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Thread: February Patch Notes!

  1. #1
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    February Patch Notes!

    Hey guys I heard you wanted some patch notes? Well here you go!

    Along with these notes, I have an introduction from Dennis, the Civilization V producer at Firaxis. We wanted to give you a little insight in to the thought process behind this patch's changes, so be sure to give it a read before diving in to the changes themselves:

    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.
    And so without further ado, the changes:

    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 Culture cost of Policies by 33% less than normal. 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.
    Last edited by 2K Greg; 02-17-2011 at 10:25 AM.

  2. #2
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    nice.

    also, first.
    yeehaw!
    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.

  3. #3
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    Nice notes!!!

    Religion please

  4. #4
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    Atolls now appear in base game
    ???

  5. #5
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    Thumbs up

    Thanks, Greg!

  6. #6
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    Quote Originally Posted by the man of doom View Post
    Atolls now appear in base game
    ???
    ya, what that mean?

  7. #7
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    my word

    liberty FTW

  8. #8
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    Aristocracy: Wonder bonus reduced by 5% to 20%.

    p sure it is at +33% rite now

  9. #9
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    still think Culture CS need a nerf
    specially since the trade route are going to favor a bit stronger towards smaller civs (i think)

  10. #10
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    and monarchy seems a bit OP now tbh

    tho it will easily allow a 25+ pop cap now

  11. #11
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    well, let's celebrate before we complain, no?

    cmon, we've been clamoring for patch notes, let's give them a break until it comes out. then we can complain.

    also, no mention of crash fixes?

  12. #12
    What's the ETA on the patch?

  13. #13
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    When will be able to rename units whenever we want? It's not a huge thing, but surely it's easy to fix. It makes it a lot easier to manage a large military when I can name my units.

  14. #14
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    Quote Originally Posted by pontrjagin View Post
    What's the ETA on the patch?
    February

  15. #15
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    Thanks Greg. However, I didn't see anything about final fixes for slow downs, freezes and crashes in those notes. Can we assume that "Additional bug fixes and tweaks" will solve those problems?

  16. #16
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    Quote Originally Posted by 2K Greg View Post
    Hey guys I heard you wanted some patch notes? Well here you go!
    Some great changes there, thanks. There are one or two that jump out straight away. I'll go over the others tomorrow.

    Quote Originally Posted by 2K Greg View Post
    ...
    • Denunciations expire after 50 turns
    • Declarations of Friendship expire after 50 turns
    This is the one, the decider. +5

    Quote Originally Posted by 2K Greg View Post
    ...
    • Cities must now have three or more tiles in between them (1 more tile than before), unless separated by a sea/coast tile.

    ...
    And this.

    Quote Originally Posted by 2K Greg View Post
    • Aqueduct added (entirely new building). 40% of Food is carried over after a new Citizen is born.
      ...
    And this.

    Quote Originally Posted by 2K Greg View Post
    ...[*]Meritocracy: +0.5 Happiness for each city connected to the capital, and a free Great Person of your choice appears near the capital.[/list]
    Wow

    Quote Originally Posted by 2K Greg View Post
    ...[*]Doubled culture from kills for Aztecs
    ...
    ???

  17. #17
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    Sounds really good so far... The only thing I really miss are a few more possibilities to increase the attitude of other nations towards you. But I am happy because of every little improvement, so I am very happy with these many patch notes!

  18. #18
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    The intro from Dennis and the detailed notes are very much appreciated! I definitely like the resource and related building changes. Looking forward to this! Thanks for the update.

  19. #19
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    No improvements to combat AI
    Almost no improvements to diplomacy

    I didn't expect much but this is awful

  20. #20
    Great list! Lots to look forward to in there. Thanks for the update, 2KGreg. An ETA would be nice though. Especially for those of us who might want to turn off Steam's auto update feature until after it's been shown that this patch doesn't cause any additional crashes...

  21. #21
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    all I can say is giddy up

  22. #22
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    It seems much more substantial then I thought we would get.

  23. #23
    Late game scroll crash? Please greg, say it's going to be fixed... So many nice improvements, and I won't experience a single one!

  24. #24
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    Quote Originally Posted by lietkynes View Post
    No improvements to combat AI
    Almost no improvements to diplomacy

    I didn't expect much but this is awful
    How do you see no Diplo AI? If you check the logs, diplomacy AI is actually fairly indepth, the issue is that it can never be repaired, and chain denunciations are horrible.

    The patchnotes have fixes for both. Looks good to me.

  25. #25
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    Thanks for posting that up. No mention of hotseat or pitboss there - can I ask is that still coming in the patch.

  26. #26
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    Quote Originally Posted by lietkynes View Post
    No improvements to combat AI
    Almost no improvements to diplomacy

    I didn't expect much but this is awful
    how could you post on this forum if you're illiterate?

  27. #27
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    Quote Originally Posted by Valkrionn View Post
    How do you see no Diplo AI? If you check the logs, diplomacy AI is actually fairly indepth, the issue is that it can never be repaired, and chain denunciations are horrible.

    The patchnotes have fixes for both. Looks good to me.
    They only fixed chain denunciation, diplomacy remains horrible. I like that the friendship/denounce now expires, it's a very very very small step in the good direction.

    This patch focus is on balancing large cities and small cities, which was needed and I appreciate that (if what they did will work), but combat AI and diplomacy are more urgent and can't be neglected. Especially combat AI, I don't understand how people can have fun when it's impossible to lose a war.

  28. #28
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    Quote Originally Posted by DOAM View Post
    Late game scroll crash? Please greg, say it's going to be fixed... So many nice improvements, and I won't experience a single one!
    dtikjdftikjdtykykyr
    second

  29. #29
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    Quote Originally Posted by MaxMcG View Post
    Thanks for posting that up. No mention of hotseat or pitboss there - can I ask is that still coming in the patch.
    This is pretty much the final list. It's subject to change slightly but nothing major like gigantic new features.

  30. #30
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    These look like great changes, I can't wait for the new patch to come out! I'm happy you made teching slower, that was my major issue with the current balancing. Keep up the good work!

  31. #31
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    Quote Originally Posted by 2K Greg View Post
    This is pretty much the final list. It's subject to change slightly but nothing major like gigantic new features.
    I won't even bother to test the patch then, see you in 3-4 months with the next one.
    What a disappointment

  32. #32
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    Awesome... now just add international trade routes and more points for friendship and frustration to diplomacy... and I will be a happy camper!

  33. #33
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    Thanks for the patch list Greg and I will look forward to playing the game with those changes, then again I like playing the game now

  34. #34
    Quote Originally Posted by 2K Greg View Post
    This is pretty much the final list. It's subject to change slightly but nothing major like gigantic new features.
    Does that mean there isn't a scroll crash bug fix, that it's included in the "additional bug fixes" statement, or that you don't know and are looking into it?

  35. #35
    2K Greg,

    There have been a huge number of changes to the core gameplay rules since release. Can you confirm whether or not any of the documentation (whether that be the manual or the pedia) will ever be updated to reflect the completely changed game? At some point I'm going to come back to playing this game and it's going to be painful learning everything from scratch, having to check with members of this or other forums.

    I look forward to seeing patch notes one day that say:
    -Documentation updated.

  36. #36
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    Quote Originally Posted by lietkynes View Post
    I won't even bother to test the patch then, see you in 3-4 months with the next one.
    Hip hip hooray!

  37. #37
    2K Greg, thank you very much for this update!

    Can you also send a note to the Dev Team about texture related crashes? I.E. Tessellation and terrain renders causing crashes.

  38. #38
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    Quote Originally Posted by DOAM View Post
    Does that mean there isn't a scroll crash bug fix, that it's included in the "additional bug fixes" statement, or that you don't know and are looking into it?
    The last one. I'll ask.

  39. #39
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    I hate to be a downer (because those are some great changes) but is that all the changes to MP? How about AI slots functioning on a normal level and not acting like a place-holder in MP (2k Greg you promised to look into this, but never got back to us)? Hotseat? Battle animations?

  40. #40
    <3 <3 <3 <3

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