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[[Category:Patches (Civ5)|201106]]
 
[[Category:Patches (Civ5)|201106]]

Revision as of 00:28, 19 January 2021

The June 2011 patch is a major patch to Civilization V that was published on 27 June 2011. The following is a list of changes as announced by 2K Games.[1]

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.
  • Fix aircraft UI bug that was causing Nuclear Missiles and Atomic Bombers to leave behind container UI after it's destroyed.
  • Removed dead players from Demographics UI.

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 into Modern Era to help AI decisions for when to build Tanks and Modern Armor.
  • 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).
  • 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.
  • Fixed Oligarchy bug that was causing the effect to expire when loading from a save.

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.
    • All maps, including purchased and user-created, are available to play in Hot-Seat.
    • 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).
  • 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 from 2 to 3.
  • All great person tile improvements now connect all strategic resources.
  • Reduced Culture from Goody Huts from 30 to 20.
  • Defense penalty and city assault bonus promotions are now lost with upgrade.
  • 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.

Terrain, Resources and Improvements

  • New bonus resource: Stone (+1 production, improved with a Quarry). See the Stone Works building note below for additional details.
  • 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%.
  • Luxury resources now give 4 Happiness, down from 5.
  • 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.
  • Well improvements now remove jungle/forest/marsh.

Buildings

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%.
  • 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.
  • Pyramids Worker speed increase reduced to 25% from 50% but now give a free Worker when built
  • Hanging Gardens now give 10 Food instead of 1 population per city and Happiness.
  • 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.
  • Eiffel Tower now give 5 Happiness plus 1 for every 2 Policies adopted.
  • Chichen Itza now grants an additional 4 Happiness.
  • 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.
  • 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.
  • 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 Castle bonus reduced to 15% from 25%, and provides a free Castle in the city where it was built.
  • Forbidden Palace now provides -10% unhappiness from Citizens in non-occupied Cities.

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%.
  • Babylon: Great Scientist trait reduced to 50% from 100%.
  • Germany: Now receives a 25% discount on land unit maintenance.
  • Ottoman: Now receives a 67% discount on naval unit maintenance, and can upgrade Galleys to Triremes.

Policies

  • Liberty and Autocracy are no longer mutually exclusive.
  • Freedom, Autocracy and Order are now mutually exclusive.
  • 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.
  • Honor
    • Honor Opener now additionally provides Culture for each barbarian killed.
    • Warrior Code now also gives 15% melee unit production.
    • 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).
    • Honor Finisher: Grants gold for each enemy unit killed.
  • 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.
    • United Front – Militaristic City States now grant units twice as often when you are at war with a common foe.

Technology

Units/Combat

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.

References

Civilization V Patches [edit]
Vanilla December 2010March 2011April 2011June 2011August 2011
Gods & Kings
Brave New World Fall 2013October 2014
Civilization V [edit]
Gods & KingsBrave New World
Lists
Eras
Concepts
Miscellaneous
† Only in vanilla Civ5
‡ Only in Gods & Kings and Brave New World