My Long Review:
Civ5 is becoming a different game every other month now.
I'm going to quote the biggest ups and downs in this patch, along with the most extreme changes. I'll progress down the list, noting what really caught my eye.
Great. The simplest update people have been wanting from day one, added 9 months later. I don't mean to be critical, but... really? The littlest things come last, but at least we'll have it now. Bravo.Civilopedia now available in the Main Menu (under “Other”)
Ahh... I can't criticize this. Replay was one of the best things about previous civ games, and it will finally allow me to reminisce over my games. The graphs will be especially interesting, even though I guess they won't be able to be viewed in game, right? Although, I'm actually very interested of how this replay turns out. We've got three possibilities: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.
- An ugly layout of strategic view, which will give as much visual pleasure as worldbuilder.
- A broad, enlarged view of the mini-map in the bottom right corner.
- A new, and innovative view of the map. With the terrain detail included, but not as great as the actual game.
I'm hoping it turns out to be the third.
Haha... I'd just love the see the dialogue when you get backstabbed. It'll either state in parenthesis that (they are backstabbing you!),Made backstab routine more transparent (the dialog will clearly state that they are backstabbing you).
or Montezuma will have something to say like "Yunno, calling you a friend was all part of my master plan! Prepare to die, you gullible bafoon! I was a backstabber the entire time!!"
AI remembers if you fought against a common foe (positive modifier, decays over time, based on damage done to the common foe).As for the bonus for fighting a common foe, I've been wanting that for a while. I just hate getting denounced right after helping the guy in a war, it's dumb. Hopefully this will create better long-term diplomacy, and military alliances.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.
Awesome. A great bonus to culture wins, and a nice surprise to all others.Policy “Finishers” added to all 10 policy trees. Taking all policies in a tree will grant an additional bonus effect.
Heh-hey... Production costs always seem to be excessive in the early game, but I do seem to have them under control near the late game... so what was the big idea going for a major late-game reduction?Production cost adjustments for units/buildings/wonders (mostly a little cheaper, much cheaper late game).
The main reduction I'm looking forward to is cheaper classical era units, and cheaper happiness bonus buildings. For the circ/coll/thea/stad now because they're less effective.
I've been wanting a re-do to the Research Agreements. Now they're actually what they say they are, a research agreement. Although, this isn't much different than how it was before, just a bit worse, and be improved even more after The Porcelain Tower and adopting RationalismResearch 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.
Cool. Can't go wrong with a new resource. But... I was expecting stone to be more of a wonder bonus deal, like marble more than a minor production to all buildings.New bonus resource: Stone (+1 production, improved with a Quarry). See the Stone Works building note below for additional details.
Been waiting for a boost to the Chariot Archer for a long time. Hopefully now it'll be worth building.Boosted Chariot Archer to strength 4 and ranged 7 (Egypt War Chariot as well).
Uhh... I don't think I'll ever build the Pyramids now. You can still get that free worker from Liberty, right? And 25% is nothing. It's more efficient to build 2 workers now instead of the Pyramids. Whoop-dee-doo.Pyramids worker speed increase reduced to 25% from 50% but now give a free Worker when built
Uh... IIRC, didn't Big Ben start with -50% purchase cost on Day of Release? How'd we get all the way down to -15% from that...? Geez... It was bad enough as is, no need to make it worse.Big Ben hurry modifier reduced to 15% from 25% but now gives a flat 4 gold.
All big happiness mods. This will definitely help balance what happiness was lost in increased per city, and reduced per resource, but it'll give a huge advantage for the builders of these wonders. Eiffel Tower now seems like the ultimate finisher for ICS now.Eiffel Tower now give 5 Happiness plus 1 for every 2 Policies adopted.
Chichen Itza now grants an additional 4 Happiness.
Notre Dame now gives 10 Happiness, up from 5, and 3 Culture.
The Rest of Happiness Changes:
This saddens me. And it causes major change in game plan. But is it really necessary to nerf happiness even more? You've hurt the buildings, gave boosts to the wonders, boosted policies, but isn't that enough? It's hard enough to rapidly expand as is.Unhappiness per city increased to 3 from 2.
Luxury resources now give 4 Happiness, down from 5.
Major change. I'm just hoping when you spoke of cheaper building costs, you meant these, because now they're extremely low.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.
Anyone else remember at Day of Release, colosseum gave +5 happiness? What's it at now? +2?
Every policy now has a happiness modifier!!
- Landed Elite now provides 1 Happiness at every 10 Citizens in each City.
- Meritocracy: +1 Happiness for each city connected to your capital, and -5% Unhappiness from citizens in non-occupied cities.
- 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).
- Organized Religion now gives 1 Happiness per Monument, Temple and Monastery.
- Democracy now provides -50% Unhappiness per Specialist.
- Police State now provides 3 Happiness per Courthouse, and reduces the time it take to build Courthouses by 50%.
- Order Opener now provides +1 Happiness per City.
- Patronage remains with the 50% happiness increase from recieving resources from CS.
- Commerce remains with +1 happiness from each luxury.
- Rationalism remains with +1 happiness per university
I like this. Now, policies come into an eye when maintaining happiness. I'm going to briefly analyze the most effective.
You have a single city empire: Most effective policy for maintaining is freedom for reduced specialist
You have 6 city empire: Assuming you have a monument in all cities, and temples and monastaries in a few, Piety would be most effective.
Sprawling, wide empires should adopt liberty and order now.
Warlike empires even more now should adopt autocracy.
EDIT: Looked over this before, but honor is the only tree with 2 separate policies that modify happiness.
You satisfied us with hotseat, replay, graphs, wonder changes, and additions to policies.
Although you gave us a few changes to diplomacy, there is nothing stated for general AI improvement and sanity when it comes to diplomacy.
Nothing about adding an option to animations in multiplayer, or other common ways of MP other than hotseat, nothing about reducing MP crashes.
I think the happiness changes are too extreme, and will alter gameplay too much. That's just my opinion, though.
Nothing about the long time requests of the community here, like unit "escorts" or canal building.
Like I said, overall, this is a good patch. 8/10 means it really improves the game, although it isn't a drastic change for the better, I'll probably enjoy the game more now... hopefully.