the largest bodies of water
Great Admiral AI: Have the AI send Great Admirals out with more naval operations; have them stack with friendly units like Great Generals do on land.
Great Admiral AI: Improve the operational movement code for admirals to get to their targets.

Changed MINIMUM_SETTLE_FERTILITY to 20000, up from 5000 to keep AI civs from settling worthless plots. Added some logging code to track plot values.
Congress AI: When an Embargo on an AI player is proposed, that player will always use all of its Delegates towards preventing the Embargo.
Archaeology AI: Make it possible that the AI will choose to gain the diplo benefit by turning an antiquity site into a Landmark in city state territory
Science AI: upped the flavor numbers on Library, University, Public School, and Laboratory. Removed 'MILITARY_TRAINING' flavor from Library and University. Added culture flavor to University to support Archaeologist generation.


[GAMEPLAY]

19 new Great Works of Art. This is to address players running out a bit too early in larger games.
Added 3 more City-States (Vilnius, Bogota and Wellington, one of each type).


[SDK]

Beta password for the SDK tool required to access new content.
Added ability to swap player slots while in the staging room.
Stand-alone pitboss server app now included with the SDK.
New SDK launcher that includes the pitboss server (see addendum for quick-start guide).


[MULTIPLAYER]

Dedicated server added via SDK.
A human player's civ icon will now show as unmet in a multiplayer match until the local player has met that civilization. The human player's name will be known even when unmet. Made this consistent between the score list and the turn queue.
Additional refinement of hot-join system.
Players joining multiplayer games now delay the transition to the staging room until they have completely registered with the game.
Making the pitboss network modes selectable from the multiplayer select menu.
Now possible to switch player slots/civs in the staging room. This allows new players to select the ai civ they wish to replace when hot joining or loading a saved game.
Additional stability fixes.


[SCENARIOS]

Civil War Scenario Balance: apply a gentler scaling to city defense strength based on percentage of tech tree researched.


[MODDING]

Sound modding now supported. Added a "Reload Audio System" option to ModBuddy. Example mods will be uploaded to Steam Workshop at launch.


[BUGS]

Fixed an issue where you receive a Free Building in a city that had hard built the same building. Before the hard-built building would be sold off (deleting its effect) but due to a logic area the effects for the same (free) building would not be reapplied. Should fix Aqueducts from the Tradition finisher, Broadcast Towers from CN Tower, etc.
Fixed an issue causing Indonesia to get unique luxuries when acquiring a city on another continent through conquest or trade.
Statue of Libery +1 production now applies to Writer and Musician specialists
Fixed a World Congress AI logic error where the number of Great Person improvements a player owned was counted incorrectly.
Fixed a World Congress AI logic error which had cultural players valuing some resolutions less than they should.
Mongol Scenario: restore custom names for at start Mongol units.
Fixed a bug where gold per turn gained from resolutions would not be displayed correctly. There are no resolutions that give gold per turn, but modders can use it.
The denouncement counter (Declare War pop-up) now properly counts down rather than always reporting 49.
Make Harbor tooltip consistent with other buildings such as Markets and Banks (they all say “additional 1 Gold” instead of 2 gold – this is then multiplied by 2 before the final gold amount is listed for a SEA trade route).
Fixed an issue where the total number of techs a player could steal was being zeroed out prematurely, causing the tech steal to never resolve.
Properly enforce restriction that you can't found a pantheon when a religion has been enhanced and a number of pantheons have been created equal to the maximum number of religions allowed on that size map.
Tutorials – The tutorials now enforce that only the base game rules and UI are used for tutorials.
Additional misc bug fixes.

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[Post 3]
Author : dshirk
Date : Oct 01, 2013 09:56 AM

Hosting a Dedicated Server Pitboss Game

Every dedicated server Pitboss game requires a separate computer. You can not run more than one copy of Sid Meier's Civilization 5 on a single computer. However, running a dedicated server for Sid Meier's Civilization 5 does not prevent you from running a normal game of Sid Meier's Civilization 5 on a different computer. Players can host and play in a Pitboss game using a single copy of Sid Meier's Civilization 5 on separate computers.

How to Host a Dedicated Server


Ensure that network port 27016 is open to UDP communication on the server's router. Consult your router manual for instructions.
Configure the dedicated server to send email turn notifications. This requires an email address that supports SMTP.

Launch Sid Meier's Civilization 5.
From the Main Menu, select Options, then select Multiplayer Options.
Fill out the options in the Pitboss Host Turn Notification box
Example Options using a Gmail account

Email Address: example@gmail.com
Email Server (SMTP): smtp.gmail.com
Use TLS: Yes
Port: 587
Username: example
Password: JOSHUA
Retype Password: JOSHUA

A Note on SMTP Passwords: For security, Civilization 5 does not save your smtp password between game sessions. The server will prompt you for your smtp password when starting a new session.
Click Accept.

Install Sid Meier's Civilization V SDK. This can be found in the Tools section of your Steam Library.
Launch Sid Meier's Civilization V SDK.
Select Dedicated Server from the SDK Launcher. A right click opens up an option to create a desktop shortcut for future use.
Once the dedicated server has loaded, configure the game settings for the Pitboss game. Click Host Game once you are done.

Note: The Host Private Game option will make the game invisible to the public Pitboss servers list. This option doesn't affect LAN games. If Host Private Game is enabled players will have to manually join the game using the Connect To IP Address option on the Multiplayer->Pitboss->Internet screen. You can determine the dedicated server's ip address by googling "What is my ip?" from the dedicated server machine.

Once at the staging room screen, you will have to reenter your smtp password into the popup.
Configure the game for human players.

Select Human Required for every planned human player in the game.
Add AI and observers as desired.

Ready the host by clicking the Ready Status checkbox for the host player.
Inform all players that the Pitboss game is ready. The game will automatically launch once every Human Required slot has been occupied by a ready player. All unconnected players will be informed by a turn notification once the game has started.


Playing in a Dedicated Server Pitboss Game


Configure your turn notification settings.

Start Civilization 5.
From the Main Menu, select Options, then select Multiplayer Options.
Fill out the options in the Pitboss Turn Notification box. We recommend using email turn notifications because they can be seen anywhere you have email access.
Example Options using a Gmail account

Steam Invite: No
Email: Yes
Email Address: example@gmail.com

Click Accept.

Join the Pitboss game.

The Pitboss game host will inform you on how to join the game.

Internet Pitboss games can be joined thru the Internet Pitboss Games screen. Goto Main Menu->Multiplayer->Pitboss->Internet.

Public games will be selectable from the server list. You might have to press the Refresh button to see the game once it has been hosted.
Private games will be joined by typing in the game's ip address into the Connect to IP Address option. The option is located at the bottom of the screen.

LAN Pitboss games can be joined thru the LAN Pitboss Games screen. Goto Main Menu->Multiplayer->Pitboss->LAN.

LAN games are always public and selectable on the LAN server list if you're on the same network as the Pitboss host.

Select a civilization.
Ready up by clicking the Ready Status checkbox for the local player.
You can now exit the game. You will be given a turn notification when the game has started.

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Zaimejs

Emperor
Joined
Jun 22, 2006
Messages
1,053
Location
Nebraska
i AM REALLY digging some of these changes... a special thanks to listening to our complaints about Germany and Japan. Nice to see some neat unique additions on that front.

I like the balance changes for the policy tree as well. Can't wait to try it out!
 

Loucypher

King
Joined
Jun 3, 2012
Messages
797
Japan Fishing Boat changes are going to be huge O.O I like that Samurai are now able to build them, saves in Working Boat costs in the mid-game. That extra culture may not seem much but...it'll be quite something if you got a few fish-rich areas.
Germany's no slouch either. Extra production in the late-game? Sure, I'll take that. Losing the Landsknecht doesn't really hurt. I think they could've gone with a 100% camp conversion rate but eh, this is perfectly fine by me.
A lot of other interesting little fixes, the policy changes look well put together too.
 

arand86

Warlord
Joined
Jul 22, 2013
Messages
278
Japan's changes seem inconsequential.

Atolls are rare, and although some extra culture is nice, Japan isn't a culture based civ, and the early policies aren't too beneficial for war.
I really liked somebody else's idea of receiving as much/half as much gold as food/production in internal trade routes. It basically makes Japan immune to embargoes altogether.


Germany seems like a much more interesting civ to play.
Its strategy should go something along the lines of: Hunt down camps early to get units and gold; hold out until Ideologies. Pick either Autocracy or order, and switch all trade routes towards city states for a 25-30% productions in all cities with a bank. Mass produce units. Destroy with panzer.
Embargoes will hurt much less, unless city states are walled off as well, in which case you'd be pretty screwed as anybody.
 

Lanstro

Prince
Joined
Sep 20, 2004
Messages
326
Most of this is win but I'm a bit disappointed - no real AI improvements, no mods in multi and no full AI in multi.

Otherwise, really like the tourism additional bonuses and readjustment of warmongering.

New pantheons look very powerful, especially +1 food for wheat/banana/citrus. Simply having more also means there'll be a greater chance of nabbing one of the good ones even if you're a bit late to religion.

Less AI settling might make the game easier too.
 

joncnunn

Senior Java Wizard
Retired Moderator
Joined
Mar 17, 2008
Messages
8,621
Location
Missouri
My thoughts:

1. Less aggressive AI settling should allow the AI's happiness handicap to be reduced significantly as useless cities is the #1 cause of happiness problems.

2. Glad to see they are finally fixing the AI prefers paying you gold up front to GPT.

3, Looks like RAs got nerfed again. If you have the lower science, it will be harder to keep up (by the difference between the median of your science rates and yours) while if you have a tech lead, it's even more of a cut. Even less useful to pay the difference in era penalties for RAs than it was.

4. Space race has been slowed down when it didn't need to be; it was already the slowest of the peaceful victory types.

5. But slowing down Diplomatic victory by increasing the requirement was greatly needed as it was generally the fastest of them.

6. The science gains from cultural influence are a rounding error given how much time it takes to even become familiar. If they started at Exotic it would be more noticeable early.

7. Japan's new addition should help them in early game the most. Later on the additional culture won't be much.
 

Aldor

King
Joined
Nov 26, 2005
Messages
687
Location
Germany
How will that Japan change work, Samurai building fishing boats? Do they just stand near water (or maybe only inside a city) for some turns? Like roman legions building roads? Or is a samurai consumed to create a fishing boat, in which case that ability would be totally useless..
 

DemonMaster

A.K.A. Fenhorn
Joined
Oct 20, 2003
Messages
1,654
Location
Sweden
How will that Japan change work, Samurai building fishing boats? Do they just stand near water (or maybe only inside a city) for some turns? Like roman legions building roads? Or is a samurai consumed to create a fishing boat, in which case that ability would be totally useless..
It works like any other improve terrain things, you move your Samurai in this case to the tile and hit the button and since create a fishing boat is instantaneous it will appear immediately. The Samurai is not consumed.

Although one question, do the ability follow when upgrading? I guessing it doesn't but anyone who have tested the beta with Japan far enough, please share.
 
Joined
Jun 26, 2012
Messages
756
Does anyone know the historical significance of the samurai fishing boat thing? (I assume it can't just be that the Japanese had samurai and like sushi?!)
 

ori

Repair Guy
Retired Moderator
Joined
Dec 17, 2005
Messages
16,561
Location
Baden-Württemberg, Germany
Moderator Action: Thread closed. Please

use this thread to participate in the public beta of this patch. DO NOT use this thread to post about other things like features you are missing from the patch. For a general discussion, please join the discussion here.
 
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