Civilization: Beyond Earth December 2014 update

Civilization: Beyond Earth received its first huge patch in December 2014. The following is a full list of the patch notes.
==Balance==
===Wonders and Buildings===
* provides 3 Science, 4 Energy (was 5 Science)
* s cannot be bought with Energy.
===Diplomacy===
* Any diplomacy item can now be traded in exchange for a peace treaty
* Lump Energy trade requires a .
===Trade===
* Water s no longer receive any increased yield.
* Revised trade route formula for city-to-city trade, with reduced yields.
* s can no longer be purchased with Energy.
===Aliens===
* Clearing a friendly now removes the resource from player stockpile.
* Adjusting passive recovery rate for alien opinion to be slower, to permit easier aggression escalation.
===Covert Ops===
* Establish Network now has 0 difficulty and produces 0 intrigue. This prevents players from exploiting it to increase intrigue.
===Health effects balancing===
* From -20 to -70, is penalized -1% per point (up to -50%).
* From -15 to -65, enemy Covert Ops Intrigue is increased +2% per point (up to +100%).
* From -10 to -60, is penalized -1% per point (up to -50%).
* From -5 to -55, is penalized -1% per point (up to -50%).
* From 0 to -50, Growth is penalized -2% per point (up to -100%).
* From 0 to -50, Growth is penalized -2% per point (up to -100%).
* From 1 to 5, nothing happens.
* From 5 to 25, bonus +1% per point (up to +20%).
* From 10 to 30, enemy Intrigue is decreased -2% per point (up to -40%).
* From 15 to 35, bonus +1% per point (up to +20%).
* From 20 to 40, bonus +1 per point (up to +20%).
* From 25 to 45, Growth bonus +1% per point (up to +20%).
* From 25 to 45, Growth bonus +2% per point (up to +40%).
===Virtues===
* Eudaimonia (Tier III Prosperity ) now provides -15% less (was -25%)
* now provides +1 for (was +2)
==Game Setup==
===Sponsors===
* Kozlov Ability: Orbital units last 50% longer, +50% Petroleum resource (was Orbital units last 20% longer and first launch grants free technology)
* Barre Ability: +10% Growth when Healthy, all cities start with an Old Earth Relic (was +10% Growth when Healthy)
* Rejinaldo Ability: Melee units +10% Strength, all units +5 Heal when fortified (was +10% Melee combat strength)
* Élodie Ability: provides 1 free Virtue for every 10 Virtues earned normally through Culture (was 1 free Tech for every 10 Virtues earned in any way)
===Colonists===
* Aristocrats now provide +4 per City (Health bonus removed)
* Artists now provide +3 per City (Health bonus removed)
==Tech Web==
* now unlocks on (was )
* now unlocks on (was )
* bonus now unlocks on (was )
* now unlocks on (was )
* now unlocks on (was )
==Stations==
* start turn base is now 30 (was 20)
* Station minimum allowed distance to another station is now 2 (was 3)
* Station minimum allowed distance to a city is now 6 (was 5)
* Station minimum allowed distance to an outpost is now 5 (was 3)
==Affinity Perks==
* level 1 grants Miasma Immunity to the unit (was Alien opinion recovers twice as quickly)
* level 1 adds double combat strength when defending to unit (was Aliens cannot attack Explorers)
==Quests==
* Affinity rewarded as a quest reward now ramps up slowly over the first 100 turns (on standard). This ramp will vary with game speed.
* All players now get affinity quests within 1 turn of each other. If it's not possible for all players to receive a quest at the same time, the game waits until this is possible, then immediately gives all players a new affinity quest.
* Building Quest grants bonus (was +1 )
==Units==
* s now have 6 combat strength (was 3).
* Sea units now follow the same rules for ranged combat defense as all other units: they use the highest of their combat values (ranged combat or melee combat) when calculating defense.
* unit can no longer fortify, and no longer receives defense bonuses from the terrain it is on.
* Raising the secondary level requirement for the hybrid upgrades of affinity units:
** First affinity unit (ex. ) now upgrades at level 10 of main affinity and level 4 of secondary affinity (was 10+2)
** Second affinity unit (ex. ) now upgrades at 12+5 (was 12+3)
** Third affinity unit (ex. ) now upgrades at level 14+6 (was 14+4)
** Fourth affinity unit (ex. ) now upgrades at level 16+7 (was 16+5)
* Lowering strategic resource costs for many affinity units, to ensure consistency across affinities and make top tier units easier to build. The first affinity units require 1 strategic, the second require 2, the third require 3, and the fourth require 5.
** now costs 2 (was 3)
** now costs 2 and 1 (was 3 and 1 )
** now costs 3 (was 4)
** now costs 3 (was 4)
** now costs 5 (was 7)
** now costs 5 (was 7)
** now costs 5 (was 6)
* Increased production costs of upgraded s and s:
** Combat Rovers now cost 80, 160, 260, 370 (was 80, 140, 220, 320)
** Missile Rovers now cost 100, 190, 290, 400 (was 100, 180, 270, 370)
* Lowering combat strength progression of Combat Rover:
** Combat Rover combat strength progression is now 12, 18, 28, 52 (was 12, 18, 32, 52)
* Changes to the combat strength of affinity units, to make non-upgraded ones more weak in general:
** now has 22 combat strength at start, 54 when upgraded (was 34, 54)
** now has 36, 72 (was 48, 72)
** now has 60, 92 (was 60, 82)
** now has 86, 114 (was 96, 114)
** now has 24, 66 (was 40, 66)
** now has 34, 34 double strike (was 40, 40 double strike)
** now has 44, 77 (was 52, 77)
** now has 74, 104 (was 84, 104)
** now has 24, 63 (was 38, 63)
** now has 38, 76 (was 50, 76)
** now has 52, 86 (was 58, 86)
** now has 78 with 78 melee, 102 with 88 melee (was 88 with 88 melee, 102 with 102 melee)
==AI==
* Once the game is in Extended mode (after the player clicks the One More Turn button) the AI will now only pursue Domination.
* Warmonger threat per city acquisition is now capped.
* Warmonger calculation now scaled down when cities are taken by Sponsors that are reacting to a war that was declared upon them (that is, when that civ is not the aggressor).
* Adjusted AI bonuses on higher difficulty levels.
* Additional AI tuning, improvements, and tweaks.
==Gameplay Feedback==
* Implemented anonymous gameplay telemetry for design feedback.
==UI==
===Settings and Game Setup===
* The menu now displays EQAA modes instead of MSAA modes if in Mantle version and the GPU supports EQAA.
* Added option to disable UI/Map blur.
* The player is now informed that enabling max turns disables victory achievements.
===Trade===
* Previous s appear in their own category at top of trade route chooser
===City/Production UI===
* Adding Health tooltip help in City View to explain health sources and population cap
* City production pop-up now shows the last item completed.
* Increased city renaming from 15 character max to 23 character max.
===Misc===
* Allow "One More Turn" after the default win conditions (Contact, Promised Land, Emancipation, Transcendence, Domination, Time), added text to defeat screen explaining how you were defeated.
* Option to make minimap opaque
* ESC leaves orbital mode instead of raising in game shell menu
* Added a badge to covert ops button in the action corner which will show up, and a warning to the covert ops panel when a player has any cities with high intrigue.
* Tech web - adding color underlays to building and wonder types.
* Added additional Advisors for trade convoy and trade vessel.
* Added support for third party wars in diplo overview.
* Full touch/gesture and pen support added (Ultrabook, Surface Pro, etc.).
==Multiplayer==
* Setting the internet server browser list distance filtering to worldwide.
* All players are notified when anyone completes a victory wonder.
* Multiple improvements to stability.
==Modding==
* 2D fallback image now supported for leaders on all video quality settings, not just the lowest.
* Added the ability to mod Quests.
==Bugs==
* Embarked s can now correctly repair pillaged improvements.
* Fixed an issue where Max turns was getting set on "Reload", causing achievements to not fire.
* Fixed bug where victory achievements would only unlock for the first player on a team.
* Fixed empty trade requests that could occur during the AI turn.
* Fixed multiple Quest issues (quest tracking, information, and reward bugs).
* Fixed multiple issues with screen resolution on specific displays (like the 144 Hz full-screen issue), and a Mantle issue causing the game to not display on the correct screen.
* Setting MaxTurns only affects timed victory conditions. For a timed victory, you must either not set MaxTurns (of which, there will be a default for the game speed), or set it to 100+ turns. All other victory conditions can be achieved regardless of max turns.
* Friendly aliens no longer blockade cities.
* Fixed some specific issues with resources not appearing properly in the player stockpile.
* Many additional bugs and crashes addressed based on community feedback. Thank you!
Category:Civilization: Beyond Earth
Category:Updates (CivBE)