Speculation: New patch and/or DLC on the 21st of november

Just to let you guys know, I had sent an email to 2k asking for whether there is going to be another update or dlc. This is what they replied.

Spoiler :
Hi Timo,



There most definitely will be more updates for Civilization V. The team is hard at work on our next big patch. Unfortunately, I don’t have any details about that patch for you right now, but if you keep following our Twitter or checking our forums, you’ll find out as soon as we have something to say J



As for an expansion or more DLC, we haven’t announced anything at this time!



2K Greg

Well, that's a lot more info than before! :lol:
So, now we know that they're not only working on Civ5, they are working on a patch!

... I really wish they were more forthcoming with info :(
 
I hope for a worthy patch then! :)
 
Well, then, what does everyone speculate the patch will fix?
I'm betting AI navies will get affected (since that's the weakest part of the game, and it is recently getting more attention in the community).
 
It's good to know that they didn't give up on Civ5. Also they said about a ''big patch''... Sounds good!

I agree with CivOasis - I'm 99% sure that naval combat will receive some changes.

By the way, here's my wish list:

- More technologies and some rework on the tech tree. In addition, maybe an era between Reinassance and Industrial...?

- Better tech-spreading, so backwards civs can stand a chance.

- Different unit skins for every civilization (Please!).

- New units.

- Better performance (I wish I could play on a Huge map without waiting one minute per turn).

- Decrease unit cost in Marathon games (40 turns for an archer!?)

- Being able to choose two units in the same hex by pressing Caps - Left Click.

- An option to tell Workers to keep working even if there's enemies 5 hexes away.

- More imperialistic AI: tell them it's OK to found cities in other continent.


Can't wait to another patch! ;)
 
- An option to tell Workers to keep working even if there's enemies 5 hexes away.

I think a better approach would be to get them to not stop working until the enemy is only 3 hexes away, or if it would be captured next turn.
 
I think a better approach would be to get them to not stop working until the enemy is only 3 hexes away, or if it would be captured next turn.

Yes, I agree on that. However, I'd say that they should request orders when the enemy is 1 or 2 hexes away.

I would also give the player an option in the options menu to make Workers never stop working even if there's enemies around, to those that got things under control.
 
Yes, I agree on that. However, I'd say that they should request orders when the enemy is 1 or 2 hexes away.

I was going to suggest that, but then if there is a band of rough terrain the worker could be captured
 
It's been quite a while sicne the last update, so if they're working on another patch I suppose it's gonna be a big one. Hopefully they 'll finally get AI and diplomacy right and tweak balance.
I gave up on civ5 about five months ago, then I tried VEM + unofficial patch and liked all the changes, but gave up on it again becasue of the AI.
I'd like AI civs to be competent on King without their happiness ignoring city spam 'strategies', and I'd like them to get rid of global diplo penalties. Civ A asks me to wage war against civ B and if I agree to the war they proposed they call me a warmonger.
This has to be fixed before I even consider to spend any money on an expansion or DLC.
 
I would also give the player an option in the options menu to make Workers never stop working even if there's enemies around, to those that got things under control.
It was a preference option in Civ III. Both Civ III and Civ 4 seemed to have lots of options that Civ 5 is lacking.

Civ 5 already has "AN ENEMY IS NEAR" as warning, that should help players take care of things. Workers also stopping isn't really needed for most of us.
Moreover, you can't move a military unit over anymore, that's something the game doesn't allow you to do when you've already pressed "next turn". It's just the workers themselves you can still do something with. Very rarely will I be interested in that option, so you can guess what my preference would be...
 
Yes, I agree on that. However, I'd say that they should request orders when the enemy is 1 or 2 hexes away.

I would also give the player an option in the options menu to make Workers never stop working even if there's enemies around, to those that got things under control.

This

Just a warning please. If I'm stupid enough to let them get captured....:rolleyes:
 
This

Just a warning please. If I'm stupid enough to let them get captured....:rolleyes:

Thanks to both of you for posting. I play with raging barbs so I prioritize Archery after the techs needed to immediately improve tiles. I buy or hard build least two Archers for each city and make sure that one of them is on the same tile as my Worker. It's more than annoying under those circumstances to have to tell the same Worker to build the same improvement every time there's a barb withing shouting distance.
 
Thanks to both of you for posting. I play with raging barbs so I prioritize Archery after the techs needed to immediately improve tiles. I buy or hard build least two Archers for each city and make sure that one of them is on the same tile as my Worker. It's more than annoying under those circumstances to have to tell the same Worker to build the same improvement every time there's a barb withing shouting distance.

I'd be happy if they just had a 'continue' button, so I don't have to stop and remember what that unit was doing. Also sometimes a half-built improvement can look a lot like a completed one, and it's annoying to move the worker only to realise that it wasn't finished.
 
even if a new patch did nothing but add "regenerate map" I'd be happy

Doesn't that option seem kind of... cheap?
I'd rather play a tough game on a crappy map than re-roll to one that made me overpowered...
All IMO, of course.
 
Doesn't that option seem kind of... cheap?
I'd rather play a tough game on a crappy map than re-roll to one that made me overpowered...
All IMO, of course.

Then you wouldn't have to select it. But someone else might find use in it.
 
Of course not, and I wasn't saying that, because of my opinion, it shouldn't be added.
I was merely trying to spark discussion, to see if there were any additional reasons to favor such an option.
 
Of course not, and I wasn't saying that, because of my opinion, it shouldn't be added.
I was merely trying to spark discussion, to see if there were any additional reasons to favor such an option.

Well it was in IV too and most had no problem with it being there.
 
Of course not, and I wasn't saying that, because of my opinion, it shouldn't be added.
I was merely trying to spark discussion, to see if there were any additional reasons to favor such an option.

A lot of my wonders have specific requirements, eg. Coast, fresh water and so on. If there aren't any in the area when I'm testing the wonders I don't want to have to reload the whole game.
 
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