Hello, Happy New Year! With it being 2014 now, I've dared to dream that my favorite game will get an update in the spring to resolve some long-standing issues. Here's my dream patch notes for your critique. I've incorporated a few bug fixes, a few commonly used mods, and my favorite suggestions I've seen in the last few months. I hope these would make your CiV experience a lot better.
Please feel free to leave some feedback. I'd love to hear if anyone has a different dream of 2014 in CiV, or if you think any of these are ridiculous(ly awesome).
GENERAL CHANGES:
- Great Engineers, Merchants, and Scientists no longer delay each other from being born.
- Exact values for diplomacy modifiers now visible. Mods are no longer required to see these values.
- Players may now request for an AI Civilization to gift them a Missionary of their Religion. Likeliness of this happening will depend on overall relations, plus the Religious flavor of the civilization in question.
- Cover Promotions now apply correctly to units that do not receive Rough Terrain defense bonuses. This was affecting Seige units and Mounted units in particular.
- Krakatoa will no longer appear in unworkable ocean tiles. A check has been added to ensure the base tile is Coastal. No Bonus Resources will spawn and be wasted based on Krakatoa's location.
- The Great Barrier Reef will always have both halves workable, and counts as a single Natural Wonder for the purposes of wonder count on the map. Therefore, maps with the Great Barrier Reef will have one more Natural Wonder tile than normal.
- The Rock of Gibraltar must be attached to a larger landmass, and has had its latitude restrictions tightened.
- Amount of ice at the poles reduced. A clear path around each continent's pole should be possible.
- Trade Route Science benefits from Culture now increase by one point every Era.
COMBAT BALANCE
- Lancers now upgrade into Landships.
- Lancer strength increased to 28.
- New Unit added: Anti-Tank Rifle. Available at Combustion. Ranged unit, Range 2, strength 40, +75% vs. Armor units. Defensive strength 30.
- Anti-Tank Rifles upgrade into Anti-Tank Gun. Anti-Tank Gun now Ranged unit, Range 2. Strength 50, +75% vs. Armor units. Defensive strength 40.
- Anti-Tank Gun upgrades into Attack Helicopter. Attack Helicopter now Ranged unit, Range 1. Strength 60, +100% vs. Armor units. Defensive strength 50.
- Archer, Composite Bowman, and Crossbow units now have 25% weakness to Mounted units.
- Catapults, Trebuchets, and Cannons now use their +200% bonus against cities on defense against City Ranged Attacks, enabling them to survive these attacks for longer.
- XCOM squad no longer available for normal production. May only be built through the XCOM Initiative (see World Congress changes for more).
CIVILIZATION UPDATES:
ROME:
- Roman Legion now starts with Cover (1) Promotion.
- Roman Ballista now starts with Cover (1) Promotion.
SWEDEN:
- Removed Finnish city names from city list.
- Haakapellita's combat bonus now works if a Great General is in an adjacent tile, not only if stacked. This ability carries forward on upgrade.
- Haakapellita's base strength increased to 28.
BYZANTIUM:
- Cataphract replaces the Knight, with a corresponding strength increase.
- Unique Ability now includes a free Great Prophet at Theology.
- The Bonus Belief granted by their Unique Ability may be any Belief previously chosen in another religion, thereby reducing the urgency with which Byzantine players need to found a religion.
GREECE:
- Unique Ability description now informs players that there is no penalty for trespassing in city-state territory.
- Companion Cavalry now carry over their Great General generation bonuses when upgrading.
- Hoplites now upgrade to Longswords. Hoplites gain the Phalanx promotion, which increases combat strength by 10% for every adjacent unit with a Phalanx promotion. This promotion carries over on upgrade to Longswords.
DENMARK:
- Berserkers now retain the +1 movement promotion on upgrade.
- Denmark now gains double gold from pillaging Improvements.
- Norwegian Ski Infantry now have the Drill 1 promotion.
BRAZIL:
- Carnival now boosts production of all great people by 25%, not just Writers, Artists, and Musicians.
- Pracinha now gains a 15% bonus when fighting in foreign lands.
JAPAN:
- Zero production cost reduced by 25%.
- Unique Ability now grants one additional Culture per Coastal city, in addition to the Fishing Boat and Atoll bonuses. This is intended to add more reliability to the Unique Ability without being substantially changed.
MOROCCO:
- Kasbah improvement now gains additional Gold at Economics, and is treated as a Trading Post for all Social Policy purposes (e.g. Free Thought)
- Unique Ability now scales by one point of Culture and Gold per two eras.
WORLD CONGRESS:
- World Congress now allows a third Civilization to propose resolutions upon becoming the United Nations.
- United Nations allows a fourth Civilization to propose resolutions upon the world reaching the Information era.
- Likelihood of a Civilization proposing a Ban on a luxury decreased.
- Likelihood of a Civilization proposing Scholars in Residence, and Standing Army Tax increased.
- Multiple Civilizations have had their liking for Arts Funding reduced, and their liking for Sciences Funding increased.
- New Resolution: The XCOM Initiative. This Project must be proposed, and constructed prior to any XCOM Squads being produced. The XCOM Initiative may be Proposed when any Civilization has researched Nanotechnology.
SOCIAL POLICY CHANGES:
ALL:
- Policy Tree-Specific Wonders are not unlocked until the player has taken at least one of the Policies in the tree, e.g. Opening the Tree only does not unlock the Wonder. This is intended to both make players more aware of the competition for Wonders, and restrict these Wonders to players willing to make more commitment to the trees.
TRADITION:
- Oligarchy city defense bonus reduced to 25%
LIBERTY:
- Collective Rule (Free Settler, 50% Production Bonus to Settlers in the Capital) is now the prerequisite for Republic (+1 Production Per City, 5% Bonus to building Buildings), instead of the other way around.
- Meritocracy (+1 Happiness per City Connection, -5% Unhappiness for Citizens in Unoccupied Cities) now adds +2 Gold per Turn per every City Connection in order to defray the cost of building Roads in the early game.
HONOR:
- Opener now grants gold per kill equal to the unit's combat strength whenever a non-Barbarian unit is killed, in addition to its other effects.
- Discipline's bonus now applies to Gunpowder units.
- Warrior Code changed from 15% Production Bonus to Melee units to +10% to all Military Units. Free Great General removed.
- Military Caste now grants +1 Culture and +1 Happiness for every Military Unit a player owns.
- Professional Army now reduces the chances that a Building in a conquered City will be destroyed by 50%, in addition to its usual effects.
- The finishing bonus now grants a one-time Culture boost for every city captured equal to the player's culture per turn times the population of the captured city. It also causes Great Works from other Civilizations to grant double Culture. Gold from killing any unit remains unchanged and is added to the opener's bonus.
PIETY:
- Adopting Piety grants +1 Culture per Shrine and Temple, in addition to reducing the Production cost of these buildings by 50%.
- Religious Tolerance now permits you to choose which additional Pantheon bonus you receive from all the religions present in your cities. The default will be the second-most popular.
PATRONAGE:
- Scholasticism increased to 33% from 25% of Allied City-State Science.
AESTHETICS:
- Fine Arts bonus Culture increased to 100% of Excess Happiness.
COMMERCE:
- Tree Opener now grants an additional Trade Route.
- Wagon Trains now grants +4 Gold to Sea trade routes as well.
- Mercenary Army now grants a 10% Reduction in Unit Maintenance costs in addition to the purchasing of Landsknechts.
- Mercantilism now grants +1 Science per Mint and Market, +2 Science per Bank, and +3 Science per Stock
- Adopting all policies in tree grants an additional Trade Route slot in addition to the increased Gold from Trading Posts.
EXPLORATION:
- Navigation School now grants all Embarked units +2 speed, in addition to the bonuses to Great Admiral speed and generation.
- Treasure Fleets renamed to Merchant Marine, and grants your Cargo Ships defense equal to an Embarked unit. All Embarked Units gain the "Embarkation with Defense" promotion, strengthening them against raiders. The +4 Gold per trade route has been moved to Commerce's Wagon Trains.
- Adopting all Policies in Exploration permits Archaeologists to be purchased with Faith, in addition to Great Admirals.
RATIONALISM:
- Secularism reduced to +1 Science per Specialist.
- Sovereignty's description now lists exactly which buildings it applies to.
- Opener changed from +10% Science while Empire is Happy to Great Scientists are Earned 25% faster.
- Humanism's effect changed to +1 Happiness from every Library, Public School, and Observatory.
RELIGION
- Religious Settlements increased to +25% Tile Acquisition Rate.
- Goddess of Love gains an additional Happiness per every 6 Citizens in a city after the first 6, e.g. a City with 18 population will gain +3 Happiness.
- Dance of The Aurora now adds +1 Food to all Tundra Tiles with Fresh Water in addition to its Faith-Generating effects.
- New Pantheons added:
Please feel free to leave some feedback. I'd love to hear if anyone has a different dream of 2014 in CiV, or if you think any of these are ridiculous(ly awesome).
GENERAL CHANGES:
Spoiler :
- Great Engineers, Merchants, and Scientists no longer delay each other from being born.
- Exact values for diplomacy modifiers now visible. Mods are no longer required to see these values.
- Players may now request for an AI Civilization to gift them a Missionary of their Religion. Likeliness of this happening will depend on overall relations, plus the Religious flavor of the civilization in question.
- Cover Promotions now apply correctly to units that do not receive Rough Terrain defense bonuses. This was affecting Seige units and Mounted units in particular.
- Krakatoa will no longer appear in unworkable ocean tiles. A check has been added to ensure the base tile is Coastal. No Bonus Resources will spawn and be wasted based on Krakatoa's location.
- The Great Barrier Reef will always have both halves workable, and counts as a single Natural Wonder for the purposes of wonder count on the map. Therefore, maps with the Great Barrier Reef will have one more Natural Wonder tile than normal.
- The Rock of Gibraltar must be attached to a larger landmass, and has had its latitude restrictions tightened.
- Amount of ice at the poles reduced. A clear path around each continent's pole should be possible.
- Trade Route Science benefits from Culture now increase by one point every Era.
COMBAT BALANCE
Spoiler :
- Lancers now upgrade into Landships.
- Lancer strength increased to 28.
- New Unit added: Anti-Tank Rifle. Available at Combustion. Ranged unit, Range 2, strength 40, +75% vs. Armor units. Defensive strength 30.
- Anti-Tank Rifles upgrade into Anti-Tank Gun. Anti-Tank Gun now Ranged unit, Range 2. Strength 50, +75% vs. Armor units. Defensive strength 40.
- Anti-Tank Gun upgrades into Attack Helicopter. Attack Helicopter now Ranged unit, Range 1. Strength 60, +100% vs. Armor units. Defensive strength 50.
- Archer, Composite Bowman, and Crossbow units now have 25% weakness to Mounted units.
- Catapults, Trebuchets, and Cannons now use their +200% bonus against cities on defense against City Ranged Attacks, enabling them to survive these attacks for longer.
- XCOM squad no longer available for normal production. May only be built through the XCOM Initiative (see World Congress changes for more).
CIVILIZATION UPDATES:
Spoiler :
ROME:
- Roman Legion now starts with Cover (1) Promotion.
- Roman Ballista now starts with Cover (1) Promotion.
SWEDEN:
- Removed Finnish city names from city list.
- Haakapellita's combat bonus now works if a Great General is in an adjacent tile, not only if stacked. This ability carries forward on upgrade.
- Haakapellita's base strength increased to 28.
BYZANTIUM:
- Cataphract replaces the Knight, with a corresponding strength increase.
- Unique Ability now includes a free Great Prophet at Theology.
- The Bonus Belief granted by their Unique Ability may be any Belief previously chosen in another religion, thereby reducing the urgency with which Byzantine players need to found a religion.
GREECE:
- Unique Ability description now informs players that there is no penalty for trespassing in city-state territory.
- Companion Cavalry now carry over their Great General generation bonuses when upgrading.
- Hoplites now upgrade to Longswords. Hoplites gain the Phalanx promotion, which increases combat strength by 10% for every adjacent unit with a Phalanx promotion. This promotion carries over on upgrade to Longswords.
DENMARK:
- Berserkers now retain the +1 movement promotion on upgrade.
- Denmark now gains double gold from pillaging Improvements.
- Norwegian Ski Infantry now have the Drill 1 promotion.
BRAZIL:
- Carnival now boosts production of all great people by 25%, not just Writers, Artists, and Musicians.
- Pracinha now gains a 15% bonus when fighting in foreign lands.
JAPAN:
- Zero production cost reduced by 25%.
- Unique Ability now grants one additional Culture per Coastal city, in addition to the Fishing Boat and Atoll bonuses. This is intended to add more reliability to the Unique Ability without being substantially changed.
MOROCCO:
- Kasbah improvement now gains additional Gold at Economics, and is treated as a Trading Post for all Social Policy purposes (e.g. Free Thought)
- Unique Ability now scales by one point of Culture and Gold per two eras.
WORLD CONGRESS:
Spoiler :
- World Congress now allows a third Civilization to propose resolutions upon becoming the United Nations.
- United Nations allows a fourth Civilization to propose resolutions upon the world reaching the Information era.
- Likelihood of a Civilization proposing a Ban on a luxury decreased.
- Likelihood of a Civilization proposing Scholars in Residence, and Standing Army Tax increased.
- Multiple Civilizations have had their liking for Arts Funding reduced, and their liking for Sciences Funding increased.
- New Resolution: The XCOM Initiative. This Project must be proposed, and constructed prior to any XCOM Squads being produced. The XCOM Initiative may be Proposed when any Civilization has researched Nanotechnology.
-Winner: XCOM Headquarters: XCOM Headquarters appears in Capital. May construct XCOM Squads in City with XCOM Headquarters.
- Silver Prize: XCOM Outpost: One-time research boost equivalent to two Research Agreements based on own science. 2 Free XCOM Squads appear near Capital.
- Bronze Prize: XCOM Council Member: 1 Free XCOM Squad appears near Capital.
- New Resolution: Human Rights Movement. -5 Happiness in every Occupied city. -3 Happiness from every Puppet City. Available after any Civilization has researched Radio.- Silver Prize: XCOM Outpost: One-time research boost equivalent to two Research Agreements based on own science. 2 Free XCOM Squads appear near Capital.
- Bronze Prize: XCOM Council Member: 1 Free XCOM Squad appears near Capital.
SOCIAL POLICY CHANGES:
Spoiler :
ALL:
- Policy Tree-Specific Wonders are not unlocked until the player has taken at least one of the Policies in the tree, e.g. Opening the Tree only does not unlock the Wonder. This is intended to both make players more aware of the competition for Wonders, and restrict these Wonders to players willing to make more commitment to the trees.
TRADITION:
- Oligarchy city defense bonus reduced to 25%
LIBERTY:
- Collective Rule (Free Settler, 50% Production Bonus to Settlers in the Capital) is now the prerequisite for Republic (+1 Production Per City, 5% Bonus to building Buildings), instead of the other way around.
- Meritocracy (+1 Happiness per City Connection, -5% Unhappiness for Citizens in Unoccupied Cities) now adds +2 Gold per Turn per every City Connection in order to defray the cost of building Roads in the early game.
HONOR:
- Opener now grants gold per kill equal to the unit's combat strength whenever a non-Barbarian unit is killed, in addition to its other effects.
- Discipline's bonus now applies to Gunpowder units.
- Warrior Code changed from 15% Production Bonus to Melee units to +10% to all Military Units. Free Great General removed.
- Military Caste now grants +1 Culture and +1 Happiness for every Military Unit a player owns.
- Professional Army now reduces the chances that a Building in a conquered City will be destroyed by 50%, in addition to its usual effects.
- The finishing bonus now grants a one-time Culture boost for every city captured equal to the player's culture per turn times the population of the captured city. It also causes Great Works from other Civilizations to grant double Culture. Gold from killing any unit remains unchanged and is added to the opener's bonus.
PIETY:
- Adopting Piety grants +1 Culture per Shrine and Temple, in addition to reducing the Production cost of these buildings by 50%.
- Religious Tolerance now permits you to choose which additional Pantheon bonus you receive from all the religions present in your cities. The default will be the second-most popular.
PATRONAGE:
- Scholasticism increased to 33% from 25% of Allied City-State Science.
AESTHETICS:
- Fine Arts bonus Culture increased to 100% of Excess Happiness.
COMMERCE:
- Tree Opener now grants an additional Trade Route.
- Wagon Trains now grants +4 Gold to Sea trade routes as well.
- Mercenary Army now grants a 10% Reduction in Unit Maintenance costs in addition to the purchasing of Landsknechts.
- Mercantilism now grants +1 Science per Mint and Market, +2 Science per Bank, and +3 Science per Stock
- Adopting all policies in tree grants an additional Trade Route slot in addition to the increased Gold from Trading Posts.
EXPLORATION:
- Navigation School now grants all Embarked units +2 speed, in addition to the bonuses to Great Admiral speed and generation.
- Treasure Fleets renamed to Merchant Marine, and grants your Cargo Ships defense equal to an Embarked unit. All Embarked Units gain the "Embarkation with Defense" promotion, strengthening them against raiders. The +4 Gold per trade route has been moved to Commerce's Wagon Trains.
- Adopting all Policies in Exploration permits Archaeologists to be purchased with Faith, in addition to Great Admirals.
RATIONALISM:
- Secularism reduced to +1 Science per Specialist.
- Sovereignty's description now lists exactly which buildings it applies to.
- Opener changed from +10% Science while Empire is Happy to Great Scientists are Earned 25% faster.
- Humanism's effect changed to +1 Happiness from every Library, Public School, and Observatory.
RELIGION
Spoiler :
- Religious Settlements increased to +25% Tile Acquisition Rate.
- Goddess of Love gains an additional Happiness per every 6 Citizens in a city after the first 6, e.g. a City with 18 population will gain +3 Happiness.
- Dance of The Aurora now adds +1 Food to all Tundra Tiles with Fresh Water in addition to its Faith-Generating effects.
- New Pantheons added:
- Fen Lore: +2 Faith and +1 Food per Lake and Marsh tile.
- Ceremonial Vestments: +1 Faith and Culture per Silk and Cotton.
- Animal Sacrifice: +2 Faith per Whales and Ivory. +1 Faith per Horses, Deer, Cattle, and Sheep.
- Ceremonial Vestments: +1 Faith and Culture per Silk and Cotton.
- Animal Sacrifice: +2 Faith per Whales and Ivory. +1 Faith per Horses, Deer, Cattle, and Sheep.