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Thread: Civilization 5 Patch 1.0.1.217 has been released

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    Deity Dinner's Avatar
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    February Patch Notes.

    Poster 2K_Greg (who works for 2K Games) recently released the following patch notes about the next upcoming patch to be released later this month.

    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 cost of your next Policy by 33% less. 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.
    Link to official 2K Game Forum thread: http://forums.2kgames.com/showthread...ry-Patch-Notes!
    "Our scientific power has out run out spiritual power. We have guided missiles and misguided men." - Martin Luther King Jr.
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    I like that I will finally be able to play the DLC civs I paid for in MP. To bad MP still seems to be messed up/not improved. On the other hand adding in an official aquaduct building is a nice new feature.
    "Our scientific power has out run out spiritual power. We have guided missiles and misguided men." - Martin Luther King Jr.
    "A cynical, mercenary, demagogic press will produce in time a people as base as itself."
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    Deity Dinner's Avatar
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    It seems like 2K Games released ten new achievements as well. There used to be 140 achievements and now there are 150 achievements listed.
    "Our scientific power has out run out spiritual power. We have guided missiles and misguided men." - Martin Luther King Jr.
    "A cynical, mercenary, demagogic press will produce in time a people as base as itself."
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    Quote Originally Posted by Oerdin View Post
    It seems like 2K Games released ten new achievements as well. There used to be 140 achievements and now there are 150 achievements listed.
    Sounds like more DLC on the way if that's the case. Not sure how I feel about that TBH since the time they spent on any DLC should've been spent fixing other major problems, such as late game crashes and combat AI.

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    Quote Originally Posted by Oerdin View Post
    I like that I will finally be able to play the DLC civs I paid for in MP. To bad MP still seems to be messed up/not improved. On the other hand adding in an official aquaduct building is a nice new feature.
    City crowded! Rome needs aquaduct! /civ1
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    Interesting changes, a welcomed patch for sure.

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    i too like the look of those changes

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    for 2 months of work, the changelist seems a bit short to me. unless the patch team is fairly small?

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    Deity Nikolai's Avatar
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    Totally reworked economic model, sweeping policy changes, new building added, engine improvements and a lot more. Not sure I would call the list short really.
    Do not fear, for I am with you; Do not anxiously look about you, for I am your God. -Isaiah 41:10
    The LORD your God is with you, he is mighty to save. He will take great delight in you, he will quiet you with his love, he will rejoice over you with singing. - Zephaniah 3:17

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    mmm, maybe you're right

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    Deity Dinner's Avatar
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    Quote Originally Posted by Zoetstofzoetje View Post
    for 2 months of work, the changelist seems a bit short to me. unless the patch team is fairly small?
    I believe the team is small but at least they haven't just abandoned the game after one patch the way Activision routinely does.
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    Yeah... but one of the most serious problems with the game is the AI's lack of ability to fight properly with 1upt. Until they address that problem............
    Keep on Civin'
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    Quote Originally Posted by Ming View Post
    Yeah... but one of the most serious problems with the game is the AI's lack of ability to fight properly with 1upt. Until they address that problem............
    After the full SDK release, that will be the task of the Better AI team. Better AI for civ4 is SO much superior to BtS. Firaxis throwing money at it won't be optimum, it will take dedicated modders who do it out of love.
    Last edited by Jaybe; February 18, 2011 at 01:01.

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    Emperor Dr Strangelove's Avatar
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    I still have problems with the game crashing on a huge map when the map is full of cities. The crash usually occurs when the map is auto-scrolling from one unit to another or from one city to another, and primarily when the entities it's scrolling to are distant. Is there any chance we're going to get a fully functional game sometime in the future?

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    I'd like to point out that Apolyton had a thread about the patch notes before CFC.

    Quote Originally Posted by Dr Strangelove View Post
    I still have problems with the game crashing on a huge map when the map is full of cities. The crash usually occurs when the map is auto-scrolling from one unit to another or from one city to another, and primarily when the entities it's scrolling to are distant. Is there any chance we're going to get a fully functional game sometime in the future?
    How much memory do you have on your computer because it could be that you're running out of resources on your computer. On a different line of thought people at the 2K Games forum are claiming the game has a memory leak so saving, exiting the game to the desktop, and then restarting the game often helps. People have posted screen shots showing the game hogging almost 5GB, then when they restart the game it only takes 1.2 GB.
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    Dr. SL, I've seen that enough to just avoid huge maps even though I've a 1GB Radeon HD5770 graphics card and regular 4GB RAM (I suspect the graphics card is relevant here). I would try to keep my big sweeps safe by using strategic view ... and have autosaves be every turn.

    Perhaps with 3 hexes between cities it will help, but I thought it was just being overburdened by redrawing terrain in general.

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    Seems like a thousand band-aids piled up to patch up a gaping chest-wound...

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    Seems like they're really trying to improve civ5.
    Not just patching (bug-fixing), but a lot of re-working! That's great!

    Unfortunately though there's also a lot of 'improving' by 'reducing' things.
    Civ5 already is (imho) having a problem that the game rewards stuff not enough, which takes away a bit of the "one more turn" feeling.

    But let's see how it plays out!
    I started to wonder a bit about the next patch b/c of the lack of updates, I'm glad we got one again!

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    This is the one I've been waiting for!
    Additional bug fixes and tweaks.

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    I look forward to playing with this patch.
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    I am getting my hopes up.

    Fixed the AA bug. YAY!
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    Yeah, it was weird seeing the AI build dozens of AA guns when no one was using air power against them.
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    Seems like they are adding a few free things to try to make up for the fact that they can't actually fix the game.
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    Emperor Dr Strangelove's Avatar
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    Quote Originally Posted by Jaybe View Post
    Dr. SL, I've seen that enough to just avoid huge maps even though I've a 1GB Radeon HD5770 graphics card and regular 4GB RAM (I suspect the graphics card is relevant here). I would try to keep my big sweeps safe by using strategic view ... and have autosaves be every turn.

    Perhaps with 3 hexes between cities it will help, but I thought it was just being overburdened by redrawing terrain in general.
    I have a 2.5 GHZ quad core intell processor with 6 GB of memory. The video card is a nVidea Geoforce GT 9800 with 3.3 GB display memory, 2.8 GB shared memory and 500 MB dedicated memory. In short, my system far more than exceeds the recommended attributes to run this game. If the game can not be played on huge by a system that exceeds the requirements to run it, then there should not have been a "huge" setting included.
    "I say shoot'em all and let God sort it out in the end!

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    Emperor Dr Strangelove's Avatar
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    Quote Originally Posted by Oerdin View Post
    I'd like to point out that Apolyton had a thread about the patch notes before CFC.



    How much memory do you have on your computer because it could be that you're running out of resources on your computer. On a different line of thought people at the 2K Games forum are claiming the game has a memory leak so saving, exiting the game to the desktop, and then restarting the game often helps. People have posted screen shots showing the game hogging almost 5GB, then when they restart the game it only takes 1.2 GB.
    My system more than exceeds the recommended requirements for Civ 5. I have a 2.5 GHZ Quad core processore, 6 GB RAM, a NVIDEA 9800 GT video card with 3.3 GB Display memory, 3 GB shared memory and 0.5 GB dedicated memory. If playing "huge" maps requires that much more memory thant the stated system reuirements then the manufacturer has a duty to inform us. Also remember they just put out a patch and promised us that the problem with crashing of huge maps was fixed. The problem was not.
    At this point the game crashes at least once every turn. So would it matter if I quit the game and restarted it? I'd have to shut it down half way through each turn. Really, who wants to shut down and restart this turkey every few minutes? It takes about 4 or 5 minutes just to restart it. It sucks the fun out of the game.
    What i've been doign is hitting quick save literally after every click of the mouse. This morning I thought I'd try turning off the auto- scroll units fuinction and just manually scroll between units, but it still crashes. I've tried using the strategic view, but in the strategicview you can't tell which cities need to start new projects.
    "I say shoot'em all and let God sort it out in the end!

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    I have the same problems as you Dr S. It has something to do with the renderer. I use strategic view only to cope.

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    There's all kinds of Nvidia card related bugs in Civ5.

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    Yep, it certainly seems like ATi's cards are much better off with the game.
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    My ATI 5770 does a great job with the game.
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    07:18
    Quote Originally Posted by DaShi View Post
    Seems like they are adding a few free things to try to make up for the fact that they can't actually fix the game.
    That might be the case. The reality is they can't rewrite any part of the AI without an expansion pack and even then it will just be tweaks to the AI. They know this is true even if they won't admit it so SP will remain ****ed.
    "Our scientific power has out run out spiritual power. We have guided missiles and misguided men." - Martin Luther King Jr.
    "A cynical, mercenary, demagogic press will produce in time a people as base as itself."
    - Joseph Pulitzer

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