The new patch seems to have arrived

Massive patches break saves, fact of life.
Public order services are corrupted, fact of life. So what, should we be ok about it? I can't see your logic, he shouldn't get upset that his game was broken, thanks to autoupdates he couldn't save it and noone at Firaxis/Steam bothered to even announce that? Like whenever those awesome adverts show up after you'll quit the game you'd get a message "Friday 25th of October new patch will be issued, save incompatibility is possible"?
But that would probably cost too much to do that, I mean why should anybody care?
:think:
Ah, I get it, it's his fault now for not disabling autopatching, right? So obvious... :rolleyes:
Shame on you cmddata! :nono:
 
It isn't like no one saw a patch coming and its possible to turn auto-updating. Next time just assume patches break save games like I did and turn of the updater until you finished.
 
It only broke saves on Deluxe editions, and they're already working on a hot fix for it to come out on Monday (most likely Monday, anyway).

It's not like they intentionally broke saves, or knew it was breaking saves and rolled it out anyway. Sheesh. Yes, it stinks, but at least they're trying to fix it.
 
Just started my first game post patch.

Happiness formula reworked?

Used to be 2 unhappiness per city + 1 per pop. Now it's 2 per city, then adjusted based on map size. I played huge, so it was reduced by 20%


Trading

Turn 50 met Ramses
Tried open borders (he refuses straight trade) wanted open borders + 75 gold

Turn 51 Ramses proposes pact of co-operation ( I accept)
Tried open borders (he accepts straight trade)
 
Another undocumented change...

You can no longer delete units with no movement points left by pressing the del key. This was arguably a bug.
 
I wonder why they didn't log some changes that are now undocumented.

Anyway I am starting to wonder which aspects the second patch could tweak , considering it will be the last one and the one demanded to fix a bit the AI faults.
 
I think the patch is an improvement, still a little ways to go though.

One thing I really like that I don't remember pre-patch is unit swapping. If you have a unit selected and then right click on an adjacent unit that still has MP the 2 units will swap places. Is this new or did I just not know it before? Either way I really like it.
 
I think the patch is an improvement, still a little ways to go though.

One thing I really like that I don't remember pre-patch is unit swapping. If you have a unit selected and then right click on an adjacent unit that still has MP the 2 units will swap places. Is this new or did I just not know it before? Either way I really like it.

It was already in the game and was mentioned several times even before the game released. Only problem was that it sometimes didn't like to swap positions with a unit that was either fortified or sleeping. You had to choose the other unit to do it don't know if it still in the game or was it fixed.
 
Even ground with no advantages, my backside.

Prince or prince level AI (and in many cases AI all the way down to chieftain) in all the Civ games always have had some advantages, a lot of it are hidden modifiers that helped out AI costs here and there or gave AI slight discounts when trading with each other. There are just some things AI needs more help on.
 
Prince AI unit cost reduced from 100% to 85%

There really should be just one difficulty level where you get to play against the computer on a level playing field, now that one fair difficulty level is gone, there is no "normal" play difficulty anymore, what's left to say? utter disappointment.
 
I think the patch is an improvement, still a little ways to go though.

One thing I really like that I don't remember pre-patch is unit swapping. If you have a unit selected and then right click on an adjacent unit that still has MP the 2 units will swap places. Is this new or did I just not know it before? Either way I really like it.

Gotta disagree.

They did fix some bugs - as far as I can tell.

However, I think the gameplay changes are mostly fails.

The AI seems as dumb as ever tactically -- I'm still getting AI units embarking right into my waiting ships that they can clearly see. The AI is building more ships than before, but still doesn't seem to understand "escorting". It's likewise still not screening ranged and siege units properly.

They've made diplomacy worse -- they eliminated "swindle the AI", but did so in a brute force manner that pretty makes negotiating with the AI an exercise in futility... unless you're desperate enough for something to allow yourself to be swindled, I guess.

They should have just focused on eliminating the bugs -- never-ending peace, resource deals re-ending every turn, etc.

They tried to nibble at balance and gameplay problems -- and I'm just not seeing any improvement (and in the case of diplomacy, they made it worse).
 
Truly, with a 15 % bonus to the AI, it's far from an even playing field : you'll screw the AI militarily like you would with a human player doing only odd turns....

This is no protestation against civ 5, most if not all wargames I know of have very bad military AI.
 
so you admitted the previous trade weighting was 'swindle the AI' but still complain about the nerf to an obviously advantageous position for humans. civfanatics indeed.:crazyeye:
 
so you admitted the previous trade weighting was 'swindle the AI' but still complain about the nerf to an obviously advantageous position for humans. civfanatics indeed.:crazyeye:

I just think the AI should act more appropriately.

You aren't seriously positing that the solution is a binary "swindle the AI" vs. "allow yourself to be swindled" choice, are you?

There are situations where one might accept a lopsided trade - and there should be situations where the AI should accept a lopsided trade. Right now, it doesn't do this. Take RAs -- if you're losing the tech race, what's the logical course of action? Sign as many RAs with as many other civs as you can -- you shouldn't be looking for sweetners... Yet - the AI does precisely this (at least, with human players) no matter where it is in the tech race. That equation can and should change depending on who you're negotiating with (another tech also-ran vs. frontrunner) - but it doesn't here. I tested it a few times.... building a tech lead, then negotiating from strength... intentionally falling behind and negotiating.... or just negotiating from parity. What's more - nothing seems to change this equation. Not active resource trades (or even active resource gifts), not cooperation pacts, nothing.

Personally, I think it all goes back to the AI "playing to win" -- that system just isn't going to work. Code the AI to be supporting cast in the game, as it is in most other games of this nature.

The gameplay mechanic changes seem wholly designed to address the complaints of those who thought the game was too easy to "beat".... but there were a lot of us who agree with that, but didn't think it was the fundamental flaw in the game.

While I'd much prefer to see a balanced game, I have some degree of patience for "house rules"ing my way around exploits.

Like I said, now -- beyond war and peace -- I see no reason to even talk to the AI (bring back the leave me alone option!). I don't even bother signing pacts of cooperation anymore. What's the point?
 
When civ5 was first announced earlier this year the rivers in the screenshots looked exactly the same as they do now. So it looks as though they pretty much stopped all "progress" on them. Firaxis' art department must really be hurting after the layoffs.

Not quite. Here is the screenshot of the pre-release:



And the river looks quite beautiful


The graphics engine (although only delivering mediocre graphics, to stay polite) already squeezes the last bit out of many rigs here.

If the rivers were animated, another 10 - 25% wouldn't be enabled to play the game.

I think it was a well-thought decision to make the rivers as they are by now and I don't see this change very soon, if at all.
Is this official or just speculation? If official, I'd be really amazed.
 
Not quite. Here is the screenshot of the pre-release:

And the river looks quite beautiful

On the contrary, I find that river pretty awful. It's merely an extension of the animated ocean texture, including the ripple effect. To me, it was an obvious item that was going to be adjusted later on since oceanic waves and ripples don't apply to rivers.

Personally, I like the overall waterc-color artstyle of Civ5, including the rivers. It could be tweaked a little, but I definitely prefer it over that screen shot.
 
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