Civilization V
USK: 12

Patch mit Hot-Seat veröffentlicht

Auch bei Civilization V ist wieder Patchzeit: Das ungefähr 120 MB große Update wird automatisch via Steam runtergeladen und fügt den Hot-Seat-Modus sowie eine Replay-Funktion hinzu. Darüber hinaus werden allerlei Balance-Veränderungen sowie KI-Optimierungen vorgenommen und die Sozialpolitiken erhalten eine Generalüberholung inkl. einem finalen Bonus für abgeschlossene Zweige. Last but not least sollen höhere Schwierigkeitsgrade fortan eine größere Herausforderung bieten.

[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.


[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.


[MULTIPLAYER]

  • Multiplayer AI is now consistent with Single Player AI.

  • Hot-Seat is now available through the multiplayer menu.
  • You can have as many humans playing as available slots in the game.
  • Password protection is built in.
  • All maps, including purchased and user-created, are available to play in Hot-Seat.
  • 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.

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

  • Aristocracy now provides 15% Production when building Wonders down from 20%.
  • Landed Elite now provides 1 Happiness at every 10 Citizens in each City.
  • Tradition Finisher: 15% Growth and 2 Food in each city.

    Liberty

  • Meritocracy: 1 Happiness for each city connected to your capital, and -5% Unhappiness from citizens in non-occupied cities.
  • Republic now adds an additional 5% building production modifier.
  • Liberty Finisher: Great Person of your choice.

    Honor

  • Honor Opener now additionally provides Culture for each barbarian killed.
  • Warrior Code now also gives 15% melee unit production.
  • Military Caste now provides 1 Happiness and 2 Culture for each city with a garrison.
  • Professional Army now reduces cost of upgrading units by 33% and provides 1 Happiness per defensive building (Walls, Castle, Arsenal, Military base).
  • Honor Finisher: Grants gold for each enemy unit killed.

    Piety

  • Piety Opener now provides a 15% production bonus on Culture buildings
  • Free Religion now provides only 1 free Policy but increases the Culture from Monuments, Temples and Monasteries by 1.
  • Organized Religion now gives 1 Happiness per Monument, Temple and Monastery.
  • Reformation now increases Culture in all cities with a Wonder by 33%, and starts a Golden Age.
  • Theocracy now increase gold yield by 10% in cities with a Temple.
  • Piety Finisher: -10% Culture cost of future Policies.

    Patronage

  • Scholasticism reduced from 33% to 25%
  • Patronage Finisher: Causes other players’ influence with City States to decrease 33% more per turn than usual.

    Commerce

  • Naval Tradition policy now also gives 1 moves to embarked units.
  • Commerce Finisher: 1 Gold per Specialist.

    Rationalism

  • Rationalist Opener now increases the Science granted when completing Research
  • Agreements by 50%. Stacks with Porcelain Tower.
  • Free Thought now also increases University science yield by 17%
  • Humanism now also affects Public Schools and Observatories.
  • Rationalism Finisher: 1 Gold from Science buildings.

    Freedom

  • Freedom Opener now provides 25% Great Person Points in all cities.
  • Democracy now provides -50% Unhappiness per Specialist.
  • Constitution now provides 2 Culture per Wonder.
  • Free Speech now provides 8 maintenance free units.
  • Freedom Finisher: 100% yield from Great Tile Improvements and increase length of Golden Ages by 50%.

    Autocracy

  • Police State now provides 3 Happiness per Courthouse, and reduces the time it take to build Courthouses by 50%.
  • Total War now provides 15% Production when building Military Units and 15 XP for new units.
  • Autocracy Finisher: 30 turn attack bonus of 20%.

    Order

  • Order Opener now provides 1 Happiness per City.
  • Socialism and Planned Economy swapped places.
  • Socialism buff to 15% reduction in building maintenance from 10%.
  • Planned Economy now increases Science yield by 25% in cities with a Factory.
  • Communism now provides 2 Production and 10% Production towards buildings in each city.
  • Order Finisher: 1 Food/Production/Science/Gold/Culture per city.


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..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.


Autor: Marcel Kleffmann
Quelle: Steam
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  • Ja, lief es :lol:
  • Ja stimmt. Und das mit dem Quellcode stimmt ja auch. Oder lief Civ im Multiplayer anfangs viel schlechter als der von Teil 3 am Ende, kann mich da nicht mehr so daran erinnern, falls ja ist es ja doppelt schlimm, dann lernen die scheinbar überhaupt nicht aus ihren Fehlern :)
  • Wenn du mit Quellcode kommst, kannst du argumentieren, dass sie für cIV ja schon den von Civ III hatten :roll: Dass das Spiel zu früh released wurde, ist aber wohl jedem klar. Da kann Fireaxis aber nichts dafür, da muss man sich immer beim publisher bedanken.