June/July Patch Notes

bryanw1995

Emperor
Joined
Oct 10, 2006
Messages
1,475
Location
San Antonio, TX
wow.....so much to take in.

Thank God for no more ridiculous research agreement blocking.

National college start has been destroyed :(

Love the hanging gardens revamp :)

Am glad to see mech infantry nerfed a bit, but still feel like they're still too powerful.

Longswordsmen could still use a nerf too.

The new wonder balance looks promising and I'm excited about.

New Social Policies....can't really comment upon yet because there are so many..

They have nerfed LS as well as their UU variants. From release notes:

Decreased Longswordsman, Fighter, Bomber, Guided Missile, Jet Fighter and corresponding UUs strength.

And I agree, this will be a very nice change IMHO. A better idea would have been to swap CP with LS/muskets.
 

VGT

Chieftain
Joined
Sep 29, 2010
Messages
72
Location
Poland, Gdansk
I'm a bit worried about happiness nerf. Wonders as replacement is not a good option, since it's not available every time. Someone can build it before me.
But will see how it works in game.

About Hanging Gardens - Am I the only one who understands it as one time +10 food storage (like one time city grow it is now), not +10 food/turn?
 

bryanw1995

Emperor
Joined
Oct 10, 2006
Messages
1,475
Location
San Antonio, TX
Nope, never had a problem taking cities without iron units.

edit: also they still need to do something about City states being unusable in late games, coz the influence u get drops to zero.

Huh? Your other post + this one make me wonder wtf you're talking about??!!

Please explain your CS statement. CS influence doesn't drop to zero in the late game in my experience. And, please don't take this the wrong way, but taking cities isn't much of a challenge on prince with or without iron; try it on one of the harder levels and it's much more of a challenge for anybody without a very early UU.
 

KevinMiles90000

Warlord
Joined
Jan 14, 2011
Messages
279
I'm a bit worried about happiness nerf. Wonders as replacement is not a good option, since it's not available every time. Someone can build it before me.
But will see how it works in game.

About Hanging Gardens - Am I the only one who understands it as one time +10 food storage (like one time city grow it is now), not +10 food/turn?

I think it is 10/turn. Makes early game wonders pretty powerful.

I think I might have to try the iroquois, beeline ironworking, chop forests for massive early swordsmen rush.
 

bryanw1995

Emperor
Joined
Oct 10, 2006
Messages
1,475
Location
San Antonio, TX
Yeah i played most of my games to the very end where i owned most of the world, even on a standard sized map with most of the happiness bonuses from policies i would struggle to maintain a surplus of happiness, now with theocracy gone(which was a massive increase) & all the other happiness hits, i'm finding it hard to see how 1 can control a massive empire of growing cities with the current changes.

Look at what im losing in a standard game

-Theocracy :(
-Now have to choose whether i want +1happy per city from Order or the specialist boost from Freedom :(

Those alone are massive for endgame huge empire

-1 each for coliseum, theater & stadium respectively.
-1 per luxury
+1 unhappiness per city(from 2 to 3)

Again massive hits...

We do get some changes to offset these to a lesser extent but some are wonders we may not get, only the policy changes can help us but its not going to be enough. Its going to be very hard to maintain a massive puppet empire now.

It's definitely going to be a struggle, but remember meritocracy has been strengthened significantly for long-term growth of large empires, military caste has been strengthened, and humanism has been improved as well. Plus, your puppets are so defensive building focused that they'll end up probably as less of an overall drain on your happiness after all is said and done. I think that the biggest hit is the drop of luxuries from +5 to +4. Circus Maximus, Chitzen Itza, and Notre Dame have all gotten a HUGE bump in importance imho, and FP has become much more important for larger empires as well.
 

UrbanX

Absolute Monarch
Joined
Dec 18, 2010
Messages
91
yay, america is now worth playing :goodjob:
 

GenjiKhan

Emperor
Joined
Apr 29, 2011
Messages
1,117
Some conclusions of social policies changes in this patch for each kind of victory:

Cultural Victory: It seems they've heard my prayers to make cultural victory less boring. why? because before this patch,cultural victory was simpler. Just don't expand to more than 3 cities,build Stonehenge/Sistine Chapel/Cristo Redentor/[Insert any world wonder here] in all of your cities,then pick up free speech and you won a cultural victory. this patch comes to make cultural victories more interesting because there might have more ways to do it;

Scientific Victory:Rationalism here becomes even more important to this victory and this patch might balance scientific research between big empires with 6 or more cities and small empires,that have 5 cities or less because the bonus for completing sp branches,that small empires are likely to get is wonderful;

Diplomatic Victory:The commerce and order Finisher social policy is also very interesting,because it allows small empires to collect a plenty of money. this extra money can help them to get diplomatic victory easier;

Domination Victory: Military caste,Professional Army,Order opener branch and Meritocracy will surely compensate the happiness nerf of luxury resources for those who want domination victory(and many people will surely get at least one of these). Besides,with the sp increase cost of each city reduced and with Liberty/Autocracy no longer exclusive,it will make Autocracy a serious choice for those who want domination victory;

It seems the main focus of this patch is to make small empires more interest to play,because it's easier for them to complete the sp branches. however,big empires sp penalty is greatly reduced,allowing them to enjoy more of sp bonus. in 2 weeks,we'll find out if this balance changes will make the game better.
 

Keejus

Prince
Joined
Mar 6, 2011
Messages
311
Location
Denmark
Huh? Your other post + this one make me wonder wtf you're talking about??!!

Please explain your CS statement. CS influence doesn't drop to zero in the late game in my experience. And, please don't take this the wrong way, but taking cities isn't much of a challenge on prince with or without iron; try it on one of the harder levels and it's much more of a challenge for anybody without a very early UU.

The CS influence gotten from bribes slowly decreases as the game plays on. At some point (long past 2050), CS bribes give zero or negative influence
 

MkLh

King
Joined
Jul 18, 2008
Messages
905
Location
Finland
About Hanging Gardens - Am I the only one who understands it as one time +10 food storage (like one time city grow it is now), not +10 food/turn?

"Hanging Gardens now give 10 Food instead of 1 population per city and Happiness."

To me that sounds it gives 10 food for every city, one time. That would be close to what it is now. 10 food for every turn (for one city?) sounds vastly overpowered and would completely change the nature of the wonder. :confused:
 

Callonia

Deity
Joined
Jan 14, 2010
Messages
2,177
Then it's irrelevant in a standard game, which is the default metric.

UNACCEPTABLE.

I play my games beyond 2050 because its far more satisfying to do that.

There's just some civs that deserve some payback that thinks 2050 will save them from their um rude moves. :p
 

Mark the Bold

Warlord
Joined
Oct 4, 2010
Messages
149
Germany now looks ominous:

-25% maintenance costs on land units AND the AI will (supposedly) be building more offensive pikemen armies!?!??!?!?

I foresee vast carpets of landsknecht on my borders in my future Immortal+ difficulty games......:crazyeye: And god forbid when Bismark starts rolling out 5 movement panzers!!! Yikes.

I think the warmongers of the Civ MP world will now have a new favorite civ. We're talking about an extra 30-40 gold PER TURN here as a civ bonus.
 

Putmalk

Deity
Joined
Sep 26, 2010
Messages
2,639
Location
New York
Then it's irrelevant in a standard game, which is the default metric.

That doesn't change that from being bad game design. They should just have a minimum value that once reached cannot go down any further.

So, for example, the lowest influence/gold ratio would be:

250:c5gold: - 5:c5influence:
500:c5gold: - 10:c5influence:
1000:c5gold: - 15:c5influence:

My question is, though, wouldn't it just be easier to make the amount of gold needed increase as time increases? Same effect, yet allows for longer scaling periods.
 

Agent Cooper

Lynch's Creation
Joined
Jul 31, 2006
Messages
773
Location
Denmark
"Hanging Gardens now give 10 Food instead of 1 population per city and Happiness."

To me that sounds it gives 10 food for every city, one time. That would be close to what it is now. 10 food for every turn (for one city?) sounds vastly overpowered and would completely change the nature of the wonder. :confused:
That would make no sense whatsoever, since the human player will usually only have the capitol when HG is built. If you wait until more cities are up, the AI will snatch it asap.

But you are completely right with the 10food per turn in the city where it's built being way overpowered.

If it's 10 food in one city once, it's a pretty useless wonder just like it was before...

Yeah, I'm confused... :lol:
 

Bandobras Took

Emperor
Joined
Jun 27, 2007
Messages
1,922
Location
Orem, UT
But you are completely right with the 10food per turn in the city where it's built being way overpowered.

Because you're going to have so much happiness and specialist slots available when you build it . . .
 

Agent Cooper

Lynch's Creation
Joined
Jul 31, 2006
Messages
773
Location
Denmark
I foresee vast carpets of landsknecht on my borders in my future Immortal+ difficulty games......:crazyeye: And god forbid when Bismark starts rolling out 5 movement panzers!!! Yikes.
Play Mongolia, go warmonger with a band of Keshiks, upgrade to cavalry and from there to tanks (if you haven't already won a domination win before hitting the modern era).

Mongol tanks with some +10 promotions are going to eat those panzers... :)

But yeah, I'm happy that Germany got beefed up a bit although I'm not sure how effective the upgrade will be. Time will tell. The US got screwed again this time...
 

Mark the Bold

Warlord
Joined
Oct 4, 2010
Messages
149
WOW this looks great!!!!!!!! And thanx for buffing Egypt so much!!!!!!!:egypt:

Good point. Egpyt is my favorite civ, and I just noticed the Great artist slot upgrade and that the chariot archer is not so sucky anymore. Now if only I could have the european civ music playing while playing egpyt it would be a perfect civ!
 

Callonia

Deity
Joined
Jan 14, 2010
Messages
2,177
Play Mongolia, go warmonger with a band of Keshiks, upgrade to cavalry and from there to tanks (if you haven't already won a domination win before hitting the modern era).

Mongol tanks with some +10 promotions are going to eat those panzers... :)

But yeah, I'm happy that Germany got beefed up a bit although I'm not sure how effective the upgrade will be. Time will tell. The US got screwed again this time...

Oh yeah? Brb rolling out the antitank crews to face ur puny metal beasts that you call tanks! xD
 
Top Bottom