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Civilization 5 Patch Update Introduces Replays, Hot-Seat Functionality, and More Challenging AI

G4TVLeah
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Posted June 28, 2011 - By Leah Jackson


civ5

For those of us who still play Civilization 5 regularly, a huge new patch is coming very soon that integrates a ton of balance changes and a few requested features like a hotseat and replays. New features, diplomacy modifiers, and more challenging AI functionality was also added. To check out the full list of patch notes (there are a lot of them!) click after the break.

[NOTES]

    * Pacing has received a large amount of work. Expect to have more of a challenge managing your empire at higher difficulty levels than you did before. Consider dropping a difficulty level if you have problems.
    * Existing saves will work correctly. However, the balance pass may make your existing happiness lower than expected when loading into your existing save post-patch.

[UI]

    * Civilopedia now available in the Main Menu (under “Other”)
    * Replay is now available at the end of the game, and through the main menu. You can choose Map, Graphs, and turn-by-turn. Only games played post-patch will apply.
    * Great People progress UI addition (upper-left Info Corner UI).
    * Combat preview for Aircraft UI addition.
    * Fixed aircraft UI issue causing the aircraft selection UI to duplicate itself when rebasing aircraft.
    * When loading save game files, you can now order the list by name, or last modified.
    * Fix aircraft UI bug that was causing Nuclear Missiles and Atomic Bombers to leave behind container UI after it’s destroyed.
    * Removed dead players from Demographics UI.

[DIPLOMACY]

    * Made backstab routine more transparent (the dialog will clearly state that they are backstabbing you).
    * AI now remembers when it has been nuked, for a permanent diplomatic penalty.
    * AI now recognizes a player that captured their capital for a permanent diplomatic penalty.
    * End declaration of friendship as soon as war is declared (so can't later get a notification that it has expired).
    * AI remembers if you satisfied one of their requests (positive modifier, decays over time, based on value of items granted).
    * AI remembers if you fought against a common foe (positive modifier, decays over time, based on damage done to the common foe).
    * Track trades between players and allow that to positively influence relationships (the better the deal for the AI, the stronger the modifier). Particularly useful for bribing a hostile AI.

[AI]

    * Rebalanced AI flavors and strategies for unit training to improve AI army composition and build choices.
    * Allow the AI to consider Pikeman units for offensive roles when they can't build Swordsman or Longswordsman.
    * Allow Alexander and Darius to consider Hoplites and Immortals for offensive roles in early game.
    * AI players may now use a Great General in early rushes on higher difficulties.
    * Modified flavor tags for Atomic Bomb and Nuclear Missile so AI builds them only when it decides it specifically wants Nukes.
    * Block City States from building carriers, atomic weapons.
    * Strategies for building mobile units now persist into Modern era to help AI decisions for when to build tanks and modern armor.
    * Dampen early game Grand Strategies to give the AI time to expand (AI were sometimes stuck in a single city until late in the game).
    * Victory adjustments to AI behaviors, including alternate victory paths as “back-ups” (for example, building the Apollo Program, even if they are not going for a Spaceship victory).
    * Revise code calculating recommended army size (using smaller armies if the threat is low).
    * Correct issue that was causing late-game continent-bound AI’s to over-build units intending to invade, and never properly execute the amphibious invasion.
    * Scale recommended army sizes based on difficulty level.
    * AI grand strategy and flavor weighting balance pass.
    * AI policy choice weighting balance pass.
    * AI tech choice weighting balance pass.

[GAMEPLAY]

    * Player is now given the option to return a CS worker that they free from barbarians.
    * Roads under captured cities no longer charge maintenance.
    * Machu Picchu no longer destroyed when capturing a city containing Machu Picchu.
* Fixed Oligarchy bug that was causing the effect to expire when loading from a save.

[MULTIPLAYER]

    * Multiplayer AI is now consistent with Single Player AI.
    * Hot-Seat is now available through the multiplayer menu.
          o You can have as many humans playing as available slots in the game.
          o Password protection is built in.
          o All maps, including purchased and user-created, are available to play in Hot-Seat.
          o While play-by-email is not yet implemented, we did include an in-between turn saving option for those that want to play via email.

[BALANCE]
Mechanics

    * Policy “Finishers” added to all 10 policy trees. Taking all policies in a tree will grant an additional bonus effect. See policy notes below for more information.
    * Tweaked Policy cost formula (cheaper earlier, more expensive later).
    * Reduced per-city Policy cost increase by 50%.
    * Culture from City States tweaked (less early, more later).
    * Killing a barbarian for a city state now gives 12 influence (was 5).
    * Production cost adjustments for units/buildings/wonders (mostly a little cheaper, much cheaper late game).
    * Unhappiness per city increased to 3 from 2.
    * All great person tile improvements now connect all strategic resources.
    * Reduced Culture from Goody Huts to 20 from 30.
    * Defense penalty and city assault bonus promotions are now lost with upgrade.
    * Research agreements now give a tech boost instead of a free tech. Tech boosts start at 50% of the median value of all techs you can research. Can be boosted to 100% if you both start Rationalism and build the Porcelain Tower.

Terrain, Resources, and Improvements

    * New bonus resource: Stone (+1 production, improved with a Quarry). See the Stone Works building note below for additional details.
    * Map generation improvements to integrate Stone into production-poor terrain, reducing the temporary usage of Cows. Additionally, will switch grass bonus resources from Cows to Stone when production is needed.
    * Marsh and Fallout terrain penalty reduced from -33 to -15.
    * Academy yield increases with Scientific Theory.
    * Customs House yield increases with Economics.
    * Manufactory yield increases with Chemistry.
    * Marble wonder production mod reduced to 15%.
    * Luxury resources now give 4 Happiness, down from 5.
    * Remove penalty for improving Tundra, Snow and Desert.
    * Railroad improvement now takes 3 turns, down from 7.
    * Scrub Fallout now takes 2 turns, down from 5.
    * Repair improvement now takes 2 turns, down from 3.
    * Well improvements now remove jungle/forest/marsh.

Buildings

    * New building: Stone Works: +1 Happiness and +1 production, and +1 production for each source of Marble and Stone worked. Requires Marble or Stone.
    * Burial Tomb now correctly has an Artist slot.
    * Mud Pyramid Mosque reduced 1 Culture.
    * Circus moved to Trapping.
    * Forge maintenance reduced 1 gold.
    * Windmill production modifier reduced 5% to 10%.
    * Monastery base Culture reduced from 3 to 2. Per resource Culture unchanged.
    * Mint gold per resource reduced by 1 gold.
    * Colosseum maintenance reduced by 1 gold, Happiness reduced by 1.
    * Theatre maintenance reduced by 1 gold, Happiness reduced by 1.
    * Stadium maintenance reduced by 1 gold, Happiness reduced by 1.
    * Broadcast tower cultural modifier reduced to 33% but now gives 3 Culture.
    * Armory maintenance reduced by 1 gold and moved to Machinery.
    * Military academy maintenance reduced by 2 gold.
    * Arsenal moved to rifling and now provides city defense instead of unit production.
    * Walls now gives 4 Defense (was 5).
    * Walls of Bablylon now give 6 Defense (was 7.5).
    * Mughal Fort now gives 6 Defense (was 9).
    * Castle now gives 4 Defense (was 7.5).
    * University maintenance reduced by 1 gold and now gives a 33% boost to science instead of 50% (will increase to 50% after adopting Free Thought Policy).
    * Military Academy now requires Armory instead of Barracks.
    * Arsenal now requires Castle instead of Military Academy.
    * Military Base now requires Arsenal.
    * Wat now requires Library.
    * Mud Pyramid Mosque now requires Monument.
    * Harbor naval production reduced 10% but now increases sea resources yield by 1 hammer.
    * Seaports no longer require a sea resource, they now require a Harbor. Production per sea resource reduced by 1 hammer.
    * Factory production increased by 1 hammer but modifier decreased to 10%.
    * Solar/Nuclear plant cost greatly reduced.
    * Solar/Nuclear plant production increased by 1 hammer but modifier decreased to 15%.
    * Public School science per population reduced by 50% and now provides a flat 3 science.
    * Research Laboratory modifier reduced by 50% but now gives a flat 4 science.
    * Workshop production modifier reduced by 5%.
    * Barracks, Armory, Military Academy and Krepost now provide experience to all units trained.

Wonders

    * National College moved to Philosophy and reduced by 2 science.
    * Oxford University now gives 3 additional science.
    * Great Lighthouse now also provides a free Lighthouse in the city where it was built.
    * Great library now gives 3 additional science, and provides a free Library in the city where it was built.
    * Porcelain tower now additionally increases the Science granted when completing Research Agreements by 50%.
    * Hermitage moved to Acoustics and much cheaper to build. Now requires Opera Houses but gives only a 50% boost to Culture.
    * Stonehenge Culture reduced to 6 from 8.
    * Pyramids worker speed increase reduced to 25% from 50% but now give a free Worker when built
    * Hanging Gardens now give 10 Food instead of 1 population per city and Happiness.
    * Great Wall now obsoletes with Dynamite instead of metallurgy and gives 3 Culture. Additionally, a free Wall is provided in the city where it was built.
    * Hagia Sophia great person modifier reduced to 25% from 34%, and gives a free Great Person of your choice.
    * Eiffel Tower now give 5 Happiness plus 1 for every 2 Policies adopted.
    * Chichen Itza now grants an additional 4 Happiness.
    * Machu Picchu trade route gold increased by 5% and also gives a flat 5 gold.
    * The Colossus now gives an additional 5 gold.
    * Notre Dame now gives 10 Happiness, up from 5, and 3 Culture.
    * Sistine Chapel Culture modifier reduced from 33% to 25%.
    * Kremlin global city defense mod reduced to 25% from 50% but now gives 12 defense in the city where it's built.
    * Cristo Redentor Policy discount reduced from 25% to 10% but now gives 4 Culture.
    * Pentagon upgrade cost reduced to 33% from 50% but now gives 3 Culture.
    * Sydney Opera House moved to Mass Media and gives 50% Culture in the city where it's built plus 4 Culture.
    * Big Ben hurry modifier reduced to 15% from 25% but now gives a flat 4 gold.
    * Himeji bonus reduced to 15% from 25%, and provides a free Castle in the city where it was built.
    *Forbidden Palace now provides -10% unhappiness from Citizens in non-occupied Cities.

Civilization Unique Abilities

    * Arabia: Bazaar now gives 2 gold on oil/oasis.
    * America: Remove river start bias.
    * America: Increase plot buy modifier to 50% from 25%.
    * China: Great General trait reduced to 50% from 100%.
    * Babylon: Great Scientist trait reduced to 50% from 100%.
    * Germany: Now receives a 25% discount on land unit maintenance.
    * Ottoman: Now receives a 67% discount on naval unit maintenance, and can upgrade Galley’s to Trireme’s.

Policies

    * Liberty and Autocracy are no longer mutually exclusive.
    * Freedom, Autocracy and Order are now mutually exclusive.
    * Tradition
          o Aristocracy now provides +15% Production when building Wonders down from 20%.
          o Landed Elite now provides 1 Happiness at every 10 Citizens in each City.
          o Tradition Finisher: +15% Growth and +2 Food in each city.
    * Liberty
          o Meritocracy: +1 Happiness for each city connected to your capital, and -5% Unhappiness from citizens in non-occupied cities.
          o Republic now adds an additional 5% building production modifier.
          o Liberty Finisher: Great Person of your choice.
    * Honor
          o Honor Opener now additionally provides Culture for each barbarian killed.
          o Warrior Code now also gives 15% melee unit production.
          o Military Caste now provides +1 Happiness and +2 Culture for each city with a garrison.
          o Professional Army now reduces cost of upgrading units by 33% and provides +1 Happiness per defensive building (Walls, Castle, Arsenal, Military base).
          o Honor Finisher: Grants gold for each enemy unit killed.
    * Piety
          o Piety Opener now provides a 15% production bonus on Culture buildings.
          o Free Religion now provides only 1 free Policy but increases the Culture from Monuments, Temples and Monasteries by 1.
          o Organized Religion now gives 1 Happiness per Monument, Temple and Monastery.
          o Reformation now increases Culture in all cities with a Wonder by 33%, and starts a Golden Age.
          o Theocracy now increase gold yield by 10% in cities with a Temple.
          o Piety Finisher: -10% Culture cost of future Policies.
    * Patronage
          o Scholasticism reduced from 33% to 25%
          o Patronage Finisher: Causes other players’ influence with City States to decrease 33% more per turn than usual.
    * Commerce
          o Naval Tradition policy now also gives +1 moves to embarked units.
          o Commerce Finisher: +1 Gold per Specialist.
    * Rationalism
          o Rationalist Opener now increases the Science granted when completing Research Agreements by 50%. Stacks with Porcelain Tower.
          o Free Thought now also increases University science yield by 17%
          o Humanism now also affects Public Schools and Observatories.
          o Rationalism Finisher: +1 Gold from Science buildings.
    * Freedom
          o Freedom Opener now provides 25% Great Person Points in all cities.
          o Democracy now provides -50% Unhappiness per Specialist.
          o Constitution now provides +2 Culture per Wonder.
          o Free Speech now provides 8 maintenance free units.
          o Freedom Finisher: +100% yield from Great Tile Improvements and increase length of Golden Ages by 50%.
    * Autocracy
          o Police State now provides 3 Happiness per Courthouse, and reduces the time it take to build Courthouses by 50%.
          o Total War now provides +15% Production when building Military Units and +15 XP for new units.
          o Autocracy Finisher: 30 turn attack bonus of +20%.
    * Order
          o Order Opener now provides +1 Happiness per City.
          o Socialism and Planned Economy swapped places.
          o Socialism buff to 15% reduction in building maintenance from 10%.
          o Planned Economy now increases Science yield by 25% in cities with a Factory.
          o Communism now provides 2 Production and 10% Production towards buildings in each city.
          o Order Finisher: +1 Food/Production/Science/Gold/Culture per city.
    *United Front – Militaristic City States now grant units twice as often when you are at war with a common foe.

Technology

    * Reduced cost of Calendar, Civil Service, Iron Working, Gunpowder, Rifling and Dynamite.
    * Scaled up costs of all sciences starting in the mid-renaissance era and on (larger increases later on).
    * Metal Working requires Construction.
    * Railroad now requires Dynamite.
    * Radar now requires Combustion.
    * Globalization requires Computers, and the cost is increased.
    * Computers require Radar.
    * Particle Physics no longer requires Globalization (Space victory now possible without overlapping Diplomatic victory).
    * Future Tech requires Globalization.
    * Tech Aesthetics: moved Dynamite and all future technologies around by 1 position for better alignment.




Units/Combat

    * Destroyers no longer start with extra sight.
    * Extra Sight promotions are now lost with upgrade (Caravel).
    * Great General promotion spawning effectiveness reduced by 50%.
    * Mohawk Jungle/Forest bonus reduced to 25% from 50%.
    * Gunship anti-armor promotions now work correctly.
    * Jaguar now gets Woodsman promotion.
    * Minuteman now start with Drill I.
    * Mohawk Warriors no longer require Iron.
    * Carriers no longer require Oil.
    * Destroyer moved to Combustion.
    * Mechanized infantry moves reduced from 4 to 3.
    * Galley now upgrades to Trireme.
    * Ironclad now upgrades to Battleship.
    * +1 moves for Tank, Panzer, Modern Armor, with no sight penalty.
    * Increased combat strength of siege weapons to 50% of their ranged strength, increased intrinsic city attack promotions (10%/30% -> 20%/50%).
    * Increased Incan slinger combat strength slightly.
    * Increased Crossbowman and Chu-Ko-Nu combat and ranged strength.
    * Decreased Longswordsman, Fighter, Bomber, Guided Missile, Jet Fighter and corresponding UUs strength.
    * Removed Mandekalu Cavalry city attack bonus promotion (but still has no penalty).
    * Reduced Tank, Panzer, Modern Armor to lower tier city attack penalty (-25%, instead of -33%).
    * Aztec Culture from kills now stacks with new Honor Policy branch opener for double Culture killing barbarians.
    * Boosted Chariot Archer to strength 4 and ranged 7 (Egypt War Chariot as well).
    * Drop combat value of Berserker and Huscarl to match Longswordsman.

[MODDING]

    * Fixed a bug in Lua where "Events.<SomeEvent>.Remove" was not behaving correctly.
    * (Lua) Added GameEvents.CityCanBuyAnyPlot(ownerID, cityID) (TestAll)
    * (Lua) Added GameEvents.CityCanBuyPlot(ownerID, cityID, plotX, plotY) (TestAll)
    * (Lua) Added GameEvents.CityCanCreate(ownerID, cityID, projectTypeID); (TestAll)
    * (Lua) Added GameEvents.CityCanMaintain(ownerID, cityID, processTypeID); (TestAll)
    * (Lua) Added GameEvents.CityCanPrepare(ownerID, cityID, specialistTypeID); (TestAll)
    * (Lua) Added GameEvents.CityCanTrain(ownerID, cityID, unitTypeID); (TestAll)
    * (Lua) Added GameEvents.PlayerAdoptPolicy(playerID, policyTypeID); (Hook)
    * (Lua) Added GameEvents.PlayerAdoptPolicyBranch(playerID, policyBranchTypeID); (Hook)
    * (Lua) Added GameEvents.PlayerCanAdoptPolicy(playerID, policyTypeID); (TestAll)
    * (Lua) Added GameEvents.PlayerCanAdoptPolicyBranch(playerID, policyBranchTypeID); (TestAll)
    * (Lua) Added GameEvents.PlayerCanConstruct(playerID, buildingTypeID); (TestAll)
    * (Lua) Added GameEvents.PlayerCanCreate(playerID, projectTypeID); (TestAll)
    * (Lua) Added GameEvents.PlayerCanEverReseearch(playerID, techtypeID); (TestAll)
    * (Lua) Added GameEvents.PlayerCanMaintain(playerID, processTypeID); (TestAll)
    * (Lua) Added GameEvents.PlayerCanPrepare(playerID, specialistTypeID); (TestAll)
    * (Lua) Added GameEvents.PlayerCanResearch(playerID, techTypeID); (TestAll)
    * (Lua) Added GameEvents.PlayerCanTrain(playerID, unitTypeID); (TestAll)
    * (Lua) Added GameEvents.TeamSetHasTech(teamID, techID); (Hook)
    * It's now possible to have the tech tree "dead end" where the final technology is not repeatable.
    * New graph datasets used by the replay viewer can be added by mods.
    * Action Icons now use the database in the same way as other icons instead of using ActionIcons.lua.

And there you have it. There are some pretty hard-hitting balance changes that will definitely impact gameplay. Let us know what you think of all the new changes that are coming below.

Source: 2K Games Forum

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Civilization 5 Patch Update Introduces Replays, Hot-Seat Functionality, and More Challenging AI
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