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Civilization 5

145791014

Comments

  • Registered Users Posts: 56 ✭✭PeterHughes


    I hadn't met the Americans at that stage but I sure they would have sided with the English and the Russians. WWII all over again.


  • Registered Users, Registered Users 2 Posts: 6,660 ✭✭✭Blitzkrieger


    Depends on your game but on my first one there was two other civs beside the Indians left on my continent and I had already wiped out three. The final two had been sending me messages about not liking my agressiveness and declared war when I attacked the Indians. I was having a great time attacking on 5 fronts until I hit the 70 city bug :(


  • Closed Accounts Posts: 7,346 ✭✭✭Rev Hellfire


    Any word on when they expect to have the other multi-player modes available, pitboss and pbem especially ?

    *grumble* can't believe they left that out...


  • Registered Users, Registered Users 2 Posts: 27,645 ✭✭✭✭nesf


    Any word on when they expect to have the other multi-player modes available, pitboss and pbem especially ?

    *grumble* can't believe they left that out...

    They've said they're going to patch in multiplayer for free and not require people to buy an expansion to get it. Haven't seen any firm dates put forward for such a patch though.


  • Moderators, Music Moderators Posts: 4,726 Mod ✭✭✭✭Gonzovision


    From 2k Games forum
    You guys have been asking for an update about what we're working on to improve the game, and today I am happy to give it to you.

    This is the list of updates to the game that the developers have been working on the past couple weeks. This isn't necessarily the complete patch notes for the next patch, but it's what I have so far.

    Keep in mind that these are just the first batch of changes that will go in to the first major patch. We're planning more improvements (such as the much-asked-for Hotseat and Pitboss) that will be coming in a later patch.


    UI

    Fix for production prompt that sometimes appears with newly created puppet states that could stop the player from being able to end the turn.
    Aircraft banner corrections – now when you rebase an aircraft, the number will move with it.
    Resource icons now come up with Ctrl-R again, instead of sharing the same button with Build Roads.
    Selecting a great general will no longer cause yield icons to appear.
    Added option to disable auto-unit cycling.
    Fix for full-screen game when running dual monitors. Previously, the curser could scroll off the “open” side, and not be able to scroll the map in that direction.
    Misc additional fixes to mouse controls, and other interface issues.
    Rounded out financial information in the Economic Overview screen. Details now provided on the amount of gold provided by each city, the cost of buildings in each city, etc.
    Auto-populate save menu with save file name
    Allow selection of other cities by hex from within the city screen
    Added detailed trade route info to Economic Overview screen


    MODDING

    Category list now displays correctly


    GAMEPLAY

    Workers - Added option to force workers to ignore manually made improvements (so they don’t change what you decide was best for a plot).
    Workers - Fixed bug where number of turns to complete were incorrect in build action button tool-tip.
    Economy - Fixed bug where players could disband a single unit, and not see the economic return until disbanding 1 more.
    Economy – Increased city wealth setting to 25%
    Economy – Multiple fixes to the way trade-routes are tabulated and recognized.
    Economy - Can now sell Buildings in a city (to help lower maintenance for obsolete buildings later in the game).
    Trade – Found and corrected a Trade problem that could cause your Resource inventory to multiply.
    City States - Fixed a bug where you could not gift aircraft to city states.
    Military - Medic promotion now only provides healing bonus for adjacent units.
    Military – Fix for Minuteman movement.
    Military – Correct promotions for “archer-like” units (horse archers, chariots).
    Military - Embarked units will no longer slow enemy land units
    Military - Improved unit cycling logic. Camera will jump around much less.
    Balance - Engineers +1 hammer


    AI

    Military – Better handling of unit need (navy vs land, etc.) .
    Military - AI will tend to build ships to deal with blockaded cities more often
    Military – Corrected an issue hampering movement of AI armies, especially when in close proximity to enemy forces
    Diplomacy – AI will be more reluctant to offer or accept open border agreements with more powerful opponents.
    Diplomacy – Fix for never ending deals (peace, research agreements, etc).
    City – City specialization and city focus improvements.
    City - Cities that are Avoiding Growth will not grow while that option is selected
    Workers – Priority of trading posts reduced, and rebalanced priorities on other improvements
    Workers – Improved the path-finding mechanic when building route-to roads improved, including a large performance increase when evaluating road-pathing.


    MULTIPLAYER

    Exploit – Fix for gifting unit exploit
    Chat – Color-coding, sound alerts, etc., added for in-game chat system, including a larger window.
    Deals – Additional deal validation put in place to verify deals before they are committed


    MISC

    Research treaties that end because you declare war will no longer grant the free tech
    Save/Load – Fix for corrupted saves being experienced by some players in late-game.
    Map - Huge map crash-during-load fix that were reported on some specific systems.
    Map – Terrain caching fix that could cause problems for certain video cards (the “glowing red orbs” seen on the map are an indicator of this).
    Map – Fix for the low res terrain that appears the first time the game is run (terrain tiles would not load in anything but low-res the first time you play on some computer configurations)
    Strategic View – Crash fix for units rendering in background.
    Strategic View – Fix for selecting units either standing on a city plot, or garrisoned in the city plot.
    Eyefinity – Better handling of leader scenes when using Eyefinity displays.
    Tutorials – Many tutorial tweaks and adjustments.
    Multiple crash fixes.



    When the patch is actually released (no ETA right now; I'm working on that!) I'll unstick and close this thread.


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  • Registered Users, Registered Users 2 Posts: 8,037 ✭✭✭youcancallmeal


    Anyone got any tips for improving performance. I'm running an I5-750, GTX 280, 4GB Ram. Loading between turns isnt too bad, usually about 5-10 secs later in the game. The worst is every time there is a FMV diplomacy screen the game hangs for up to 10 seconds while loading up the animation. Its really annoying when all you to do is say goodbye :mad: Can those animations be turned off I wonder?


  • Registered Users, Registered Users 2 Posts: 5,112 ✭✭✭Blowfish


    Anyone got any tips for improving performance. I'm running an I5-750, GTX 280, 4GB Ram. Loading between turns isnt too bad, usually about 5-10 secs later in the game. The worst is every time there is a FMV diplomacy screen the game hangs for up to 10 seconds while loading up the animation. Its really annoying when all you to do is say goodbye :mad: Can those animations be turned off I wonder?
    I had the same thing. There's an option to change the video quality in the settings. If you put it all the way to the left, it just shows a still image of the leader rather than the animation and the annoying hanging bit goes away.


  • Registered Users, Registered Users 2 Posts: 8,037 ✭✭✭youcancallmeal


    Cheers I'll give that a go so :)


  • Registered Users, Registered Users 2 Posts: 3,088 ✭✭✭Static M.e.


    Couple of Questions if I may,

    What building should definetly be in every city for overall productivity?
    At the moment Im building Monuments, Granerys and Markets..


    After I attack a city, I always Anex it, build a courthouse so I can use the city. Why would you ever create a Puppet State? What benefit does it bring?


    What is the best way to keep City States on your side? I give them gold to raise influence but it seems to only last for a small time before I have to make another payment. Should I gift them units?

    Cheers


  • Registered Users Posts: 462 ✭✭lunacyfoundme


    Annexing obviously decreases happiness. I found myself in an unfortunate situation before where I went to war with the Ottomans and after annexing two of their cities they offered me a peace deal which gave me every one of their cities bar the capital. I annexed them all this lead to serious unhappiness levels (-33). So productivity wen through the floor and the cities were taking 60 turns to build a courthouse. Def wont do that again. I don't like making puppets cause I like to control every city I own but they would be useful enough if you wanted to take a city some cheeky civ built to close to your territory but don't want to control it yet or raze it.

    Fulfilling missions city states give you is the best way of gaining influence I've found. That seems to really boost your influence. I think giving units is the least influential thing to do unless maybe they specifically request them i.e. if they're under attack.

    Not great with the productivity tbh I usually build granaries and markets anyway for money and food and use mines for production.

    I haven't gotten playing the game enough so far to learn much more but I think they need to lower the building maintenance costs and factors affecting happiness. I'm finding it really hard to make a good regular income and maintain cities when the pop grows.


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  • Registered Users, Registered Users 2 Posts: 3,088 ✭✭✭Static M.e.


    Good Information lunacyfoundme, thanks


  • Registered Users, Registered Users 2 Posts: 5,112 ✭✭✭Blowfish


    Productivity for me is usually just to build all money generating buildings and a monument, then focus on whatever I'm specialising the city into.


  • Registered Users, Registered Users 2 Posts: 14,941 ✭✭✭✭ShaneU


    DLC announced, and some of it is free!

    http://www.eurogamer.net/articles/2010-10-18-civ-v-dlc-dated-detailed
    eurogamer wrote:
    Sid Meier's Civilization V is set to get brand new downloadable content later this month, publisher 2K Games has announced.

    The Mongols Civilization and Scenario Pack, free to all current users, sees Genghis Khan joining the fray. You'll be tasked with expanding your Mongolian empire from the steppes of Asia to Europe's doorstep.

    The Babylonian Civilization Pack, previously available as part of the Sid Meier's Civilization V Digital Deluxe Edition, adds Babylonian ruler, Nebuchadnezzar II. Look out for new Babylonian bowmen units there too. The pack costs $4.99 in the US - we're chasing a UK price tag now.

    These two offerings amount to the first DLC released for the game, which out-maneuvered Eurogamer's Quintin Smith last month, winning an impressive 8/10.

    Both packs will be available for download on PC from 25th October.


  • Registered Users Posts: 462 ✭✭lunacyfoundme


    Twould be nice if they released a patch that fixed some of the known issues first. I wont be paying for DLC until the fix the basic game first.


  • Closed Accounts Posts: 1 lasner12002


    I just bought Civilization 5 for my laptop and I'm experiencing some lag. The unit/map movements are lagging and choppy and the leader screens are frozen. My laptop meets the requirements to play the game. I just don't know what else to do. Any suggestions?


  • Registered Users, Registered Users 2 Posts: 8,037 ✭✭✭youcancallmeal


    I just bought Civilization 5 for my laptop and I'm experiencing some lag. The unit/map movements are lagging and choppy and the leader screens are frozen. My laptop meets the requirements to play the game. I just don't know what else to do. Any suggestions?

    I think its just that the game is very poorly optimized and doesnt scale well at all to systems that just about meet the requirement. Only thing you can hope for is that they sort out performance issues with upcoming patches. Like I mentioned earlier the leader screens also freeze on me too. I turned down the settings to minimum and it still hangs for about 10 seconds before you can click on any of the buttons, very frustrating.


  • Moderators, Technology & Internet Moderators Posts: 17,135 Mod ✭✭✭✭cherryghost


    Annexing obviously decreases happiness. I found myself in an unfortunate situation before where I went to war with the Ottomans and after annexing two of their cities they offered me a peace deal which gave me every one of their cities bar the capital. I annexed them all this lead to serious unhappiness levels (-33). So productivity wen through the floor and the cities were taking 60 turns to build a courthouse. Def wont do that again. I don't like making puppets cause I like to control every city I own but they would be useful enough if you wanted to take a city some cheeky civ built to close to your territory but don't want to control it yet or raze it.

    Planned Economy or Police State policies can help that ;)


  • Moderators, Motoring & Transport Moderators Posts: 9,933 Mod ✭✭✭✭Tenger


    I think its just that the game is very poorly optimized and doesnt scale well at all to systems that just about meet the requirement. Only thing you can hope for is that they sort out performance issues with upcoming patches.............very frustrating.

    Think I'll be waiting for my new laptop before picking this up.


  • Registered Users Posts: 462 ✭✭lunacyfoundme


    Planned Economy or Police State policies can help that

    Yeah I never really checked those out cause I don't tend to warmonger much. I prefer to grab some widespread territory and build outside inward. I find the liberty and patronage policies most useful for my style. Then rational later on for development.


  • Registered Users, Registered Users 2 Posts: 3,088 ✭✭✭Static M.e.


    I just bought Civilization 5 for my laptop and I'm experiencing some lag. The unit/map movements are lagging and choppy and the leader screens are frozen. My laptop meets the requirements to play the game. I just don't know what else to do. Any suggestions?

    I play on 3 maybe 4 year old laptop using the Directx 9 settings and it works fine. Directx 10 fails.


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  • Registered Users Posts: 462 ✭✭lunacyfoundme


    Theres some thing with the way its programmed. Its programmed in DX10c which a lot of gfx cards dont support (including my geforce 880 gtx :mad:) so those cards can only run DX9. I tried DX11 and it would run for a while but always crash eventually. Its still fairly choppy on my pc though with all the gfx turned down low (1980 x 1080 resolution) on Intel dual core, 4 gig memory, 1 gig 8800 gtx W7. Hopefully some patches will help performance.


  • Registered Users, Registered Users 2 Posts: 522 ✭✭✭Gneez


    ShaneU wrote: »

    Wow, talk about milking the franchise, its barely released and already they are trying to milk a few more quid out of it. As someone that bought and played the original Civ back in the day, and Civ II and Civ III and Civ IV all on their release days I'm gonna give this one a miss, from what I've heard its dumbed down hugely with awful AI and half arsed concepts.


  • Moderators, Music Moderators Posts: 4,726 Mod ✭✭✭✭Gonzovision


    CIV V received its first major patch. Also 2 free DLC's available on the 25th. Genghis Khan and 25 scenarios. Babylonian Civ will be available for purchase for $4.99


  • Moderators, Music Moderators Posts: 4,726 Mod ✭✭✭✭Gonzovision


    New hotfix being released soon
    Greetings!

    I have a quick update for you this morning. Here is the list of changes going in to the hotfix. I do not have an ETA for the hotfix, but it will be very soon.

    Legacy saves for players who own Babylon will work correctly.
    Mods that broke (will not load, and saves would crash on load) as the result of the .62 patch (full Civ mods mainly) now work correctly.
    Scenario menu glitch corrected.


  • Registered Users, Registered Users 2 Posts: 4,681 ✭✭✭TheChrisD


    Annoyingly the patch didn't retroactively fix neverending peace treaties etc.

    Thankfully an A-bomb did :D


  • Registered Users, Registered Users 2 Posts: 6,660 ✭✭✭Blitzkrieger


    I wonder can I go back and finish my games that crashed because of the 70 city bug....


  • Registered Users, Registered Users 2 Posts: 4,681 ✭✭✭TheChrisD


    I wonder can I go back and finish my games that crashed because of the 70 city bug....

    Yes. By the end of the game I had to stop due to it, I think I had about 100 cities.


  • Registered Users, Registered Users 2 Posts: 6,660 ✭✭✭Blitzkrieger


    'twas very annoying. I always like to play on a huge planet so you'd only be getting into the swing of things when you hit the 70 city mark. TBH, the game is won at that stage and it's just a race against the clock.


  • Registered Users, Registered Users 2 Posts: 8,806 ✭✭✭Lafortezza


    Is anyone else having a problem understanding diplomacy? I don't get why the AI never trades 1 luxury resource for one of mine, I always have to throw in a 2nd one to get them to agree.

    And I usually play continents, but when i meet the new AI's after I get caravels they always seem to hate me after a little while even though we have had zero interaction. On the diplo summary screen they are listed as 'Hostile'.


    I'm enjoying the game so far but it just feels very limited compared to Civ 4 BTS. It's still got that "just one more turn" feel to it but most of my games seem to follow a very similar pattern.

    Scout, build a couple of cities, tech to horsemen, own some AI, rex the rest of the land, tech to late game units and decide how I want to win.
    I've seen some comments about how production is hard to come by in cities, but I usually befriend some maritime City States and tell my cities to focus on production tiles.
    Only thing I ignore a bit is culture as I'm trying to increase my tech/money/happiness.


    What do people mostly do with their gold? I've been using it for city states and buying infrastructre if I can afford it. I definitely miss the sliders from Civ 4.


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  • Registered Users, Registered Users 2 Posts: 4,681 ✭✭✭TheChrisD


    lafortezza wrote: »
    Is anyone else having a problem understanding diplomacy? I don't get why the AI never trades 1 luxury resource for one of mine, I always have to throw in a 2nd one to get them to agree.

    It all depends, how much higher than them are you in the score? I just finished a game there (4 players, as France going for the 1 city thing, won by Culture) and I got traded 1 for 1 every time because my score was comparable to theirs.
    lafortezza wrote: »
    And I usually play continents, but when i meet the new AI's after I get caravels they always seem to hate me after a little while even though we have had zero interaction. On the diplo summary screen they are listed as 'Hostile'.

    Sometimes they'll just turn hostile if you start attacking other players or city-states.
    At that point once they bring up the screen of them insulting me, I then go on a rampage and steamroll them entirely.
    lafortezza wrote: »
    I've seen some comments about how production is hard to come by in cities, but I usually befriend some maritime City States and tell my cities to focus on production tiles.

    Oh god yea, production is impossible to come across really, since you no longer have the ability to build Workshops - as well as the fact that Mines only add +1, and Lumber Mills only +1 until Steam Power. It makes the Great Engineer's Manufactory even more important, as well as teching up the Order Policy track to Communism (+5 production per city)
    lafortezza wrote: »
    What do people mostly do with their gold? I've been using it for city states and buying infrastructre if I can afford it.

    City states and units primarily, since I'm always making buildings.


  • Registered Users, Registered Users 2 Posts: 14,941 ✭✭✭✭ShaneU


    lafortezza wrote: »
    Is anyone else having a problem understanding diplomacy? I don't get why the AI never trades 1 luxury resource for one of mine, I always have to throw in a 2nd one to get them to agree.
    They very rarely trade a luxury resource if they only have one of them.


  • Posts: 5,121 ✭✭✭ [Deleted User]


    A mac version has been announced.

    I don't have any details to hand but I think I will stick with 4 on my macbook for Christmas.


  • Registered Users, Registered Users 2 Posts: 27,645 ✭✭✭✭nesf


    A mac version has been announced.

    I don't have any details to hand but I think I will stick with 4 on my macbook for Christmas.

    Mac version is free if you already bought a PC version. :D


  • Moderators, Music Moderators Posts: 4,726 Mod ✭✭✭✭Gonzovision


    [AI]

    [TACTICAL AI]

    * Proper evaluation of which enemy units can reach my units next turn.
    * Sorting enemy targets (within a class) by damage.
    * Combine bombardment fire from cities with other ranged fire where possible.
    * Never target a city for a ranged attack when they are already at (or going to be at) 1 health.
    * Have the tactical AI be more aggressive about fortifying units that aren't moving anyways.
    * Make all forms of guarding improvements the lowest priority tactical AI moves.
    * Don't mark tiles adjacent to enemy at sea as good for flank attacks -- there is no flanking at sea.
    * Update to tactical AI pillaging code - now prioritize enemy land resources and trade routes (never regular mines or farms). Always uses the check to make sure AI is not trying to pillage in an enemy dominance zone. Barbarians will still target everything.
    * Never use ranged units to provide flank bonuses.
    * Reduce chance of AI civs making "suicide" attacks.
    * Changes to better protect the capital or any city with an enemy within 5 tiles.


    [VICTORY]

    * AI will be more aggressive about pursuing Diplo victory (bribing City States) if they are wealthy.
    * AI will be more aggressive about building Spaceship parts when going for Science victory.


    [CIVS]

    * Tweak a few leader settings to be more likely to use their traits.
    * Adjust Napoleon to make more likely to go for culture.


    [COMBAT/UNITS]

    * AI will not use Horse as defenders on hills as much.
    * AI will often build more defensive troops.
    * AI will more aggressively hunt barbs in the early game.
    * Slightly more naval units.
    * AI will now build ranged and mobile units more in line with the flavor settings for the team - in general, this means more mobile units.
    * AI now builds, deploys, and uses air units more effectively.
    * Allow AI to build more units if above Prince.
    * AI will be more likely to build and bring siege units in a city attack.
    * Better nuke targeting by AI.
    * Won't build AA if no air threat.
    * Allow AI or automated human explorers to move to edge of sight range and then explore again.


    [EXPLORATION/EXPANSION]

    * AI will emphasize getting an Ocean going explorer unit when the time comes.
    * AI slightly more likely to settle off home continent.
    * AI should colonize other continents regularly.
    * AI second wave expansion more aggressive.
    * Improve the AI's chances of setting up protected bombard attacks.
    * Settlers: should handle watery maps better.
    * AI will grab goody huts on other land masses.
    * AI will grab empty barb camps more often.


    [WORKERS/CITY AI]

    * Large Cities should be more willing to build happiness and gold buildings.
    * Workers prioritize repair builds higher than other builds.
    * AI will be more likely to build a wall on any city that was an original capital.
    * Builder tasking now calculates yields appropriately during golden ages and weighs tiles according to how much stuff they provide overall as well as their maximum yield of a certain type.
    * More likely to build up economy early.
    * Multiple worker AI improvements.


    [MISC]

    * Factor GS into flavors more.
    * Disband obsolete units even if not losing money.
    * Upgrade units a bit more.
    * Tweak flavors of policies a bit.
    * Have AI factor Grand Strategy into picking policies.
    * AI will factor grand strategy into tech choices a bit more.
    * AI don't send a barb expedition if defenses are critical.
    * AI less likely to pick a city on an inland sea for serious naval production.
    * Additional pathfinder optimization.


    [GAMEPLAY]

    [CITY/BUILDINGS]

    * Added "National Treasury" national wonder, which requires Markets in all cities. Provides +8 Gold per turn to the city in which it's built.
    * Added “Circus Maximus” national wonder, which requires Colosseums in all cities.. Provides 5 Happiness.
    * Library now has no specialist slots.
    * Wat now has two specialist slots.
    * Public school now has 1 Science per pop, +1 free Great Scientist point, +1 Culture for 3 gold maintenance.
    * Observatory now has 1 specialist slot.
    * Research Lab has two specialist slots.
    * Public school now provides 1 beaker per pop for 3 gold maintenance.
    * Watermill now provides +2 good and +1 production for 2 gold maintenance.
    * Paper Maker now has no specialist slots.
    * Circus now has +2 happiness and no maintenance.
    * Theatre now has +5 happiness.
    * Stadium now has +5 happiness.
    * Reduced production cost and maintenance for the Courthouse.
    * Courthouse can now be purchased in a city (although it is expensive).
    * Removed maintenance from city defense buildings (Walls, Castle, Military Base).
    * City defense buildings now help cities heal.
    * Increased city strength ramp-up based on technology.
    * Reduced effects of Forbidden Palace and Meritocracy (Happiness per city).
    * Reduced amount of food needed for cities to grow at larger sizes.
    * Buildings can now no longer provide more Happiness than there is population in a city (wonders are excluded from this).
    * Ironworks now gives 10 hammers instead of a % bonus.
    * National College now gives +5 science in addition to the % bonus.
    * Hermitage gives 5 culture in addition to its previous bonus.
    * Raze/Unraze exploit fixed.
    * Cities being razed are unhappy about it (only during the razing process).
    * Cities heal more quickly.


    [UNITS/PROMOTIONS]

    * Cavalry can now go obsolete with Combustion.
    * Stealth bombers cannot use carriers.
    * Only allow one upgrade per unit from a goody hut.
    * Add second embarkation promotion ("Defensive Embarkation").
    * Amount of damage done during naval combat increased.
    * All melee horse units get penalty attacking cities.
    * Increased city attack penalty for mounted and armor units to 50% (from 40%).
    * Lancers (and Lancer UUs) upgrade to helicopter.
    * Lowered combat value of Horseman and Companion Cavalry.
    * Promotions must be picked the turn they're earned.
    * Can no longer promote a unit that has fought during the turn (instead, the promotion comes up the beginning of the following turn).
    * Catapults and Trebuchets now weaker against units but stronger VS cities.
    * Reduced effectiveness of Archers & Crossbowmen (and their UUs) VS cities.
    * Reduced some combat bonuses: flanking (15 to 10), Great Generals (25 to 20), Discipline (15 to 10), Military Tradition (2x to 1.5x).
    * Remove requirement for aluminum on Mobile SAM.
    * Lower open terrain penalty to 10% .
    * Marsh is now 3 moves to enter (Chariots do not move quickly through it anymore).
    * Cavalry now upgrade to tanks.


    [CITY STATES]

    * Reduced bonuses from Maritime city-states - Friends: +2 food in capital, +0 food in other cities - Allies: +3 food in capital, +1 food in other cities
    * Only the first 3 units gifted to a city-state will earn Influence now.
    * Killing a barb inside a city-state's territory now gives a 5-turn buffer where there is no Influence intrusion penalty.


    [HAPPINESS]

    * If an empire reaches -20 Happiness, it goes into revolt, and rebels start appearing throughout the empire, based on the number of cities.
    * Amount of Happiness needed to trigger a Golden Age reduced.
    * Amount of Happiness needed to trigger a Golden Age now increases as the number of cities in the empire goes up.


    [POLICIES]

    * Landed Elite (Tradition Branch) now reduces culture cost of border growth by 2/3.
    * Monarchy (Tradition Branch) now provides +1 Gold per 2 pop in the Capital..
    * Liberty now provides a Settler training bonus to only the capital, and not every city.
    * Tradition now provides +50% growth in the capital.
    * Theocracy now reduces Unhappiness by 25% .
    * Reformation now gives a 10-turn GA.
    * Adopting Rationalism now gives a 4-turn GA.


    [TECH TREE]

    * Add link between Military Science and Dynamite.
    * Add link between Civil Service and Education.
    * Add link between Economics and Scientific Theory.
    * Add link between Chivalry and Acoustics.
    * Research overflow now works correctly (extra beakers after completing a tech will rollover to the next tech).


    [GENERAL]

    * Fixed bug where clicking on a city plot wouldn't select the garrison.
    * Natural wonders now award culture (if worked) and happiness (if in border) if that trait is assigned to a wonder in XML.
    * Players must now always adopt Policies immediately, and cannot defer picking until later.
    * Have culture cost for policies never go down (trading away cities to reduce culture cost exploit). Razing cities will not raise your policy cost ceiling.
    * Reduced culture needed for first plot acquisition from 20 to 15.
    * 3 new Natural Wonders and rarity code for both base game and New World scenario.
    * Reduced points from Wonders (40 to 25) & Cities (10 to 8), increased points for pop by 1 (3 to 4).


    [DIPLOMACY]

    * AI's attitude towards you is now visible in the diplo screen and diplo drop-down.
    * Added info tooltip for an AI leader's mood. Lists things that are making an AI player happy/upset.
    * New diplo system: Declaration of Friendship (public declaration with diplomatic repercussions).
    * New diplo system: Denounce (public declaration with diplomatic repercussions).
    * New custom leader responses (Serious Expansion Warning, Aggressive Military, Luxury Exchange, Borders Exchange, Gift Request, etc.).
    * Not agreeing to a friend's request now results in a relations hit.
    * Third party AIs can now respond when a player makes a DoF or denounces someone. What they say is based on the situation - e.g. if you make friends with someone they don't like, they'll scold you.
    * AI leaders will now sometimes ask their friends to denounce one of their enemies as a show of support, and refusing to denounce someone when an AI asks can now make them very upset.
    * AI is now capable of denouncing friends (aka, backstabbing) and added backstabbing info to diplo overview screen.


    [UI]

    * Add XP bar for air units, do not allow XP for air units attacking a city that is already down to its last hit-point.
    * Change ActivePlayer's name to "You" in single player in score list.
    * Added game option to disable automated workers from removing features.
    * Fixed bug where Happiness from garrisoned units wasn't being listed in Happiness info tooltip.
    * Load Map function will now display correct size and type of saved map.
    * New “Angry Genghis” loading screen (replaces the “fluffy-bunny Genghis” loading screen).
    * Added setup options to allow players to defer choosing Policies and Promotions right away.
    * Show the river penalty when attacking city across river (the penalty was there but was not being shown in the preview).
    * Global politics screen updated to reflect new diplo system.
    * Can no longer Force End Turn (shift-enter) through blocking notifications. CAN now use it to skip over units which need orders.
    * Multiple tweaks and bug fixes.



    [MISC]

    * Fix small bugs with adding long roads around existing features.
    * Fixed bombard arrow across world wrap.


    [MODDING]

    * Parent category counts now include counts of child categories.
    * Selecting/deselecting a category now automatically selects/deselects it's children and its parent.
    * Tweaked category name truncation to better fit names.
    * Hide categories w/ no children and a count of 0.
    * Added support for fallback languages (if mod is not translated, fall-back to English so text keys are not showing).
    * The pager for the installed mods tab of the mods browser is now displayed in the correct location.
    * Long values for properties such as "Special Thanks" will no longer extend past the edge browser frame.
    * Categories refresh much faster now in the mods browser.
    * Multiple additional tweaks and fixes to the mod browser.
    * Support for mods that perform major restructuring of the tech tree including adding, deleting, and updating techs, buildings, and units.
    * Added GameEvents system for overriding Gameplay DLL specific functionality.
    * Fixed "Reload Landmark System" mod flag to now refresh landmarks defined in "ArtDefine_Landmarks".
    * Multiple SDK updates (new version to go live shortly).


    [SERIALIZATION/SAVES]

    * Fixed save format which causes saves to increase the memory footprint of the game drastically when loading frequently over the course of the game. This heightened the risk of late-game our of memory crashes significantly.


  • Registered Users Posts: 340 ✭✭BULLER


    I've just played to the industrial era in a standard size game and my, my what an improvement!

    Firstly and most importantly for my style of play, the AI seems much more able when handling battle mechanics; it actually places its ranged units in reasonable positions (most of the time) now!!!
    The diplomacy changes cut out the civs begging for peace and giving you everything BS after you've taken just one of their cities. They've fixed the happyness balance issues I had, battles seem more testing, taking cities is definately a lot more challanging- I found myself really thinking about my attack tactics!

    I'm absolutely chuffed at this as I really do I had all but given up on this game ever being playable until I downloaded this patch. Just in time for the holidays too :D

    THANKS to the 2K-team for fixing and doing justice to what underneath really is a fantastic game!!


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  • Registered Users, Registered Users 2 Posts: 4,681 ✭✭✭TheChrisD


    I could have sworn I posted a rather lengthy post about the new patch already...

    Most of the changes are alright, not too keen on reducing cities' ability to overflow happiness into the empire, and the increased healing rate can be quite annoying for conquest.

    Also the AI seems to really take denouncing others to heart, and as soon as one person denounces another, it very quickly dissolves into everybody denouncing everybody and thus hating everybody.

    There are still a few ideal features that are missing and could do with being changed like foreign trade, and upgrading things like Harbours and Forges to make them less useless than they are, for the most part.


  • Moderators, Computer Games Moderators, Social & Fun Moderators Posts: 80,774 Mod ✭✭✭✭Sephiroth_dude


    Have'nt played this in about 2 months must fire it up with the new patch out and all.


  • Moderators, Computer Games Moderators, Technology & Internet Moderators, Help & Feedback Category Moderators Posts: 25,513 CMod ✭✭✭✭Spear


    Finally got my collectors edition after three months of waiting, but just in time to dodge a march in the snow to the sorting office to collect it.


  • Moderators, Computer Games Moderators, Social & Fun Moderators Posts: 80,774 Mod ✭✭✭✭Sephiroth_dude


    Good grief where did you order it from?


  • Moderators, Computer Games Moderators, Technology & Internet Moderators, Help & Feedback Category Moderators Posts: 25,513 CMod ✭✭✭✭Spear


    Good grief where did you order it from?

    Play.com. First one went missing it seems, and had to await a second one. Kinda odd that they've no way to track items it seems.


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  • Registered Users, Registered Users 2 Posts: 8,037 ✭✭✭youcancallmeal


    Just finished my first full game since the last big patch and I absolutely cruised to a diplomatic victory on king level by 1924. Didn't have any wars at all, very boring game really which wasn't difficult at all. Performance was still painfully slow(at least 30 seconds between turns) from about 17/1800 onwards. I was only playing on a small archipelago map with 6 civs/12 city states which makes me not want to bother even playing again :(


  • Closed Accounts Posts: 5,824 ✭✭✭RoyalMarine


    does it suffer from bad performance issues like civ 3 did?

    after so many turns it takes ages for the cpu turns to be completed?


  • Registered Users, Registered Users 2 Posts: 4,681 ✭✭✭TheChrisD


    Pretty much, yea. The further into the game, the more actions that need to be taken, and thus the longer the waiting between turns is.


  • Moderators, Music Moderators Posts: 4,726 Mod ✭✭✭✭Gonzovision


    Still unplayable on a huge map with all civs. I haven't played in a while now. Love playing on a huge map, but it gets totally ridiculous after mid game.


  • Closed Accounts Posts: 9,438 ✭✭✭TwoShedsJackson


    http://www.garath.net/Sullla/Civ5/whatwentwrong.html

    A very long, but horribly accurate, article on why Civ 5 is a disaster.


  • Closed Accounts Posts: 2,748 ✭✭✭Dermighty


    Never played a Civ game before, bought this the other day. It's very enjoyable and I'm glad I got it. I still prefer Empire and Napoleon Total War though.


  • Registered Users Posts: 340 ✭✭BULLER


    Dermighty wrote: »
    Never played a Civ game before, bought this the other day. It's very enjoyable and I'm glad I got it. I still prefer Empire and Napoleon Total War though.

    The more you play Civ the more you'll love it. It's like a book you cant put down. I find its got a type replayablility that no other game has. Love the Total War games aswell though!


  • Closed Accounts Posts: 7,346 ✭✭✭Rev Hellfire


    I'm in a huff about the lack of pbem and its going to sit on my shelf unloved until I get it.


  • Registered Users Posts: 340 ✭✭BULLER


    I'm in a huff about the lack of pbem and its going to sit on my shelf unloved until I get it.

    :eek: Are you serious?! Didn't realise anyone actually still played multiplayer via email!! I'm sure that could easily be added in. The only multiplayer I've ever played was hotseat which is a lotta fun. But I view this game as primarily being a single player game, and they've accordingly focused their efforts on that first. I've no doubt that hey will eventually get around to addressing the multiplayer let-downs though.


  • Closed Accounts Posts: 7,346 ✭✭✭Rev Hellfire


    BULLER wrote: »
    :eek: Are you serious?! Didn't realise anyone actually still played multiplayer via email!! I'm sure that could easily be added in. The only multiplayer I've ever played was hotseat which is a lotta fun. But I view this game as primarily being a single player game, and they've accordingly focused their efforts on that first. I've no doubt that hey will eventually get around to addressing the multiplayer let-downs though.

    Ohh quite a number play the game via pbem as a browse on civfanatics will show. Its a different beast of a game when you take the slow boat.


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