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New info from the BNW pre-load (July 2nd 2013)

Discussion in 'Civ5 - General Discussions' started by moysturfurmer, Jul 2, 2013.

  1. KrikkitTwo

    KrikkitTwo Immortal

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    No explorer units in the normal game (single or multiplayer), just the scenario (whether single or multiplayer)
     
  2. EnterDOT

    EnterDOT Chieftain

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    Riga, Latvia
    Oh. I see, thanks.
     
  3. Louis XXIV

    Louis XXIV Le Roi Soleil

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    As in, not the scenario? The answer is no.
     
  4. Ryoga

    Ryoga King

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    I have found in the xml the data about increased cost tech and decreased cost of policy for number of cities that MadDjinn mentioned about in the latest stream.

    Bolded parts are the lines that differ from G&K

    The NumCitiesPolicyCostMod decreased from 15 to 10
    The other two lines didn't exist before.
    NumCitiesTechCostMod didn't exist before and it's set at 5. This is roughly 1/3 of the increased cost we were used to for policies on standard maps and smaller. I guess this means that you don't want anymore a lot of worthless cities without a good production of science. They need to be up and running with a lot of scientific buildings and pop to make it worthwhile.

    The EstimatedNumCities... I'm not quite sure what is supposed to do. At a face value it seems to define the number of cities that the map will end up have... but for what purpose?

    Anyway here's the list of the changes in Policy cost per city depending on the map

    Duel\Tiny\Small\Standard: 10 (was 15)
    Large: 7.5 (was 10)
    Huge: 5 (was 7.5)

    As for Tech cost increase per city

    Duel\Tiny\Small\Standard: 5
    Large: 3.75
    Huge: 2.5


    Anyway this increased cost didn't use to be affected by puppets for policies so perhaps the increased cost of science works the same.
     
  5. stealth_nsk

    stealth_nsk Deity

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    Most likely for some AI calculations...

    Could anyone do DIFF between the BNW files and G&K to found all differences? I don't have preload myself...
     
  6. ggmoyang

    ggmoyang King

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    Rep. of Korea
    Nice find! I thought liberty will rock in BNW, since early gold is hard to come so buying a settler wouldn't be easy. But this...
     
  7. Ryoga

    Ryoga King

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    It's not so easy since there's a tons of files and not all of them are comparable, but I did find something interesting by comparing "gameinfo.xml" from G&K and BNW
    Among several new lines that were added:

    I think this probably means that if you kill a unit that comes from a tech that you still didn't discover you get a bonus to it. However those values are really hard to interpret.
     
  8. otaman1

    otaman1 Prince

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    Are the Pueblo in the files? If so, can anyone post a sample of their xml?
     
  9. God of Kings

    God of Kings Ruler of all heads of state

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    The unresearched tech bonus is y = 9.68x - 114.07
     
  10. stealth_nsk

    stealth_nsk Deity

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    Could you try this: http://winmerge.org/
    It has folder comparison tool: http://manual.winmerge.org/Compare_dirs.html

    Yes, I don't see how to interpret these... Probably "slope" means difference in tech level between killed and killer units.
     
  11. JFD

    JFD Kathigitarkh

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    I imagine this is defining the Zulu trait in Scramble for Africa, which is 25% Combat Strength against units which require a more advanced tech.

    I would like to see the table in CIV5UnitPromotions.xml file if someone would be so kind. I expect you could find it here: C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC\Expansion2\Gameplay\XML\Units. I anticipate being able to give a building requirement for promotions, considering Zulu's Ikanada, which would be an exciting concept for modders.
     
  12. ggmoyang

    ggmoyang King

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    And x could be killed unit's combat strength.
     
  13. j51

    j51 Blue Star Cadet

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    what changes, if any, have there been to the base units?
     
  14. HemlockMartinis

    HemlockMartinis Chieftain

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    I'd also like to know this. Has anyone seen any clues?
     
  15. RealHuhn

    RealHuhn Emperor

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    That looks like very lazy and counter-intuitive design. I don't like it. :sad:

    But how is it calculated exactly?
    a) When your empire produces 1000 beakers, the next city you build has to reach 5% of that max value (here: 50 beakers) to break even?
    b) After building another city, all tech costs increase by 5%?
    c) 5% increase is the maximum value and is only reached when you build the 52nd city (EstimatedNumCities). That should result in the following formula:
    ((number of cities)/EstimatedNumCities)*NumCitiesTechCostMod.
    Example: Your 2nd city increases tech costs by (2/52)*5%=0,1923%
    10th city by (10/52)*5%= 0,9615%

    Anything but c sounds awful whereas c is almost negligable. Any other idea? How does it work with SPs? Should be the same formula here.
     
  16. Giskler

    Giskler +1 Sleuthing

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    There's no trace of them.
     
  17. anandus

    anandus Errorist

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    I assume it's b, just like social policy costs.

    If that's the case, it really makes the one city NC start interesting, by the way.
     
  18. Ryoga

    Ryoga King

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    That's the limit of what can be found simply browsing through the xml files. We can only see the values but not their significance nor how those will be used and calculated.

    I also wonder what that "5" actually means, it could be even a fixed beaker increase for all we know.

    @stealth_nsk

    I actually have and used winmerge but comparing the whole directories is madness!

    Okay I did it. I Compared G&K gameplay\xml directory vs BNW's gameplay\xml

    There's 53 files that are different
    Only 6 are identical
    635 only exist in BNW (or were slightly renamed)
    424 only exist in G&K

    What am I supposed to do now?

    EDIT:

    Depending on difficulties starting from King the AI gets bonuses for its military such as
    -default amount of exp bonus
    -increased exp gain

    On deity:
    <AIFreeXP>30</AIFreeXP>
    <AIFreeXPPercent>100</AIFreeXPPercent>

    Costs for upgrade have been decreased for AI as well.


    Starting from Emperor the AI gets mining for free in addition to everything else
    Starting from Immortal the AI also gets Archery


    Warmongering negative attitude seems to have been halved from 500 to 250.

    Passive religious spread system seems to have been reworked. It has generally become 10x more powerful but "atheism" is 10x what was before too.
     
  19. KrikkitTwo

    KrikkitTwo Immortal

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  20. TheMarshmallowBear

    TheMarshmallowBear Benelovent Chieftain of the BearKingdom

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    Coming Soon... : THEMEING BONUSES :D (Museum has SEVERAL Themeing bonuses!)

    Museum (1)
    Bonus - 2
    SameEra - True
    MustBeArt - True
    RequiresOwner - True

    Museum (2)
    Bonus - 2
    SameEra - True
    MustBeArt - True
    RequiresAnyButOwner - True

    Museum (3)
    Bonus - 2
    SameEra - True
    MustBeArtifact - True
    RequiresOwner - True

    Museum (4)
    Bonus - 2
    SameEra - True
    MustBeArtifact - True
    RequiresAnyButOwner - True

    Museum (5)
    Bonus - 1
    SameEra - True
    MustBeArt - True

    Museum (6)
    Bonus - 1
    SameEra - True
    MustBeArtifact - True

    Museum (7)
    Bonus - 1
    SameEra - True
    RequiresOwner - True

    Museum (8)
    Bonus - 1
    SameEra - True
    RequiresAnyButOwner - True

    Museum (9)
    Bonus - 1
    MustBeArt - True
    RequiresOwner - True

    Museum (10)
    Bonus - 1
    MustBeArt - True
    RequiresAnyButOwner - True

    Museum (11)
    Bonus - 1
    MustBeArtifact - True
    RequiresOwner - True

    Museum (12)
    Bonus - 1
    MustBeArtifact - True
    RequiresAnyButOwner - True
     

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