Civ 5 - Le Patch

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Lafrite
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Civ 5 - Le Patch

Message par Lafrite »

Le patch est là
Updates to Sid Meier's Civilization® V have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

UI

* Fix for production prompt that sometimes appears with newly created puppet states that could stop the player from being able to end the turn.
* Aircraft banner corrections - now when you rebase an aircraft, the number will move with it.
* Resource icons now come up with Ctrl-R again, instead of sharing the same button with Build Roads.
* Selecting a great general will no longer cause yield icons to appear.
* Added option to disable auto-unit cycling.
* Fix for full-screen game when running dual monitors. Previously, the curser could scroll off the "open" side, and not be able to scroll the map in that direction.
* Misc additional fixes to mouse controls, and other interface issues.
* Rounded out financial information in the Economic Overview screen.
Details now provided on the amount of gold provided by each city, the cost of buildings in each city, etc.
* Auto-populate save menu with save file name
* Allow selection of other cities by hex from within the city screen
* Added detailed trade route info to Economic Overview screen
* Added new tab to the Economic Overview Screen: "Resources & Happiness."
* Added option to activate the mp score list in single player (for "always up" score similar to Civ IV.)
* The Annex/Puppet/Raze popup now indicates how much extra Unhappiness will be assumed with each action.
* If there are less than 5 buildings still needed to construct a National Wonder, the production popup tool-tip now lists which cities lack them.
* Added Yield & Culture tool-tip info to the production popup.
* Tweak information on the Global Politics tab in the Diplomacy Overview screen.


MODDING

* Category list now displays correctly
* "Installed" panel now displays ALL versions of a mod but prevents the user from enabling multiple versions.

GAMEPLAY

* Workers - Added option to force workers to ignore manually made improvements (so they don't change what you decide was best for a plot).
* Workers - Fixed bug where number of turns to complete were incorrect in build action button tool-tip.
* Economy - Fixed bug where players could disband a single unit, and not see the economic return until disbanding 1 more.
* Economy - Increased city wealth setting to 25%
* Economy - Multiple fixes to the way trade-routes are tabulated and recognized.
* Economy - Can now sell Buildings in a city (to help lower maintenance for obsolete buildings later in the game).
* Trade - Found and corrected a Trade problem that could cause your Resource inventory to multiply.
* City States - Fixed a bug where you could not gift aircraft to city states.
* Military - Medic promotion now only provides healing bonus for adjacent units.
* Military - Fix for Minuteman movement.
* Military - Correct promotions for "archer-like" units (horse archers, chariots).
* Military - Embarked units will no longer slow enemy land units
* Military - Improved unit cycling logic. Camera will jump around much less.
* Balance - Engineers +1 hammer
* Balance - Disbanding units now provides only 10% of their production cost in gold.
* Request - Enable "one more turn" button if you lose, but are still alive.


AI

* Military - Better handling of unit need (navy vs land, etc.).
* Military - AI will tend to build ships to deal with blockaded cities more often
* Military - Corrected an issue hampering movement of AI armies, especially when in close proximity to enemy forces
* Diplomacy - AI will be more reluctant to offer or accept open border agreements with more powerful opponents.
* Diplomacy - Fix for never ending deals (peace, research agreements, etc).
* City - City specialization and city focus improvements.
* City - Cities that are Avoiding Growth will not grow while that option is selected
* Workers - Priority of trading posts reduced, and rebalanced priorities on other improvements
* Workers - Improved the path-finding mechanic when building route-to roads improved, including a large performance increase when evaluating road-pathing.
* City - Make sure Puppets don't construct buildings that require Resources.
* City - Add a Puppet city strategy that turns off training buildings and emphasizes gold.
* Military - Defensive tactical AI update. When you are at war and threatening an enemy city, the AI will better utilize the garrison, as well as the surrounding terrain in defense of the target city.


MULTIPLAYER

* Exploit - Fix for gifting unit exploit
* Chat - Color-coding, sound alerts, etc., added for in-game chat system, including a larger window.
* Deals - Additional deal validation put in place to verify deals before they are committed


MISC

* Research treaties that end because you declare war will no longer grant the free tech
* Save/Load - Fix for corrupted saves being experienced by some players in late-game.
* Map - Huge map crash-during-load fix that were reported on some specific systems.
* Map - Terrain caching fix that could cause problems for certain video cards (the "glowing red orbs" seen on the map are an indicator of this).
* Map - Fix for the low res terrain that appears the first time the game is run (terrain tiles would not load in anything but low-res the first time you play on some computer configurations)
* Strategic View - Crash fix for units rendering in background.
* Strategic View - Fix for selecting units either standing on a city plot, or garrisoned in the city plot.
* Eyefinity - Better handling of leader scenes when using Eyefinity displays.
* Tutorials - Many tutorial tweaks and adjustments.
* Multiple crash fixes.
* Taller than wide map crash fix.
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Re: Civ 5 - Le Patch

Message par Leaz »

:clap: :clap: :clap:

Que du bon ! Il corrige quasiment tout les bug rencontrés jusque là !
La Vérité sur les crimes de Staline..

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Re: Civ 5 - Le Patch

Message par jmlo »

En attendant il m'a crouté ma partie quelques tours avant la victoire ! :tongue:
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Re: Civ 5 - Le Patch

Message par mad »

A voir quelques corrections que cela semble apporter, le patch parait indispensable.
Comme beaucoup (j'imagine :mrgreen: ) je me fais avoir par le "allez, encore un tour!" mais en face l'IA est particuliérement inerte.
Alors que j'ai un âge de décalage (dans le mauvais sens) face à une IA que je viens titiller sur son propre continent, pas de réaction, des unités militaires qui continuent à patrouiller au lieu de bouter un ennemi sous équipé, et j'en passe.
Mais malgré tout ça ... que c'est addictif ! :clap:

Quand les parties en multi seront possible, ça promet de beaux challenges ! :ok:
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Re: Civ 5 - Le Patch

Message par jmlo »

C'est vrai que c'est toujours adictif j'en ai relancé une autre dans la foulée ! :siffle:
Reste à avoir bon cœur et ne s'étonner de rien (Henri II)

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Re: Civ 5 - Le Patch

Message par Sinydoc »

pourquoi les parties multi ne sont pas possible ?

parce que j'en fait une a deux moi ! bon a 4-6 ou 8 ca marche pte pas mais a deux cela fonctionne
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Re: Civ 5 - Le Patch

Message par Lafrite »

Dernier patch en date :signal:
AI

* 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)


GAMEPLAY

* 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)


UI

* Added game option to disable automated workers from removing features. (Added 11/18)
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Re: Civ 5 - Le Patch

Message par Lafrite »

Nouveau patch, ça va valoir el coup de relancer une partie :signal:


[TACTICAL AI]
- Proper evaluation of which enemy units can reach my units next turn.
- Sorting enemy targets (within a class) by damage.
- Combine bombardment fire from cities with other ranged fire where possible.
- Never target a city for a ranged attack when they are already at (or going to be at) 1 health.
- Have the tactical AI be more aggressive about fortifying units that aren't moving anyways.
- Make all forms of guarding improvements the lowest priority tactical AI moves.
- Don't mark tiles adjacent to enemy at sea as good for flank attacks -- there is no flanking at sea.
- Update to tactical AI pillaging code - now prioritize enemy land resources and trade routes (never regular mines or farms). Always uses the check to make sure AI is not trying to pillage in an enemy dominance zone. Barbarians will still target everything.
- Never use ranged units to provide flank bonuses.
- Reduce chance of AI civs making "suicide" attacks.
- Changes to better protect the capital or any city with an enemy within 5 tiles.

[VICTORY]
- AI will be more aggressive about pursuing Diplo victory (bribing City States) if they are wealthy.
- AI will be more aggressive about building Spaceship parts when going for Science victory.

[CIVS]
- Tweak a few leader settings to be more likely to use their traits.
- Adjust Napoleon to make more likely to go for culture.

[COMBAT/UNITS]
- AI will not use Horse as defenders on hills as much.
- AI will often build more defensive troops.
- AI will more aggressively hunt barbs in the early game.
- Slightly more naval units.
- AI will now build ranged and mobile units more in line with the flavor settings for the team - in general, this means more mobile units.
- AI now builds, deploys, and uses air units more effectively.
- Allow AI to build more units if above Prince.
- AI will be more likely to build and bring siege units in a city attack.
- Better nuke targeting by AI.
- Won't build AA if no air threat.
- Allow AI or automated human explorers to move to edge of sight range and then explore again.

[EXPLORATION/EXPANSION]
- AI will emphasize getting an Ocean going explorer unit when the time comes.
- AI slightly more likely to settle off home continent.
- AI should colonize other continents regularly.
- AI second wave expansion more aggressive.
- Improve the AI's chances of setting up protected bombard attacks.
- Settlers: should handle watery maps better.
- AI will grab goody huts on other land masses.
- AI will grab empty barb camps more often.

[WORKERS/CITY AI]
- Large Cities should be more willing to build happiness and gold buildings.
- Workers prioritize repair builds higher than other builds.
- AI will be more likely to build a wall on any city that was an original capital.
- Builder tasking now calculates yields appropriately during golden ages and weighs tiles according to how much stuff they provide overall as well as their maximum yield of a certain type.
- More likely to build up economy early.
- Multiple worker AI improvements.

[MISC]
- Factor GS into flavors more.
- Disband obsolete units even if not losing money.
- Upgrade units a bit more.
- Tweak flavors of policies a bit.
- Have AI factor Grand Strategy into picking policies.
- AI will factor grand strategy into tech choices a bit more.
- AI don't send a barb expedition if defenses are critical.
- AI less likely to pick a city on an inland sea for serious naval production.
- Additional pathfinder optimization.

[GAMEPLAY]

[CITY/BUILDINGS]
- Added "National Treasury" national wonder, which requires Markets in all cities. Provides +8 Gold per turn to the city in which it's built.
- Added "Circus Maximus" national wonder, which requires Colosseums in all cities.. Provides 5 Happiness.
- Library now has no specialist slots.
- Wat now has two specialist slots.
- Public school now has 1 Science per pop, +1 free Great Scientist point, +1 Culture for 3 gold maintenance.
- Observatory now has 1 specialist slot.
- Research Lab has two specialist slots.
- Public school now provides 1 beaker per pop for 3 gold maintenance.
- Watermill now provides +2 good and +1 production for 2 gold maintenance.
- Paper Maker now has no specialist slots.
- Circus now has +2 happiness and no maintenance.
- Theatre now has +5 happiness.
- Stadium now has +5 happiness.
- Reduced production cost and maintenance for the Courthouse.
- Courthouse can now be purchased in a city (although it is expensive).
- Removed maintenance from city defense buildings (Walls, Castle, Military Base).
- City defense buildings now help cities heal.
- Increased city strength ramp-up based on technology.
- Reduced effects of Forbidden Palace and Meritocracy (Happiness per city).
- Reduced amount of food needed for cities to grow at larger sizes.
- Buildings can now no longer provide more Happiness than there is population in a city (wonders are excluded from this).
- Ironworks now gives 10 hammers instead of a % bonus.
- National College now gives +5 science in addition to the % bonus.
- Hermitage gives 5 culture in addition to its previous bonus.
- Raze/Unraze exploit fixed.
- Cities being razed are unhappy about it (only during the razing process).
- Cities heal more quickly.

[UNITS/PROMOTIONS]
- Cavalry can now go obsolete with Combustion.
- Stealth bombers cannot use carriers.
- Only allow one upgrade per unit from a goody hut.
- Add second embarkation promotion ("Defensive Embarkation").
- Amount of damage done during naval combat increased.
- All melee horse units get penalty attacking cities.
- Increased city attack penalty for mounted and armor units to 50% (from 40%).
- Lancers (and Lancer UUs) upgrade to helicopter.
- Lowered combat value of Horseman and Companion Cavalry.
- Promotions must be picked the turn they're earned.
- Can no longer promote a unit that has fought during the turn (instead, the promotion comes up the beginning of the following turn).
- Catapults and Trebuchets now weaker against units but stronger VS cities.
- Reduced effectiveness of Archers & Crossbowmen (and their UUs) VS cities.
- Reduced some combat bonuses: flanking (15 to 10), Great Generals (25 to 20), Discipline (15 to 10), Military Tradition (2x to 1.5x).
- Remove requirement for aluminum on Mobile SAM.
- Lower open terrain penalty to 10% .
- Marsh is now 3 moves to enter (Chariots do not move quickly through it anymore).
- Cavalry now upgrade to tanks.

[CITY STATES]
- Reduced bonuses from Maritime city-states - Friends: +2 food in capital, +0 food in other cities - Allies: +3 food in capital, +1 food in other cities
- Only the first 3 units gifted to a city-state will earn Influence now.
- Killing a barb inside a city-state's territory now gives a 5-turn buffer where there is no Influence intrusion penalty.

[HAPPINESS]
- If an empire reaches -20 Happiness, it goes into revolt, and rebels start appearing throughout the empire, based on the number of cities.
- Amount of Happiness needed to trigger a Golden Age reduced.
- Amount of Happiness needed to trigger a Golden Age now increases as the number of cities in the empire goes up.

[POLICIES]
- Landed Elite (Tradition Branch) now reduces culture cost of border growth by 2/3.
- Monarchy (Tradition Branch) now provides +1 Gold per 2 pop in the Capital..
- Liberty now provides a Settler training bonus to only the capital, and not every city.
- Tradition now provides +50% growth in the capital.
- Theocracy now reduces Unhappiness by 25% .
- Reformation now gives a 10-turn GA.
- Adopting Rationalism now gives a 4-turn GA.

[TECH TREE]
- Add link between Military Science and Dynamite.
- Add link between Civil Service and Education.
- Add link between Economics and Scientific Theory.
- Add link between Chivalry and Acoustics.
- Research overflow now works correctly (extra beakers after completing a tech will rollover to the next tech).

[GENERAL]
- Fixed bug where clicking on a city plot wouldn't select the garrison.
- Natural wonders now award culture (if worked) and happiness (if in border) if that trait is assigned to a wonder in XML.
- Players must now always adopt Policies immediately, and cannot defer picking until later.
- Have culture cost for policies never go down (trading away cities to reduce culture cost exploit). Razing cities will not raise your policy cost ceiling.
- Reduced culture needed for first plot acquisition from 20 to 15.
- 3 new Natural Wonders and rarity code for both base game and New World scenario.
- Reduced points from Wonders (40 to 25) & Cities (10 to 8), increased points for pop by 1 (3 to 4).

[DIPLOMACY]
- 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, etc.).
- Not agreeing to a friend's request now results in a relations hit.
- Third party AIs can now respond when a player makes a DoF or denounces someone. What they say is based on the situation - e.g. if you make friends with someone they don't like, they'll scold you.
- AI leaders will now sometimes ask their friends to denounce one of their enemies as a show of support, and refusing to denounce someone when an AI asks can now make them very upset.
- AI is now capable of denouncing friends (aka, backstabbing) and added backstabbing info to diplo overview screen.

[UI]
- Add XP bar for air units, do not allow XP for air units attacking a city that is already down to its last hit-point.
- Change ActivePlayer's name to "You" in single player in score list.
- Added game option to disable automated workers from removing features.
- Fixed bug where Happiness from garrisoned units wasn't being listed in Happiness info tooltip.
- Load Map function will now display correct size and type of saved map.
- New "Angry Genghis" loading screen (replaces the "fluffy-bunny Genghis" loading screen).
- Added setup options to allow players to defer choosing Policies and Promotions right away.
- Show the river penalty when attacking city across river (the penalty was there but was not being shown in the preview).
- Global politics screen updated to reflect new diplo system.
- Can no longer Force End Turn (shift-enter) through blocking notifications. CAN now use it to skip over units which need orders.
- Multiple tweaks and bug fixes.

[MISC]
- Fix small bugs with adding long roads around existing features.
- Fixed bombard arrow across world wrap.

[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).
- The pager for the installed mods tab of the mods browser is now displayed in the correct location.
- Long values for properties such as "Special Thanks" will no longer extend past the edge browser frame.
- Categories refresh much faster now in the mods browser.
- Multiple additional tweaks and fixes to the mod browser.
- Support for mods that perform major restructuring of the tech tree including adding, deleting, and updating techs, buildings, and units.
- Added GameEvents system for overriding Gameplay DLL specific functionality.
- Fixed "Reload Landmark System" mod flag to now refresh landmarks defined in "ArtDefine_Landmarks".
- Multiple SDK updates (new version to go live shortly).

[SERIALIZATION/SAVES]
- Fixed save format which causes saves to increase the memory footprint of the game drastically when loading frequently over the course of the game. This heightened the risk of late-game out of memory crashes significantly.
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Re: Civ 5 - Le Patch

Message par Sinydoc »

tres intéréssant tout ca !
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Re: Civ 5 - Le Patch

Message par jmlo »

Oui ça devrais donner des IA plus agressives :)
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Leaz
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Re: Civ 5 - Le Patch

Message par Leaz »

Oh oui, déjà avec le patch précédent l'ia était bien plus déchainée et là je viens de reprendre une partie après patchage et toutes les ia m'ont sauté a la gorge :shock: (Bon, ok, c'était le moment ou soit elle le faisait soit je les poutrer).

En tout cas avec ce patch l'ia sait mieux coordonner ses forces, avec le patch précedent on a eu le droit a l'ia qui sait faire des contre-attaque, allez encore un ou deux patch et l'ia de ce Civ laissera sa marque dans la série ! :)
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Re: Civ 5 - Le Patch

Message par Lafrite »

Futur nouveau patch :clap:

http://www.rockpapershotgun.com/2011/02 ... h-incoming
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 Culture cost of Policies by 33% less than normal. 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.
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Re: Civ 5 - Le Patch

Message par Lafrite »

Le patch de la semaine dernière, pas mal sur l'IA :P

AI
• Economic AI: Tweaks to improve the number of workers built.
• Diplo AI: Correct minor error in calculation by AI to decide if it wants to join a coop war.
• City Strategy AI: Fix flavor broadcast to cities just after they are founded. Player level adjustments since start of game weren't being copied over to the new city.
• Operational AI: If AI sees that WarState is Calm (i.e. no one has troops near enemy lands), still consider launching an attack if overall military strengths are at least even.
• Operational AI: Enhancements to more sensibly pick city from which to launch a naval invasion.
• Operational AI: Slightly relax requirements for naval invasion to be on target (to get them onshore and attacking sooner).
• Operational/Tactical AI: Fix to movement/deployment for naval invasion forces.
• Operational/Tactical AI: Improved weighting and selection of muster and target cities for city attack operations.
• Tactical AI: Early game AI tweak to allow occasional sneak attack.
• Tactical AI: Improvements in civilian and embarked units targeting.
• Tactical AI: Units with defensive embarkation had a combat strength when embarked and were being considered for tactical moves (like making ranged attacks) that they weren't actually eligible for.
• Tactical AI: Improved the logic of how units are chosen for tactical moves so embarked units can now drop into place on land as flanking units, bombard units, etc.
• Tactical AI: Changes to more effectively use Great Generals offensively.
• Tactical AI: Citadels now project danger.
• Tactical AI: Units defending citadels are high priority targets; AI will prioritize trying to take these spaces.
• Tactical AI: AI will now pillage undefended citadels.
• Tactical AI: Be wary when approaching an enemy city; don't close on it if enemy clearly has superiority.
• Diplo AI: Make sure the diplomacy AI doesn't declare war on someone they are already at war with. Prevents confusing pop ups.
• Operational AI: AI will now correctly abort operations against a player that were started during a war (like gathering a new attack), but could execute after a peace treaty was declared. This corrects the occasional “AI declared war during a peace treaty” issue.
• Operational AI: Fix muster radius for gathering a naval invasion. Invasions won't get stuck trying to gather and will get moving to target sooner now.
• Operational AI: Don't allow nuke attacks on tiles that will break a peace treaty.
• Homeland AI: Make sure that flavor settings don't prevent workers from building improvements. This would cause some AI players to have large amounts of unimproved space in later parts of the game.
• Homeland AI: Fixed a problem that was causing workers to ignore pillaged non-resource and bonus resource tiles.

GRAPHICS
• Fixed an issue that was not allowing the Americas building set to display properly.
• If a 3D leaderhead scene cannot be created, fallback to 2D.
• Update to river color, texture, and shader.

GAMEPLAY
• Units: Stealth Bombers can now get promotions.
• Units: Add “Fortify until Healed” option for aircraft. Before, they only healed when inactive, which could cause confusion for the player.
• Units: Prevent units with the "No Melee" promotion from capturing cities (archers, catapults, etc.).
• Units: Air units must be in a city to upgrade, and no sneaky "I'm on a carrier in the city" either.
• Units: Fixed a problem that was allowing units to upgrade in territories that were not their own.
• Terrain Improvements: Allow Moai to be built over top of resources.
• Terrain Improvements: Correct an issue that resulted in double resources if you founded a city on top of an improved resource plot.
• Yields: Fix a load order problem where the lake bonus is not applied to a farm after loading an existing save.
• City Management: When selling a building, ensure that all citizens are properly removed.
• City Management: When assigning a specialist to a building, make sure we don't accidentally assign more citizens than we have available.
• City Management: Fix for an issue that was causing workers to go missing when population went down.
• City Management: After the citizen is removed from working, adjust the unassigned worker count before subtracting from the total population. There were rare situations that could cause the worker to disappear.
• Culture: Keep the current culture level of the city after it is captured. The culture production will go to 0, but the culture level must remain the same or else a large city will be able to acquire tiles at the same rate as a smaller city.
• Exploit: Removed ability to gain additional free settlers/workers by gaming the policy system.
• Units: City States in games started in the industrial/modern era now correctly produce workers as needed.

UI
• Pre-Game: The tooltips for unique items in the Loading screen no longer show up until AFTER loading has finished, preventing potential “stuck” UI.
• Pre-Game: Prevented escape key from being used to corrupt starting parameters while starting a tutorial game.
• Pre-Game: Multi-player maps added to Single-player as well.
• Pre-Game: Fixed a rounding issue in the options menu so that values are always integer based for the tooltip delay.
• Pre-Game: Using ":" in a save filename is no longer considered valid since Windows does not allow this. Players could potentially use this character in a save name without knowing that the file was not created when they exited the dialog.
• Notifications: Fix notifications that arise after a city is liberated so they show the name properly.
• Notifications: Extra DOF expiration notifications removed.
• Notifications: Notifications for denouncement or friendship are only displayed if the active player has met one of the teams.
• Tool-tips: Tooltips for worker/workboat build recommendations now build dynamically by looking at tile yields for these improvements: camp, pasture, farm, mine, trading post, fishing boats, custom house and manufactory.
• Tool-tip: Plot Mouse Over text for Natural Wonders will now display the culture yield as if it was in your borders and being worked, similar to how other yields are displayed.
• Mod Browser: Mod Browser panels now reset their scroll value when a new mod is selected.
• New Addition: Resource Panel integrated into upper-left Info Panel UI.
• New Addition: Specialist slots in buildings are now shown in the info tooltip for both the tech tree, production popup, and Civilopedia.
• Combat Preview: "Bonus VS Cities" is now renamed to "Penalty VS Cities" when it's < 0.
• Combat Preview: Fix bonus display issue when bombarding an enemy unit (if enemy had bonuses that required “friendly” territory, it would show up in the preview even though they were obviously in enemy territory).
• Combat Preview: Show Oligarchy Garrisoned Unit bonus for city ranged attacks.
• City Screen: City Growth meter within the City screen now displays the correct amount.
• City Screen: Fix the display of the current research progress UI, which made research estimates appear to be incorrect.
• In-Game: Fix the display of the movement cost for units that can embark.
• In-Game: Fixed a rounding issue in the military overview (actually, a lack of rounding issue).
• In-Game: Properly hide the Aircraft selection UI if hidden from view (fog of war, etc.).
• In-Game: City State's "Quest" icon is now hidden if that City State is at war with your team.
• In Game: City banner now displays different tooltip for puppet cities that are not owned by the player.
• In Game: Top Panel now differentiates between unhappiness from regular population and unhappiness from specialists.
• In-Game: Selecting a unit in the military overview will now select that unit, selecting it twice will now move the camera to it.
• Victory: Fix UI display of Diplomatic Victory votes (it was displaying votes from dead Civs/City States).
• Victory: UN Voting and Results screens now have better support for team games.
• Multiplayer: Human players no longer show an approachability type since that was meant for AI.
• Multiplayer: Multiplayer diplomacy w/ teams no longer has overlapping text.
• Diplomacy: There's now a confirmation dialog when you publicly denounce a civ.
• Diplomacy: Player cannot publicly denounce a civ multiple times in the same turn.
• Unit Panel: Fixed an erroneous display of a needed upgrade resource if the needed resource quantity was 0 and you are running a deficit on that resource (negative return value).
• Production: In UI for national wonders that have a prereq building, don't list each individual city that needs the building if the prereq doesn't have to be in EVERY city in the empire. Instead just continue to show the count.
• Production: City connected by railroad production bonus now correctly displays across all UI.
• Civilopedia: Multiple updates to Civilopedia functionality and accuracy.
• Pre-Game: Civillization Name in Load Menu is now truncated if it's too large.

DIPLO
• Don't allow research agreements if one party has finished the tech tree.
• Correct opinion code so we can get outcomes of friendly or allied.
• Fix the AI's deal adjustment so that it doesn't accidentally treat your luxury items as strategic items. This essentially prevented the AI from ever countering the deal with a request for a strategic resource from the other player. It just re-submitted the counter offer, requesting more luxury items, which the player could not see. If accepted, the player would realize too late that all their luxury resources were gone.

WORLD BUILDER
• Map Resize: Added controls for adding and removing rows of hexes from the top, build, left, or right of a map.
• Added default “map size” drop-down so that players can set the default number of Civs that they want to play on a map.
• Fix permanent war setting in the WB so that it reflects properly in the game.

MODDING
• Support for disabling the Happiness system.
• Support for disabling the Science/Research system.
• Support for disabling Social Policy acquisition.
• Support for disabling the Tutorial system.
• Properly initialize citizens and trade routes when loading for a scenario with a preexisting empire.
• Correct a problem with the awarding of contacts with minor civs in games created from WB scenarios.
• Add "CityCanConstruct" Lua hook.
• Exposed LoadString to Lua scripts.

ACHIEVEMENTS
• Fixed issue for Lancer that was stopping the Model of a Modern Major-General achievement from firing.
• Fixed issue with building type comparison that was keeping the Tomb Raider achievement from firing.
• Fixed issue that was keeping the Barbary Coast achievement from firing.
• Fixed issue with the Flying Fortress achievement that would cause it to fire when the action was performed by an AI player.
• Fixed issue with the God is Great achievement that would cause it to fire when the action was performed by an AI player.

SCENARIOS
• Mongol: Disable all victory conditions except domination.
• Disable tutorial across all Scenarios.

CRASH
• Additional nil checking to prevent possible Lua crashes due to invalid data in the HoF database.
• Tighten up decal culling to reduce the number of decals rendered per cell (Scroll crash).
• Fix to "Moai on the edge of the map" crash.
• Prevent CvDiplomacyAI::DoUpdateEstimateOtherPlayerMilitary Threats from doing a divide by 0 (caused by a city having more damage that hit points).
• Added in additional protections against using invalid player IDs that were causing crashes in community provided saves.
• Fix bad cast of PlayerType to TeamType (and resulting crash).
• Fix random map selection in multiplayer, which could cause a crash.
• Additional crash protections
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Re: Civ 5 - Le Patch

Message par Banane john »

Merci, Lafrite :signal: ,on va enfin pouvoir construire des citadelles utiles, et des bombardiers furtifs avec de l' xp :wink:
Le tabac est pour l’homme un poison des plus dangereux. (Adolf HITLER).
On est riche aussi de ses misères. (SAINT-EXUPERY, "Vols de Nuit".).
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Re: Civ 5 - Le Patch

Message par Lafrite »

Gros patch qui mérite de relancer une partie :lolmdr:
Sid Meier's Civilization® V PC Update Released
Product Update - Valve
[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.
* Fix aircraft UI bug that was causing Nuclear Missiles and Atomic Bombers to leave behind container UI after it’s destroyed.
* Removed dead players from Demographics UI.
[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.
* Fixed Oligarchy bug that was causing the effect to expire when loading from a save.
[MULTIPLAYER]
* Multiplayer AI is now consistent with Single Player AI.
* Hot-Seat is now available through the multiplayer menu.
o You can have as many humans playing as available slots in the game.
o Password protection is built in.
o All maps, including purchased and user-created, are available to play in Hot-Seat.
o 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.
* Forbidden Palace now provides -10% unhappiness from Citizens in non-occupied Cities.
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
o Aristocracy now provides +15% Production when building Wonders down from 20%.
o Landed Elite now provides 1 Happiness at every 10 Citizens in each City.
o Tradition Finisher: +15% Growth and +2 Food in each city.
* Liberty
o Meritocracy: +1 Happiness for each city connected to your capital, and -5% Unhappiness from citizens in non-occupied cities.
o Republic now adds an additional 5% building production modifier.
o Liberty Finisher: Great Person of your choice.
* Honor
o Honor Opener now additionally provides Culture for each barbarian killed.
o Warrior Code now also gives 15% melee unit production.
o Military Caste now provides +1 Happiness and +2 Culture for each city with a garrison.
o Professional Army now reduces cost of upgrading units by 33% and provides +1 Happiness per defensive building (Walls, Castle, Arsenal, Military base).
o Honor Finisher: Grants gold for each enemy unit killed.
* Piety
o Piety Opener now provides a 15% production bonus on Culture buildings.
o Free Religion now provides only 1 free Policy but increases the Culture from Monuments, Temples and Monasteries by 1.
o Organized Religion now gives 1 Happiness per Monument, Temple and Monastery.
o Reformation now increases Culture in all cities with a Wonder by 33%, and starts a Golden Age.
o Theocracy now increase gold yield by 10% in cities with a Temple.
o Piety Finisher: -10% Culture cost of future Policies.
* Patronage
o Scholasticism reduced from 33% to 25%
o Patronage Finisher: Causes other players’ influence with City States to decrease 33% more per turn than usual.
* Commerce
o Naval Tradition policy now also gives +1 moves to embarked units.
o Commerce Finisher: +1 Gold per Specialist.
* Rationalism
o Rationalist Opener now increases the Science granted when completing Research Agreements by 50%. Stacks with Porcelain Tower.
o Free Thought now also increases University science yield by 17%
o Humanism now also affects Public Schools and Observatories.
o Rationalism Finisher: +1 Gold from Science buildings.
* Freedom
o Freedom Opener now provides 25% Great Person Points in all cities.
o Democracy now provides -50% Unhappiness per Specialist.
o Constitution now provides +2 Culture per Wonder.
o Free Speech now provides 8 maintenance free units.
o Freedom Finisher: +100% yield from Great Tile Improvements and increase length of Golden Ages by 50%.
* Autocracy
o Police State now provides 3 Happiness per Courthouse, and reduces the time it take to build Courthouses by 50%.
o Total War now provides +15% Production when building Military Units and +15 XP for new units.
o Autocracy Finisher: 30 turn attack bonus of +20%.
* Order
o Order Opener now provides +1 Happiness per City.
o Socialism and Planned Economy swapped places.
o Socialism buff to 15% reduction in building maintenance from 10%.
o Planned Economy now increases Science yield by 25% in cities with a Factory.
o Communism now provides 2 Production and 10% Production towards buildings in each city.
o Order Finisher: +1 Food/Production/Science/Gold/Culture per city.
* United Front – Militaristic City States now grant units twice as often when you are at war with a common foe.
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.
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