Civ Duel Zone  

Go Back   Civ Duel Zone > Civilization > General Discussion > Civ V
Home

Reply
 
Thread Tools Display Modes
Old 20-11-2010, 12:58   #31
ProPain
Customized Admin :)
 
ProPain's Avatar
 
Join Date: Mar 2003
Location: sailing the seas of cheese.
Posts: 5,852
Default

Thinking of it the policy hoarding is a problem because policy costs scale with cities. So you have lots of cities, hoard culture, sell/gift cities, policy costs decrease, take policies, reconquer your old cities. Rinse and repeat.

Obviously the cult point hoarding isn't the problem, being able to so easily sell cities is. Again something that was severely limited in Civ IV after previous Civ III experience (sell city, declare war, retake city)

Seems they forgot a lot over the years.
__________________
I fed my Dog the American Dream
Well, he rolled over and he started to scream
He said, I dig the taste of salt but it don't keep me alive yeah, yeah
ProPain is offline   Reply With Quote
Old 20-11-2010, 16:33   #32
grahamiam
Emperor
 
grahamiam's Avatar
 
Join Date: May 2004
Location: USA, East Coast.
Posts: 2,673
Default

Quote:
Originally Posted by ProPain View Post
Seems they forgot a lot over the years.
I remember the test team for Civ4 was quite large, lots of great players from all the big sites. I wonder if they burned out those guys (or promoted them to unrelated positions) and had to replace most of them, going with a group that only knew Civ4 as it was in it's final state, and none of the sins of the previous versions...
grahamiam is offline   Reply With Quote
Old 22-11-2010, 11:09   #33
Darkness
Moderator
 
Darkness's Avatar
 
Join Date: Aug 2003
Location: Netherlands.
Posts: 4,169
Default

Quote:
Originally Posted by ProPain View Post
[b]•Policies must be selected the turn they are earned. (Added 11/18)
When is this patch coming out? I can still just right-click op the "Adopt policy" button to hoard policies for later use...

Or hasn't my steam downloaded the patch yet?
__________________
"Death is lighter than a feather, but duty is heavier than a mountain..." - The Eye of the World
Darkness is offline   Reply With Quote
Old 22-11-2010, 11:44   #34
ProPain
Customized Admin :)
 
ProPain's Avatar
 
Join Date: Mar 2003
Location: sailing the seas of cheese.
Posts: 5,852
Default

As long as you don't plat with Steam in offline mode you'll get all patches automatically whether you like it or not

As far as I know the patch isn't out yet, there just making announcements what will be in the patch for now.
__________________
I fed my Dog the American Dream
Well, he rolled over and he started to scream
He said, I dig the taste of salt but it don't keep me alive yeah, yeah
ProPain is offline   Reply With Quote
Old 04-12-2010, 12:12   #35
Furiey
King
 
Furiey's Avatar
 
Join Date: Jun 2006
Location: Bedfordshire UK.
Posts: 1,031
Default

Another update on the patch:

AI

* Worker AI improvements.
* Update to tactical AI pillaging code. Additionally, always check to make sure it’s not trying to pillage in an enemy dominance zone.
* AI victory emphasis improvements (more efficient end-game when focusing on Science and Diplo victories).
* AI should colonize other continents regularly.
* AI will emphasize production of an Ocean going explorer unit when the time comes.
* Adjust Napoleon to make him more likely to go for culture.
* More aggressive second wave expansion (mostly off shore) after initial empire building and consolidation has occurred.
* Optimization when finding routes (pathfinder improvement).
* Multiple tweaks and bug fixes.
* AI will now build ranged and mobile units more in line with the flavor settings.
* Multiple defensive AI tweaks.
* Never use ranged units to provide flanking bonuses. (Added 11/18)
* Improve AI use of protected bombard attacks (melee in front, ranged in the rear). (Added 11/18)
* Worker priority adjustments (prioritize pillaged tiles, etc.). (Added 11/18)
* Further pathfinder optimization. (Added 11/18)
* AI will be more aggressive about pursuing Diplo victory if they are wealthy. (Added 12/3)
* AI more effective with building, moving, and using aircraft and anti-aircraft more effectively. (Added 12/3)
* AI more likely to effectively use siege units in a city attack. (Added 12/3)
* Better nuke targeting by AI. (Added 12/3)
* Tactical AI Tuning: Reduce chance of AI civs making "suicide" attacks. (Added 12/3)
* Multiple tweaks and bug fixes. (Added 12/3)


GAMEPLAY

* Cities heal more quickly.
* Only allow one upgrade per unit from a goody hut.
* Science building track adjustments (cost, specialist slots, GP Points, etc). (Added 11/18)
* Amount of damage caused during naval combat increased. (Added 11/18)
* Melee horse units combat value lowered, and now receive a penalty when attacking cities. (Added 11/18)
* Lowered bonuses received from Maritime city-states. (Added 11/18)
* Removed maintenance from defensive buildings. (Added 11/18)
* Multiple unit upgrade track adjustments. Most (but not all) units now have a full upgrade path from start to finish. (Added 11/18)
* Open terrain penalty lowered. (Added 11/18)
* Policies must be selected the turn they are earned. (Added 11/18)
* Promotions must be selected the turn they are earned. If it’s as a result of combat, then the beginning of the next turn. (Added 11/18)
* Increased city strength ramp-up based on technology. (Added 12/3)
* Catapults and Trebuchets now weaker against units but stronger VS cities, and reduced effectiveness of Archers & Crossbowmen (and their UUs) VS cities. (Added 12/3)
* Have culture cost for policies never go down (trading away cities to reduce culture cost exploit). (Added 12/3)
* Reduced effects of Forbidden Palace and Meritocracy (Happiness per city). (Added 12/3)
* Reduced points from Wonders & Cities, increased points for population. (Added 12/3)
* Reduced culture needed for first plot acquisition. (Added 12/3)
* New Building: Circus Maximus (National Wonder for happiness track). (Added 12/3)
* New Building: National Treasury (National Wonder for economic track). (Added 12/3)
* Unhappiness beyond a certain point breeds rebels within your empire, based on the number of cities a player has. (Added 12/3)
* Reduced amount of food needed for cities to grow at larger sizes. (Added 12/3)
* Tradition branch balance (Landed Elite and Monarchy improvements). (Added 12/3)
* Liberty branch balance (Settler training bonus now only applies to capital). (Added 12/3)
* Buildings can now no longer provide more Happiness than there is population in a city (wonders are excluded from this). (Added 12/3)
* 3 new additional Natural Wonders added to gameplay, with accompanying “rarity” code. (Added 12/3)
* Multiple Tech Tree tweaks to address “slingshot” tech exploits. (Added 12/3)
* Killing a barb inside a city-state's territory now gives a 5-turn buffer where there is no Influence intrusion penalty. (Added 12/3)
* Reduced and balanced combat bonuses. (Added 12/3)


UI

* Tweaked the single-player score list to hide the civs of unmet ai players.
* Added game option to disable automated workers from removing features. (Added 11/18)
* Additional updates to the Global Politics screen. (Added 12/3)
* Added game option to disable turn-blocking promotions and policy choices. (Added 12/3)


DIPLO

* 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).
* Additional AI attitude tool-tips for cases that were not already covered. (Added 12/3)


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).
* Support for mods that perform major restructuring of the tech tree including adding, deleting, and updating techs, buildings, and units. (Added 12/3)
* Added GameEvents system for overriding Gameplay DLL specific functionality. (Added 12/3)
* Fixed "Reload Landmark System" mod flag to now refresh landmarks defined in "ArtDefine_Landmarks". (Added 12/3)
* Multiple SDK Updates (details to come with full patch notes). (Added 12/3)


MISC

* Fixed save format which causes saves to increase the memory footprint of the game drastically when loading frequently over the course of the game.


Still no release date. Looks like it's getting to be a pretty serious patch.

Last edited by Furiey; 04-12-2010 at 20:35. Reason: added missed highlight
Furiey is offline   Reply With Quote
Old 04-12-2010, 16:06   #36
grahamiam
Emperor
 
grahamiam's Avatar
 
Join Date: May 2004
Location: USA, East Coast.
Posts: 2,673
Default

Quote:
* Unhappiness beyond a certain point breeds rebels within your empire, based on the number of cities a player has. (Added 12/3)
Wasn't there something like this in Civ2? Or was it that rebels spawned when you took an enemy city?
grahamiam is offline   Reply With Quote
Old 04-12-2010, 20:34   #37
Furiey
King
 
Furiey's Avatar
 
Join Date: Jun 2006
Location: Bedfordshire UK.
Posts: 1,031
Default

I only found Civ with Civ 3 so don't know about 2, it does sound familiar though.

I think I may have to try and get that Deity win before this patch comes out.
Furiey is offline   Reply With Quote
Old 04-12-2010, 20:56   #38
Darkness
Moderator
 
Darkness's Avatar
 
Join Date: Aug 2003
Location: Netherlands.
Posts: 4,169
Default

Quote:
Originally Posted by grahamiam View Post
Wasn't there something like this in Civ2? Or was it that rebels spawned when you took an enemy city?
IIRC in Civ2 your empire got split up if you lost your capital. You still controlled about half of it but the other half was a new AI nation of "rebels"...
__________________
"Death is lighter than a feather, but duty is heavier than a mountain..." - The Eye of the World
Darkness is offline   Reply With Quote
Old 04-12-2010, 21:02   #39
Shabbaman
Administrator
 
Shabbaman's Avatar
 
Join Date: Mar 2003
Location: Costa La Haya
Posts: 8,494
Default

Quote:
Originally Posted by grahamiam View Post
Wasn't there something like this in Civ2? Or was it that rebels spawned when you took an enemy city?
In civ2 partisans spawned next to a conquered city, but only after fascism was discovered iirc.
__________________
"Our spam is backed with COMETS!"
Shabbaman is offline   Reply With Quote
Old 05-12-2010, 09:51   #40
ProPain
Customized Admin :)
 
ProPain's Avatar
 
Join Date: Mar 2003
Location: sailing the seas of cheese.
Posts: 5,852
Default

These rebels my sound like a good idea to add extra punishment to the unhappy state, but with the AI warring ability I fear these rebels will be free-exp cannon fodder.

We'll have to see but if they turn out to be easily countered and exp yielding it sounds more like a bonus for being unhappy.
__________________
I fed my Dog the American Dream
Well, he rolled over and he started to scream
He said, I dig the taste of salt but it don't keep me alive yeah, yeah
ProPain is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT +2. The time now is 13:28.


Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.