June 2011 patch (Civ5)

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.http://forums.2k.com/showthread.php?435306-Civ-V-Patch-Notes
==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.
*Road 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===
*New building: Stone Works: +1 Happiness and +1 production, and +1 production for each source of Marble and Stone worked. Requires Marble or Stone.
*Burial Tomb now correctly has an Artist slot.
*Mud Pyramid Mosque reduced 1 Culture.
*Circus moved to Trapping.
*Forge maintenance reduced 1 gold.
*Windmill production modifier reduced 5% to 10%.
*Monastery base Culture reduced from 3 to 2. Per resource Culture unchanged.
*Mint gold per resource reduced by 1 gold.
*Colosseum maintenance reduced by 1 gold, Happiness reduced by 1.
*Theatre maintenance reduced by 1 gold, Happiness reduced by 1.
*Stadium maintenance reduced by 1 gold, Happiness reduced by 1.
*Broadcast Tower cultural modifier reduced to 33% but now gives 3 Culture.
*Armory maintenance reduced by 1 gold and moved to Machinery.
*Military Academy maintenance reduced by 2 gold.
*Arsenal moved to Rifling and now provides city defense instead of unit production.
*Walls now gives 4 Defense (was 5).
*Walls of Babylon now give 6 Defense (was 7.5).
*Mughal Fort now gives 6 Defense (was 9).
*Castle now gives 4 Defense (was 7.5).
*University maintenance reduced by 1 gold and now gives a 33% boost to science instead of 50% (will increase to 50% after adopting Free Thought Policy).
*Military Academy now requires Armory instead of Barracks.
*Arsenal now requires Castle instead of Military Academy.
*Military Base now requires Arsenal.
*Wat now requires Library.
*Mud Pyramid Mosque now requires Monument.
*Harbor naval production reduced 10% but now increases sea resources yield by 1 hammer.
*Seaports no longer require a sea resource, they now require a Harbor. Production per sea resource reduced by 1 hammer.
*Factory production increased by 1 hammer but modifier decreased to 10%.
*Solar/Nuclear Plant cost greatly reduced.
*Solar/Nuclear plant production increased by 1 hammer but modifier decreased to 15%.
*Public School science per population reduced by 50% and now provides a flat 3 science.
*Research Laboratory modifier reduced by 50% but now gives a flat 4 science.
*Workshop production modifier reduced by 5%.
*Barracks, Armory, Military Academy and Krepost now provide experience to all units trained.
===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===
*Reduced cost of Calendar, Civil Service, Iron Working, Gunpowder, Rifling and Dynamite.
*Scaled up costs of all sciences starting in the mid-renaissance era and on (larger increases later on).
*Metal Working requires Construction.
*Railroad now requires Dynamite.
*Radar now requires Combustion.
*Globalization requires Computers, and the cost is increased.
*Computers require Radar.
*Particle Physics no longer requires Globalization (Space victory now possible without overlapping Diplomatic victory).
*Future Tech requires Globalization.
*Tech Aesthetics: moved Dynamite and all future technologies around by 1 position for better alignment.
===Units/Combat===
*Destroyers no longer start with extra sight.
*Extra Sight promotions are now lost with upgrade (Caravel).
*Great General promotion spawning effectiveness reduced by 50%.
*Mohawk Warrior Jungle/Forest bonus reduced to 25% from 50%.
*Gunship anti-armor promotions now work correctly.
*Jaguar now gets Woodsman promotion.
*Minuteman now start with Drill I.
*Mohawk Warriors no longer require Iron.
*Carriers no longer require Oil.
*Destroyer moved to Combustion.
*Mechanized Infantry moves reduced from 4 to 3.
*Galley now upgrades to Trireme.
*Ironclad now upgrades to Battleship.
*+1 moves for Tank, Panzer, Modern Armor, with no sight penalty.
*Increased combat strength of siege weapons to 50% of their ranged strength, increased intrinsic city attack promotions (10%/30% -> 20%/50%).
*Increased Incan Slinger combat strength slightly.
*Increased Crossbowman and Chu-Ko-Nu combat and ranged strength.
*Decreased Longswordsman, Fighter, Bomber, Guided Missile, Jet Fighter and corresponding UUs strength.
*Removed Mandekalu Cavalry city attack bonus promotion (but still has no penalty).
*Reduced Tank, Panzer, Modern Armor to lower tier city attack penalty (-25%, instead of -33%).
*Aztec Culture from kills now stacks with new Honor Policy branch opener for double Culture killing barbarians.
*Boosted Chariot Archer to strength 4 and ranged 7 (Egypt War Chariot as well).
*Drop combat value of Berserker and Huscarl to match Longswordsman.
==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==
201106