June/July Patch Notes

hard to say but by reading the patch notes they look great . I too am worried about happiness though.
 
Not happy about nerfing walls and castles. That was really unnecessary. I've never even had the AI take one of my cities let alone damage it in months and that was back in the day when I was a noob.
 
If you ask me, it's base defense that should be dropped. If you surprise an enemy with no basic defenses, getting his cities should be a walk in the park, even with a somewhat weak invasion force; the game should reward players that prepare for an invasion more than it does (rush-buying is expensive at the beginning of the game though), and give extra incentives for building the defensive buildings (granted, now honor transforms them into free happiness...).
 
Updated patch notes:

[UI]

Fix aircraft UI bug that was causing Nuclear Missiles and Atomic Bombers to leave behind container UI after it’s destroyed.
Removed dead players from Demographics UI.


[GAMEPLAY]

Fixed Oligarchy bug that was causing the effect to expire when loading from a save.


[POLICIES]

United Front – Militaristic City States now grant units twice as often when you are at war with a common foe.


[WONDERS]

Forbidden Palace now provides -10% unhappiness from Citizens in non-occupied Cities.

http://forums.2kgames.com/showthread.php?108900-June-July-Patch-Notes&p=1407473#post1407473
 
[DIPLOMACY]
  • Made backstab routine more transparent (the dialog will clearly state that they are backstabbing you).
  • AI now remembers when it has been nuked, for a permanent diplomatic penalty.
  • AI now recognizes a player that captured their capital for a permanent diplomatic penalty.
  • End declaration of friendship as soon as war is declared (so can't later get a notification that it has expired).
  • AI remembers if you satisfied one of their requests (positive modifier, decays over time, based on value of items granted).
  • AI remembers if you fought against a common foe (positive modifier, decays over time, based on damage done to the common foe).
  • Track trades between players and allow that to positively influence relationships (the better the deal for the AI, the stronger the modifier). Particularly useful for bribing a hostile AI.

What about a PERMANENT POSITIVE MODIFIER for LIBERATING an AI player??? How is this STILL not in there? Nobody in their right mind likes being hated by the AI they liberated, so nobody liberates the AI anymore! Why is this not being added??? GRR! :mad:
 
Nobody in their right mind likes being hated by the AI they liberated, so nobody liberates the AI anymore!

Not true. I do it whenever I take any such city that I don't want - which, playing conquest, is often. At such a late-game stage, being hated is pretty irrelevant.
 
Yeah, I also liberate to reconstitute a buffer or to create a new one. The hate of an AI in such a decimated condition is pretty irrelevant ;).

I do think it's a little odd, though, unless you were involved in their initial demise.
 
"Forbidden Palace now provides -10% unhappiness from Citizens in non-occupied Cities."

That change sounds interesting... though it might annoy the wide empire, small city people a touch. It can result in more happiness overall but your smallish cities will need to be a touch bigger before they can break even with what it used to be. Still... I kind of like it as it will both benefit wide and tall empires now.
 
Not true. I do it whenever I take any such city that I don't want - which, playing conquest, is often. At such a late-game stage, being hated is pretty irrelevant.

Ok, I admit I do that too. :mischief: What I meant to say is that there is no diplomatic incentive for anybody to waste their time (which is what it pretty much is right now) or resources to liberate a rival civ when they're just gonna hate you for it.
 
I WANT to see in diplomacy: WHAT THE AI PLAYERS THINKS OF EACH OTHERS!
Like we did by pressing F4 in civ 4
 
"Forbidden Palace now provides -10% unhappiness from Citizens in non-occupied Cities."

That change sounds interesting... though it might annoy the wide empire, small city people a touch. It can result in more happiness overall but your smallish cities will need to be a touch bigger before they can break even with what it used to be. Still... I kind of like it as it will both benefit wide and tall empires now.

Actually, you only need to get your small cities to 5 pop to get as much happiness out of it as pre-patch, and to 7.5 to get as much as it would give post-patch if it hadn't been changed. It's definitely a buff to the FP, and now it can help tall empires too (although you have to get 4 cities with 25 pop each to get as much happiness as the new Notre Dame).
 
Not happy about nerfing walls and castles. That was really unnecessary. I've never even had the AI take one of my cities let alone damage it in months and that was back in the day when I was a noob.

thats the point, they want to make cities require armys now. i personally like this change because defence walls are a pain even with siege... i play on immortal/emperor.
 
I WANT to see in diplomacy: WHAT THE AI PLAYERS THINKS OF EACH OTHERS!
Like we did by pressing F4 in civ 4

You can get that information by asking leaders, "What do you think about...", but it is seriously tedious to do so. A cleaner presentation like the CIV relationship map would be very helpful.
 
thats the point, they want to make cities require armys now. i personally like this change because defence walls are a pain even with siege... i play on immortal/emperor.

The problem is not because walls make cities too tough, the problem is that they make cities heal very quickly. In my opinion cities without walls should get greater strength boost but not a massive healing boost. Currently it is pointless to lay siege in the traditional way.
 
You can get that information by asking leaders, "What do you think about...", but it is seriously tedious to do so. A cleaner presentation like the CIV relationship map would be very helpful.


You can't do this in Civ 5.
 
The problem is not because walls make cities too tough, the problem is that they make cities heal very quickly. In my opinion cities without walls should get greater strength boost but not a massive healing boost. Currently it is pointless to lay siege in the traditional way.

yeah the healing/defense makes it too tough thats what i meant. as of right now cities are quite hard to take with just walls/castle . with the recent changes to annexing and nerfing the walls means they want more people to conquer i guess.
 
yeah the healing/defense makes it too tough thats what i meant. as of right now cities are quite hard to take with just walls/castle . with the recent changes to annexing and nerfing the walls means they want more people to conquer i guess.

Or the AI to conquer more (which is my guess). Also, making them less powerful increases their marginal value; as it is now, if you build walls you don't need any of the other defensive buildings.

OT, I wish the devs gave each defensive structure different effects (ie, damage adjacent units, increase healing rate separate from defensive value, increase damage dealt, etc). I think it would be more fun.:)
 
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