New Civilization V patch incoming

Bateluer

Lifer
Jun 23, 2001
27,730
8
0
Very lengthy list of fixes. There's a number of DLCs for it now, haven't bought any of them myself.

[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.
 

murphy55d

Lifer
Dec 26, 2000
11,542
5
81
Hopefully the next patch optimizes the game a little better for multi-core processors. I want to like this game but they're making it hard. This is a good step forward though.
 

manimal

Lifer
Mar 30, 2007
13,559
8
0
I may start playing a bit again after getting some DLCs..Nice to see the effort.
 

snewdle

Member
May 17, 2010
90
1
0
I may start playing a bit again after getting some DLCs..Nice to see the effort.

Nice effort that should have been given before they released the game. I mean I know that the average game gets released on its planned date regardless of whether its done, but this from Firaxis? C'mon!
 

Bateluer

Lifer
Jun 23, 2001
27,730
8
0
too bad the game isn't salvageable

How do you figure? The game is pathetic compared to Civ4, but the added Diplomacy options in the coming patch as positive.

Don't see any production related or engine optimization fixes though. Irritating that my high end machine takes 10+ minutes to complete a turn. Even in the early game, I still have to hit the End Turn button 100x before anything actually happens.
 

GoodRevrnd

Diamond Member
Dec 27, 2001
6,801
581
126
Any economy changes made or planned, such as rebalancing tile and improvement values? That is the single biggest problem imo.
 

paperfist

Diamond Member
Nov 30, 2000
6,520
280
126
www.the-teh.com
Seriously? I thought Hexes was one of the very few changes that were good.

I guess it depends on your perspective. I associate the hexes with the streamlining of the game and demise of a franchise. Inherently they aren't bad, but the AI doesn't know how to capitalize on them and they're highly annoying on small maps where you have no place to move your troops.
 

coloumb

Diamond Member
Oct 9, 1999
4,069
0
81
Holy crow - those are changes along the lines you'd see something in an MMO...

I think they should "give away" [include them in the patch] all of the DLCs so far as a way of saying "sorry..we shipped an unfinished product"
 

CrimsonWolf

Senior member
Oct 28, 2000
867
0
0
Holy crow - those are changes along the lines you'd see something in an MMO...

I think they should "give away" [include them in the patch] all of the DLCs so far as a way of saying "sorry..we shipped an unfinished product"

I loooove CIV and pre-ordered the Collector's Edition sight-unseen for $60. I feel like I got taken up the rear in the worst way possible. Never again...

I haven't touched Civ 5 in more than a month... might give it a whirl again when the patch hits.
 

Anteaus

Platinum Member
Oct 28, 2010
2,448
4
81
Wow you guys are rough lol. I'll agree that it's not to Civ IVs level yet, but Civ V is still vanilla. Wait for a few expansions before we compare featuresets. All things considered, I still managed to poor over 60 hours into Civ V and enjoyed everyone one of them. IV went through some pretty extensive patching of its own, as well as substantial expansions. V was worth buying on day one and its worth buying now. I agree it has a different feel, and I understand if you prefer one over the other in this regard, but its just silly to keep kicking Firaxis because the game didn't live up to the exacto standards you set. Civ V won't miraculously be turned into Civ IV+ with a patch so please keep the insults to a dull roar, or better yet just go play Civ IV and give it all a rest. Civ V is great in its own right.

After all, isn't it more the series we celebrate and not particular parts of it? Lets celebrate firaxis and be greatful we aren't playing Call To Power or some other half ass derivative.
 

snewdle

Member
May 17, 2010
90
1
0
Wow you guys are rough lol. I'll agree that it's not to Civ IVs level yet, but Civ V is still vanilla. Wait for a few expansions before we compare featuresets. All things considered, I still managed to poor over 60 hours into Civ V and enjoyed everyone one of them. IV went through some pretty extensive patching of its own, as well as substantial expansions. V was worth buying on day one and its worth buying now. I agree it has a different feel, and I understand if you prefer one over the other in this regard, but its just silly to keep kicking Firaxis because the game didn't live up to the exacto standards you set. Civ V won't miraculously be turned into Civ IV+ with a patch so please keep the insults to a dull roar, or better yet just go play Civ IV and give it all a rest. Civ V is great in its own right.

After all, isn't it more the series we celebrate and not particular parts of it? Lets celebrate firaxis and be greatful we aren't playing Call To Power or some other half ass derivative.

While I definitely think the expectations bar was set too high due to the precedent of Civ IV, what Firaxis released was fundamentally broken according to fans. I mean its one thing to have bugs. Its another when the AI is ass backwards (especially in a strategy game). Although if they keep up with the patching and release new content/expansions it can become a good title, the gaming industry is one area where unfinished/crappy releases are the quickest way for a reputable developer to quickly lose respect and credibility.
 

QuantumPion

Diamond Member
Jun 27, 2005
6,010
1
76
Here's my list of fixes necessary to make Civ5 bearable:

-Fix AI combat so that it can actually be threatening. Even on the hardest difficulty it is a joke, worse then 1990's era strategy games.
-Fix AI diplomacy, it is completely schizophrenic and erratic now. This makes having any sort of alliance pointless.
-Balance tile improvements so land has some meaning, right now city placement is entirely arbitrary.
-Get rid of trade posts. Replace with towns.
-Add additional tile improvements so there is more than one option (e.g. production, food, or money. Right now there is zero choice - money only).
-Balance city buildings so they aren't so useless. Get rid of maintenance. Make multipliers cumulative so that there is a meaningful choice in what line of buildings to get (e.g. production, science, happiness, culture).
-Decrease production costs of everything so you can actually build and use swordsman before you have the technology to build riflemen.
-Increase benefits of rare resources so they aren't meaningless. Map generation should create more strategic resources, but with less per pile.
-City culture should expand about 20 to 50 times faster. The map should be completely claimed and have recognizable borders by ~1000 AD. Currently the way things work, upwards of half of the map may be unclaimed by 2100. It feels like you are controlling a bunch of city states, when it should feel like a country.
-Overhaul unit movement rates as it relates to roads in your territory. I like the idea of only having one route connecting each city but this makes 1UPT movement annoying. It's especially problematic trying to rally defense across the empire. Change movement rules so that any city connected to your capital by road gives a movement bonus to all units in that city's entire radius.
 

JoshGuru7

Golden Member
Aug 18, 2001
1,020
0
0
These are pretty good changes.
- Archers and Crossbowmen were overpowered vs. cities and a lot of people stopped building siege weapons as a result.
- Martime civ states gave too much food.
- Bumping up happiness from buildings is a good change, it was too easy to over expand previously.
- Courthouses can be purchased!
 

paperfist

Diamond Member
Nov 30, 2000
6,520
280
126
www.the-teh.com
After all, isn't it more the series we celebrate and not particular parts of it? Lets celebrate firaxis and be greatful we aren't playing Call To Power or some other half ass derivative.

That's what Civ V feels like to me, a half assed derivative of Civ IV BTS. I haven't even had the stomach to try playing post patch which is sad considering I've played Civ since inception.
 

PlasmaBomb

Lifer
Nov 19, 2004
11,636
2
81
How do you figure? The game is pathetic compared to Civ4, but the added Diplomacy options in the coming patch as positive.

Don't see any production related or engine optimization fixes though. Irritating that my high end machine takes 10+ minutes to complete a turn. Even in the early game, I still have to hit the End Turn button 100x before anything actually happens.

I thought that diplomacy was supposed to be in the main release?

Got cutback due to time did it?
 

Homer Simpson

Senior member
Oct 10, 1999
584
0
0
ill just say this; as a civ n00b, i think civ5 is pretty awesome. i never played the previous ones so i have no expectations. my friends are the same, never played, but we all got it last week and started playing and we all like it. havent played since this latest patch though. probably our only complaint was the poor multiplayer matchmaking. we had to use the steam friends list to join the game and there is no password protection so a few times we had some random person join before we launched.
 
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