March Patch Notes (formerly february)

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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.


And so without further ado, the changes:
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.
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.
 

PieceOfMind

Drill IV Defender
Retired Moderator
Joined
Jan 15, 2006
Messages
9,319
Location
Australia
With the original formatting:
2K Greg said:
Hey guys I heard you wanted some patch notes? Well here you go!

Along with these notes, I have an introduction from Dennis, the Civilization V producer at Firaxis. We wanted to give you a little insight in to the thought process behind this patch's changes, so be sure to give it a read before diving in to the changes themselves:

Dennis Shirk said:
The upcoming patch will contain some significant balance adjustments to Civ V. We thought it would be a good idea to give everyone a quick run-down on our thoughts behind these changes and a look at what further balance work lies ahead….

This February patch comes at a great time for making balance changes; The five months since Civ V’s release has given us time to analyze reports of dominant strategies and implement and test deeper changes that will better balance the game in several key areas.

Working with our “Frankenstein” gameplay test group, we have been looking closely at the tradeoffs between building a Wide empire (one with lots of smaller cities sprawling across the map) and a Tall empire (one with just a few highly populous, highly productive cities). With this patch you’ll see a number of changes to the economic side of the game to bring these two play styles in closer balance with each other. City spacing, building effects and the Liberty and Tradition policy trees are where the most extensive changes have occurred. We’re now seeing games where a Tall empire can match or even exceed a Wide one in production and science output even deep into the game.

We wanted to improve the effectiveness of buildings. We also wanted to improve how cities interact with the map. Adjustments to terrain have increased production, while buildings that modify production have been adjusted in tune with these changes. You’ll find many buildings to be easier to build, with extra benefits, especially if you’ve settled near beneficial terrain and resources. We've continued to make improvements to pacing, diplomacy, turn times, the AI, and other aspects of the game.

With future patches we’ll continue to iterate through Civ V systems and fine tune the balance of each one. So far we’ve already identified combat, multiplayer, late-game policies, wonders and civilization-unique bonuses as additional areas that will benefit from this sort of attention. And as this journey progresses we promise to keep an ear to the ground for other areas the Civilization community may want us to address. Continued collaboration between community, our gameplay testers, and the development team will be nothing but a win for Civ V.

And so without further ado, the changes:
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.
 

lynxxyarly

Warlord
Joined
Sep 25, 2010
Messages
148
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.
 

PieceOfMind

Drill IV Defender
Retired Moderator
Joined
Jan 15, 2006
Messages
9,319
Location
Australia
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.
 

JohnnyW

Gave up on this game
Joined
Oct 8, 2010
Messages
658
Location
USA
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.....
 

lietkynes

Hello sword !
Joined
Aug 27, 2002
Messages
883
Location
Rome
The list of changes is good, but they are not addressing the real problems of the game.
 

PieceOfMind

Drill IV Defender
Retired Moderator
Joined
Jan 15, 2006
Messages
9,319
Location
Australia
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.....

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.
 

Lanstro

Prince
Joined
Sep 20, 2004
Messages
326
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.
 

Bibor

Doomsday Machine
Joined
Jun 6, 2004
Messages
3,046
Location
Zagreb, Croatia
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.....

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

Camikaze

Administrator
Administrator
Joined
Dec 27, 2008
Messages
27,333
Location
Sydney
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.
 

Ddude97

King
Joined
Sep 4, 2008
Messages
761
http://forums.2kgames.com/showthread.php?104604-February-Patch-Notes!

ENGINE
Significant turn time improvements.
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


Denunciations expire after 50 turns
Declarations of Friendship expire after 50 turns

Just made my day
 

JohnnyW

Gave up on this game
Joined
Oct 8, 2010
Messages
658
Location
USA
Besides, as I said already,

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.
 

JohnnyW

Gave up on this game
Joined
Oct 8, 2010
Messages
658
Location
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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.

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.
 

Bibor

Doomsday Machine
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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.

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.

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.

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.
 

PieceOfMind

Drill IV Defender
Retired Moderator
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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.

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)
 

Camikaze

Administrator
Administrator
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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.

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.
 

ImperialGuard

Prince
Joined
Mar 13, 2007
Messages
468
Location
Canada
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....)
 
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