March Patch Notes (formerly february)

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They changed the production costs of most buildings. There's a list of the changes either higher up in this thread or in a thread on the Strategy forum. Mostly early buildings have become cheaper and later building have become more expensive to build.

Thanks, just read that. :) Changes sound mostly good, though still not sure how I feel about 3 tiles away for cities... Will have to try game later.
 
I have been playing my first game. And everything is as it should be. People attack me when they should, people are friendly when they must be. King difficulty. just notes for now. The first game.
 
Small update: turn 140, ive dropped to fifth in tech (102 beakers per turn) but my lit. percent is just 3 behind the leader. I settled three more cities (8 total) and am now 3rd in land and 2nd in pop. I also decided to go to war with my nearest neighbor, Oda. He was defending with warriors and a few pikemen against my army of 5 LS's and 3 crossbows. I'm in the middle of roflstomping him.

I must say this is extremely disappointing.

4th in soldiers on immortal with just 2 mohawk warriors?? That's downright impossible unless you're playing with only 3 opponents? Their starting units alone should be beating you out already.

I'd say it's far more likely that there's a bug in the ranking code.

I WISH that was the case.

Its just my impression or the AI is going for ICS?
Strange, my experience thus far has been just the opposite.
 
Playing a coop multi game on king difficulty, normal speed, ancient lake map.
..thoughts through turn 120.
1. turn time lag is much better/quicker.
2. whoa, barbs all over.
3. great to have the dlc civs in a multi game.
4. liberty title track with free settler/worker is interesting, but barbs!
5. not sure this ancient lakes map is working as intended. tons of space with a set map size that cannot be adjusted.
6. overall the changes seem great. almost a new game.
7. lux resources seem much more spread out or reduced overall.
 
I did a quick duel on settler just to see the changes, and I noticed the settler AI ICSing! I'd never seen that before on settler..
 
After the patch, started a game playing Babylon. Got a GS with writing tech and made an acadamy, which now does 6 bulbs. Went straight for Meritocracy got another GS, made another acadamy, and by turn 70 I'm pumping out 30 bulbs a turn with only two cities and a one library. I'm getting those early techs like a mad man! :lol:
 
I thought that cities were meant to be buildable 3 tiles apart with this patch, NOT 4 tiles apart :x

I cant place cities in nice spaces because they are within 4 tiles from another!!!!

Thats too much space required between cities, WTH???
 
I thought that cities were meant to be buildable 3 tiles apart with this patch, NOT 4 tiles apart :x

I cant place cities in nice spaces because they are within 4 tiles from another!!!!

Thats too much space required between cities, WTH???

There must be at least 3 tiles between each city (not counting the cities themselves). This is one more tile than was required previously. It seems sort of insane at first, but I'd been forcing myself to play by the rule for the past week to see how it is, and it's actually not bad at all once you get used to it.

The most difficult thing about it is adjusting to it when planning your city locations, as I kept ending up accidentally planning for two cities an a space where I couldn't actually fit them (or one would prevent the other from getting a river spot or something like that).
 
I wish the city spacing only applied to cities you control. Darius got to a city site 1 turn before I did and built his city 2 places from where I planned to build mine. Thanks to the new rule I had to move mine over 1 tile, raze his city after the Iron came online, and be 3 tiles away from gems instead of 2.

If it was only applied to your own cities it would stop ICS and allow for more close borders to help with my "diplomacy" plans.
 
1. turn time lag is much better/quicker.

Why they released the patch when i had to go to work? WHY?????? :cry:

Well that's good news. :D
 
The game is for sure more difficult now. The AI build more cities and troops and is paying the CSs properly. I had to compete with 2 othes civs all the time to be ally of Stockholm.

But (there are always a but), I still get dennounced by civs that are my friends for a 1000years just because I build one city too much (I guess). And three turns later 5 civs declared war on me and ruined my game.

Ok, the AI wants to win, but this is ridiculous.

I disagreed with the plp that are saying that after the patch we have a new game. To be quite frankly, I feel pretty much like playing a thalasius balance mod.
 
Welp, had my first crash on turn 214 of a Deity game.

Thoughts so far:
The policy changes in Liberty and Tradition are great. I now value half those trees as much as later ones (so I no longer feel like I need to make sure to rexx my next policy away until Ren.).

The game feels easier. I think this has to do with the increased city spacing, but the AI is just not much of a challenge.

Early wonders seem like they are more expensive, but on Deity that means absolutely nothing to me, since I avoid them anyway.

Shock of shocks I found myself building Monasteries in a science game, thanks to the no maintenance. Playing as Siam, its now possible to pretty much ignore culture buildings and still get a good amount of policies, though. This is due to Wat+Public School+Liberty/Tradition.

The early free GP is actually really interesting. I noticed about 40% of the AIs got an Artist and dropped a Landmark. I also saw 1 Academy.

My overall impression is that the changes were fun, but the decrease in AI intellect actually decreased the replayability of the game.
 
The game is for sure more difficult now.

initial turns and I agree. glad to see it.
haven't gone to war yet and not expecting better AI, but the game does seem a bit more challenging. chalk it up to barbs and production/money tweaks.
 
That's weird about chain denouncements , because they clearly stated that it would be fixed. Can anyone else confirm that it's fixed or not? (Basically I'd like a general "review" on diplomacy post patch)
 
Diplomacy pretty much felt identical to past iterations. If anything it felt even more silly, thanks to DoFs and denouncements ending, and causing every 50 turns to entirely shake up alliances and such. You could have had 3 50 turn DoFs with someone, and on expiration they might entirely refuse to refresh the friendship and turn against you a few turns later.
 
I see. Hey Sneaks, I guess that since you're the best modder who handles diplomacy, you could make your WWGD mod compatible with the latest patch?
 
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