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Просмотр полной версии : Sid Meier's Civilization® V PC Update Released


steam_news
28.06.2011, 02:04
[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.[br] * 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.[br][B][UI] * Civilopedia now available in the Main Menu (under “Other”)[br] * 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.[br] * Great People progress UI addition (upper-left Info Corner UI).[br] * Combat preview for Aircraft UI addition.[br] * Fixed aircraft UI issue causing the aircraft selection UI to duplicate itself when rebasing aircraft.[br] * When loading save game files, you can now order the list by name, or last modified.[br] * Fix aircraft UI bug that was causing Nuclear Missiles and Atomic Bombers to leave behind container UI after it’s destroyed.[br] * Removed dead players from Demographics UI. [br][B][DIPLOMACY] * Made backstab routine more transparent (the dialog will clearly state that they are backstabbing you).[br] * AI now remembers when it has been nuked, for a permanent diplomatic penalty.[br] * AI now recognizes a player that captured their capital for a permanent diplomatic penalty.[br] * End declaration of friendship as soon as war is declared (so can't later get a notification that it has expired).[br] * AI remembers if you satisfied one of their requests (positive modifier, decays over time, based on value of items granted).[br] * AI remembers if you fought against a common foe (positive modifier, decays over time, based on damage done to the common foe).[br] * 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.[br][B][AI] * Rebalanced AI flavors and strategies for unit training to improve AI army composition and build choices.[br] * Allow the AI to consider Pikeman units for offensive roles when they can't build Swordsman or Longswordsman.[br] * Allow Alexander and Darius to consider Hoplites and Immortals for offensive roles in early game.[br] * AI players may now use a Great General in early rushes on higher difficulties.[br] * Modified flavor tags for Atomic Bomb and Nuclear Missile so AI builds them only when it decides it specifically wants Nukes.[br] * Block City States from building carriers, atomic weapons.[br] * Strategies for building mobile units now persist into Modern era to help AI decisions for when to build tanks and modern armor.[br] * 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).[br] * 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).[br] * Revise code calculating recommended army size (using smaller armies if the threat is low).[br] * 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.[br] * Scale recommended army sizes based on difficulty level.[br] * AI grand strategy and flavor weighting balance pass.[br] * AI policy choice weighting balance pass.[br] * AI tech choice weighting balance pass.[br][B][GAMEPLAY] * Player is now given the option to return a CS worker that they free from barbarians.[br] * Roads under captured cities no longer charge maintenance.[br] * Machu Picchu no longer destroyed when capturing a city containing Machu Picchu.[br] * Fixed Oligarchy bug that was causing the effect to expire when loading from a save.[br][B][MULTIPLAYER] * Multiplayer AI is now consistent with Single Player AI.[br] * Hot-Seat is now available through the multiplayer menu.[br] o You can have as many humans playing as available slots in the game.[br] o Password protection is built in.[br] o All maps, including purchased and user-created, are available to play in Hot-Seat.[br] 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.[br][B][BALANCE]Mechanics[br] * 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.[br] * Tweaked Policy cost formula (cheaper earlier, more expensive later).[br] * Reduced per-city Policy cost increase by 50%.[br] * Culture from City States tweaked (less early, more later).[br] * Killing a barbarian for a city state now gives 12 influence (was 5).[br] * Production cost adjustments for units/buildings/wonders (mostly a little cheaper, much cheaper late game).[br] * Unhappiness per city increased to 3 from 2.[br] * All great person tile improvements now connect all strategic resources.[br] * Reduced Culture from Goody Huts to 20 from 30.[br] * Defense penalty and city assault bonus promotions are now lost with upgrade.[br] * 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.[br]Terrain, Resources, and Improvements[br] * New bonus resource: Stone (+1 production, improved with a Quarry). See the Stone Works building note below for additional details.[br] * 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.[br] * Marsh and Fallout terrain penalty reduced from -33 to -15.[br] * Academy yield increases with Scientific Theory.[br] * Customs House yield increases with Economics.[br] * Manufactory yield increases with Chemistry.[br] * Marble wonder production mod reduced to 15%.[br] * Luxury resources now give 4 Happiness, down from 5.[br] * Remove penalty for improving Tundra, Snow and Desert.[br] * Railroad improvement now takes 3 turns, down from 7.[br] * Scrub Fallout now takes 2 turns, down from 5.[br] * Repair improvement now takes 2 turns, down from 3.[br] * Well improvements now remove jungle/forest/marsh.[br]Buildings[br] * New building: Stone Works: +1 Happiness and +1 production, and +1 production for each source of Marble and Stone worked. Requires Marble or Stone.[br] * Burial Tomb now correctly has an Artist slot.[br] * Mud Pyramid Mosque reduced 1 Culture.[br] * Circus moved to Trapping.[br] * Forge maintenance reduced 1 gold.[br] * Windmill production modifier reduced 5% to 10%.[br] * Monastery base Culture reduced from 3 to 2. Per resource Culture unchanged.[br] * Mint gold per resource reduced by 1 gold.[br] * Colosseum maintenance reduced by 1 gold, Happiness reduced by 1.[br] * Theatre maintenance reduced by 1 gold, Happiness reduced by 1.[br] * Stadium maintenance reduced by 1 gold, Happiness reduced by 1.[br] * Broadcast tower cultural modifier reduced to 33% but now gives 3 Culture.[br] * Armory maintenance reduced by 1 gold and moved to Machinery.[br] * Military academy maintenance reduced by 2 gold.[br] * Arsenal moved to rifling and now provides city defense instead of unit production.[br] * Walls now gives 4 Defense (was 5).[br] * Walls of Bablylon now give 6 Defense (was 7.5).[br] * Mughal Fort now gives 6 Defense (was 9).[br] * Castle now gives 4 Defense (was 7.5).[br] * 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).[br] * Military Academy now requires Armory instead of Barracks.[br] * Arsenal now requires Castle instead of Military Academy.[br] * Military Base now requires Arsenal.[br] * Wat now requires Library.[br] * Mud Pyramid Mosque now requires Monument.[br] * Harbor naval production reduced 10% but now increases sea resources yield by 1 hammer.[br] * Seaports no longer require a sea resource, they now require a Harbor. Production per sea resource reduced by 1 hammer.[br] * Factory production increased by 1 hammer but modifier decreased to 10%.[br] * Solar/Nuclear plant cost greatly reduced.[br] * Solar/Nuclear plant production increased by 1 hammer but modifier decreased to 15%.[br] * Public School science per population reduced by 50% and now provides a flat 3 science.[br] * Research Laboratory modifier reduced by 50% but now gives a flat 4 science.[br] * Workshop production modifier reduced by 5%.[br] * Barracks, Armory, Military Academy and Krepost now provide experience to all units trained.[br]Wonders[br] * National College moved to Philosophy and reduced by 2 science.[br] * Oxford University now gives 3 additional science.[br] * Great Lighthouse now also provides a free Lighthouse in the city where it was built.[br] * Great library now gives 3 additional science, and provides a free Library in the city where it was built.[br] * Porcelain tower now additionally increases the Science granted when completing Research Agreements by 50%.[br] * Hermitage moved to Acoustics and much cheaper to build. Now requires Opera Houses but gives only a 50% boost to Culture.[br] * Stonehenge Culture reduced to 6 from 8.[br] * Pyramids worker speed increase reduced to 25% from 50% but now give a free Worker when built[br] * Hanging Gardens now give 10 Food instead of 1 population per city and Happiness.[br] * 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.[br] * Hagia Sophia great person modifier reduced to 25% from 34%, and gives a free Great Person of your choice.[br] * Eiffel Tower now give 5 Happiness plus 1 for every 2 Policies adopted.[br] * Chichen Itza now grants an additional 4 Happiness.[br] * Machu Picchu trade route gold increased by 5% and also gives a flat 5 gold.[br] * The Colossus now gives an additional 5 gold.[br] * Notre Dame now gives 10 Happiness, up from 5, and 3 Culture.[br] * Sistine Chapel Culture modifier reduced from 33% to 25%.[br] * Kremlin global city defense mod reduced to 25% from 50% but now gives 12 defense in the city where it's built.[br] * Cristo Redentor Policy discount reduced from 25% to 10% but now gives 4 Culture.[br] * Pentagon upgrade cost reduced to 33% from 50% but now gives 3 Culture.[br] * Sydney Opera House moved to Mass Media and gives 50% Culture in the city where it's built plus 4 Culture.[br] * Big Ben hurry modifier reduced to 15% from 25% but now gives a flat 4 gold.[br] * Himeji bonus reduced to 15% from 25%, and provides a free Castle in the city where it was built.[br] * Forbidden Palace now provides -10% unhappiness from Citizens in non-occupied Cities.[br]Civilization Unique Abilities[br] * Arabia: Bazaar now gives 2 gold on oil/oasis.[br] * America: Remove river start bias.[br] * America: Increase plot buy modifier to 50% from 25%.[br] * China: Great General trait reduced to 50% from 100%.[br] * Babylon: Great Scientist trait reduced to 50% from 100%.[br] * Germany: Now receives a 25% discount on land unit maintenance.[br] * Ottoman: Now receives a 67% discount on naval unit maintenance, and can upgrade Galley’s to Trireme’s.[br]Policies[br] * Liberty and Autocracy are no longer mutually exclusive.[br] * Freedom, Autocracy and Order are now mutually exclusive.[br] * Tradition[br] o Aristocracy now provides +15% Production when building Wonders down from 20%.[br] o Landed Elite now provides 1 Happiness at every 10 Citizens in each City.[br] o Tradition Finisher: +15% Growth and +2 Food in each city.[br] * Liberty[br] o Meritocracy: +1 Happiness for each city connected to your capital, and -5% Unhappiness from citizens in non-occupied cities.[br] o Republic now adds an additional 5% building production modifier.[br] o Liberty Finisher: Great Person of your choice.[br] * Honor[br] o Honor Opener now additionally provides Culture for each barbarian killed.[br] o Warrior Code now also gives 15% melee unit production.[br] o Military Caste now provides +1 Happiness and +2 Culture for each city with a garrison.[br] o Professional Army now reduces cost of upgrading units by 33% and provides +1 Happiness per defensive building (Walls, Castle, Arsenal, Military base).[br] o Honor Finisher: Grants gold for each enemy unit killed.[br] * Piety[br] o Piety Opener now provides a 15% production bonus on Culture buildings.[br] o Free Religion now provides only 1 free Policy but increases the Culture from Monuments, Temples and Monasteries by 1.[br] o Organized Religion now gives 1 Happiness per Monument, Temple and Monastery.[br] o Reformation now increases Culture in all cities with a Wonder by 33%, and starts a Golden Age.[br] o Theocracy now increase gold yield by 10% in cities with a Temple.[br] o Piety Finisher: -10% Culture cost of future Policies.[br] * Patronage[br] o Scholasticism reduced from 33% to 25%[br] o Patronage Finisher: Causes other players’ influence with City States to decrease 33% more per turn than usual.[br] * Commerce[br] o Naval Tradition policy now also gives +1 moves to embarked units.[br] o Commerce Finisher: +1 Gold per Specialist.[br] * Rationalism[br] o Rationalist Opener now increases the Science granted when completing Research Agreements by 50%. Stacks with Porcelain Tower.[br] o Free Thought now also increases University science yield by 17%[br] o Humanism now also affects Public Schools and Observatories.[br] o Rationalism Finisher: +1 Gold from Science buildings.[br] * Freedom[br] o Freedom Opener now provides 25% Great Person Points in all cities.[br] o Democracy now provides -50% Unhappiness per Specialist.[br] o Constitution now provides +2 Culture per Wonder.[br] o Free Speech now provides 8 maintenance free units.[br] o Freedom Finisher: +100% yield from Great Tile Improvements and increase length of Golden Ages by 50%.[br] * Autocracy[br] o Police State now provides 3 Happiness per Courthouse, and reduces the time it take to build Courthouses by 50%.[br] o Total War now provides +15% Production when building Military Units and +15 XP for new units.[br] o Autocracy Finisher: 30 turn attack bonus of +20%.[br] * Order[br] o Order Opener now provides +1 Happiness per City.[br] o Socialism and Planned Economy swapped places.[br] o Socialism buff to 15% reduction in building maintenance from 10%.[br] o Planned Economy now increases Science yield by 25% in cities with a Factory.[br] o Communism now provides 2 Production and 10% Production towards buildings in each city.[br] o Order Finisher: +1 Food/Production/Science/Gold/Culture per city.[br] * United Front – Militaristic City States now grant units twice as often when you are at war with a common foe.[br]Technology[br] * Reduced cost of Calendar, Civil Service, Iron Working, Gunpowder, Rifling and Dynamite.[br] * Scaled up costs of all sciences starting in the mid-renaissance era and on (larger increases later on).[br] * Metal Working requires Construction.[br] * Railroad now requires Dynamite.[br] * Radar now requires Combustion.[br] * Globalization requires Computers, and the cost is increased.[br] * Computers require Radar.[br] * Particle Physics no longer requires Globalization (Space victory now possible without overlapping Diplomatic victory).[br] * Future Tech requires Globalization.[br] * Tech Aesthetics: moved Dynamite and all future technologies around by 1 position for better alignment.[br]Units/Combat[br] * Destroyers no longer start with extra sight.[br] * Extra Sight promotions are now lost with upgrade (Caravel).[br] * Great General promotion spawning effectiveness reduced by 50%.[br] * Mohawk Jungle/Forest bonus reduced to 25% from 50%.[br] * Gunship anti-armor promotions now work correctly.[br] * Jaguar now gets Woodsman promotion.[br] * Minuteman now start with Drill I.[br] * Mohawk Warriors no longer require Iron.[br] * Carriers no longer require Oil.[br] * Destroyer moved to Combustion.[br] * Mechanized infantry moves reduced from 4 to 3.[br] * Galley now upgrades to Trireme.[br] * Ironclad now upgrades to Battleship.[br] * +1 moves for Tank, Panzer, Modern Armor, with no sight penalty.[br] * Increased combat strength of siege weapons to 50% of their ranged strength, increased intrinsic city attack promotions (10%/30% -> 20%/50%).[br] * Increased Incan slinger combat strength slightly.[br] * Increased Crossbowman and Chu-Ko-Nu combat and ranged strength.[br] * Decreased Longswordsman, Fighter, Bomber, Guided Missile, Jet Fighter and corresponding UUs strength.[br] * Removed Mandekalu Cavalry city attack bonus promotion (but still has no penalty).[br] * Reduced Tank, Panzer, Modern Armor to lower tier city attack penalty (-25%, instead of -33%).[br] * Aztec Culture from kills now stacks with new Honor Policy branch opener for double Culture killing barbarians.[br] * Boosted Chariot Archer to strength 4 and ranged 7 (Egypt War Chariot as well).[br] * Drop combat value of Berserker and Huscarl to match Longswordsman.[br][B][MODDING][br] * Fixed a bug in Lua where "Events..Remove" was not behaving correctly.[br] * (Lua) Added GameEvents.CityCanBuyAnyPlot(ownerID, cityID) (TestAll)[br] * (Lua) Added GameEvents.CityCanBuyPlot(ownerID, cityID, plotX, plotY) (TestAll)[br] * (Lua) Added GameEvents.CityCanCreate(ownerID, cityID, projectTypeID); (TestAll)[br] * (Lua) Added GameEvents.CityCanMaintain(ownerID, cityID, processTypeID); (TestAll)[br] * (Lua) Added GameEvents.CityCanPrepare(ownerID, cityID, specialistTypeID); (TestAll)[br] * (Lua) Added GameEvents.CityCanTrain(ownerID, cityID, unitTypeID); (TestAll)[br] * (Lua) Added GameEvents.PlayerAdoptPolicy(playerID, policyTypeID); (Hook)[br] * (Lua) Added GameEvents.PlayerAdoptPolicyBranch(playerID, policyBranchTypeID); (Hook)[br] * (Lua) Added GameEvents.PlayerCanAdoptPolicy(playerID, policyTypeID); (TestAll)[br] * (Lua) Added GameEvents.PlayerCanAdoptPolicyBranch(playerID, policyBranchTypeID); (TestAll)[br] * (Lua) Added GameEvents.PlayerCanConstruct(playerID, buildingTypeID); (TestAll)[br] * (Lua) Added GameEvents.PlayerCanCreate(playerID, projectTypeID); (TestAll)[br] * (Lua) Added GameEvents.PlayerCanEverReseearch(playerID, techtypeID); (TestAll)[br] * (Lua) Added GameEvents.PlayerCanMaintain(playerID, processTypeID); (TestAll)[br] * (Lua) Added GameEvents.PlayerCanPrepare(playerID, specialistTypeID); (TestAll)[br] * (Lua) Added GameEvents.PlayerCanResearch(playerID, techTypeID); (TestAll)[br] * (Lua) Added GameEvents.PlayerCanTrain(playerID, unitTypeID); (TestAll)[br] * (Lua) Added GameEvents.TeamSetHasTech(teamID, techID); (Hook)[br] * It's now possible to have the tech tree "dead end" where the final technology is not repeatable.[br] * New graph datasets used by the replay viewer can be added by mods.[br] * Action Icons now use the database in the same way as other icons instead of using ActionIcons.lua.[br][br]http://storefront.steampowered.com/v/gfx/apps/8930/capsule_231x87.jpg (http://store.steampowered.com/app/8930/) [br] [br] Дальше... 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