- Religious units may now Fortify Until Healed
- Coastal Raids can now pillage districts in addition to the buildings within
- Great Admirals are no longer allowed to spawn on wonders in water tiles (ex. Huey, Great Lighthouse) so they cannot become stranded in lakes
These are nice quality of life changes. Religious units are quite useless outside of holy ground and die all too easily creating a loss in religious pressure. I wonder if the fortify bonus increases their defensive theological combat too? Admirals being trapped inland was an annoying thing and I'm glad coastal raiding got a buff. Any improvement towards Naval military is welcome in my book!
- Cities can no longer receive yields from more than one regional building per type; they take the highest (ex. production from multiple Factories)
- Cities can no longer receive amenities from more than one regional building per type; they take the highest (ex. amenities from multiple Stadiums)
This is huge. This will change the meta significantly and I think for the better overall. Players are no longer pigeonholed into ICS-style play or forced to cluster Industrial Zones. The production nerf opens up more options actually since spamming factories will no longer be the mandatory strat for winning. War will also be more costly due to the amenity nerf and I don't know what to think about that aspect yet.
- Decreased production costs of Wonders progressively
- From the Industrial era (about -10 percent) to the Atomic era (about -40 percent).
- Decreased production costs of all Space Race Projects by 40 percent.
Obviously to compensate for the factory nerfs. I'm glad they've really made space race more viable especially in a multiplayer environment which tend to be unit-focused domination until you outright win or everyone else concedes. This is an indirect nerf to France and Egypt and the wonder policy cards since their bonuses will actually be slightly less effective in terms of actual production discounted.
Increased research costs of Technologies and Civics progressively
- From the Industrial era (about +5 percent) to the Information era (about +20 percent).
In general a good thing in terms of running away with science and culture. This is a nerf to Civs that get their uniques later in the tech tree and those typically are not Civs that are too powerful.
- Increased Faith from Mission
- Increased Culture from Chateau
I like the Mission buff better than the Chateau. Spain can always benefit from more faith but is that raw faith or is the buff only triggered with the continent bonus? The problem with the Chateau is the river requirement which just isn't realistic when much more important things need river tiles. It would be nice if they made the Chateau more similar to the Stepwell where it actually provides housing and isn't river restricted. This is a useful small buff to Spain if it's raw faith and not continent restricted and a crap buff for France that won't change much or anything at all.
- Lowered the minimum unit upgrade cost
- Improved clarity on Warmongering penalties associated with taking a civ's final city
I thought upgrades were a little on the expensive side so I like this change. It's a huge buff for Civs that have good UUs that can be upgraded into like Rome and Arabia. It's worse for civs that have UUs that must be hard built like America and England. I'd have like to seen a buff to UUs that cannot be prebuilt and upgraded into but I suppose these things can (and probably will be) modded. Any clarity on warmonger penalties is greatly needed since its some of the info is nebulous at best.
- Spaceport district no longer requires population to construct
I appreciate the buff to science victory conditions in general.
- Most Civilization unique districts now require population to construct (like normal districts)
Ok huge change here and it will definitely reconfigure the power balance of the Civs. Scythia, Sumeria, Germany ( and possibly now Poland) are still at the top since the only one these this change effects is Germany. No more free Hansa (but its still cheap) which sounds like a nerf but its also an indirect buff to Germany since Germany's UA is even more valuable now since no other Civs can imitate it with their unique districts. Civs like England are going to plummet in terms of power as the free royal navy dockyards was the only thing keeping them at least moderately strong. The RNDY's base bonuses are not strong at all and the only thing that made it good is not being population capped - it's really no better than a standard harbor now which England can construct a little cheaper. It's says 'most civilizations' so maybe England was spared? If Brazil wasn't spared it going to make them pretty awful as entertainment districts already got nerfed with the AOE amenities. Brazil, if played right, relies on the street carnival for its unique gameplay but street carnivals still are not as important when having to compete with other core infrastructure. The reason I really liked Brazil is because having a free street carnival was an awesome bonus without having to sacrifice my core infrastructure. Russia is going to hurt a bit. Russian cities typically grow slower thanks to food problems in tundra but you need tundra for the pantheon and Lavras to really shine. Quite the dilemma even though the Lavra is a pretty good district on its own. Greece's monster culture will be slowed down which I'm ok with actually. But let's talk about the Elephant in the room and that's Japan! This was an indirect buff to Japan of pretty epic proportions. Since unique districts are only discounted now, and in most cases only marginally better than their vanilla counterparts, Japan gets this benefit x4 along with better adjacency bonuses! I think this propels Japan ahead of Greece and Russia in terms of value while England and possibly Brazil (depending on which Civ's unique districts were spared) go to horsehocky. This will definitely change the game depending on who got nerfed and who didn't. The powerhouses still remain largely untouched (Scythia, Gilgamesh, etc) but we'll see what happens.
I welcome all the AI changes and bug fixes. I haven't been playing single player much but I'd like to give it another spin with the changes.
Let me comment on Poland before everyone freaks out!
I haven't looked at the new patch yet live (I'm at work) but here's my thoughts after reading.
Winged Hussar - I assume a Knight replacement or maybe an additional unit? If it's a Knight replacement that already sounds great since Knights are amazing as is. It says 'strong on the attack' which I assume is a combat bonus when attacking like the Beserker but then does that mean it's weak on defense like the Beserker? If not then this is going to be an overpowered unit. If it suffers the same defensive penalty as a Beserker then I actually think it's not strong at all in the grand scheme of things. Knocking a unit back sounds like a cool mechanic and really sucks for melee and melee already sucks. Melee's only job in this game is to be strong front line blockers. Winged Hussars eliminate this remaining usefulness to melee which spells bad news for great generals if a WH can knock their escort out of the tile and reset the general (in NQ latest mod the general dies!) The knockback is definitely strong but this unit will be mod nerfed if it has the combat benefits of a Beserker but none of the penalties. If that's the case that's almost like evidence Norway was meant to be the joke civ.
- Poland’s “Golden Liberty” unique ability allows them to gain territory when they build a Fort or Encampment, even allowing them to steal territory from other civs! They also convert a Military Policy slot into a Wildcard slot, giving them extra flexibility in culture.
Well, don't get forward settled or settle yourself by Poland especially if they have Defender of the Faith or Crusade too. The culture flipping is something I'm glad to see back in the game since the good old days of IV. It looked like the tiles taken are 3 around the encampment and fort? I think that's still manageable though if used right can be pretty troll. I don't think its broken, not on paper anyway. If you defeat a Polish city then do you get the extra tiles they annexed? If so then it makes taking a Polish city more enticing! What gets me here though is the ability to flip military into wildcard slots? At first I freaked out a little but then the wording is tricky. It's technically NOT an extra policy slot (unless you build the wonders like FP and Alhambra) but Plato's Republic is still technically better but only marginally, just less flexible. If you can actually flip as many military policy slots as you want ( and most military policy is useless to keep on except for a 1 or 2 policies i.e. conscription) then Poland should always be going for autocracy, monarchy, fascism to get the most out of this ability. I actually like the bonuses of all three but the slots typically suck - it's good to see a Civ that can properly take advantage of these governments.
Jadwiga allows you to spread your religion to the nearby city when you gain another civ’s territory with Golden Liberty. Her relics provide bonus Faith, Culture, and Gold
Not as crazy as it sounds actually.
-Relics are rare but I expect the Poland player would be enticed to go for a Martyr strat. Finding an early relic from a hut would be nice but still not as nice as Mvemba I think.
-Mvemba is still better since his bonuses extend to more than Relics and I'd take food/production over faith/culture any day. .
This is a nice bonus when you can manage to trigger it but not game-breaking by any means.
The increased religious pressure makes a Crusade strategy interesting to consider, I like it!
- The Sukiennice, or Cloth Hall, gives bonus Production from foreign Trade Routes, and Gold from internal Trade Routes.
So what building does the sukiennice replace? This is meh depending on how much production we're talking about. In most cases I think internal trade routes are still superior (there are possible exceptions like Egypt) so the gold bonus is nice especially if you need money to upgrade/pay for an army.
TL;DR on Poland
- The ability to flip tiles is going to be really nice especially with a defender/crusade belief behind it and possibly a pain to deal with. On the upside maybe you get the extra tiles when you capture a Polish city which could be cool.
- I think the ability to flip military policy into wildcard policy is Poland's strongest trait though its technically not an extra policy SLOT and I think some people I talked to already misread that. Sounds strong on paper but I suspect it will not be a crazy as people think. Go autocracy, monarchy, fascism governments obviously.
- The relic bonus sounds nice but not amazing since relics are rare and the sukiennice sounds okay but not thrilling.
-Winged Hussar is either going to be the strongest unit in the game capable of beating knights and getting to great generals by knocking escorts out all depending on what that 'strong on attack' means and if it's actually weak on defense like the Beserker. I hope to see later on.