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June/July Patch Notes
Author Message
Nefliqus 



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Posted: 2011-06-18, 00:02   June/July Patch Notes

http://forums.2kgames.com...649#post1403649

Quote:

2K GREG:
Happy Friday everyone! Friday is already an awesome day of the week, but I am here to make this one just that much better, and the way I'm going to do that is by giving you the full patch notes for the upcoming patch.

As has started to become tradition, these notes come with an intro straight from the devs' own mouth (well, email client):



And before anyone asks, the ETA is still the same as before: late June or possibly early July.

[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 {trwa; utrzymywa si} into Modern era to help AI decisions for when to build tanks and modern armor.
  • Dampen {obnia} 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. {mam nadziej e wszystkie MP saves}
    • All maps, including purchased and user-created, are available to play in Hot-Seat. {WOW to sobie teraz pogramy :) }
    • 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). {moe CS bd bardziej przydatne}
  • 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. {uff}
  • Reduced Culture from Goody Huts to 20 from 30.
  • Defense penalty and city assault bonus promotions are now lost with upgrade. {bo tak byo pewnie atwiej obej problem z nietypowymi promocjami}
  • 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. {to jest fajne}


Terrain, Resources, and Improvements

  • New bonus resource: Stone (+1 production, improved with a Quarry). See the Stone Works building note below for additional details. {chyba bd musia zmieni map :( }
  • 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% {szkoda}.
  • Luxury resources now give 4 Happiness, down from 5. {o happiness teraz bdzie trudno}
  • 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. {do dupy, powini zwikszy moim zdaniem}
  • Well improvements now remove jungle/forest/marsh. {well? o co im chodzi?}


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. {mi si podoba}
  • 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). {juz widze jak wszyscy buduja walls :) , powinni zwikszy moim zdaniem}
  • 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%. {to mi si podoba ale w MP mao bdzie przydatne, chyba ze w FFA}
  • 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. {coraz mniej wany}
  • Pyramids worker speed increase reduced to 25% from 50% but now give a free Worker when built {ten worker mi si podoba}
  • Hanging Gardens now give 10 Food instead of 1 population per city and Happiness. {eee, szkoda}
  • 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. {fajne}
  • Eiffel Tower now give 5 Happiness plus 1 for every 2 Policies adopted.
  • Chichen Itza now grants an additional 4 Happiness. {o kurde!}
  • 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. {cudaki teraz staj si waniejsze bo trudniej bdzie o happiness}
  • 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. {hura, mniejszy bunkier}
  • 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. {hura}


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%. {?? z 100%}
  • Babylon: Great Scientist trait reduced to 50% from 100%.
  • Germany: Now receives a 25% discount on land unit maintenance. {mocne}
  • 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. {no i dobrze}
  • 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. {i tak liberty bylo mocne to dodali jeszcze tego GP}

  • Honor

    • Honor Opener now additionally provides Culture for each barbarian killed. [ciekawe ile, pewnie mao}
    • Warrior Code now also gives 15% melee unit production. {15% to do duo}
    • 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). {ciekawe}
    • Honor Finisher: Grants gold for each enemy unit killed. {hmm}

  • 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. {uff langi bd pniej}
  • 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. {to jest nowy tech?}


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%. {uff}
  • Gunship anti-armor promotions now work correctly.
  • Jaguar now gets Woodsman promotion. {co ona daje?}
  • Minuteman now start with Drill I. {myslaem e bda tasze, przecie to bya milicja}
  • 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%). {to wynika z tego ze AI panuje nad formacj}
  • 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. {dobrze bo Longi byy za mocne}
  • 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%). {te mi si podoba}
  • 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). {te dobrze}
  • Drop combat value of Berserker and Huscarl to match Longswordsman. {ludzie ju kupili DLC to mona zrobi normalne jednostki :) }


[MODDING]

  • Fixed a bug in Lua where "Events.<SomeEvent>.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.


Zobaczymy ale to na 100% nie bdzie przeom zmieniajcy t gr.
Last edited by Nefliqus on 2011-06-18, 01:05; edited 4 times in total  
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Nefliqus 



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Posted: 2011-06-18, 01:10   

Quote:
Greetings from the Civ V team! Another couple of months have passed, and the team has been busy continuing to refine and improve the game based on your feedback. Aside from the already-announced additions of Hot-Seat and Replays, an entire balance pass has been integrated into the game. New features, gameplay systems, and Diplomacy modifiers have all been added. AI refinements continue as well, and the AI is now better than ever at challenging the player. As we move into summer, we’ll continue to bring new and exciting additions to Civ V, including improvements to Multiplayer, and other core areas of the game. Your continued engagement and feedback is what drives the team to keep working, and to make Civ V everything that our fans expect, and for that, we thank you.


Quote:

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.
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ScoobyDoo 


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Posted: 2011-06-18, 08:59   

mnie tylko ciekawi, czy bunkier sie zmnieszyl czy te nie wydaje sie ze nie,
co bonusem foryfikajci 50% po dwch turach.

Zmiany moze i ok, tylko czy naprade cos zmieniaja
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wnuczus 



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Posted: 2011-06-18, 09:38   

Mnie ciekaw te powtrki:)
_________________
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"Czy tsknicie za piknymi czasami miniksa-1.1, kiedy mczyni byli mczyznami i pisali swoje wasne sterowniki?" Linus Torvald
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Nefliqus 



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Posted: 2011-06-18, 09:51   

to prawda ze ten bonus 50% za fortyfikacj jest zbyt duy
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Maiar



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Posted: 2011-06-18, 12:49   

Moje zdanie. Gwnie n/t balansu.

Quote:
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.

Wreszcie.
Quote:
Aristocracy now provides +15% Production when building Wonders down from 20%.

le, i tak bonus jest malutki.

Quote:
Landed Elite now provides 1 Happiness at every 10 Citizens in each City.
Tradition Finisher: +15% Growth and +2 Food in each city.

Trzeba bdzie odblokowa cae drzewko tradycji, by mie adny wzrost! Ehh. I jeszcze ten sabiutki Landen nowy, ktry bdzie dawa tyle co kot napaka. Czas wrci na granie liberty + tradycja z 2 policy. (do monarchii)

Quote:
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.

Liberty te nie lepsze. Dopiero za cae drzewko wielki, czyli z liberty bierzemy tylko workera, seta i ew. GA. + za zmian 1 motek na 5%

Quote:
Piety Opener now provides a 15% production bonus on Culture buildings.

Ujdzie, chocia to kwestia 1 tury.

Quote:
Free Religion now provides only 1 free Policy but increases the Culture from Monuments, Temples and Monasteries by 1.

Bardzo sabe, bierzemy policy by mie inn 1 policy, i minimalnie wicej kultury.

Quote:
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.

Mocno rednie, ogem te aktualne piety jest o wiele lepsze.

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

Przyda si na kontach/archi do szybszych desantw, fajne. Bonus do specjalistw mao zauwaalny.

~~Cae freedom si zrobio jakie strasznie rednie.

Quote:
Honor Opener now additionally provides Culture for each barbarian killed.

Moe by, minimalnie si przyda.

Quote:
Warrior Code now also gives 15% melee unit production

Kwestia 1 tury na jednostk.

Quote:
Military Caste now provides +1 Happiness and +2 Culture for each city with a garrison.

Wreszcie normalne garnizony, a nie jakie skopane jak wczeniej. Chocia bonus i tak may, powinni da z 2 szczcia.

Quote:
Tweaked Policy cost formula (cheaper earlier, more expensive later).

Jak dla mnie byo dobrze zbalansowane, potem i tak czekao si od cholery. na -

Quote:
Reduced per-city Policy cost increase by 50%.

Mia zmiana.

Quote:
Production cost adjustments for units/buildings/wonders (mostly a little cheaper, much cheaper late game).

Imho byo do dobrze, no nic, zobaczymy czy bdzie zauwaalna rnica.

Quote:
Unhappiness per city increased to 3 from 2.

Wraz z zmniejszeniem szczcia od budynkw i luksusw, dobra zmiana.

Quote:
All great person tile improvements now connect all strategic resources.

Wreszcie. Ju mi si raz zdarzyo przypadkiem postawi wielkiego na oil...

Quote:
New bonus resource: Stone (+1 production, improved with a Quarry).

Dobrze e dodali co nowego.

Quote:
Marsh and Fallout terrain penalty reduced from -33 to -15.

Bardzo, zdecydowanie bardzo za zmiana. Taktyka koo bagien bdzie wygldaa tak, e wszyscy bd ignorowa 5% i bd tam wchodzi, a szkoda. Bo bagna wprowadzay czasem sporo taktyki.

Quote:
Luxury resources now give 4 Happiness, down from 5.
Colosseum maintenance reduced by 1 gold, Happiness reduced by 1.
Etc.

Mniej szczcia, bardziej bdzie trzeba maksowa.

Quote:
Railroad improvement now takes 3 turns, down from 7.

Wreszcie normalnie si bd tory robiy.

Quote:
Repair improvement now takes 2 turns, down from 3.

Nie opaca si lekko aktualnie pali, a co oni zrobili? Na quicku to ju nie 2 tury bdzie si naprawiao, a 1. Fail.

Quote:
Walls now gives 4 Defense (was 5)
Etc.

Zmniejszaj bunkier, troch dobrze bo mury+zamek na kocu daj od cholery, ale jeeli chodzi o pocztek, to daj i tak czy siak malutko. rednio-dobra zmiana.

Quote:
University maintenance reduced by 1 gold and now gives a 33% boost to science instead of 50%

Fajne, ju nie bdzie takiego szybkiego techowania.

Quote:

National College moved to Philosophy and reduced by 2 science.

Nie bdzie ju takiego szybkiego robienia Nationalla. (na pewno nie przed elazem). Bardzo dobrze moim zdaniem, bo to troch zacofa na pocztku, i dusze gry bd.

Quote:
Great Lighthouse now also provides a free Lighthouse in the city where it was built.
Etc. (darmowy budynek)

Do fajne. Najbardziej z tego si opaca GL robi, nie do e daj wan library, to kolbki, to bonus do wielkiego, to 1 kultury, i darmowego techa. Za tak produkcj, GL stanie si z bardzo sabego cudu mocnym.

Quote:
Stonehenge Culture reduced to 6 from 8.

Cakiem si nie opaca go robi, tyle kultury co prawie 1 witynka z specjalist, czyli bida.

Quote:
Hanging Gardens now give 10 Food instead of 1 population per city and Happiness.

Najwiksze zgorszenie cudu. 10 food to si zazwyczaj dostaje w 1 turze, wic mocny fail. Ciekawe ile daje happiness.

Quote:
Great Wall now obsoletes with Dynamite instead of metallurgy and gives 3 Culture

Chyba przyda si tylko na mongow, bo i tak ludzie ju szybko arty maksuj i nie ma co muru budow.

Quote:
Hagia Sophia great person modifier reduced to 25% from 34%, and gives a free Great Person of your choice.

Bonus lekko zmniejszony (czyli teraz ogrody + cud narodowy trzeba mie, by byo wida jaki efekt) a darmowy czowiek naprawd fajny. Tak stawiasz Haghie i tur pniej inny cud.

Quote:
Chichen Itza now grants an additional 4 Happiness.
Notre Dame now gives 10 Happiness, up from 5, and 3 Culture.

Bardzo ciekawa zmiana, jeeli jeden gracz zapie Notre bdzie mia spor przewag, wreszcie bdzie warto budowa ten cud i to mocno. Tak samo jak Chicken bo czsto biorc piety o nim zapominaem. (na ca gr bym zyskiwa 8/12 tur GA, wic do mao jak na tyle wymaganych motkw.)

Quote:
Himeji bonus reduced to 15% from 25%, and provides a free Castle in the city where it was built.

Himeji stao si rednio opacalne. Cho bonus 15% moe przesdzisz, nie rwna si on ju np. bonusom z lasw. Dobra zmiana.

Quote:
Scaled up costs of all sciences starting in the mid-renaissance era and on (larger increases later on).

Dobre.

Quote:
Metal Working requires Construction.

Longi wymagaj 2 techw wicej, baaardzo dobra zmiana. Zwaszcza przy tym e national te wymaga 2 techw wicej = wicej taktyk, wicej kombinowania.

Quote:
Mohawk Jungle/Forest bonus reduced to 25% from 50%. Mohawk Warriors no longer require Iron.

Najbardziej dysbalansujca zmiana. Mohawki = Keshiki tylko e we wczesnym etapie. Wrg nie ma elaza? Prawdopodobnie wygrae. (konikami nie ma Cie jak pokona bo gdy mohawk wejdzie na las ma bonus 50% z dupy (jego bonus+bonus z lasw standardowy.) Wrg ma elazo i go zalejesz? Prawdopodobnie wygrae. Nie umiesz rushowa? Graj Mohawkami i spamuj jednostkami. Na singla ciekawa zmiana, na multi bardzo nieciekawa.

Quote:
Decreased Longswordsman, Fighter, Bomber, Guided Missile, Jet Fighter and corresponding

Przynajmniej zrobienie wczeniej longw nie bdzie rwnao si wbijanie nimi jak w maso w swordy. + te za fighterw, faktycznie, byli za mocni.

Quote:
Removed Mandekalu Cavalry city attack bonus promotion (but still has no penalty).

Bardzo za zmiana. Ta kawaleria ratowaa Songhaj jako nacj, i mona byo robi tylko koniki i atak z rnych stron na kilka miast na raz. Z bonusem szo je nawet zdobywa, teraz bdzie o wiele trudniej, i imho gorzej dla Songhaj. (czyli Songhaj saby musieli zgorszy, a silnych Irokezw polepszy? e co?)
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Nefliqus 



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Posted: 2011-06-18, 13:07   

chtnie sobie zagram PBEMa na tym patchu, mapa huge, 22 civki (niestety wszyscy gracze bd musieli mie te same DLC), na Immortal i Epic.
Odnonie zmian to jeszcze nie jest pewne czy co ostatecznie nie zmieni. Oglnie zmiany w cudakach, politykach i happiness mi si podobaj. Nie rozumiem zmian w jednostkach i improvements. Po co oni zmniejszyli czas naprawy?
@Maiar Mohawki bdzie mia teraz mniejszy bonus w lesie , z 50% na 25%. I tak Irokezi s silni.
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Maiar



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Posted: 2011-06-18, 13:09   

I? Pisaem przecie o tym, lepiej przeczytaj to zdanie dwa razy. (napisaem bonus od lasu, ktry ma przecie kada jednostka + ich bonus jako ulepszona jednostka danej nacji =50% zamiast wczeniejszych 75%)
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Nefliqus 



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Posted: 2011-06-18, 13:18   

Maiar wrote:
I? Pisaem przecie o tym, lepiej przeczytaj to zdanie dwa razy. (napisaem bonus od lasu, ktry ma przecie kada jednostka + ich bonus jako ulepszona jednostka danej nacji =50% zamiast wczeniejszych 75%)


kurcze ale ci odwalio po tych kilkudziesiciu grach w CIV5, nie moge normalnie odpisa?
Po pierwsze procenty si nie dodaj, wic 10 + 25% + 25% nie rwna si 10 +50%.
Po drugie masz racj e nie doczytaem tych Twoich wypocin.
Po trzecie KCWO.
Last edited by Nefliqus on 2011-06-18, 13:52; edited 1 time in total  
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Marw 



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Posted: 2011-06-18, 13:20   

Nefliqus wrote:

Po trzecie CHCWD.


Nef zdecydowanie przeginasz. IMHO administracja powinna zareagowa.
_________________
"There are two novels that can change a bookish fourteen-year old's life: The Lord of the Rings and Atlas Shrugged. One is a childish fantasy that often engenders a lifelong obsession with its unbelievable heroes, leading to an emotionally stunted, socially crippled adulthood, unable to deal with the real world. The other, of course, involves orcs."
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Maiar



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Posted: 2011-06-18, 13:21   

Quote:
11. Zwalczane bd wszelkie przejawy chamstwa.

Quote:
13. Zakaz przesadnego uywania przeklestw i wulgaryzmw (nie tylko w jzyku polskim). Mowa tutaj rwnie o wygwiazdkowanych (***) itp sowach.

Quote:
Po trzecie CHCWD.


Poprosz o warna dla Nefa za obraanie...

Edit: I nie wiem skd Ci si wzi bonus 10%, ktry dostaje si tylko za oflankowanie/walki na wszelakich rwninach. Pisaem o sytuacji e Mohawk chowa si przed konikiem w lesie, i ma tam bonus 50%, biorc pod uwag zasady nowego patcha.
@down: Warna tak czy siak si domagam.
Last edited by Maiar on 2011-06-18, 14:01; edited 3 times in total  
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Nefliqus 



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Posted: 2011-06-18, 13:59   

Maiar wrote:


Edit: I nie wiem skd Ci si wzi bonus 10%, ktry dostaje si tylko za oflankowanie/walki na wszelakich rwninach. Pisaem o sytuacji e Mohawk chowa si przed konikiem w lesie, i ma tam bonus 50%, biorc pod uwag zasady nowego patcha.


To nie procent tylko przykad. 100 +25% + 25% = 156 i nie rwna si 100 +50% =150, co mogo mnie zmyli jak na szybko przegldaem Twj post.
Swj post poprawiem na bardziej agodn wersj. Poprzednio moe by za ostry jak na odpowiedz na "pasywn zniewag" Maiar.
Jak dla mnie to jest konie tego EOT.
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MacDante 



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Posted: 2011-06-18, 14:42   

A za co chcecie dawa NEFOWI warna ?

A co do patch note: zapomnieli o najwazniejszej rzeczy SAVE/LOAD in MP :) nadal glowanie savami :)
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Maiar



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Posted: 2011-06-18, 14:44   

Ty te przeczytaj mojego posta dwa razy, szczeglnie cytowan cz. Zreszt, sam powd napisaem. Nie wida?
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MacDante 



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Posted: 2011-06-18, 14:54   

Maiar twoja agresywno zaczyna mnie irytowa!
We chopie wyluzuj i jak masz jaki problem napisz do przyjaciki.

To e kto nawcha si tego mieciowego netowego modzieowego slangu i go zna i wie co oznacza moe taki skrt, nie znaczy e kto inny uwaa tak samo.

Ju by proces podobnego typu z Policj jak kole mia na koszulce CHWDP i jak panowie policjanci zapytali si co to oznacza grzeczeni im odpowiedzia:
CHwaa Wam Dobrzy Policjanci.

Tak wic wyluzujcie. Jestemy chyba doroli (albo za takich sie podajemy) i niech ten pierwszy rzucci kamie kto jest wity.
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