Civilization V First Major Patch Update Goes Live
- Fix for production prompt that sometimes appears with newly created puppet states that could stop the player from being able to end the turn.
- Aircraft banner corrections – now when you rebase an aircraft, the number will move with it.
- Resource icons now come up with Ctrl-R again, instead of sharing the same button with Build Roads.
- Selecting a great general will no longer cause yield icons to appear.
- Added option to disable auto-unit cycling.
- Fix for full-screen game when running dual monitors. Previously, the curser could scroll off the “open” side, and not be able to scroll the map in that direction.
- Misc additional fixes to mouse controls, and other interface issues.
- Rounded out financial information in the Economic Overview screen. Details now provided on the amount of gold provided by each city, the cost of buildings in each city, etc.
- Auto-populate save menu with save file name
- Allow selection of other cities by hex from within the city screen
- Added detailed trade route info to Economic Overview screen
- Added new tab to the Economic Overview Screen: “Resources & Happiness.”
- Added option to activate the mp score list in single player (for “always up” score similar to Civ V.)
- The Annex/Puppet/Raze popup now indicates how much extra Unhappiness will be assumed with each action.
- If there are less than 5 buildings still needed to construct a National Wonder, the production popup tool-tip now lists which cities lack them.
- Added Yield & Culture tool-tip info to the production popup.
- Tweak information on the Global Politics tab in the Diplomacy Overview screen.
- Category list now displays correctly
- “Installed” panel now displays ALL versions of a mod but prevents the user from enabling multiple versions.
- Workers – Added option to force workers to ignore manually made improvements (so they don’t change what you decide was best for a plot).
- Workers – Fixed bug where number of turns to complete were incorrect in build action button tool-tip.
- Economy – Fixed bug where players could disband a single unit, and not see the economic return until disbanding 1 more.
- Economy – Increased city wealth setting to 25%
- Economy – Multiple fixes to the way trade-routes are tabulated and recognized.
- Economy – Can now sell Buildings in a city (to help lower maintenance for obsolete buildings later in the game).
- Trade – Found and corrected a Trade problem that could cause your Resource inventory to multiply.
- City States – Fixed a bug where you could not gift aircraft to city states.
- Military – Medic promotion now only provides healing bonus for adjacent units.
- Military – Fix for Minuteman movement.
- Military – Correct promotions for “archer-like” units (horse archers, chariots).
- Military – Embarked units will no longer slow enemy land units
- Military – Improved unit cycling logic. Camera will jump around much less.
- Balance – Engineers +1 hammer
- Balance – Disbanding units now provides only 10% of their production cost in gold.
- Request – Enable “one more turn” button if you lose, but are still alive.
- Military – Better handling of unit need (navy vs land, etc.) .
- Military – AI will tend to build ships to deal with blockaded cities more often
- Military – Corrected an issue hampering movement of AI armies, especially when in close proximity to enemy forces
- Diplomacy – AI will be more reluctant to offer or accept open border agreements with more powerful opponents.
- Diplomacy – Fix for never ending deals (peace, research agreements, etc).
- City – City specialization and city focus improvements.
- City – Cities that are Avoiding Growth will not grow while that option is selected
- Workers – Priority of trading posts reduced, and rebalanced priorities on other improvements
- Workers – Improved the path-finding mechanic when building route-to roads improved, including a large performance increase when evaluating road-pathing.
- City – Make sure Puppets don’t construct buildings that require Resources.
- City – Add a Puppet city strategy that turns off training buildings and emphasizes gold.
- Military – Defensive tactical AI update. When you are at war and threatening an enemy city, the AI will better utilize the garrison, as well as the surrounding terrain in defense of the target city.
- Exploit – Fix for gifting unit exploit
- Chat – Color-coding, sound alerts, etc., added for in-game chat system, including a larger window.
- Deals – Additional deal validation put in place to verify deals before they are committed
- Research treaties that end because you declare war will no longer grant the free tech
- Save/Load – Fix for corrupted saves being experienced by some players in late-game.
- Map – Huge map crash-during-load fix that were reported on some specific systems.
- Map – Terrain caching fix that could cause problems for certain video cards (the “glowing red orbs” seen on the map are an indicator of this).
- Map – Fix for the low res terrain that appears the first time the game is run (terrain tiles would not load in anything but low-res the first time you play on some computer configurations)
- Strategic View – Crash fix for units rendering in background.
- Strategic View – Fix for selecting units either standing on a city plot, or garrisoned in the city plot.
- Eyefinity – Better handling of leader scenes when using Eyefinity displays.
- Tutorials – Many tutorial tweaks and adjustments.
- Multiple crash fixes.
- Taller than wide map crash fix.
Back to Game concepts
Go to the list of improvements
Base TerrainEdit
Civ 5 Resource Icons For Mac
Terrain CategoriesEdit
- Open Terrain: This represents flat, level terrain and includes all terrain without a hill, forest, or jungle. As such, marshes are considered open terrain.
- Rough Terrain: This represents land with objects obstructing free movement; it includes all terrain that does include a hill, forest, or jungle. Note that marshes are not rough terrain.
- Lake: A body of water inside a landmass. It consists of one to ten water tiles that are enclosed by land tiles on all sides. Note that if more water tiles are enclosed (including some ocean tiles), they are considered an 'inner sea' and not a lake!
- Coast: The shallow waters typically located along the shoreline of a landmass. All navalunits can traverse coast tiles. Also, all ocean resources are found on these tiles.
- Ocean: Deeper waters typically far removed from any landmass. Only middle and late game naval units can pass through them.
- Fresh Water: This represents all land tiles that border a river, lake, or oasis. Important for some game features.
Terrain FeaturesEdit
VegetationEdit
RiverEdit
HillEdit
MountainEdit
IceEdit
ResourcesEdit
Relations between and Game Implications of Base Terrain and FeaturesEdit
- Plains and grassland base terrain are the most common types in the central regions of the world. However, they may also be found intruding into harsher climates to the north/south.
- Deserts are also found in most regions of the world, but most often in the central, level parts. Some other features combine with deserts:
- Oases are only found on desert tiles, usually far from any other features. They allow access to fresh water to all surrounding tiles.
- Rivers may pass through deserts, and when they do, they form the unique terrain type flood plains. This terrain may be thus found only in desert areas.
- Forests and jungles rarely appear in a single tile; they typically form larger expanses of foliage. In the north/south regions of the world, forests often cover vast expanses of tundra tiles, while jungles are more common in the central regions. Often, there are marshes among the jungles, making it even more difficult to move through these parts. So, when you encounter what looks like a solid three-to-four-tile forest, know that this is probably going to be a major obstacle for movement.
- Rivers, lakes, and oases provide fresh water to all nearby tiles. Settling cities next to them is highly recommended for the additional buildings you can build, as well as some bonuses for tile improvements, such as Farm, which will yield lots of Food early in the game.
- Rivers always end in the sea, or a lake. So, whenever you discover a river, be sure you'll eventually discover some water tiles at the end of the river. Just follow the flow direction!
- All land tiles (regardless of terrain type) are surrounded by water tiles. Coasts may cover one to three tiles away from the land, after which the water becomes ocean. Sometimes tiles of land may appear inside the ocean, away from a larger landmass - these are called islands. They also have some water tiles around. Many times coasts from big landmasses and nearby islands form a single coastal region which allows free circulation of early game naval units. In some rare cases, such coastal regions may even connect two major continents.
- Atolls only appear in coastal tiles
- Sea resources also appear only in coastal tiles
- Tundra base terrain is found far to the north/south of the world, never in central parts. If you find this terrain, know that you're nearing the polar regions of the map.
- The far northern and southern regions of the world are the polar regions - they are always cold and inhospitable to life. Land in these regions is of the snow base terrain type (thus unsuitable for settling), and water forms ice, blocking sailing around the land. Most often continents which reach the far north/south may not be circumnavigated because of the ice blocking the path. Also, you can't circle the world from north to south because of the ice - not even with a submarine unit.
Terrain and Unit MobilityEdit
Terrain and CombatEdit
Nuclear Fallout Edit
Terrain PotentialEdit
Name | Base Resource | Improvements | Modifiers | |||||
---|---|---|---|---|---|---|---|---|
Food | Production | Gold | ||||||
1 | 0 | 0** | Lighthouse (+1) | N/A | N/A | 1 | 0% | |
0 | 0 | 0 | Farm (+1, +2, +2) | N/A | Trading Post (+1, +2) River (+1; true prior to BNW) | 1 | 0% | |
2 | 0 | 0 | Farm (+1, +2, +2) | N/A | Trading Post (+1, +2) River (+1; true prior to BNW) | 1 | 0% | |
0 | 2 | 0 | Farm (+1, +2; must be next to fresh water) | Mine (+1, +2) | Trading Post (+1, +2) River (+1; true prior to BNW) | 2† | +25% | |
0 | 0 | 0 | N/A | N/A | N/A | N/A | +25% | |
1 | 0 | 0** | Lighthouse (+1) | N/A | N/A | 1 | 0% | |
1 | 1 | 0 | Farm (+1, +2, +2) | N/A | Trading Post (+1, +2) River (+1; true prior to BNW) | 1 | 0% | |
0 | 0 | 0 | N/A | N/A | N/A | 1 | 0% | |
1 | 0 | 0 | Farm (+1, +2; must be next to fresh water) | N/A | Trading Post (+1, +2) River (+1; true prior to BNW) | 1 | 0% | |
Forest* | 1 | 1*** | 0 | Clear-cut (+1, 0, -1) | Clear-cut (+1, 0, -1) Lumber Mill (+1, +2) | Trading Post (+1, +2) River (+1; true prior to BNW) | 2‡ | +25% |
Jungle* | 2 | 0 | 0 | Clear-cut (-1, -2) | Clear-cut (+2, +1) | Trading Post (+1, +2) River (+1; true prior to BNW) | 2‡ | +25% |
Marsh* | 1 | 0 | 0 | Drain (+1) | Drain (0) | Trading Post (+1, +2) River (+1; true prior to BNW) | 2 | -15% |
2 | 1 | 0** | Lighthouse (+1) | N/A | N/A | 1 | 0% | |
2 | 0 | 0 | Farm (+1, +2) | N/A | Trading Post (+1, +2) River (+1; true prior to BNW) | 1 | -10% | |
0 | 0 | 0 | N/A | N/A | N/A | N/A | 0% | |
2 | 0 | 0** | N/A | N/A | N/A | N/A | 0% | |
3 | 0 | 1**** | N/A | N/A | N/A | 1 | -10% |
** Gold potential was 1 prior to Brave New World (see below)
*** 2 with the Iroquois unique building Longhouse
**** 3 with the Arabian unique building Bazaar
† Incan units ignore movement cost for hills
‡ Iroquois units move through friendly forest and jungle tiles as if a road was present
Brave New World changesEdit
Natural WondersEdit
Civilization V [edit] |
---|
Gods & Kings • Brave New World |
Lists Buildings • Civs • DLC • Improvements • Promotions • Resources • Scenarios • Social Policies • Technologies • Terrain • Unique Abilities • Units • Wonders |
Eras Ancient • Classical • Medieval • Renaissance • Industrial • Modern • Future† • Atomic‡ • Information‡ |
Concepts City-State • Culture • Espionage‡ • Food • Gold • Great People • Happiness • Production • Religion‡ • Science • Tourism‡ |
Guides etc. Achievements • Mathematics • Modding • Major Patches • Soundtrack • Civilopedia |
† Only in vanilla Civ5 ‡ Only in Gods & Kings and Brave New World |
The Complete Civilization 5 Guide: Research
Technology is a very important part of Civilization 5. A civilization that performs research quickly and effectively will always have an edge against a civilization that does not. Civilization 5 research is also obviously important if you wish to go after the research victory condition. Let’s look at the basics of research.
My beakers! Where are my beakers!
In Civilization 5, as in Civilization games before it, research is represented by the beaker icon (a small beaker filled with blue fluid). As a result, research income is generally referred to as beakers. The more beakers you have, them more quickly you research technology. Your total income is always represented in the upper left hand corner of the primary game window.
So, where do beakers come from? The primarily come from your population. Each citizen generates one beaker per turn, although this isn’t readily apparent on in the city details display because his income does not show up on the city map.
This base number of beakers, however, is modified by many things. City improvements often increase beaker income by providing bonuses – the Library, for example, provides one extra beaker for every two citizens in a city. Improvements allow for a further increase of beaker income through the assignment of citizens to specialist roles at those buildings – this takes citizens away from working the land and instead assigns them to academic pursuits.
You can also increase beaker production through social policies and wonders. The rationalism branch, for example, has a number of social policies that improve overall beaker income. These overall bonuses can be a great boon to your beaker production and are a must-have if you want to go for a scientific victory.
Other Ways to Research
Besides increasing beaker production there are a few other ways to improve your research. One is through the production of great scientists, who can be spent in exchange for a free technology. There is some debate about the real usefulness of this as opposed to expanding the great scientist in the production of an Academy tile improvement, which improves a city’s beaker production.
Research can also be improved through diplomacy by entering a research agreement with another civilization. When you enter this agreement you and the other civilization receive a 15% bonus to total beaker production. You have to pay gold to enter the agreement, as does the other civilization.
Finally, you can obtain research through the exploration of ancient ruins. This is particularly effective on Archipelago maps because the AI often does not search smaller land masses, which means that you can find useful ruins even in the mid-game.
The Consequences of Beaker Mechanics
Population is the raw production resource for beakers, so you will want to treat population as your primary resource if you are going for a technological victory. The population of your cities relies on food, so you will want to make sure your food production is as high as possible. This means proper planning of city locations, as it is very difficult to generate a high population in a city surrounding by mountains and desert.