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New Civilization V DLC Tuesday

2K Games and Firaxis Games announce two new packs of downloadable content for Sid Meier's Civilization V to be released next Tuesday, adding new maps, units and scenarios to the turn-based strategy sequel. The first of these is The Denmark Civilization and Scenario Pack, which "brings you both the Denmark Civilization and the new Scenario, 1066: Year of Viking Destiny, to further enhance your Civilization V experience. Rule the world as Harald Bluetooth, with your powerful Berserker warriors and Ski Infantry!" They will also offer an Explorers Map Pack, described like so: "Ten fantastic single-player maps make up this Civilization V DLC pack designed by Firaxis Games. Five of the maps are based on real-world locations, chosen for their historical interest and gameplay possibilities. The remaining five are scripted map environments. These maps will change from game to game, but will focus on an exciting gameplay theme. From the arid Sandstorm to the lush Amazon, and from the Caribbean to the Bering Strait, these maps will give skillful Civilization V players new lands to conquer!" These screenshots show a bit of the new content.

5. Re: New Civilization V DLC Tuesday Apr 27, 2011, 15:11 Tumbler
The forums have an upcoming patch notes thread where they talk about upcoming AI changes:


* Economic AI: Tweaks to improve the number of workers built.
* Diplo AI: Correct minor error in calculation by AI to decide if it wants to join a coop war.
* City Strategy AI: Fix flavor broadcast to cities just after they are founded. Player level adjustments since start of game weren't being copied over to the new city.
* Operational AI: If AI sees that WarState is Calm (i.e. no one has troops near enemy lands), still consider launching an attack if overall military strengths are at least even.
* Operational AI: Enhancements to more sensibly pick city from which to launch a naval invasion.
* Operational AI: Slightly relax requirements for naval invasion to be on target (to get them onshore and attacking sooner).
* Operational/Tactical AI: Fix to movement/deployment for naval invasion forces.
* Operational/Tactical AI: Improved weighting and selection of muster and target cities for city attack operations.
* Tactical AI: Early game AI tweak to allow occasional sneak attack.
* Tactical AI: Improvements in civilian and embarked units targeting.
* Tactical AI: Units with defensive embarkation had a combat strength when embarked and were being considered for tactical moves (like making ranged attacks) that they weren't actually eligible for.
* Tactical AI: Improved the logic of how units are chosen for tactical moves so embarked units can now drop into place on land as flanking units, bombard units, etc.
* Tactical AI: Changes to more effectively use Great Generals offensively.
* Tactical AI: Citadels now project danger.
* Tactical AI: Units defending citadels are high priority targets; AI will prioritize trying to take these spaces.
* Tactical AI: AI will now pillage undefended citadels.
* Tactical AI: Be wary when approaching an enemy city; don't close on it if enemy clearly has superiority.
* Diplo AI: Make sure the diplomacy AI doesn't declare war on someone they are already at war with. Prevents confusing pop ups. (Added 4/18)
* Operational AI: AI will now correctly abort operations against a player that were started during a war (like gathering a new attack), but could execute after a peace treaty was declared. This corrects the occasional “AI declared war during a peace treaty” issue. (Added 4/18)
* Operational AI: Fix muster radius for gathering a naval invasion. Invasions won't get stuck trying to gather and will get moving to target sooner now. (Added 4/18)
* Operational AI: Don't allow nuke attacks on tiles that will break a peace treaty. (Added 4/18)
* Homeland AI: Make sure that flavor settings don't prevent workers from building improvements. This would cause some AI players to have large amounts of unimproved space in later parts of the game. (Added 4/18)
* Homeland AI: Fixed a problem that was causing workers to ignore pillaged non-resource and bonus resource tiles. (Added 4/18)

I only play MP so I rarely play against the AI, in MP games they're basically free cities to us. AI is just a time sync, once a player leaves it's free territory and it just takes time to take it all. The only challenge is trying to do it without ever losing a unit!
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    Date Subject Author
  1. Apr 27, 14:46 Re: New Civilization V DLC Tuesday Ruffiana
  14. Apr 27, 16:55  Re: New Civilization V DLC Tuesday justice7
  15. Apr 27, 17:52   Re: New Civilization V DLC Tuesday Tumbler
  2. Apr 27, 14:52 Re: New Civilization V DLC Tuesday Verno
  4. Apr 27, 15:06  Re: New Civilization V DLC Tuesday StingingVelvet
  8. Apr 27, 15:50   Re: New Civilization V DLC Tuesday Verno
  9. Apr 27, 16:08    Re: New Civilization V DLC Tuesday ASeven
  10. Apr 27, 16:15    Re: New Civilization V DLC Tuesday Pineapple Ferguson
  11. Apr 27, 16:24     Re: New Civilization V DLC Tuesday Tumbler
  12. Apr 27, 16:33      Re: New Civilization V DLC Tuesday Pineapple Ferguson
  13. Apr 27, 16:46       Re: New Civilization V DLC Tuesday Tumbler
  16. Apr 27, 19:05     Re: New Civilization V DLC Tuesday Kobalt
  17. Apr 27, 19:16     Re: New Civilization V DLC Tuesday PropheT
  18. Apr 27, 22:40      Re: New Civilization V DLC Tuesday Pineapple Ferguson
  3. Apr 27, 14:56 Re: New Civilization V DLC Tuesday Tumbler
>> 5. Apr 27, 15:11 Re: New Civilization V DLC Tuesday Tumbler
  6. Apr 27, 15:20 Re: New Civilization V DLC Tuesday Kxmode
  7. Apr 27, 15:41 Re: New Civilization V DLC Tuesday Steele Johnson


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