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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. Deep_Blue

    Deep_Blue Knight

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    Actually after checking the Extra Happiness at settler level is not per count but per resource , so I was mistaken about this, I thought it was per resource count...
    so your mod is still valid:goodjob:
     
  2. Deep_Blue

    Deep_Blue Knight

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    Exactly it will be helpful for tall empire and more helpful for the fat one.
     
  3. Valkrionn

    Valkrionn The Hamster King

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    Ah, good to know. I knew about that one, then. :lol:

    Yep. Like I said, it was developed at the same time as Dale's happiness mod, which changed happiness buildings from +X:) to +%:). It was intended to benefit Wide more, actually. :lol:
     
  4. JohnnyW

    JohnnyW Gave up on this game

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    Okay, you've both said this, but exactly how would this benefit ICS moreso than now? As it is you sell all your excess resources to get the gold, not hang onto them for the :c5happy: bonus. With this system you would need more resources to reach an equivalent amount of :c5happy:. Since ICS need more :c5happy: from luxuries than tall empires I would imagine this would benefit tall ones more since they can sell the excess off with more regularity.
     
  5. Valkrionn

    Valkrionn The Hamster King

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    It's not terribly different, honestly. It COULD make the difference between more gold, ore more cities (= more science, more coliseums, more gold). Luxuries always favor Wide. Which is why buildings should favor Tall.
     
  6. Zyxpsilon

    Zyxpsilon Running Spider

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    Was it ever!
    The extensive benchmarking i did on the first iteration proved it without a doubt. Saves, included. ;)
     
  7. Valkrionn

    Valkrionn The Hamster King

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    I actually meant my mod, not his. His was intended to make Tall more viable, just didn't quite work. ;)
     
  8. Seek

    Seek Deity Supporter

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    Great post, I feel pretty much the same way overall. Quoted this to point out that Thal's Balance mods address both of these issues (which have been pointed to numerous times in this thread) as well as the problem of overpowered Maritime CSs. With these things fixed it's a much better game - it's a shame the patch doesn't address this stuff. I expect future ones will, however.
     
  9. _hero_

    _hero_ King

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    I wonder what would happen if, say, colosseums, stadiums, and theatres each provided say +1 :c5happy: per every 5 :c5citizen: with circuses no longer providing any :c5happy: . Then "wide" empires would pay hefty maintenance to have 3 buildings and only get +3 :c5happy: while "tall" empires could easily absorb the gold costs and get many more :c5happy: per building. Would make for an interesting mod, too bad I don't have the will to make it.
     
  10. Valkrionn

    Valkrionn The Hamster King

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    _hero_, that's much what Dale's mod did. Your values equate to 20% :) per 5 :c5citizen:
     
  11. Zyxpsilon

    Zyxpsilon Running Spider

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    I was late to the bandwagon(s), indeed.
    I almost fell stuck on the curb watching the Silver-Bullet Trains which went out the station waaaayyyyy before the game was release in September. I'm ugly too but not as much as Frankenstein has been or still is -- in the beautifully useful positive sense of the term though.
    Back to Topic.
     
  12. _hero_

    _hero_ King

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    Ah yes. I haven't had the chance to try it out. Looking at it, I feel like he overshot a little bit. I was suggesting more along the lines of keeping maintenance costs the same and luxuries the same.
     
  13. Thalassicus

    Thalassicus Bytes and Nibblers

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    What puzzles me is the shift on several buildings from %'s towards flat X-per-city yields. A flat modifier has the same effect regardless of population, whereas the % modifier improves with population as more tiles and specialists are active. It's odd to simultaneously buff and nerf small cities with different changes.
     
  14. ArataWata11

    ArataWata11 Chieftain

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    So this is the final patch? what a joke!
     
  15. PieceOfMind

    PieceOfMind Drill IV Defender Retired Moderator

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    Most probably no. What gave you that impression?
     
  16. Valkrionn

    Valkrionn The Hamster King

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    Not sure if that's a compliment or not. :confused:

    Possibly. The bigger problem was the lag, though.

    I think that is more to make up for poor terrain. No matter what modifiers you have, if you lack base yield you lack yield.

    Where on earth do you see "final patch"? Did you read the comments by the devs stating they will continue to work on the game? :crazyeye:
     
  17. Michl2602

    Michl2602 Warlord

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    Please don't bring back corruption (at least not like it was implemented in civ3), where there was no real way to actually tune it somehow. If your new city was too far away from the capital (or forbidden palace) it was absolutely useless to even place it.
    One of the things I like in CiV is, that this is much more softcapped now, even if probably not implemented optimally yet.
    I don't exactly know what I want to be implemented, but I exactly know what I don't want: Anything similar to civ3's corruption which made an otherwise great game actually unplayable for me.
     
  18. aatami

    aatami Kuruth Urfarah, kuruth!

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    Any official release date yet?
     
  19. PieceOfMind

    PieceOfMind Drill IV Defender Retired Moderator

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    No, except that 2K Greg said it will be released in February.
     
  20. Mustakrakish

    Mustakrakish In 'Node' We Trust

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    8 days left till the end of February, so I'm kinda worried about no release date yet...
     
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