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Civilization 5

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  • Registered Users Posts: 14,823 ✭✭✭✭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 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: 4,723 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: 339 ✭✭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 Posts: 4,507 ✭✭✭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: 80,032 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: 25,094 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: 80,032 Mod ✭✭✭✭Sephiroth_dude


    Good grief where did you order it from?


  • Moderators, Computer Games Moderators, Technology & Internet Moderators, Help & Feedback Category Moderators Posts: 25,094 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 Posts: 7,989 ✭✭✭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 Posts: 4,507 ✭✭✭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: 4,723 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: 339 ✭✭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: 339 ✭✭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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  • Registered Users Posts: 8,806 ✭✭✭Lafortezza


    I played Civ4 BTS for the first time in almost a year recently and it's still such an amazing game. Add a few mods and it simply blows Civ5 out of the water in terms of simple strat fun and replayability.

    The biggest problem I have with Civ5 is that once you play a few leaders and play to win most of the different victory conditions then you have played all the variations on offer. Every subsequent game just feels boring and repetitive.


  • Registered Users Posts: 4,713 ✭✭✭Balmed Out


    I think theres a lot thats good in civ5 but the AI is absolutely useless.I mean when you start building a space ship or your allied with most sity states and a un election called wouldnt you think theyd at least try to attack. Also the whole embarking thing, lack of airports and ease of the diplomatic win are annoying.


  • Moderators, Computer Games Moderators, Social & Fun Moderators Posts: 80,032 Mod ✭✭✭✭Sephiroth_dude


    Balmed Out wrote: »
    I think theres a lot thats good in civ5 but the AI is absolutely useless.I mean when you start building a space ship or your allied with most sity states and a un election called wouldnt you think theyd at least try to attack. Also the whole embarking thing, lack of airports and ease of the diplomatic win are annoying.

    I thought the A.I was improved in the last patch no?really must give this another go,haven't played it in weeks


  • Legal Moderators, Society & Culture Moderators Posts: 5,400 Mod ✭✭✭✭Maximilian


    I thought the A.I was improved in the last patch no?really must give this another go,haven't played it in weeks

    It's improved but not quite there yet. In fairness, Civ4 was a mess when it first came out as well. I still have hope for this yet. If they at least put pbem into it & allow proper turn based multiplay rather than simultaneous turns, then all is forgiven.


  • Legal Moderators, Society & Culture Moderators Posts: 5,400 Mod ✭✭✭✭Maximilian


    Pitboss & Hotseat coming in the next patch according to 2kGreg. Finally.
    The only details I have for you right now is that Pitboss and Hotseat will be coming in a free update. The second I have any sort of ETA or better details I will definitely scream it from the rooftops for everyone to hear, but unfortunately that day is not today.


  • Legal Moderators, Society & Culture Moderators Posts: 5,400 Mod ✭✭✭✭Maximilian


    February patch notes are up here. No mention of pitboss/pbem/hotseat, which is troubling. some interesting changes though.
    The upcoming patch will contain some significant balance adjustments to Civ V. We thought it would be a good idea to give everyone a quick run-down on our thoughts behind these changes and a look at what further balance work lies ahead….

    This February patch comes at a great time for making balance changes; The five months since Civ V’s release has given us time to analyze reports of dominant strategies and implement and test deeper changes that will better balance the game in several key areas.

    Working with our “Frankenstein” gameplay test group, we have been looking closely at the tradeoffs between building a Wide empire (one with lots of smaller cities sprawling across the map) and a Tall empire (one with just a few highly populous, highly productive cities). With this patch you’ll see a number of changes to the economic side of the game to bring these two play styles in closer balance with each other. City spacing, building effects and the Liberty and Tradition policy trees are where the most extensive changes have occurred. We’re now seeing games where a Tall empire can match or even exceed a Wide one in production and science output even deep into the game.

    We wanted to improve the effectiveness of buildings. We also wanted to improve how cities interact with the map. Adjustments to terrain have increased production, while buildings that modify production have been adjusted in tune with these changes. You’ll find many buildings to be easier to build, with extra benefits, especially if you’ve settled near beneficial terrain and resources. We've continued to make improvements to pacing, diplomacy, turn times, the AI, and other aspects of the game.

    With future patches we’ll continue to iterate through Civ V systems and fine tune the balance of each one. So far we’ve already identified combat, multiplayer, late-game policies, wonders and civilization-unique bonuses as additional areas that will benefit from this sort of attention. And as this journey progresses we promise to keep an ear to the ground for other areas the Civilization community may want us to address. Continued collaboration between community, our gameplay testers, and the development team will be nothing but a win for Civ V.

    ENGINE
    Significant turn time improvements.
    Invisible Rivers now display correctly. This caused many issues because the player could not see some rivers, like fresh water showing up in strange places, unit movement suddenly shortened, etc.. Basically, there were certain rivers that did not display where forks occurred, etc.

    USER INTERFACE
    Add combat summary when a city bombards a unit
    Add a new diplomatic status "Denouncing" that displays on the turn that an AI civ is denouncing the player
    Embarked units no longer look like they have 500 strength
    User warned if about to declare war on a city state that is under protection of a major power

    GAMEPLAY
    Taper off benefit of excess food when building settlers
    City-States now recognize when a road is connected for their road-connection quest.
    Golden Ages now provide +20% production per city rather than +1 hammer per tile

    STRATEGIC AI
    Prevent AI from building too many AA units
    Don't allow CSs to build Manhattan Project
    AI calculation of enemy military might are tweaked based on size of enemy gold reserve
    AI calculation of enemy power now takes into account promotions

    DIPLOMATIC AI
    Avoid cascades of denunciations against a single player. AI now uses its own current friendliness level with a given power to determine how much weight to place on a denunciation against that power.
    Denunciations expire after 50 turns
    Declarations of Friendship expire after 50 turns

    MODDING
    Added support for policies that provide culture from kills
    Added support for policies that provide extra culture from cultural improvements
    Added support for policies that provide extra embarked movement
    Added support for policies that provide free Great People
    Online Panel now displays TOTAL downloads for a mod and not just the downloads for that specific version.
    When you click on a mod in the online browser, you may now use a dropdown to select a previous version.
    Added Line Control for modders to use when creating graphs, etc.

    MULTIPLAYER
    Can now use DLC civilizations in multiplayer
    Added Ring, Skirmish and Ancient Lake maps to MP.

    BUG FIXES
    Clear up cases where diplomatic status could show as "Friendly" even after that AI power has denounced the player.
    Fix situations where AI demeanor and verbiage didn't match friendliness level shown in diplomatic status string.
    Additional bug fixes and tweaks.

    BALANCE CHANGES

    Game Rules
    Cities must now have three or more tiles in between them (1 more tile than before), unless separated by a sea/coast tile.
    Cities now only get 1 free production and 0 free gold (1 less in both cases)
    Trade routes get bonus gold based on population of capital; formula changed a bit so minimal gold received for hooking up very small cities
    Bonus production from excess food (used when building settlers) tapers off if excess is 3 or more.
    Allied maritime city states provide 3 food per turn to the capital, not 4
    Balance pass on production and maintenance costs throughout the game.

    Buildings
    Aqueduct added (entirely new building). 40% of Food is carried over after a new Citizen is born.
    Palace boosted to 3 gold and 3 production
    Granary gives bonus 1 food for Wheat/Banana Deer; cost reduced
    Market and Bazaar provide 2 gold (as well as +25%)
    Workshop provides 2 production (bonus reduced to +15% but affects ALL production); cost increased
    Windmill now has a +15% production modifier (for buildings only) and provides 2 production
    Stable gives bonus 1 production for Sheep/Cattle/Horse and can be built with Sheep or Cattle; cost reduced
    Lighthouse gives bonus 1 food for Fish; cost reduced
    Ironworks dropped to 8 production (but earlier in tech tree now)
    Factory requires Workshop; add 3 production but boost now just 25%; has 1 more specialist slot (now 2)
    Nuclear and Solar Plants now require Factory but increase to production is now 35% and provide 4 production themselves; these two now mutually exclusive
    Hospital adds 5 food (but no longer retains food), requires Aqueduct
    Forge adds +1 production to each source of Iron
    Reduced Armory maintenance to 2 gold
    Reduced Colosseum happiness to 3, and reduced maintenance to 2 gold
    Reduced Theatre happiness to 4
    Reduced Monastery maintenance to 0 gold
    Reduced Garden maintenance to 1 gold
    Reduced Observatory maintenance to 0 gold
    Reduced Opera House culture to 4, and reduced maintenance to 2 gold
    Removed the Great Person Point from Public School

    Specialist Adjustments
    Temple -1 Artist
    Mud Pyramid Mosque -1 Artist
    Opera House +1 Artist
    Bank -1 Merchant
    Satraps Court -1 Merchant
    Stock Exchange +1 Merchant
    Observatory -1 Scientist
    University +1 Scientist
    Garden -1 Artist
    Laboratory -1 Scientist
    Public School +1 Scientist

    Improvements/Routes
    Production bonus from Railroads reduced to 25%
    Removed 1 extra gold from Mine on Gems, Gold, Silver, Marble.
    Fishing Boats give 1 food, not gold.
    Fishing Boats give 1 gold with Compass.
    Camps on Deer give production instead of food .
    Remove 1 extra food from Sugar plantations.
    Trading Post gold reduced from 2 to 1 (increases back to 2 when hit Economics).
    Trading Post & Camp gold increases by 1 with Economics.
    Lumbermill production increases by 1 with Scientific Theory (moved up from Steam Power).
    Mine & Quarry production increases by 1 with Chemistry.
    Plantation & Pasture food increases by 1 with Fertilizer.
    Well & Offshore Platform boosted to 3 production (from 1).
    Academy increased to 6 Science.
    Landmark increased to 6 Culture.
    Manufactory increased to 4 Production.

    Policies
    Tradition: Culture border expansion discount in cities placed on Tradition branch opener. Discount increases over the course of the game. Also grants +3 Culture in the capital.
    Aristocracy: Wonder bonus reduced by 5% to 20%.
    Legalism: Provides a free Culture building in your first 4 cities.
    Oligarchy: Garrisoned units cost no maintenance, and cities with a garrison gain +100% ranged combat strength.
    Landed Elite: +15% Growth, and +2 Food per city.
    Monarchy: +1 Gold and -1 Unhappiness for every 2 Citizens in your capital.
    Liberty: +1 culture per turn in every city.
    Collective Rule: Settler production increased by 50%, and a free Settler appears near the capital.
    Citizenship: Worker construction rate increased by 25%, and a free Worker appears near the capital.
    Representation: Each city you found will increase the cost of your next Policy by 33% less. Also starts a Golden Age.
    Order: Reduce Order production bonus to 15%.
    Meritocracy: +0.5 Happiness for each city connected to the capital, and a free Great Person of your choice appears near the capital.

    Resources
    Fish reduced to 1 food (but can be boosted back to 2 with Lighthouse)
    Marble boosts wonder production by 20%, down from 25%

    Technologies
    Scaled up tech costs throughout the game (slight change for early eras; close to double for Modern)
    Move Lumbermills up to Construction
    Move Bridge Building back to Engineering
    Move Ironworks to Machinery

    Units
    Workboat cost increased
    Settler cost increased by 25%

    Wonders
    Colossus no longer goes obsolete
    Angkor Wat now provides a 25% discount for the costs (both culture and gold) to gain plots empire-wide.

    Civ Unique Bonuses
    Reduce Chu-ko-nu from 10 to 9 ranged strength
    Doubled culture from kills for Aztecs
    Krepost now provides a 25% discount for the costs (both culture and gold) to gain plots in the city.
    Paper Maker only provides 2 gold but no longer requires any building maintenance

    Map Generation Changes
    Increased Oil quantity per resource.
    Minimum Uranium is now 2.
    Cut Deer Appearance in Arctic regions.
    Adjusted Sheep placement so it is more spread out.
    Decreased Wheat appearance in Plains.
    Increases Cow appearance overall, including adding up to 2 Cow tiles to heavy grass start positions.


  • Legal Moderators, Society & Culture Moderators Posts: 5,400 Mod ✭✭✭✭Maximilian


    Asked about pitboss/hotseat and got this reply from 2KGreg:
    This is pretty much the final list. It's subject to change slightly but nothing major like gigantic new features.

    Sad Panda :(


  • Moderators, Music Moderators Posts: 4,723 Mod ✭✭✭✭Gonzovision


    Significant turn time improvements.

    Happy


  • Registered Users Posts: 7,989 ✭✭✭youcancallmeal


    Happy

    +1
    Haven't played in a few weeks now because it just got unplayable toward end game. When is this patch out does anyone know?


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


    Maximilian wrote: »
    Sad Panda :(

    That's two sad pandas, I guess Civ5 will be remaining on the shelf for some time to come.


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