March Patch Notes (formerly february)

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Actually, I think as long as cash now for luxaries is an option they do need to auto expire.
What I'm thinking should happen though is a way to renew the luxury trade before the empire suffers the one turn loss of happiness.

My next big wish for this game is for trades and declarations to not expire automatically if both parties wish to renew them, but rather just be cancelABLE instead of canceled.
 
Actually, I think as long as cash now for luxaries is an option they do need to auto expire.
What I'm thinking should happen though is a way to renew the luxury trade before the empire suffers the one turn loss of happiness.

Yeah, it could just pop up the diplomacy window with the deal offered again and if you accept it, there's no interruption, just like in Civ4. The really important thing here is that you'd get a chance to renew an open borders agreement without having your troops booted. I've had a game where an allied smaller neighbor asked me for help against a mutual enemy that was crushing him. I rode in to the rescue and was just about to knock the aggressor's teeth out, then my open borders agreement with my ally expired and my troops were kicked into the ENEMY territory where they were scattered about on open terrain and were summarily slaughtered, and my ally's empire was almost completely conquered before I could get another batch of reinforcements in.
 
The steam print screen, f12, loads the last saved game....lol how does a bug like this make through testing???

When opening world builder, my Avast fire wall thinks something steam is doing is a trojan.

Current game...

14 player, skirmish map

turn 75 - crash to desktop...never had a crash this early

made 10 of the 13 others my friends, never declared a war, made no denouncements, around turn 200, within 3 turns, all civs, accept 1, denounced me...though this was fixed? When the denouncement expired, all repeated the same thing....meanwhile my neighbor attacked me, conquered a CS, and declared war twice on another Civ and a CS....only 1 denouncement...he's in third place and the tech leader.

And I'm in second place about 3 techs behind him, can really only defend, no catapults, and 6 swordsman. I refused the first peace offering after I kill his lame attack...un-escorted cats, a single unit actions, I use my 3 horseman to pillage his lux resources...he then offers me 5 of his 9 cities...unreal! and to boot, he cuts of the rest of his cities from his capital!

I know making a smart AI is hard, but this is just pathetic. I had "zero" chance at taking any city, and would have settled for just money. In the end, I only elected to take only 2 cities (the ones that cut off his capital from the rest). Normally I would do only what another human might offer in similar situation, but the Russians are starting to steam-roll the map, attacking everything in sight, including 3 CS, they are in first place and not one denouncement, except by the civs that they attacked.

I like the balance improvements in general, a step in the right direction.

I did notice a new issue...for several turns a time the graphics are choppy... this seems to correct itself, but is really annoying.
 
I am not sure if it is a bug or not but when I use the "a free culture building in four cities" policy and already have monument in my cities I do not get a free culture building in those cities. Not even when I research temple.
 
I am not sure if it is a bug or not but when I use the "a free culture building in four cities" policy and already have monument in my cities I do not get a free culture building in those cities. Not even when I research temple.

This is the way it seems to be working:

*Get Legalism Policy*

1) Cities which are founded but don't have a monument get one, and it gets counted against the total.
2) Cities which are founded and do have a monument, but you haven't researched Philosophy yet to be qualified for temples, get nothing, and DON'T count against the total.
3) New cities which are founded get a free monument, which counts against the total.

So in the below scenario of:

You have 2 cities.
One has a monument.
You don't yet have Philosophy.
You choose Legalism.

The following happens.
1) The city with a monument gets nothing, and doesn't count. You have 4 culture buildings left from the policy.
2) The city without a monument, gets one. You have 3 buildings left from the policy.
3) The next 3 cities you found/puppet each get a free monument, leaving you with 0.

So the lesson to learn is the following:

If you want free temples, don't choose "legalism" until/unless you have 4 or fewer cities, with monuments, and Philosophy researched.
 
It is positively baffling as to why they have not fixed the roads yet. It has to be a simple fix, all the forks are pointing the wrong way. I have yet to see ONE intersection that looks good. I simply can not play this game when I have to balance my aesthetic taste with the effectiveness of my empire.
 
There is also something strange with research and research agreements:

1) Sometimes, usually when I have an RA upcoming (that may be just when I notice it though), the research counter will show 2 turns to go, I will have like 160 science remaining while generating 80 something per turn... and I will complete the tech that turn?

2) Sometimes when I complete an RA, I get the RA tech AND another tech that I have blocked (e.g. <1 turn of science remaining) on the same turn?

Does anybody have any idea why? Not sure if this is a bug or I am just not understanding how the research/RA is working in the new patch.
 
A few thoughts:

Liberty looks overpowered now. Free settler, free worker, free culture, free great person and free happiness in meritocracy. But the biggest lift is Representation. Not only do you get a golden age, but you get more policies. My game so far has lasted for ~300 turns, and I've gotten 3 more policies than I usually would've gotten having the same number of cities (about 25).

The fact that minimum distance between cities is now 3 is also a HUGE boost to humans, especially at emperor+. The high level AIs, as we all know, are not really limited by happiness, so they can spam cities without care. But if you want to conquer and puppet them, you need the happiness to afford it. Moving cities farther apart lets you conquer more land (but not necessarily more cities) for the same price of happiness.
 
Two things I've noticed, and I don't think they were there pre-patch:

1) If you settle your city on a hill, you get an extra hammer in the city hex (I thought pre-patch it didn't matter where you settled, you only ever got one hammer in city hex)

2) I never saw this pre-patch, but a couple times now when I discover a ruin, I am getting a worker
 
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.

MP is permanently shattered until players can move after pressing end turn (until everyone has done so of course). Although I'm very good at double-moving, it's anything BUT strategy or engaging.
 
3 more policies is nice; but that doesn't sound like too much to me given how few policies you were probably getting pre patch with 25 cities.

With powerful rewards over on Tradition as well; Liberty doesn't look overpowered.

But there are major synergies between many of the Tradition & Liberty branches. I can't see myself picking anything other than one of those two branches until both of those branches are almost maxed out.

A few thoughts:

Liberty looks overpowered now. Free settler, free worker, free culture, free great person and free happiness in meritocracy. But the biggest lift is Representation. Not only do you get a golden age, but you get more policies. My game so far has lasted for ~300 turns, and I've gotten 3 more policies than I usually would've gotten having the same number of cities (about 25).

The fact that minimum distance between cities is now 3 is also a HUGE boost to humans, especially at emperor+. The high level AIs, as we all know, are not really limited by happiness, so they can spam cities without care. But if you want to conquer and puppet them, you need the happiness to afford it. Moving cities farther apart lets you conquer more land (but not necessarily more cities) for the same price of happiness.
 
1) If you settle your city on a hill, you get an extra hammer in the city hex (I thought pre-patch it didn't matter where you settled, you only ever got one hammer in city hex)

Technically, this is unchanged. Your city tile is the minimum of either the global city tile yield, or that tile's unimproved yield. Since cities used to have 2 base production, a hill wouldn't make any difference, but now that it's been reduced to 1, the hill production is now greater so you get that instead.
 
Two things I've noticed, and I don't think they were there pre-patch:

1) If you settle your city on a hill, you get an extra hammer in the city hex (I thought pre-patch it didn't matter where you settled, you only ever got one hammer in city hex)

2) I never saw this pre-patch, but a couple times now when I discover a ruin, I am getting a worker

You're getting a worker??!! WOW!!!

Post patch (happened to me once last night) I moved onto a ruin and nothing happened, the ruin just disappeared. I've seen that behaviour before, but only when I have notices turned off. I turned notices back on to fix that and didn't have a problem with it until post patch last night.
 
2) I never saw this pre-patch, but a couple times now when I discover a ruin, I am getting a worker

Did the worker appear on or 1 tile away from the ruin, or did it appear by your capitol? Because the other day I noticed a settler appear by my capitol for what seemed like no reason. I know what you're thinking, and no, I did not choose the liberty SP that gives you a free settler (I took it shortly afterwords for a second free settler). I thought it was either a bug or I just lost my mind, but if your worker appeared by your capitol I'm going to assume you can get settlers that way too, and that's what happened to me and I just didn't notice. Well, that or I lost my mind. Always a valid theory.
 
Did the worker appear on or 1 tile away from the ruin, or did it appear by your capitol? Because the other day I noticed a settler appear by my capitol for what seemed like no reason. I know what you're thinking, and no, I did not choose the liberty SP that gives you a free settler (I took it shortly afterwords for a second free settler). I thought it was either a bug or I just lost my mind, but if your worker appeared by your capitol I'm going to assume you can get settlers that way too, and that's what happened to me and I just didn't notice. Well, that or I lost my mind. Always a valid theory.

It was definitely popped from a ruin. The worker appeared next to the hex where the ruin was. The ruin message was even something like '...wandering tribe...decide to join your civ as a worker".
 
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