It doesnt include the Civ and I’ve never understood what the appeal of a scenario in Civ games is, but good point, for those who enjoy them it’s a better deal.

Still, a LOT more work has to go into a new Civ ($5) as opposed to some wonders ($7). I could have modded those three wonders into Civ4 in under half an hour.

EDIT: Oh, duh, I completely fail at reading comprehension. When I saw Greg post on the 2K forums I thought the wonder pack was $7 itself. So just ignore me. :)

Kevin, he’s trying to say that each of the addons are $5 alone, or $7.50 combined. The wonders don’t cost $7.
edit - that said, I agree

Thanks, I just pulled my head out of my ass and realized that!

I’ve never understood the appeal of civ scenarios either.

$5 for the 3 wonders … that’s crossed over from legitimate DLC into flogging customers.

Yes, where the line falls differentiating legitimate value and gouging is different for each of us. But that line is some where in there for me.

No thanks 2K/Firaxis.

People keep saying that it’s $5 for 3 wonders, but it’s not. There’s other content in that pack. It’s not content that I’d buy, but it’s there.

The Korean civ is a will-buy for me, although not necessarily right away since I’m not playing Civ5 right now due to other games. Love the addition of new civs.

It’s horse armor, part II.

Except that it’s not. It contains a scenario as well. If it was just the wonders, then I’d agree.

I’m not saying I think the pack is a good buy for the price or defending their release of it. I’m only saying that $5 = 3 wonders is incorrect.

Who the fuck plays scenarios in Civ? That’s right, scenario players, Ima callin’ y’all out!

Fucking christ. If it’s horse armor, don’t buy it. Good grief. You’re only being flogged if you stand up at the post and beg please sir, may I have another?

Me, I’m happy to let other people buy it and pay for the patches ;)

<meekly raises hand>
Although to be honest, I usually don’t play the premade scenarios - just the mods.

Preliminary “August” patch notes.

[UI]

    Prevent creating duplicate great people by lagging the free great person UI.
    Yield modifiers of buildings from policies are now shown in the tooltip of that building in the choose production UI.
    Production tooltip in City View now displays the production penalty (usually -10%) for when the player has too many units than they can support.
    The checkboxes for the mini-map panel now correctly reflect the state of the options (even if these options were toggled while the panel was hidden).
    Unhappiness is now broken down between regular population and population from puppet cities.

[GAMEPLAY]

    Slightly reduce the bias to sneak attack.
    "City must not be in Plains" requirement for Stone Works now functions properly.
    Killing Barbarians inside a City State's borders with a ranged unit now correctly rewards the player with influence.

[TACTICAL AI]

    Found and corrected a likely cause of having the AI send Great Generals out unescorted to "defend" tiles.
    AI will avoid using land units for an operation if they are currently on a different continent than the muster point.
    If attacking over land, add extra emphasis to nearby targets (reduce the chance that the AI will bypass closest cities).

[MULTIPLAYER]

    Multiple out of sync causes found and fixed.
    Add an Invite button on the Staging Room screen for the host.
    Add a network message when force-quitting the game. Should eliminate the tedious wait for a network timeout when a player quits like this.
    Host can now change the game set-up options in the lobby (except DLC) after a group has been gathered.
    Player can now manually save a game while in multiplayer.
    Player can now “un-end” their turn in multiplayer. This includes performing any new actions, like giving a unit a new order, opening a city screen, or clicking on the "Please Wait" button after previously ending their turn.
    Ping times now displayed in the Player List UI (click the player list to expand, exposing the ping times, and then click again to hide them).
    Hot-Seat: City State screens now update properly when switching players.

[BALANCE]

    Pyramids now grant 2 free workers when built instead of 1.
    Brandenburg Gate now gives 15 XP to units built in the city in addition to the Great General.
    Taj Mahal now gives 4 Happiness in addition to a Golden Age.
    Seaport now gives an additional gold on sea resources and increases naval unit production by 15%.
    Harbor no longer increases naval production by 15%.
    Aristocracy now gives 1 happiness per 10 citizens in a city in addition to 15% production towards wonders.
    Landed Elite now gives 2 food and 10% growth in the capital (stacks with Tradition Finisher).
    Trade Unions now reduce road/railroad maintenance by 33% (up from 20%) and adds 1 gold to Harbors and Seaports.
    Balance tweaks to New World scenario.

[MODDING]

    Installed Mods panel (in Mod Browser) will now display which mods have updates available online w/ a link to view that entry.

[BUGS]

    Multiple minor bug fixes.

Looks really good and glad to see more desync issues fixed. We still get them a lot here when I play with a couple friends.

“If attacking over land, add extra emphasis to nearby targets (reduce the chance that the AI will bypass closest cities).”

This is a big improvement if it works. We’ve had a couple games in a row now where the AI declares war then promptly tries to just walk through two of our civilizations to get to the third, seemingly unaware that cities and troops are firing on them. They’re just so fixated on getting to that weaker or more desirable target.

The new Korea & wonder DLC has just been released, along with a 58 MB patch. Not sure if this is already the fabled August patch, 2K Greg hasn’t said anything yet.

In the Steam News, the patch is referenced and has all the stuff previously posted.

I’m not. I’m just hoping for a real expansion that builds on an already decent system to improve both the AI and the depth of the game. Instead, we’re seeing Horse Armour Pt. II. >.<

Just because they put out the odd DLC pack (monthly?) or two does not mean they don’t have a team working on a full on expansion pack. Given the success of the base game, I’d almost assume it’s happening. My guess would be once we get an announcement, they’ll have some sort of CiV GOTY bundle for $50 that has all the DLC to that point, even. ;)

$7.50 isn’t a bad price for another civ, 3 wonders, and some scenarios, but I think I’ll wait until it goes on sale. Definitely pleased about getting a new patch though!

You’d think, but its been a year now and not even an announcement? I’m becoming skeptical that they’ll invest in an expansion, especially if piecemeal DLC is profitable.

Yay for new patch, but it doesn’t really sound like it does a lot to address problems with the tactical AI and only does a few things with the UI. I was hoping for something more substantial. Keeping it set on King, I guess.

Re: the endgame, I think it just breaks down again into the group of people who see this as “an empire-ruling simulation” (generally OK with current victory stuff) and those who treat it more like a zero-sum boardgame (who would rather see the AIs go all-out to prevent them from winning).