The new patch seems to have arrived

I would much rather they spend their time teaching the AI combat than making rivers prettier

If you stop to think about it for a second, you will realize that the person who does AI programming is not the same person who does the pretty rivers :)
 
Is this official or just speculation? If official, I'd be really amazed.

This is my speculation.

There must be a reason why the rivers have changed. We know that the game really is demanding in terms of resources.
And I think, to have quite some rivers bending through the landscape makes the engine have to calculate all the reflections over and over again.

The same reason, as I assume, why they skipped the animated forests, jungles and tile improvements.
 
This is my speculation.

There must be a reason why the rivers have changed. We know that the game really is demanding in terms of resources.
And I think, to have quite some rivers bending through the landscape makes the engine have to calculate all the reflections over and over again.

The same reason, as I assume, why they skipped the animated forests, jungles and tile improvements.
If you notice the pic, there are no proper river graphs, just the ocean continuing inside land tiles where suposedely rivers were meant to be ;)

Now, to be truthful, IMHO that looks better than the current setting ;) But there are no river graphs in the pre-release pic :p
 
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.

Correct, except that CiV isn't the earlier civ games, and "Prince" level is supposedly the even playing ground where the AI doesn't cheat. I don't really care what it is called, it would just be nice to have one level where neither the human nor AI has any crutches.
Jon Shafer @ quartertothree forums said:
Just to clear some things up - on Prince the AI plays by almost the exact same rules as the human. It receives a marginal discount to unit gold and supply costs, but that's pretty much it. There's no cheating with construction, gold production, happiness, puppet rules, research agreements, visibility, combat odds or whatever else. It has basic insight into the total military strength of other players, but no more so than what's available to the human via the demographics screen.
So yeah, it wasn't exactly true until now either, but that's no reason to make it worse.
 
"Raze the City!" option seems to be bugged.

After conquering the city:
- Annexing it adds unhappiness
- Creating Puppet adds less unhappiness than Annexing
- Razing the city, annexes it without adding unhappiness and starts razing process, which could be stopped any time.

As a result we have a full functioning city without any hit to unhappiness, even to the unhappiness generated from number of cities.
 
No. To my knowledge, they haven't even acknowledged it as a bug yet.

Why should they acknowledge it as a bug? Wasn't it the same way in Civ3?
I'm just glad that we don't have to finish all techs in a certain era before being allowed to proceed to the next era.
 
Why should they acknowledge it as a bug? Wasn't it the same way in Civ3?
I'm just glad that we don't have to finish all techs in a certain era before being allowed to proceed to the next era.

Well, I have a small fear they don't consider it a bug, but I think it's unlikely. If they leave it as is, I'll just have to use a mod that fixes it. It is right up there on the list of tedious micromanagement issues.
 
Well, I have a small fear they don't consider it a bug, but I think it's unlikely. If they leave it as is, I'll just have to use a mod that fixes it. It is right up there on the list of tedious micromanagement issues.

I have mentioned this before, but until the GS gets nerfed, this is at least some semblance of a balancing act towards research. I don't lose remotely as many beakers through overflow as the GS can make up with instant discoveries and slingshotting ages.
 
OK I hope I'm missing something, how do you annex a city after puppeting it? The option appears to be gone after the patch.

On the world view it says "click to annex city" except clicking it allows you to view the city. Where the annex city button used to be I have the option to buy tiles but it is not operational????

I found that changing the zoom on the strategic view alters this. Zoomed out, you go straight into the city view. Zoomed in, you get the annex/view box.
 
I have mentioned this before, but until the GS gets nerfed, this is at least some semblance of a balancing act towards research. I don't lose remotely as many beakers through overflow as the GS can make up with instant discoveries and slingshotting ages.

I agree, but when you can save hundreds of beakers on techs every now and then just by fiddling around with some specialists, it really ought to be fixed. It's particularly a problem at the Quick gamespeed which is the most playable at the moment.

There's really no excuse for it. Justifying by saying it's small in comparison to some other powerful strat doesn't change the fact.
 
I agree, but when you can save hundreds of beakers on techs every now and then just by fiddling around with some specialists, it really ought to be fixed. It's particularly a problem at the Quick gamespeed which is the most playable at the moment.

There's really no excuse for it. Justifying by saying it's small in comparison to some other powerful strat doesn't change the fact.
Hey, what do you expect if people are happy that the sliders are gone... I'm honestly not sure what goes on in mind of some folks. I mean to actually prefer swapping money for science city by city, only to do the same s*** but with the oppposite direction a turn or two later is just :crazyeye: to me.
 
Hey, what do you expect if people are happy that the sliders are gone... I'm honestly not sure what goes on in mind of some folks. I mean to actually prefer swapping money for science city by city, only to do the same s*** but with the oppposite direction a turn or two later is just :crazyeye: to me.

Beaker overflow and global slider are different issues.
 
Beaker overflow and global slider are different issues.

Yes, they are separate, but if we still had a global slider, there would be a more _streamlined_ alternative to assigning specialists if you don't want to micro it to the last beaker.

The current system we have really doesn't fit the design goal of streamlining, isn't remotely realistic, and makes gameplay micromanagement hell, so what redeeming quality does it have?
 
None.

It should be fixed. I can live without the neutral commerce type, but not without beaker overflow.

I will have some rather unkind words for Firaxis if they try and pass this off as working as intended/designed.
 
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