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Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
Maybe they should work oppositely than they do now. Start very expensive and get cheaper with every basic building built. And remove the every city requirement.

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Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.

The Human Crouton posted:

I do hate the way national wonders are handled. I realize that they are made to give tall empires an advantage against wide science generating empires, but it's stupid to halt my expansion because I need one building.

Doesn't having more cities just up the hammer cost of those national wonders anyway? Perhaps they should have ditched the "required buildings" things in favour of pure hammer cost.

The Human Crouton
Sep 20, 2002

KKKlean Energy posted:

Doesn't having more cities just up the hammer cost of those national wonders anyway? Perhaps they should have ditched the "required buildings" things in favour of pure hammer cost.

Yes, more cities do up the hammer cost, and I agree. Just make the cost go up even more per city instead of requiring so may prerequisite buildings. Just make the prerequisite building required in the city that the wonder is going to be built in.

Cpt_Obvious
Jun 18, 2007

The Human Crouton posted:

Yes, more cities do up the hammer cost, and I agree. Just make the cost go up even more per city instead of requiring so may prerequisite buildings. Just make the prerequisite building required in the city that the wonder is going to be built in.

Compromise: Very high hammer cost based on empire size, but reduced for every building. So, national college would be buildable with a library in the city you want to build it in, but very expensive. For every library you build in another city, the hammer price drops.

Gort
Aug 18, 2003

Good day what ho cup of tea
The old Civ 4 solution was "three of the building OR a building in each city", I vaguely seem to recall. Could work here.

Dr. Video Games 0031
Jul 17, 2004

I think that number scaled based on map sized and on standard maps it was more than 3, but yeah. Build X number of buildings or have them in all of your cities" was a good solution that didn't punish wide players so aggressively. There are way too many points in Civ V where expanding to any location is a really bad decision. One of the four X's is Expand and you can barely do that! I really hope their fall patch addresses the issues that hamstring wide play without making one style way more powerful than the other.

It's okay to have systems that limit expansion. I still really enjoy Civ IV's maintenance system, but Civ V has like four different systems that make expansion painful. It strikes me as extremely unnecessary that wide play needs to be limited in so many different ways instead of just having a single elegant solution to the problem. The lack of one speaks for pretty bad design. Unfortunately it's not like they can just redo all of those systems from scratch in a patch so they're left just trying to delicately balance it through a series of hacks and it's not working out.

Dr. Video Games 0031 fucked around with this message at 23:04 on Sep 30, 2013

Chamale
Jul 11, 2010

I'm helping!



Dr. Video Games 0031 posted:

I think that number scaled based on map sized and on standard maps it was more than 3, but yeah. Build X number of buildings or have them in all of your cities" was a good solution that didn't punish wide players so aggressively. There are way too many points in Civ V where expanding to any location is a really bad decision. One of the four X's is Expand and you can barely do that! I really hope their fall patch addresses the issues that hamstring wide play without making one style way more powerful than the other.

I recently won a game as the Shoshone with three cities because it was never worthwhile to expand. They're normally a quite wide civ but tall is the dominant build unless you have a very happy, rich, and militaristic empire.

Dr. Video Games 0031
Jul 17, 2004

While I'm griping, is anyone else displeased with the way the AI trades for luxuries? As in, they will NEVER initiate a luxury trade deal with the player under any circumstance, but since BNW are really active about trading with other AIs? They'll come to you to renew existing trade deals but will never try to start any new ones with you. The end result is that the AI will almost never have excess luxuries to trade with the player. You are by and large left out of the global trade scene and can really only ever sell your excess luxuries because it's rare that countries have spares. The only time they will have a spare luxury is when they have no other trading partner. But because they still won't go to the player even in this circumstance, you have to check the diplomacy overview every single turn in hopes that the AI will have a spare. Because if you miss that for a few turns, they might find someone else to trade with.

This is just poo poo gameplay, plain and simple. Trading for luxuries is a really unfun part of the game now, they somehow turned it into a total chore.

SlightlyMadman
Jan 14, 2005

What annoys me even more is that if your luxury trade is canceled for some reason and is not eligible for renewal (I think this usually happens in a GPT sale when they don't have the money to renew it), it will sit on their back-burner, and they'll offer it back up at some point in the future. Unfortunately, it doesn't check to see if you still have an excess resource at that point, and those offers are indistinguishable from a normal renegotiation, but might end up resulting in you selling your last copy of a resource.

Dr. Video Games 0031
Jul 17, 2004

SlightlyMadman posted:

What annoys me even more is that if your luxury trade is canceled for some reason and is not eligible for renewal (I think this usually happens in a GPT sale when they don't have the money to renew it), it will sit on their back-burner, and they'll offer it back up at some point in the future. Unfortunately, it doesn't check to see if you still have an excess resource at that point, and those offers are indistinguishable from a normal renegotiation, but might end up resulting in you selling your last copy of a resource.

There's even a display bug that makes this even worse. Occasionally when these offers come to you, it will say on the trade screen that you have 2 of the resource they're asking for. But nope! You only have one. If you aren't keeping track of your resources you can trade away your last copy because the game is telling you that you have more than you really do.

SlightlyMadman
Jan 14, 2005

Dr. Video Games 0031 posted:

There's even a display bug that makes this even worse. Occasionally when these offers come to you, it will say on the trade screen that you have 2 of the resource they're asking for. But nope! You only have one. If you aren't keeping track of your resources you can trade away your last copy because the game is telling you that you have more than you really do.

Yeah, whenever I get an offer from the AI, I decline it then open up diplomacy with them on my turn and start a new deal if it's still possible. This is really all less of a problem now though, since luxuries for cash isn't the be-all and end-all of early game any more. I get by on Immortal just fine without too much luxury trading, since it's such a small amount of money compared to trade routes (which of course have their own UI horribleness, but it's at least a little easier to manage).

Dr. Video Games 0031
Jul 17, 2004

Getting a super early friend is still a big boon to my early game if it means getting a free 240 or 480 gold out of it. It means an extra worker of settler in the part of the game where your hammers are most precious.

I am Reverend
Sep 21, 2008

Pheromosa's Special Attack rose!
Holy poo poo, AI Alexander is retarded. A couple friends and I started a multiplayer game, and it's about 1600 AD with all three of us declaring war on him. We were hoping that we could gently caress him up before the Industrial Era, but now he has 17 loving World Congress votes, and the closest any of us have is 4. His first proposal was to embargo me as Portugal, and I can't build Feitorias anywhere because every city state is at war with me. Whenever we try to take one of his 15 cities he just farts another one out as soon as it's done being razed. I have the second biggest military and his is still twice the size of mine. It's not like we could push into his capital anyway because it's surrounded by city states that he has at least 150 influence with.

Stallion Cabana
Feb 14, 2012
1; Get into Grad School

2; Become better at playing Tabletop, both as a player and as a GM/ST/W/E

3; Get rid of this goddamn avatar.

Chamale posted:

I recently won a game as the Shoshone with three cities because it was never worthwhile to expand. They're normally a quite wide civ but tall is the dominant build unless you have a very happy, rich, and militaristic empire.

This is what happened to me too. I played Random which got me something like Large Islands, and basically every civ got their own personal Island and there were a bunch of other uninahbited ones.

Thanks to my massive loving borders I built 4 cities to completely prevent settling in the entire Island (one Civ got a single tile on the island and pissed me off forever), and that was it.

I think I ended with like 8 cities, and I felt that was a bit wide. I had 5 on the Island, one on a tiny rear end island a bit away because it had access to more Luxuries, and pair of colonies, one in the Norht Pole, and one on Byzatine's Island.

Like I almost feel that's as wide as you would ever want to build even with a focus on going wide.

goatsestretchgoals
Jun 4, 2011

SlightlyMadman posted:

What annoys me even more is that if your luxury trade is canceled for some reason and is not eligible for renewal (I think this usually happens in a GPT sale when they don't have the money to renew it), it will sit on their back-burner, and they'll offer it back up at some point in the future. Unfortunately, it doesn't check to see if you still have an excess resource at that point, and those offers are indistinguishable from a normal renegotiation, but might end up resulting in you selling your last copy of a resource.

Completely agree here. Easy(ish) fix would be a revamped resources UI which shows exactly where your resources come from and where they're going.

I have a game going right now where I have 4x silver to trade and its a gigantic pain in the dick to even figure out whether all of them are being traded, much less who I'm already trading them to.

E: Maybe an extra line in diplo overview which shows current resource trades? Wouldn't fix whole problem but it would help when you're trying to find someone who would trade for your duplicate Xes.

goatsestretchgoals fucked around with this message at 01:53 on Oct 1, 2013

Dr. Video Games 0031
Jul 17, 2004

bitcoin bastard posted:

Completely agree here. Easy(ish) fix would be a revamped resources UI which shows exactly where your resources come from and where they're going.

I have a game going right now where I have 4x silver to trade and its a gigantic pain in the dick to even figure out whether all of them are being traded, much less who I'm already trading them to.

E: Maybe an extra line in diplo overview which shows current resource trades? Wouldn't fix whole problem but it would help when you're trying to find someone who would trade for your duplicate Xes.

On the top left info display, there's an option to show your resources. It tells you how many of each luxury you have, and how many you're trading away.

There are also a couple of other useful modes there, like a Great Person tracker that tells you the GP progress in each of your cities and how many turns you are to the next GP for each type. Why doesn't the game do that math for you when in the city view? Who knows, the UI is really inconsistent like that.

edit: Is there a way to force the game to use certain mods? I'm trying to load a game that I started with InfoAddict but apparently it doesn't want to accept that and no matter what I try it loads the save without it. Why is mod implementation still so incredibly half assed?

Dr. Video Games 0031 fucked around with this message at 02:23 on Oct 1, 2013

Tempest_56
Mar 14, 2009

I feel stupid asking this but - just how do you wage war effectively? I realized in my most recent game that I either 1) never take the offensive, relying entirely on city defense boosters/entrenched archers or 2) waited until late game when I have an overwhelming tech advantage. And after trying, I have no idea how to wage war in the early/mid game.

uPen
Jan 25, 2010

Zu Rodina!

Tempest_56 posted:

I feel stupid asking this but - just how do you wage war effectively? I realized in my most recent game that I either 1) never take the offensive, relying entirely on city defense boosters/entrenched archers or 2) waited until late game when I have an overwhelming tech advantage. And after trying, I have no idea how to wage war in the early/mid game.

Your army should be comprised primarily of archers and bowmen until you get cannons, after which it should be mostly cannons/artillery. Shoot dudes with your long ranged guys and keep a few melee units around to protect your shootin dudes. The AI is not able to handle this at all and if you have a terrain advantage it'll swing even harder in your favor.

Away all Goats
Jul 5, 2005

Goose's rebellion

Tempest_56 posted:

I feel stupid asking this but - just how do you wage war effectively? I realized in my most recent game that I either 1) never take the offensive, relying entirely on city defense boosters/entrenched archers or 2) waited until late game when I have an overwhelming tech advantage. And after trying, I have no idea how to wage war in the early/mid game.

Your army should be like 90% ranged/artillery units and the rest melee. If you somehow find yourself in the appropriate tech level where knights (or some other mounted UU) dominate everything, build lots of those, but remember you will need ranged/artillery to actually take cities.

If their military is stronger, then set up defensive line near your cities and let them smash against their defenses, focus firing units as much as possible. It's always better to destroy a unit than it is to weaken strong units. If your military is stronger, focus on one city at a time (unless you hilariously out tech them too).

Chamale
Jul 11, 2010

I'm helping!



Holy gently caress, just had the closest multiplayer game ever. My friend won on turn 261 with a spaceship. We hit "just one more turn" and on my turn 261, I was able to launch a spaceship and also vote myself world leader in Congress. The game was determined by the random decision that he would get to play first.

Dr. Video Games 0031
Jul 17, 2004

Melee units to screen for your ranged blob are optional. Usually a better option is just more archers in your blob. Kill things before they can kill you. The only purpose melee serves in combat 95% of the time is city capture. There are a handful of good melee UUs, like the Impi and Kris Swordsmen. Those are actually totally amazing units, it takes one to make you consider using melee over ranged.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

Dr. Video Games 0031 posted:

Melee units to screen for your ranged blob are optional. Usually a better option is just more archers in your blob. Kill things before they can kill you. The only purpose melee serves in combat 95% of the time is city capture.

The other five percent is "fortify in strategic places for vision against barbarians" :v:

Scatsby
Dec 25, 2007

It get that ranged is really good, but the upgrade to gatling guns is just awful. Unless they're fancy enough to get the range promotion early, they just feel barely more useful than riflemen for a ton more work.

Mr. Whale
Apr 9, 2009

Emasculator posted:

It get that ranged is really good, but the upgrade to gatling guns is just awful. Unless they're fancy enough to get the range promotion early, they just feel barely more useful than riflemen for a ton more work.

That's why you gotta make the transition to cannons/artillery. Gatling guns become your new meatshields - which manage to out meat musketmen at least, and cavalry become the city captors.

nrook
Jun 25, 2009

Just let yourself become a worthless person!
I hear you guys about singleplayer, but how about multi? I've found something of a lack of success in multiplayer, and I wonder if it's because I'm not building sufficient ranged units---people are definitely smart enough to deal a lot of damage to ranged guys really quickly, but then, I remember Advance Wars's philosophy toward melee and ranged and this seems pretty similar. What do you guys think?

Speedball
Apr 15, 2008

Gatling guns and machine guns are really more for defense than offense anyway. Good for late-game barbarians, too, assuming there are any.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
The barbarians seem to attack me way more than they attack the AI's. Is that just my perception?

Dr. Video Games 0031
Jul 17, 2004

Getting some range promoted gatling guns is pretty fantastic, though. Usually you will choose Logistics over Range for their level 5 promotion, but if you're on the cusp of industrialization, go range first and then laugh as your archer blob more than doubles in strength.

Dr. Video Games 0031 fucked around with this message at 05:31 on Oct 1, 2013

Speedball
Apr 15, 2008

redreader posted:

The barbarians seem to attack me way more than they attack the AI's. Is that just my perception?

They ruin anyone's day they can, it's probably your perception. You just don't see it when they start raiding other people's improvements. They seem fond of attacking city-states, at least.

Dr. Video Games 0031
Jul 17, 2004

redreader posted:

The barbarians seem to attack me way more than they attack the AI's. Is that just my perception?

Depending on what you mean, it is and it isn't. If you mean they invade your territory and mess with you more, then no, the AI gets equal treatment. You just usually don't have eyes on them but I've seen some AI countryside ravaged by barbs before. But give barbs an equal choice of who to attack when you and the AI are in their vision, they will go for you 100% of the time. But that's just for their short term combat decision making.

Geight
Aug 7, 2010

Oh, All-Knowing One, behold me!
Does difficulty effect barbarians?

SirKibbles
Feb 27, 2011

I didn't like your old red text so here's some dancing cash. :10bux:

Geight posted:

Does difficulty effect barbarians?

Their spawn rate and I think the % of the flat bonus you get against them.

Jokymi
Jan 31, 2003

Sweet Sassy Molassy
I decided to start a new game as France to go for a culture victory. Early in the game I allied with a militaristic city-state without having to do anything, and they proceeded to gift me four siege towers in a row. I've never played Assyria before, so I decided to test them out against my closest neighbor Egypt. Turns out they're just as powerful as everyone has always said! Now I've got Thebes under my control, with its seven beautiful wonders, and left them with just a rinky-dink little Memphis in the tundra after razing their other city, which just happened to be in my way. I knew there was a reason I didn't focus on trying to build any wonders in the early game!

Of course now Germany hates me for being a warmonger and just decided to try and embargo me as the first World Congress resolution. At least I've got 30 turns to deal with that. I'm also really hoping I manage to get the Uffizi first in Paris.

Gort
Aug 18, 2003

Good day what ho cup of tea
For the guy asking about midgame warfare, try this. Play Germany, do the usual Tradition start. Get to Mathematics reasonably quickly, and get about four catapults. Next, get to Civil Service. Build as many Landsknechts as your gold per turn will allow.

Pick a neighbour with luxuries you don't have, steamroll him. Raze any city that doesn't contain a wonder or unique luxury.

Dr. Video Games 0031
Jul 17, 2004

Gort posted:

For the guy asking about midgame warfare, try this. Play Germany, do the usual Tradition start. Get to Mathematics reasonably quickly, and get about four catapults. Next, get to Civil Service. Build as many Landsknechts as your gold per turn will allow.

Pick a neighbour with luxuries you don't have, steamroll him. Raze any city that doesn't contain a wonder or unique luxury.

Landsknecht swarming will also give you a good lesson in logistics! Honestly though it's very easy to overbuild on them and end up with a ton of units that stand around and do nothing and also promotes reckless play that doesn't see many units lasting long enough to get level 5+ promotions. Zulus are probably better to learn mid game warfare with. Their Impi are insanely overpowered but you don't have an unlimited amount of them.

Dr. Video Games 0031 fucked around with this message at 09:34 on Oct 1, 2013

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.

Geight posted:

Does difficulty effect barbarians?

No, barbarians are in the game regardless of difficulty.



(:smug:)

Dr. Video Games 0031
Jul 17, 2004

Difficulty does affect barbarian spawn rate as well, I believe.

haplesscardsharp
Sep 6, 2012

Keep On Truckin'

KKKlean Energy posted:

No, barbarians are in the game regardless of difficulty.



(:smug:)

The perenthesis make it look like the smug face just threw down a sick burn.

On topic: Yes, as a huge pussy that typically plays below king, I can almost assure you that difficulty affects them.

Teron D Amun
Oct 9, 2010

SirKibbles posted:

Their spawn rate and I think the % of the flat bonus you get against them.

spawn rate is only tied to the raging barbarians option afaik (note to self: never play on a giant earth map again with that option turned on)

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Prism
Dec 22, 2007

yospos
So there's some Brave New World beta patch notes for the fall patch.

Beta Notes posted:

Civ V Brave New World Fall Patch Notes
9/30/2013

[UI]
New map options on the Setup Game menu. Now, DLC map packs are grouped into folders without having to go to Advanced Setup. Additionally, all the extra maps are placed in an “Additional Maps” folder.
Warmonger UI improvements:
Now there are 4 different levels of concern displayed by the AI about the player's warmongering.
Added a tooltip to the city banner for each city owned by a civ you are at war with that shows the warmonger penalty and/or liberation bonus.
Added a tooltip for warmonger penalty and/or liberation bonus to the Annex/Liberate/Puppet popup.
Trade Route Improvement: Update the UI to reflect the change in Trade Route gold if a Trade Route policy is picked.
Added "Click to move" and "Click to view" radio buttons to improve the behavior of clicking on a great work in the "Your culture" tab.
Deal History tab on the diplomacy screen now shows more relevant information.
Air Combat Preview: added preview of damage your bombarding air unit would take. Note that this information does not include damage from intercepting aircraft or anti-air units.

[BALANCE]
Warmonger Penalty
Warmonger penalty for conquering a city is now halved with other civs that are also at war with the civ being conquered.
Make the building up of warmonger threats more exponential than linear (Minor - Major - Severe - Critical)

Research Agreements
Adjusted the cost for Research Agreements based on era. The cost increase should now be more linear to coincide with the gross gold-per-turn of AI civs, and also slightly cheaper when Research Agreements can first be used.
Will now only be cancelled with a Declaration of War or by elimination of one of the involved Civs. Denunciations no longer cause the RA to yield zero beakers upon completion of the agreement.
Both Civs will now only get the minimum of the two beaker counts (to balance out Rich getting Richer mechanic weakness).

Tourism: Further Benefits from Tourism when Influential with another Civ
Science (from Trade Routes)
Familiar: +1 Science per trade route
Popular: +2 Science per trade route
Influential: +3 Science per trade route
Dominant: +4 Science per trade route

Diplomacy/Espionage
Familiar: Just 1 turn to Establish Surveillance in influenced civ's cities
Popular: Surveillance boost (from above) plus Spies operate at an effective rank 1 level higher than actual rank in influenced civ's allied city states
Influential: Surveillance boost (from above) plus Spies operate at an effective rank 1 levels higher than actual rank in influenced civ's cities and allied city states
Dominant: Surveillance boost (from above) plus Spies operate at an effective rank 2 levels higher than actual rank in influenced civ's cities and allied city states

Conquest
Familiar: -25% reduction in Unrest time and Population loss
Popular: -50% reduction in Unrest time and Population loss
Influential: -75% reduction in Unrest time and Population loss
Dominant: no Unrest time; no Population lost
Abilities of Great Musician, Great Writer, and Great Scientist now scale properly based on game speed

Social Policies and Tenets
Social Policies: Added Mercenary Army social policy to Commerce (allows purchasing of Landsknechts). Trade Unions old effect (cheaper road/rail maintenance) moved to Wagon Trains.
Social Policies: Move double Trade Mission gold from Commerce finisher to Entrepreneurship.
Social Policies: Boost City-State trade bonus from +1 Gold to +2 Gold on Merchant Confederacy.
Social Policies: Merchant Navy now provides +4 Culture and +4 Production in the city with the East India Company.
Social Policies: Theocracy - Temples increase city gold output by 25% instead of 10%.
Social Policies: Boost Warrior Code from +25% to Great General creation up to +50%
Social Policies: Boost Navigation School to +50% Great Admiral points (to mirror the earlier change to Warrior Code for Great Generals).
Social Policies: Switch Ethics policy (Aesthetics tree) to Cultural Exchange (increase Tourism modifier for Open Borders, Shared Religion and Trade Routes by 15% each). The policy now gives bonuses to Open Border and Trade Routes.
Tenet: Order - Iron Curtain now also boosts yields on internal trade routes by 50% (on water routes the +100% modifier becomes +150%; effectively those only go up by 25% from 200% to 250%).
Tenet: Autocracy - Futurism now +250 Tourism for each Great Writer/Artist/Musician created (instead of +100).
Tenet: Weaken both bonuses from Arsenal of Democracy
Tenet: Spaceflight Pioneers: Remove +10 Science in Capital; add free Great Engineer and Great Scientist instead.
Tenet: Gunboat Diplomacy tenet now makes military units 50% more effective at intimidating City-States. Also rearranged tooltip text for bullying score so that the positive factors are always first, for readability

Civ-Specific Balance
Germany: Added the Hanse unique building (Replaces Bank, includes Bank bonuses, and +5 Production per City-State Trade Route across your civilization, not just cities that have a Hanse).
Germany: Boosted camp conversion rate to 67%.
Japan: Give Japan an Ocean start bias
Japan: Japan: Samurai can build fishing boats.
Japan: Bushido has a new additional effect: +1 Culture from fishing boats and +2 Culture from atolls.
Japan: Zero no longer requires Oil
Science Victory: Spaceship parts require twice the time to build (or twice the gold to buy) to increase the value of the Space Victory tenets.

World Congress
Congress: Gain 2 Delegates from a failed World Leader proposal (was 1).
Congress: Made Diplo Victory more difficult by increasing the delegates needed to win (2 more on Duel, 7 more on Standard, 9 more on Huge). Also exposed delegate equation values to XML for future tweaking and ambitious modders.
City-State Influence: Cleaned up influence calculations when a City-State is killed, to ensure a future liberator will be the undisputed ally and receive the intended reward.
Ally influence is set to 45 (becomes Friends).
Friends influence is set to 15 (becomes Neutral).
Neutral influence is set to 0.
Negative influence remains as it was.
When liberated, the liberator's influence is set to 150 (becomes Ally).

3 New Pantheons
Earth Mother: +1 Faith from Copper, Iron, and Salt.
God-King: +1 Culture, Faith, Gold, Production, and Science from the Palace
Sun God: +1 Food from Bananas, Citrus, and Wheat
Trade Routes: All City-State Trade Routes get +1 Base gold. Gold bonus from having a route connected to a city with a Market or Bank halved (from 2 to 1). Applies to unique versions of these buildings also.
Great Admirals now have a "Change Port" command. If either moving into a port or starting the turn in one, they can consume the rest of their moves to jump to another port city under their control.

Archaeology
Great Works of Writing (like the Rosetta Stone) now available from 30% of the Hidden Antiquity Sites. An alternative use of these is to create a "Cultural Renaissance" (equal to a Great Writer's Political Treatise).
There are now diplomatic bonuses for building Landmarks in both city state and major civ territory.
Air Combat
New stacking limits on air units in cities. Starts at 6; increased to 10 when you add an Airport. Game Concept text updated to match this change.
Player now receives a warning that projected damage can go up if the air unit is intercepted; number of visible enemy anti-air units that haven't fired is also given in combat preview.
Air Combat: Award experience to intercepting planes and firing AA guns
Change rules for razing cities to make it so the Holy City of any religion cannot be razed.

[AI]
Custom AI per Civ
Custom worker code for Brazil: Automated workers will no longer remove jungle unless there's a resource on it (ie: bananas). Workers will remove jungle for resources (like spices and bananas) but otherwise will build Brazilwood Camps.
Custom settlement AI for Brazil: Includes player suggestions of city sites near jungle for Brazil.
Custom settlement AI for Indonesia: Doubled the fertility on lucrative sites that are not on the same continent as previous cities. This should help Indonesia to better use it's UA.
Custom settlement AI for Netherlands: Will now tend to favor marshes and flood plains when choosing a site to settle.
Custom settlement AI for Morocco: They should now consider desert favorable when making settlement choices/suggestions.
Custom settlement AI for Spain: Settling next to Natural Wonders should now be extremely attractive to Spain.
Custom settlement AI for Inca: Inca should now consider hills more favorably; hills bordered by one or more mountains get an additional bonus.
Air Combat AI: Never rebase aircraft to a city being razed.

Deal AI
Deal AI: Never ask for something from the human that we don't consider having any value (such as Open Borders from a distant civ).
Deal AI: make AI aware of the value of Open Borders as players close in toward Culture Victories;
Deal AI: Make it so the AI will never pay more than about 15 gold-per-turn. There were cases before of 40+ gold-per-turn.
Fix a legacy bug that prevented the AI from ever putting together offers for a luxury that a human player now has available for trade.
Deal AI: fix valuation of Open Borders so AI never says "I want to negotiate passage" but doesn't put anything on the table.
Deal AI: Have the AI accept totally even trades with the human (before they always wanted some small bonus, even when swapping embassies ... assuming they weren't putting the embassies on the table themselves).
Deal AI: AI now understands how to put things on YOUR side of the deal table.
Deal AI: Embassies now worth 35 Gold base (so AI will almost always consider them worth 1 gold-per-turn).
Deal AI: Embassy cost scales based on deal duration (so 1 GPT over 45 turns is worth it on slower speeds)
Deal AI: AI properly values Gold in hand over GPT, so over 30 turns it won't get 150 for 5GPT. Instead only 85% of that.
Deal AI: Slight increase (about 7%) in the value the AI gives you in gold/gold-per-turn for things (this helped with getting them to always offer 1 GPT for Embassy).
Deal AI: Don't give such a huge (90%) discount on open borders with friendly players. Reduced to 65%.

Tactical AI
Tactical AI: Reduce overkill percentage from 50% to 25%. Previously, the AI would gather up much more strength than needed before trying to kill an enemy unit, which could bog down AI operations.
Tactical AI: Make sure units moving in formation don't use extra MP to "wander" a tile or two after their primary (formation) move for the turn completes.
Operational AI
Operational AI: On water maps (Archipelago, Islands, etc.) allow land operations to have a few units "spill out” onto water tiles so the operation doesn't get bogged down trying to get to its target. Also don't use the bigger city attack formation (16 units) on such a map (use 12 instead).
Operational AI: Weight barbarian camps within 10 tiles of one of your cities heavily; start up operations to eradicate them quickly.

Military AI
Military AI: Civs with very high FLAVOR_OFFENSE settings (7+) will buy military units with spare gold more frequently. Will boost the number of early attacks we see, especially on high difficulties.
Military AI: when rebasing air units, prioritize carriers within operations over those that aren't assigned to an operation
Homeland AI: Fix bug in ExecuteMovesToSafestPlot() where it would consider leftover moves from another unit, meaning the safest plot was not actually chosen. This essentially makes the AI better at determining safe plots to run to when a unit has to flee from danger.
Policy/City AI: Added a player strategy to focus on religious buildings and wonders if the AI has started the Piety social policy tree.
Diplomacy AI: Increase chance of City-State conquest if that City-State is a neighbor on your way to get to a targeted major power.
Ideology AI: If it’s possible to take a Level 3 tenet, make sure the AI always takes the one available that matches their current Grand Strategy choice.
Space Race AI: Don't consider capitals to be "medium cities". This change allows AI to start Apollo Program far earlier in Information Age starts where few cities are "Large" until 30+ turns in.
Great General AI: Fix rare case of AI trying to plant a Citadel on a tile that already had one.

Great Admiral AI
Great Admiral AI: The AI now takes advantage of the Transfer Port move to get Great Admirals out of dangerous cities and into the largest bodies of water
Great Admiral AI: Have the AI send Great Admirals out with more naval operations; have them stack with friendly units like Great Generals do on land.
Great Admiral AI: Improve the operational movement code for admirals to get to their targets.
Changed MINIMUM_SETTLE_FERTILITY to 20000, up from 5000 to keep AI civs from settling worthless plots. Added some logging code to track plot values.
Congress AI: When an Embargo on an AI player is proposed, that player will always use all of its Delegates towards preventing the Embargo.
Archaeology AI: Make it possible that the AI will choose to gain the diplo benefit by turning an antiquity site into a Landmark in city state territory
Science AI: upped the flavor numbers on Library, University, Public School, and Laboratory. Removed 'MILITARY_TRAINING' flavor from Library and University. Added culture flavor to University to support Archaeologist generation.

[GAMEPLAY]
19 new Great Works of Art. This is to address players running out a bit too early in larger games.
Added 3 more City-States (Vilnius, Bogota and Wellington, one of each type).

[SDK]
Beta password for the SDK tool required to access new content.
Added ability to swap player slots while in the staging room.
Stand-alone pitboss server app now included with the SDK.
New SDK launcher that includes the pitboss server (see addendum for quick-start guide).

[MULTIPLAYER]
Dedicated server added via SDK.
A human player's civ icon will now show as unmet in a multiplayer match until the local player has met that civilization. The human player's name will be known even when unmet. Made this consistent between the score list and the turn queue.
Additional refinement of hot-join system.
Players joining multiplayer games now delay the transition to the staging room until they have completely registered with the game.
Making the pitboss network modes selectable from the multiplayer select menu.
Now possible to switch player slots/civs in the staging room. This allows new players to select the ai civ they wish to replace when hot joining or loading a saved game.
Additional stability fixes.

[SCENARIOS]
Civil War Scenario Balance: apply a gentler scaling to city defense strength based on percentage of tech tree researched.

[MODDING]
Sound modding now supported. Added a "Reload Audio System" option to ModBuddy. Example mods will be uploaded to Steam Workshop at launch.

[BUGS]
Fixed an issue where you receive a Free Building in a city that had hard built the same building. Before the hard-built building would be sold off (deleting its effect) but due to a logic area the effects for the same (free) building would not be reapplied. Should fix Aqueducts from the Tradition finisher, Broadcast Towers from CN Tower, etc.
Fixed an issue causing Indonesia to get unique luxuries when acquiring a city on another continent through conquest or trade.
Statue of Libery +1 production now applies to Writer and Musician specialists
Fixed a World Congress AI logic error where the number of Great Person improvements a player owned was counted incorrectly.
Fixed a World Congress AI logic error which had cultural players valuing some resolutions less than they should.
Mongol Scenario: restore custom names for at start Mongol units.
Fixed a bug where gold per turn gained from resolutions would not be displayed correctly. There are no resolutions that give gold per turn, but modders can use it.
The denouncement counter (Declare War pop-up) now properly counts down rather than always reporting 49.
Make Harbor tooltip consistent with other buildings such as Markets and Banks (they all say “additional 1 Gold” instead of 2 gold – this is then multiplied by 2 before the final gold amount is listed for a SEA trade route).
Fixed an issue where the total number of techs a player could steal was being zeroed out prematurely, causing the tech steal to never resolve.
Properly enforce restriction that you can't found a pantheon when a religion has been enhanced and a number of pantheons have been created equal to the maximum number of religions allowed on that size map.
Tutorials – The tutorials now enforce that only the base game rules and UI are used for tutorials.
Additional misc bug fixes.


You can get these yourself by right-clicking Civ5, selecting the beta tab, and using 'publicbetaplease' as the password; it's been posted on CivFanatics.

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