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Sid Meier's Civilization® V PC Update Released


Dirty
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[uI]

 

- Prevent creating duplicate great people by lagging the free great person UI.

- Yield Modifiers of buildings from policies are now shown in the tooltip of that building in the choose production UI.

- Production tooltip in CityView now displays the production penalty (usually -10%) for when the player has too many units than they can support.

- The checkboxes for the mini-map panel now correctly reflect the state of the options (even if these options were toggled while the panel was hidden).

- Unhappiness is now broken down between regular population and population from puppet cities.

 

[GAMEPLAY]

 

- Slightly reduce the bias to sneak attack.

- "City must not be in Plains" requirement for Stone Works now functions properly.

- Killing Barbarians inside a City State's borders with a ranged unit now correctly rewards the player with influence.

 

[TACTICAL AI]

 

- Found and corrected a likely cause of having the AI send Great Generals out unescorted to "defend" tiles.

- Be reluctant to use land units for an operation if they are currently on a different continent than the muster point.

- If attacking over land, add extra emphasis to nearby targets (so don't often try to bypass closest cities).

 

 

[MULTIPLAYER]

 

- Multiple out of sync causes found and fixed.

- Add an Invite button on the Staging Room screen for the host.

- Add a network message when force-quitting the game. Should eliminate the tedious wait for a network timeout when a player quits like this.

- Host can now change the game set-up options (except DLC) after a room has been gathered.

- Player can now manually save a game while in multiplayer.

- Player can now un-end their turn in multiplayer (first pass). This includes performing any new actions, like giving a unit a new order, opening a city screen, or clicking on the "Please Wait" button after previously ending your turn.

- Ping times now displayed in the Player List UI (click the player list to expand, exposing the ping times, and then click again to hide them).

- Hot-Seat: City State screens now update properly when switching players.

 

[bALANCE]

 

- Pyramids now grant 2 free workers when built instead of 1.

- Brandenburg Gate now gives 15 XP to units built in the city (in addition to the Great General).

- Taj Mahal now gives 4 Happiness in addition to a Golden Age.

- Seaport now gives an additional gold on sea resources and increases naval unit production by 15%.

- Harbor no longer increases naval production by 15%.

- Aristocracy now gives 1 happiness per 10 citizens in a city in addition to 15% production towards wonders.

- Landed Elite now gives 2 food and 10% growth in the capital (stacks with Tradition Finisher).

- Trade Unions now reduce road/railroad maintenance by 33% (up from 20%) and add 1 gold to Harbors and Seaports.

- Balance tweaks to New World scenario.

 

[MODDING]

 

- Installed Mods panel (in Mod Browser) will now display which mods have updates available online w/ a link to view that entry.

 

[bUGS]

 

- Multiple minor bug fixes.

 

capsule_231x87.jpg

 

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