Full Patch Notes for December Patch

Overall, I do not like the approach that the developers take at all. Civ 5 badly needs more options to play the game not less. All that is done is motivated by serious exploits of the minority of players. I mean, how many people ever get -20happiness? How many people really play deity ICS (it's just tedious and no fun).
I'm not personally concerned by anything in the patch, if I don't like it I'll mod it or find a new game, but I do agree with the sentiment. It is frustrating to see changes made to the game driven by those deliberately exploiting game mechanics, especially when the 'average gamer' doesn't understand the need for the change.
 
Hrm, I suppose I'm being overly critical of the patch, a lot of these changes are very good, and the overall fixes vastly improve the game. I'm just annoyed I guess that so much of the truly major problems are left in. And the 2 or 3 bad changes just stick out so much cause they're so obviously bad.
 
Of course, using this theory, it's possible that the majority of people like, but don't love Civ5.
It's also hard to articulate a feeling that is without passion. It took me about ten minutes to write this post because I couldn't think of words that weren't too far in either direction. Fine is too weak, good is too much. Interesting? Yes, I have an interest in this game.
 
But whatever the reason and how it gets there, it will be all good if the game is more challenging. There is nothing more satisfying or fun than winning a hard-fought game.
 
Hrm, I suppose I'm being overly critical of the patch, a lot of these changes are very good, and the overall fixes vastly improve the game. I'm just annoyed I guess that so much of the truly major problems are left in. And the 2 or 3 bad changes just stick out so much cause they're so obviously bad.

Well as you said recently, that's why we have you guys (modders)! :goodjob:
 
I think patching out things used, in single player, by people that fall in the top 1 or 2 % is sort of missing the point. Yes, Marvin can launch a spaceship in 200 turns on Immortal. I can't do that on Warlord, or even Chieftan (I tried!). nor I imagine can most people. So I'm sort of miffed that the stuff they focused on was that sort of thing, rather than on more broad based issues that impact most players (see: tile yields, building cost, building blahness). I don't see many changes I actively disagree with but it's not where I would have wanted them to focus. Those changes impact a small number of players, in very particular ways.

I also do think removing scientist slots entirely from the library is a bit much but we'll see I guess.
 
They are mostly re-balancing the game - which is good, since the game should be better balanced from the start, in the first place. Unfortunately, some concepts that doesn't quite work well are to remain untouched (and I don't think they will ever address them), so my interest in the game isn't likely to increase after this patch...

Cheers,

Mad Hab
 
It's also hard to articulate a feeling that is without passion. It took me about ten minutes to write this post because I couldn't think of words that weren't too far in either direction. Fine is too weak, good is too much. Interesting? Yes, I have an interest in this game.

Bravo. (I personally like, one might even say love, Civ V, but I do like someone who keeps his head. Oh, Canada.)
 
I'm not personally concerned by anything in the patch, if I don't like it I'll mod it or find a new game, but I do agree with the sentiment. It is frustrating to see changes made to the game driven by those deliberately exploiting game mechanics, especially when the 'average gamer' doesn't understand the need for the change.

They are trying to make the civil war/rebellion feature a very real threat instead of a theoretical posssibility. Nerfing happiness buildings is part of that. It's a decided improvement, in my opinion.
 
[*]Promotions must be picked the turn they're earned.
[*]Can no longer promote a unit that has fought during the turn.

I understand how; I do not understand why.

The answer is simple; power, Winston, power.
 
Wonders and luxuries are still global happiness. To say happiness is local is either a misstatement or a testament to how significant building Colosseums in small cities was.

First, as others already have said, luxuries and wonders are not guaranteed. The bigger the map is, the more unlikely it is to get access to luxuries. The higher the difficulty level is, the more unlikely it is to get the wonders.

The point is that the original idea was to have any action (in terms of happiness-influencing) have consequences empire-wide.
To counter this, originally you were allowed to take measures anywhere in your empire.

This concept now has been broken.
Still, there can be actions/incidents causing empire-wide effects, but you are no longer enabled to counter them.

Getting cities from peace treaties now can send your empire into turmoil.
If you puppet them, you don't have the chance to create happiness buildings where needed.
If you occupy them, the turmoil becomes even worth.

In your core cities (which are likely the more productive cities you have) you can't do anything to counter these effects.

If you leave the cities with your enemy, the whole war was invain, as he keeps all the means to recover and fight you again.

The logical conclusion is to take the cities and raze them. That is what I call a game of genocide. And even the razing will severely harm you.

So, what will happen now in games on bigger maps and higher difficulty levels?
Most likely, it will be a combination of just defending your borders to put attrition on your enemy and (depending on how the razing-caused unhappiness will turn out) taking cities and razing them.

To me it looks very much like they tried to "kill" a certain symptom in an isolated manner without having a look at the whole system.
 
Can we finish, at least, a game over standard map??, can we change maps (diplomacy)? What about stack units on roads?
 
I understand how; I do not understand why.

To reduce the ability to respond with appropriate promotions on the battlefield (which the AI can't do), and in particular to remove the ability to store up excess promotions for use on instant healing.
 
Now they made hapiness local, so only unhapiness is global.

Great. What was the point of having global hapiness at all?
It is not just a local vs. global issue ... it seems that they may be changing happiness from a commodity (you have a happy account, with assets and liabilities) to a count of happy citizens, at least some of the time (but not all of the time, so now it is a mixed concept).

And then, it seems that some of the happiness buildings are essentially now not happiness granters but unhappiness removers (if extra citizen =1 unhappy, and benefit capped at # of citizens then essentially it can only remove unhappiness).

My question on the limit is, with 3 citizens and a col plus a circus, do those two buildings grant 3 happy or 6 happy?

dV
 
First, as others already have said, luxuries and wonders are not guaranteed. The bigger the map is, the more unlikely it is to get access to luxuries. The higher the difficulty level is, the more unlikely it is to get the wonders.

The point is that the original idea was to have any action (in terms of happiness-influencing) have consequences empire-wide.

My only point is the statement that happiness is entirely local is untrue.

In addition, luxuries are designed to be a cap on expansion and growth. Since they're not guaranteed, don't expand if you don't have them or build a wonder (honestly, the system makes more sense now. Previously, there was less point in building happiness wonders).
 
My version of happiness would be both global and local, all (or most) buildings (except wonders) would give local happiness and all luxuries would give global (but like +1 instead of 5 and perhaps +1 to the city that has it) and the total happiness of a city would be local+global. I think that would be create a better dynamic. The downside is not a possibility to global unhappiness...
 
blaaaaarg. Well so much for that. Although at least the forbidden palace nerf is a good thing.
 
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