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chill02 07/27/17 5:00:12 PM #1: |
Patch notes:
[GENERAL BALANCE CHANGES] Reduced the cost of the Aqueduct by 30%, and Sewers by 50% Reduced cost of all other districts by 10% Increased the discount for districts you have less of from 25% to 40% Increased costs of district buildings by 10% (except Aerodrome buildings), and increased per settler cost bump by 50% Reduced cost of all spies by 25% The Hanging Gardens now provides +2 Housing in city it is built Walls now provide Tourism, and do not have Maintenance Battering Ram and Siege Tower now upgrade to the Medic support unit, and no longer are functional against a city with Urban Defenses Gave St George an additional Charge Updated Monarchy's Medieval Wall bonus to: "+50% Production toward defensive buildings. +1 Housing for each level of wall." Proselytizer Apostle Promotion only evicts 75% of existing pressure of other religions, not 100%. Press Gangs will now unlock with Exploration and Native Conquest with Colonialism. Increased Anti-Air strength values by 5 across the board. Increased Destroyer AA strength to match other units of the same era. Balance Change to Archer (cost +10) and Maryannu Chariot Archer (cost -20, combat +2, ranged strength +2) Increased cost to repair city outer defenses Moved “Urban Defenses” from Civil Engineering to Steel [CIV & LEADER SPECIFIC BALANCE CHANGES] Norway Thunderbolt of the North gains +50% production of naval melee units Stave Church gains +1 Production for all Coastal resources in the city Spain Treasure Fleet civ ability has its gold for intercontinental trade boosted from +4 to +6. Mission: increase from +1 Science to +2 Science if next to a Campus. Scythia’s heal down from 50 to 30. Kongo: 50% more Great People points rather than double. Greece: Award an envoy whenever they complete an Acropolis. France: Catherine’s Flying Squadron now awards a free Spy when the extra capacity is earned at Castles. All spies start as Agents with a free promotion. [MAP GENERATION] Aluminum may now appear on Plains Increased Lake generation Updated Bonus and Strategic Sea resource generation Fixed river generation on Inland Sea maps [UI ENHANCEMENTS] Combat Preview UI has received multiple improvements The Civilopedia now shows the number of spies/envoys granted by a civic Multi-turn unit movement paths shown when unit reselected Add Relationships tab to city state Intel Reports which displays that city state's at war status with other civs and city states A popup box is now used to modify deal item values Added leader dialog for Gifts and Demands Scenarios no longer display extraneous UI screens Reports now displays great works, adjacency, and districts information Trade Route chooser automatically selects previously completed trade route Additional improvements to the Trade Route chooser Added a turn blocker notification when city ranged attack is available Tech and Civic Boosts now additionally appear in the notification panel above the turn advancer. A Toggle Strategic View keybinding has been added --- Ave, true to Caesar. ... Copied to Clipboard!
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chill02 07/27/17 5:00:45 PM #2: |
[DIPLOMACY ENHANCEMENTS]
Added tooltips explaining why you can or cannot declare each kind of war or undertake another diplomatic action. “Are you sure you want to denounce?” confirmation added Liberation changes: - Liberating cities can now occur even if you got the city in a deal (peace deals are the most common case of this). - A case where the Persian player didn't see "(cede)" or "(return)" besides cities on the peace deal screen has been fixed. - When you liberate a city-state your military units are only kicked back from the first ring of hexes around the city; you aren't ejected from their territory entirely. [AI TUNING] Improved AI ability to move great works around to get theming AI will now better handle air attacks - Bombers will attack Districts, Improvements, and then Units in that preference - Fighters will prefer to attack other air units Improved desire to pillage cities Improved city planning with regard to adjacency bonuses During city attacks, concentrate unit attacks on more threatening units rather than spreading out Fixed a bug that resulted in the AI overestimating the value of demand tribute Adjust AI acceptance of embassies to be a bit more like what they already do for delegations Specifically, they probably will reject it if they're unfriendly, will accept at neutral unless they have any other reason against it (close balance) and will generally accept it at friendly unless they have a strong reason against. In evaluating deals, the AI will mark elements that are unacceptable at any price, and expose that to the player Improve ability to utilize city-states, beyond just suzerainty As a player approaches victory, AI will become less friendly and more aggressive [MULTIPLAYER] Improved stability after receiving a multiplayer join error Fixed unnecessary host migration when exiting a LAN game Fixed an occasional hang during wars in dynamic turn mode Miscellaneous UI fixes and stability improvements [BUG FIXES] Fixed an issue where plot tooltips would show when we didn’t want them to Fixed multiple issues with Air combat City Banners were not reacting to population changed events Barbarian camp art will now update as the game progresses into later eras Fixed an issue where pillaged improvements lost their pantheon bonuses forever District repair costs now computed properly based on both game speed and start era. Will always be 25% of the cost of creating a new district of that type. Correct Alexander’s “To the World’s End” healing ability so it only triggers if the city has a COMPLETED wonder in it. Wonders should always be repairable after they have been hit by a nuclear blast Fixed issues with Reports screen totals not adding correctly Additional bug fixes. [MISC] Added new visualization for desert mountains Also, Nubia --- Ave, true to Caesar. ... Copied to Clipboard!
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chill02 07/27/17 5:01:36 PM #3: |
... Copied to Clipboard!
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Steve Nick 07/27/17 5:02:00 PM #4: |
Battering Ram and Siege Tower now upgrade to the Medic support unit, and no longer are functional against a city with Urban Defenses
Finally. The game is actually playable again. It was impossible to play this game honestly with that exploit in the game. --- This is my signature. ... Copied to Clipboard!
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JE19426 07/27/17 5:02:05 PM #5: |
chill02 posted...
Walls now provide Tourism, and do not have Maintenance Maybe Trump is onto something with his wall idea. ... Copied to Clipboard!
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Steve Nick 07/27/17 5:02:51 PM #6: |
The game seems to be getting closer to a playable state.
I'm a season pass holder and the last couple of quarters have ruined my excitement for that game. But maybe it'll reel me back in. --- This is my signature. ... Copied to Clipboard!
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chill02 07/27/17 5:04:55 PM #7: |
[NEW]
Nubia Civ Unique Ability: +50% Production toward Ranged units. All Ranged units earn promotions 50% faster. Mines over strategic resources are +1 Production. Mines over bonus and luxury resources are +2 Gold. Queen Amanitore Unique Ability: Kandake of Meroë - +20% Production on all districts rising to +40% if the city contains a Nubian Pyramid adjacent to the City Center. Pitati Archer: Replaces the Archer. Stronger than the Archer with +1 Movement. Nubian Pyramid: Improvement. +1 Faith. Receives additional yields from adjacent districts. +1 Food if adjacent to a city center. For all other districts that award adjacency bonuses: +1 of the appropriate yield if that district is adjacent. Desert, Desert Hills, Floodplains. Jebel Barkal Wonder Unlocked at Iron Working. Awards 2 free Iron and +4 Faith to Cities within 6 tiles. ‘Gifts of the Nile’ Scenario The Nile River is the life-blood of not one ancient civilization, but two: Egypt and Nubia. Although these neighbors and trade partners shared a common river valley and supreme deity (Amun) they were often in direct competition if not outright war. In this head-to-head competitive scenario, you will take the role of one of these powers to see who can truly become the most worthy disciple of the great god Amun by being the first player to create 7 Temples in his honor. Added Restart button to regenerate the map Added the saving of game setup configurations to reuse when starting future games --- Ave, true to Caesar. ... Copied to Clipboard!
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LightHawKnight 07/27/17 5:05:19 PM #8: |
Hrmm, just starting playing again.
--- The Official Odin of the Shin Megami Tensei IV board. "You know how confusing the whole good-evil concept is for me." ... Copied to Clipboard!
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Steve Nick 07/27/17 5:07:06 PM #9: |
JE19426 posted...
chill02 posted...Walls now provide Tourism, and do not have Maintenance Come look at our wall. It's the biggest and greatest. --- This is my signature. ... Copied to Clipboard!
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I Like Toast 07/27/17 5:08:42 PM #10: |
But does it have hats?
--- If you do things right, people won't be sure you've done anything at all ... Copied to Clipboard!
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#11 | Post #11 was unavailable or deleted. |
chill02 07/27/17 5:20:26 PM #12: |
I Like Toast posted...
But does it have hats? Amanitore wears a crown thing and, well, there's John Curtin --- Ave, true to Caesar. ... Copied to Clipboard!
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LightHawKnight 07/27/17 5:25:31 PM #13: |
GOATTHlEF posted...
chill02 posted...As a player approaches victory, AI will become less friendly and more aggressive Yeah, they seemed to always hate me for having more great people/wonders/city states..... But the game I recently started, got everyone to be friends with me somehow, I guess it was cause of this. --- The Official Odin of the Shin Megami Tensei IV board. "You know how confusing the whole good-evil concept is for me." ... Copied to Clipboard!
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E32005 07/27/17 5:27:28 PM #14: |
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chill02 07/27/17 8:12:36 PM #15: |
the Nubian archers keep the extra move when they upgrade to crossbowmen
:^) --- Ave, true to Caesar. ... Copied to Clipboard!
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Dash_Harber 07/27/17 8:13:13 PM #16: |
Can Mac play with PC yet?
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chill02 07/27/17 8:13:40 PM #17: |
not sure :(
--- Ave, true to Caesar. ... Copied to Clipboard!
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Doe 07/27/17 8:15:13 PM #18: |
GOATTHlEF posted...
chill02 posted...As a player approaches victory, AI will become less friendly and more aggressive I dunno but it sounds like vanilla Civ V which was dumb AI was not only self-aware but acted as a hive mind and would wage hopeless wars just to slow you down, even though it would devastate their country's chances of winning --- ... Copied to Clipboard!
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prince_leo 07/27/17 8:16:06 PM #19: |
i'm loving nubian archers right now, fucking great
--- ... Copied to Clipboard!
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Darkman124 07/27/17 8:16:35 PM #20: |
LightHawKnight posted...
GOATTHlEF posted...chill02 posted...As a player approaches victory, AI will become less friendly and more aggressive generally civ AI becomes aggressive towards any player with insufficient military, and the solution is construct more units but this is a nice improvement so you cant just blow through to victory as was the case in civ v --- And when the hourglass has run out, eternity asks you about only one thing: whether you have lived in despair or not. ... Copied to Clipboard!
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chill02 07/27/17 8:19:27 PM #21: |
I liberate Greece from Macedon and my game crashed
lesson learned: never help anyone --- Ave, true to Caesar. ... Copied to Clipboard!
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