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Civ5 Patch update 3/Dec/10
Following several weeks of a lack of patch-related news, Firaxis' community managers have informed us of additional changes to the game.
Click read more to see details.
*AI
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
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
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
Additional AI attitude tool-tips for cases that were not already covered. (Added 12/3)
*MODDING
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)Posting comments is disabled.
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Channel: Apolyton Exclusive
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by JaybeFollowing several weeks of a lack of patch-related news, Firaxis' community managers have informed us of additional changes to the game. Click read more to see details. ...
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Channel: Apolyton Exclusive
December 3, 2010, 17:43 -
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Click Read More for the entire list of updates.
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Channel: Apolyton Exclusive
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Channel: Apolyton Exclusive
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