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March Patch Notes (formerly february)

Discussion in 'Civ5 - General Discussions' started by lietkynes, Feb 16, 2011.

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  1. lietkynes

    lietkynes Hello sword !

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    http://forums.2kgames.com/showthread.php?104604-February-Patch-Notes!

    Moderator Action: Changed the formatting to the one from the next post. Also: NO DATE YET. Release is scheduled for february.
    EDIT: Rescheduled for march, see here.


    Spoiler :



    Original post:
    Spoiler :

    ENGINE
    Significant turn time improvements.
    Invisible Rivers now display correctly. This caused many issues because the player could not see some rivers, like fresh water showing up in strange places, unit movement suddenly shortened, etc.. Basically, there were certain rivers that did not display where forks occurred, etc.

    USER INTERFACE
    Add combat summary when a city bombards a unit
    Add a new diplomatic status "Denouncing" that displays on the turn that an AI civ is denouncing the player
    Embarked units no longer look like they have 500 strength
    User warned if about to declare war on a city state that is under protection of a major power

    GAMEPLAY
    Taper off benefit of excess food when building settlers
    City-States now recognize when a road is connected for their road-connection quest.
    Golden Ages now provide +20% production per city rather than +1 hammer per tile

    STRATEGIC AI
    Prevent AI from building too many AA units
    Don't allow CSs to build Manhattan Project
    AI calculation of enemy military might are tweaked based on size of enemy gold reserve
    AI calculation of enemy power now takes into account promotions

    DIPLOMATIC AI
    Avoid cascades of denunciations against a single player. AI now uses its own current friendliness level with a given power to determine how much weight to place on a denunciation against that power.
    Denunciations expire after 50 turns
    Declarations of Friendship expire after 50 turns

    MODDING
    Added support for policies that provide culture from kills
    Added support for policies that provide extra culture from cultural improvements
    Added support for policies that provide extra embarked movement
    Added support for policies that provide free Great People
    Online Panel now displays TOTAL downloads for a mod and not just the downloads for that specific version.
    When you click on a mod in the online browser, you may now use a dropdown to select a previous version.
    Added Line Control for modders to use when creating graphs, etc.

    MULTIPLAYER
    Can now use DLC civilizations in multiplayer
    Added Ring, Skirmish and Ancient Lake maps to MP.

    BUG FIXES
    Clear up cases where diplomatic status could show as "Friendly" even after that AI power has denounced the player.
    Fix situations where AI demeanor and verbiage didn't match friendliness level shown in diplomatic status string.
    Additional bug fixes and tweaks.

    BALANCE CHANGES

    Game Rules
    Cities must now have three or more tiles in between them (1 more tile than before), unless separated by a sea/coast tile.
    Cities now only get 1 free production and 0 free gold (1 less in both cases)
    Trade routes get bonus gold based on population of capital; formula changed a bit so minimal gold received for hooking up very small cities
    Bonus production from excess food (used when building settlers) tapers off if excess is 3 or more.
    Allied maritime city states provide 3 food per turn to the capital, not 4
    Balance pass on production and maintenance costs throughout the game.

    Buildings
    Aqueduct added (entirely new building). 40% of Food is carried over after a new Citizen is born.
    Palace boosted to 3 gold and 3 production
    Granary gives bonus 1 food for Wheat/Banana Deer; cost reduced
    Market and Bazaar provide 2 gold (as well as +25%)
    Workshop provides 2 production (bonus reduced to +15% but affects ALL production); cost increased
    Windmill now has a +15% production modifier (for buildings only) and provides 2 production
    Stable gives bonus 1 production for Sheep/Cattle/Horse and can be built with Sheep or Cattle; cost reduced
    Lighthouse gives bonus 1 food for Fish; cost reduced
    Ironworks dropped to 8 production (but earlier in tech tree now)
    Factory requires Workshop; add 3 production but boost now just 25%; has 1 more specialist slot (now 2)
    Nuclear and Solar Plants now require Factory but increase to production is now 35% and provide 4 production themselves; these two now mutually exclusive
    Hospital adds 5 food (but no longer retains food), requires Aqueduct
    Forge adds +1 production to each source of Iron
    Reduced Armory maintenance to 2 gold
    Reduced Colosseum happiness to 3, and reduced maintenance to 2 gold
    Reduced Theatre happiness to 4
    Reduced Monastery maintenance to 0 gold
    Reduced Garden maintenance to 1 gold
    Reduced Observatory maintenance to 0 gold
    Reduced Opera House culture to 4, and reduced maintenance to 2 gold
    Removed the Great Person Point from Public School

    Specialist Adjustments
    Temple -1 Artist
    Mud Pyramid Mosque -1 Artist
    Opera House +1 Artist
    Bank -1 Merchant
    Satraps Court -1 Merchant
    Stock Exchange +1 Merchant
    Observatory -1 Scientist
    University +1 Scientist
    Garden -1 Artist
    Laboratory -1 Scientist
    Public School +1 Scientist

    Improvements/Routes
    Production bonus from Railroads reduced to 25%
    Removed 1 extra gold from Mine on Gems, Gold, Silver, Marble.
    Fishing Boats give 1 food, not gold.
    Fishing Boats give 1 gold with Compass.
    Camps on Deer give production instead of food .
    Remove 1 extra food from Sugar plantations.
    Trading Post gold reduced from 2 to 1 (increases back to 2 when hit Economics).
    Trading Post & Camp gold increases by 1 with Economics.
    Lumbermill production increases by 1 with Scientific Theory (moved up from Steam Power).
    Mine & Quarry production increases by 1 with Chemistry.
    Plantation & Pasture food increases by 1 with Fertilizer.
    Well & Offshore Platform boosted to 3 production (from 1).
    Academy increased to 6 Science.
    Landmark increased to 6 Culture.
    Manufactory increased to 4 Production.

    Policies
    Tradition: Culture border expansion discount in cities placed on Tradition branch opener. Discount increases over the course of the game. Also grants +3 Culture in the capital.
    Aristocracy: Wonder bonus reduced by 5% to 20%.
    Legalism: Provides a free Culture building in your first 4 cities.
    Oligarchy: Garrisoned units cost no maintenance, and cities with a garrison gain +100% ranged combat strength.
    Landed Elite: +15% Growth, and +2 Food per city.
    Monarchy: +1 Gold and -1 Unhappiness for every 2 Citizens in your capital.
    Liberty: +1 culture per turn in every city.
    Collective Rule: Settler production increased by 50%, and a free Settler appears near the capital.
    Citizenship: Worker construction rate increased by 25%, and a free Worker appears near the capital.
    Representation: Each city you found will increase the cost of your next Policy by 33% less. Also starts a Golden Age.
    Order: Reduce Order production bonus to 15%.
    Meritocracy: +0.5 Happiness for each city connected to the capital, and a free Great Person of your choice appears near the capital.

    Resources
    Fish reduced to 1 food (but can be boosted back to 2 with Lighthouse)
    Marble boosts wonder production by 20%, down from 25%

    Technologies
    Scaled up tech costs throughout the game (slight change for early eras; close to double for Modern)
    Move Lumbermills up to Construction
    Move Bridge Building back to Engineering
    Move Ironworks to Machinery

    Units
    Workboat cost increased
    Settler cost increased by 25%

    Wonders
    Colossus no longer goes obsolete
    Angkor Wat now provides a 25% discount for the costs (both culture and gold) to gain plots empire-wide.

    Civ Unique Bonuses
    Reduce Chu-ko-nu from 10 to 9 ranged strength
    Doubled culture from kills for Aztecs
    Krepost now provides a 25% discount for the costs (both culture and gold) to gain plots in the city.
    Paper Maker only provides 2 gold but no longer requires any building maintenance

    Map Generation Changes
    Increased Oil quantity per resource.
    Minimum Uranium is now 2.
    Cut Deer Appearance in Arctic regions.
    Adjusted Sheep placement so it is more spread out.
    Decreased Wheat appearance in Plains.
    Increases Cow appearance overall, including adding up to 2 Cow tiles to heavy grass start positions.
     
  2. PieceOfMind

    PieceOfMind Drill IV Defender Retired Moderator

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    With the original formatting:
     
  3. The_J

    The_J Say No 2 Net Validations Retired Moderator Supporter

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    Thanks for noticing :).
     
  4. lynxxyarly

    lynxxyarly Warlord

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    I like a lot of the changes here, but it seems that they really nerfed golden ages hard. +20% production vs +1 hammer for any hammer you already have? Seems very lame.
     
  5. PieceOfMind

    PieceOfMind Drill IV Defender Retired Moderator

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    There's some great looking changes to gameplay in there.

    Some vague references to addressing multiplayer and turn time issues. Looks like the major multiplayer patch (with pbem, hotseat, pitboss) is still to come. Whether turn times will be "significantly" reduced with this patch will remain to be seen.

    This patch appears to take a lot of inspiration from Valkrionn's economy mod (not surprising if he's still in the Frankenstein team), and also makes many changes to counter the ICS strategy and make the "tall empire" strat more favourable in comparison. Of course Dennis only describes this as bringing them in better "balance".

    I didn't see much mention of fixing crashes.
     
  6. JohnnyW

    JohnnyW Gave up on this game

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    I don't know whether I should be impressed or insulted.

    A lot of these changes are good moves, but half of the ideas seem like they were ripped directly from current mods.....
     
  7. lietkynes

    lietkynes Hello sword !

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    The list of changes is good, but they are not addressing the real problems of the game.
     
  8. PieceOfMind

    PieceOfMind Drill IV Defender Retired Moderator

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    There are quite a number of mods now that just about any balance change will look like it's directly ripped from one of them.

    Besides, as I said already, Valk is on the Franky team providing feedback straight to the devs. It should come as no surprise if the content of his mod or other mods that mod the game in a similar way appear to be going straight into patches. Most modders I'd imagine would be happy to see their ideas get into the game.
     
  9. Lanstro

    Lanstro Prince

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    Significant nerf to gold in favour of production - will be interesting. You'll be able to build a lot more buildings/units, but your economy will be weaker due to the trading post nerf, the city center commerce nerf and simply having more buildings/units to upkeep. For me, that will probably mean significantly more wars to make use of my extra units and to keep growing.
     
  10. Bibor

    Bibor Doomsday Machine

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    Don't get too excited -- it's not your mods that are being ripped off.
    These chances borrow heavily from Thalassicus' unofficial patch.
     
  11. Ddude97

    Ddude97 King

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    Cool!! Thanks for finding these! :goodjob:
     
  12. Camikaze

    Camikaze Administrator Administrator

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    Looks like some good changes pretty obviously targeted at encouraging city rather than empire growth.

    One thing I worry about is the hit being dealt to late game production. Production already seems too low game wide, so I'm not sure what reducing it late in the game is meant to achieve when you have some pretty high build costs anyway.
     
  13. Ddude97

    Ddude97 King

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    Just made my day
     
  14. JohnnyW

    JohnnyW Gave up on this game

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    I had no knowledge of what you had written when I made my post. I had opened the thread before any replies had been written.
     
  15. JohnnyW

    JohnnyW Gave up on this game

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    Since I don't have one mod, let alone multiple mods, uploaded, I obviously wasn't talking about being impressed that they took my ideas. I don't know why you felt the need to jab at me in this thread.

    I meant I don't know whether to be impressed at the devs for making good changes or insulted that they would directly rip off modders efforts.
     
  16. Bibor

    Bibor Doomsday Machine

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    I'm not so convinced. They boosted base production and evenly spread out the multipliers. Basically, now your cities need to "work" either factories or hammer tiles to get production. Sounds fair.

    That's not how it sounded like :) Anyways, imagine getting changes that nobody wanted (i.e. nobody ever made such changes into a mod). That would be definitely worse. You should be impressed that they actually monitor and listen and implement "wanted" changes. Obviously as PieceofMind said, we will recognize some of these from mods.
     
  17. PieceOfMind

    PieceOfMind Drill IV Defender Retired Moderator

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    I thought that may have been the case. No worries.

    To put it simply, I'd rather see changes that are inspired or outright ripped from mods than see no changes at all, or even changes that go against what every modder has been suggesting for the game. (EDIT oops, sort of cross posted with Bibor)
     
  18. Camikaze

    Camikaze Administrator Administrator

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    Yeah, I guess we'll see how it plays out. -25% from factory and -25% from railroads though...

    The lowered starting production for a city is also interesting. It will make founding cities harder, but I hope it doesn't do this by making them more annoying.
     
  19. ImperialGuard

    ImperialGuard Prince

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    Looks like some good changes !!

    Unless I'm reading the notes wrong, there doesn't seem to be much "tweaking" to the AI (thinking combat in particular....)
     
  20. Ddude97

    Ddude97 King

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    But they're less likely to denounce so its all good
     
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