Bibor
Doomsday Machine
I know there are already numerous discussions about the the patch notes on these forums; again I find them too focused on specific little things instead of seeing the big picture. Most people are right in one thing though - Civilization 5 is going to be a brand new game.
Here's what, in my opinion, Civilization 5 introduces in the June/July patch:
EDIT: Reading the happiness changes properly
Happiness received a nerf in the 10-15 ballpark. Which is about right. Too much emphasis was put on "sell all your luxuries for 300 gold each", simply because it was possible. Overall happiness for your empire will be pretty much the same. The only difference is that you will not be able to exploit trade mechanics and that you will need to gradually build up happiness from various sources (policies, buildings, trades etc.). It is also true that cities will need to monitor their happiness more closely. This was done more to balance the benefits of surplus food than happiness.
Here's what, in my opinion, Civilization 5 introduces in the June/July patch:
- Three basic forms of gameplay are introduced: Tall Empire, Wide Empire and The Conqueror's Empire.
- Social policies branches are now closely tied - and readily available - to all three new types of Empires (instead of being an almost exclusive benefit of going Tall).
- The social policy branches now are tied to the 3 new playstiles in the following fashion: Tradition (Tall), Liberty (Wide), Honor (Conqueror), Piety (Culture), Patronage (City-states), Commerce (Commerce/Production), Rationalism (Science), Freedom (Tall), Autocracy (Conqueror), Order (Wide).
- It is not possible to chase specific buildings (ex. University), Policies (ex. Theocracy) or units (ex. Longswords) that will serve as a panacea. Instead, deliberate choices and synergy of all possible factors will be required to achieve the desired effects.
- Final results, say "constantly having enough happiness", are now closely tied to how well the abovementioned synergy is executed.
- Technology advancement (as well as World Wonders) now requires deliberate planning and execution. For example, going for Education first presumes the player is planning to invest heavily into science throughout the game as well as aiming for building the Porcelain Tower (a wonder that reflects that choice). Correspondingly, going for Education early but not aiming for fast scientific advancement (i.e. slacking on Universities, skipping Rationalism branch, not even bothering with trying to build Porcelain Tower), is going to punish the player more severely.
- Unit compositions now also require deliberate planning. No more "longsword rushes". A healthy mix (dependant on available resources) will be required as ranged units (ex. Crossbow) and flanking units (ex. tank) get a boost.
- Gold, science, culture, production, food requirements and effects are better balanced out. This also makes puppet empires weaker.
- Playstyles will now struggle when shifting between the 3 playstyles or when dealing with different playstyles. Scientific, Cultural, Commerce, Warfare empires now have different tools in dealing with each other, rather than Science and Commerce being the only relevant tools (i.e. "Slingshot to rifles, upgrade everything").
- Production and other "percentage nerfs" now advocate more active play (yes, even investing into Militaristic city-states) instead of passive bonuses a la "Lets slap in a Factory and railroad connection and we're good to go".
- Due to the production "nerfs" of Workshop, Factory and Windmill, production will again need to be supplemented by rush-buys when dealing with large-scale warfare or when building late-game buildings. Power plants (and indirectly the Spaceship factory) get a significant boost in their effectiveness and need for them. Power plants are the only viable way of getting production to pre-patch levels.
- Trading for luxury resources is made beneficial to players again. This will indirectly sap players' ability to invest heavily into city-states.
- Working citizens (and their yields) as well as specialist super-improvements are being made more important. Production requires working hammer tiles and Engineers, science requires high population and Scientists etc.
EDIT: Reading the happiness changes properly
Happiness received a nerf in the 10-15 ballpark. Which is about right. Too much emphasis was put on "sell all your luxuries for 300 gold each", simply because it was possible. Overall happiness for your empire will be pretty much the same. The only difference is that you will not be able to exploit trade mechanics and that you will need to gradually build up happiness from various sources (policies, buildings, trades etc.). It is also true that cities will need to monitor their happiness more closely. This was done more to balance the benefits of surplus food than happiness.