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Crazy Ted
Jul 29, 2003

John F Bennett posted:

There seems to be some speculation about the DLC coming out this week?
Well there's ten locked achievements right now, so something is coming through the chute before too long.

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Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

John F Bennett posted:

It's going to be a southeast Asian and African civ.

british raj and republiek van zuid-afrika

Peas and Rice
Jul 14, 2004

Honor and profit.
poo poo, better get my PYDT games in.

Gort
Aug 18, 2003

Good day what ho cup of tea
Looks like the new DLC hit.

https://www.youtube.com/watch?v=lmYH3G0DIUQ

New civ is Nubia, comes with a scenario. (Link goes to Nubia First Look)

I'm not usually one to jump to such conclusions, but faster district building, faster ranged unit production, a unique archer that's stronger and faster than the normal one, and more ranged unit XP sounds like it adds up to a very overpowered Civ.

Gort fucked around with this message at 15:11 on Jul 25, 2017

homullus
Mar 27, 2009

Kush/Nubia's a great choice, though!

The Human Crouton
Sep 20, 2002

Gort posted:

Looks like the new DLC hit.

https://www.youtube.com/watch?v=lmYH3G0DIUQ

New civ is Nubia, comes with a scenario. (Link goes to Nubia First Look)

I'm not usually one to jump to such conclusions, but faster district building, faster ranged unit production, a unique archer that's stronger and faster than the normal one, and more ranged unit XP sounds like it adds up to a very overpowered Civ.

I agree. It's not even going to be overpowered in just a skilled player's hand either. Anybody playing this is going to have an advantage. The civ plays like vanilla only it does everything faster.

Archers are already very good. Hopefully the patch will do something that nerfs Nubia compared to the current rules we are judging it on. (It won't.)

homullus
Mar 27, 2009

The cost for increased district production is that you have to give up a space next to the city center. Maybe if it counted as a district itself that would make more sense? Maybe they are counting on the cost of the worker-use and extra worker production for those improvements as the brake.

Archers are good and strong for a while, so I think that's a concern.

John F Bennett
Jan 30, 2013

I always wear my wedding ring. It's my trademark.

A livestream and Indonesia announcement is planned for tomorrow.

SlothBear
Jan 25, 2009

I like Nubia as a civ but yeah faster better archers is insanely powerful.

Was hoping for gameplay improvements or a fix to the barbarian bug. Oh well.

The Human Crouton
Sep 20, 2002

SlothBear posted:

I like Nubia as a civ but yeah faster better archers is insanely powerful.

Was hoping for gameplay improvements or a fix to the barbarian bug. Oh well.

Patch notes will probably come tomorrow night or Thursday with the DLC.

GrandpaPants
Feb 13, 2006


Free to roam the heavens in man's noble quest to investigate the weirdness of the universe!

Gameplay improvements on the level this thread seems to be talking about (AI, diplomacy, trade, etc) would probably arrive with the first proper expansion. I haven't loaded the game up in a while, but do district costs still scale with your technological progress or whatever nonsense it used to scale with?

The Human Crouton
Sep 20, 2002

GrandpaPants posted:

I haven't loaded the game up in a while, but do district costs still scale with your technological progress or whatever nonsense it used to scale with?

Yes.

Poil
Mar 17, 2007

homullus posted:

The cost for increased district production is that you have to give up a space next to the city center. Maybe if it counted as a district itself that would make more sense? Maybe they are counting on the cost of the worker-use and extra worker production for those improvements as the brake.
You can replace the pyramids with a farm after the district is finished, can't you? Also you probably want to place it so it boosts more than one district, if possible.

Glidergun
Mar 4, 2007

Poil posted:

You can replace the pyramids with a farm after the district is finished, can't you? Also you probably want to place it so it boosts more than one district, if possible.

The pyramids give a bonus to all district production as long as the 'mids are adjacent to the city center, it's just that they themselves get adjacency bonuses from districts. But they have to be built on desert, which is nearly unworkable and only rarely accepts other improvements. That said, a floodplains Nubian Pyramid could potentially be quite a strong tile, and since you usually can't build anything but farms on floodplains anyway you might as well.

Poil
Mar 17, 2007

Oh, that's a lot better than what I thought.

Niwrad
Jul 1, 2008

I like the new civ but it seems to be going with the strategy of creating overpowering new ones so people will buy them. Makes the vanilla civs kind of pointless.

Tofu Injection
Feb 10, 2006

No need to panic.
Since this is my first foray into PBEM, how long should I expect the new patch to screw up our game for?

homullus
Mar 27, 2009

Niwrad posted:

I like the new civ but it seems to be going with the strategy of creating overpowering new ones so people will buy them. Makes the vanilla civs kind of pointless.

Deserts aren't great places to start, and requiring a desert to unlock your Power Overwhelming in other cities is also not great. I think it should give Nubia a brief and early burst (comparable to Aztec, for example). Once they age out of those archers, the extra XP is . . . ok?

markus_cz
May 10, 2009

Tofu Injection posted:

Since this is my first foray into PBEM, how long should I expect the new patch to screw up our game for?

Do you have players with a Mac? In that case, two to three weeks until he macOS patch comes out.

Tofu Injection
Feb 10, 2006

No need to panic.

markus_cz posted:

Do you have players with a Mac? In that case, two to three weeks until he macOS patch comes out.

I guess I'll find out.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Cool, Nubia is a good civ.

Roger Explosion
Jan 26, 2006

THAT'S SPECTACULAR.

John F Bennett posted:

A livestream and Indonesia announcement is planned for tomorrow.
Aww, I was kinda hoping for Vietnam and the Tru'ng sisters.

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



homullus posted:

Kush/Nubia's a great choice, though!

it's definitely nice to see something other than Yet Another White Man/Woman. Game was getting pretty thick with European nations and colonial powers compared to everyone else.

Seems pretty powerful as well, and that UI definitely makes it it The Desert Civ. Egypt can give them a run, but Egypt's mainly The River Civ. Though the biggest problem with their power is that it makes me really wish a lot of the vanilla/earlier UIs were cumulative instead of a single +1 ever.

Ratios and Tendency
Apr 23, 2010

:swoon: MURALI :swoon:


Dammit I was hoping for Ethiopia/Aksum. Egypt 2 is lame.

homullus
Mar 27, 2009

Ratios and Tendency posted:

Dammit I was hoping for Ethiopia/Aksum. Egypt 2 is lame.
Aksum would have been great too, but if you know about Aksum, you should feel bad about calling Kush/Nubia "Egypt 2."

Ratios and Tendency
Apr 23, 2010

:swoon: MURALI :swoon:


homullus posted:

Aksum would have been great too, but if you know about Aksum, you should feel bad about calling Kush/Nubia "Egypt 2."

I regret nothing.

Niwrad
Jul 1, 2008

homullus posted:

Deserts aren't great places to start, and requiring a desert to unlock your Power Overwhelming in other cities is also not great. I think it should give Nubia a brief and early burst (comparable to Aztec, for example). Once they age out of those archers, the extra XP is . . . ok?

They're really overpowered for early game warmongering. You can build more powerful archers and earn more XP in half the time. Also I believe it's for all ranged units so even when it moves to Crossbowman and other ranged units, they're still building them in half the time. They probably should cap the 50% production bonus on ranged units to stop at field cannon.

prefect
Sep 11, 2001

No one, Woodhouse.
No one.




Dead Man’s Band

Niwrad posted:

They're really overpowered for early game warmongering. You can build more powerful archers and earn more XP in half the time. Also I believe it's for all ranged units so even when it moves to Crossbowman and other ranged units, they're still building them in half the time. They probably should cap the 50% production bonus on ranged units to stop at field cannon.

Who wants machine gunners, anyway? They've got no range. :(

John F Bennett
Jan 30, 2013

I always wear my wedding ring. It's my trademark.

Live stream begins in 10 minutes :

https://www.twitch.tv/firaxisgames

If they follow the same routine as usual, they will also give out patch notes.

edit: now with correct link
edit 2: They finally added a restart button

John F Bennett fucked around with this message at 19:11 on Jul 26, 2017

John F Bennett
Jan 30, 2013

I always wear my wedding ring. It's my trademark.

Patch notes are up:

https://civilization.com/news/entries#civilization-vi-summer-2017-update-available-now

[NEW]

Added Restart button to regenerate the map
Added the saving of game setup configurations to reuse when starting future games

[GENERAL BALANCE CHANGES]

Reduced the cost of the Aqueduct by 30%, and Sewers by 50%
Reduced cost of all other districts by 10%
Increased the discount for districts you have less of from 25% to 40%
Increased costs of district buildings by 10% (except Aerodrome buildings), and increased per settler cost bump by 50%
Reduced cost of all spies by 25%
The Hanging Gardens now provides +2 Housing in city it is built
Walls now provide Tourism, and do not have Maintenance
Battering Ram and Siege Tower now upgrade to the Medic support unit, and no longer are functional against a city with Urban Defenses
Gave St George an additional Charge
Updated Monarchy's Medieval Wall bonus to: "+50% Production toward defensive buildings. +1 Housing for each level of wall."
Proselytizer Apostle Promotion only evicts 75% of existing pressure of other religions, not 100%.
Press Gangs will now unlock with Exploration and Native Conquest with Colonialism.
Increased Anti-Air strength values by 5 across the board. Increased Destroyer AA strength to match other units of the same era.
Balance Change to Archer (cost +10) and Maryannu Chariot Archer (cost -20, combat +2, ranged strength +2)
Increased cost to repair city outer defenses

[CIV SPECIFIC BALANCE CHANGES]

Norway
Thunderbolt of the North gains +50% production of naval melee units
Stave Church gains +1 Production for all water resources in the city
Spain
Treasure Fleet civ ability has its gold for international trade boosted from +4 to +6.
Mission: increase from +1 Science to +2 Science if next to a Campus.
Scythia’s heal down from 50 to 30.
Kongo: 50% more Great People points rather than double.
Greece: Award an envoy whenever they complete an Acropolis.
Catherine’s Flying Squadron: now awards a free Spy when the extra capacity is earned at Castles. All spies start as Agents with a free promotion.

[MAP GENERATION]

Aluminum may now appear on Plains
Increased Lake generation
Updated Bonus and Strategic Sea resource generation
Inland Sea maps now have rivers

[UI ENHANCEMENTS]

Added a turn blocker notification when city ranged attack is available
Combat Preview UI has received multiple improvements
The Civilopedia now shows the number of spies/envoys granted by a civic
Multi-turn unit movement paths shown when unit reselected
Add Relationships tab to city state Intel Reports which displays that city state's at war status with other civs and city states
A popup box is now used to modify deal item values
Added leader dialog for Gifts and Demands
Scenarios no longer display extraneous UI screens
Reports now displays great works, adjacency, and districts information
Trade Route chooser automatically selects previously completed trade route
Additional improvements to the Trade Route chooser

[DIPLOMACY ENHANCEMENTS]

Added tooltips explaining why you can or cannot declare each kind of war or undertake another diplomatic action.
“Are you sure you want to denounce?” confirmation added
Liberation changes:
Liberating cities can now occur even if you got the city in a deal (peace deals are the most common case of this).
A case where the Persian player didn't see "(cede)" or "(return)" besides cities on the peace deal screen has been fixed.
When you liberate a city-state your military units are only kicked back from the first ring of hexes around the city; you aren't ejected from their territory entirely.

[AI TUNING]

Improved AI ability to move great works around to get theming
AI will now better handle air attacks
Bombers will attack Districts, Improvements, and then Units in that preference
Fighters will prefer to attack other air units
Improved desire to pillage cities
Improved city planning with regard to adjacency bonuses
During city attacks, concentrate unit attacks on more threatening units rather than spreading out
Fixed a bug that resulted in the AI overestimating the value of demand tribute
Adjust AI acceptance of embassies to be a bit more like what they already do for delegations
Specifically, they probably will reject it if they're unfriendly, will accept at neutral unless they have any other reason against it (close balance) and will generally accept it at friendly unless they have a strong reason against.
In evaluating deals, the AI will mark elements that are unacceptable at any price, and expose that to the player
Improve ability to utilize city-states, beyond just suzerainty
As a player approaches victory, AI will become less friendly and more aggressive

[MULTIPLAYER]

Improved stability after receiving a multiplayer join error
Fixed unnecessary host migration when exiting a LAN game
Fixed an occasional hang during wars in dynamic turn mode
Miscellaneous UI fixes and stability improvements

[BUG FIXES]

Fixed an issue where plot tooltips would show when we didn’t want them to
Don't allow paradrops to include other units in an escort formation
Fixed multiple issues with Air combat
City Banners were not reacting to population changed events
Barbarian camp art will now update as the game progresses into later eras
Fixed an issue where pillaged improvements lost their pantheon bonuses forever
District repair costs now computed properly based on both game speed and start era. Will always be 25% of the cost of creating a new district of that type.
Correct Alexander’s “To the World’s End” healing ability so it only triggers if the city has a COMPLETED wonder in it.
Wonders should always be repairable after they have been hit by a nuclear blast
Coastal Raids can be used to explore Tribal Villages on the shore
Fixed issues with Reports screen totals not adding correctly
Additional bug fixes.

[MISC]

Added new visualization for desert mountains.

homullus
Mar 27, 2009

Those sound like good balance changes to me.

Roland Jones
Aug 18, 2011

by Nyc_Tattoo
Of course the Kongo nerf comes when I'm playing them for the first time, in a multiplayer game.

Actually that seems pretty reasonable, still makes them better at getting those particular Great People than everyone else, and will hopefully at least somewhat reduce the "Kongo has more artists and writers than they can actually use" problem. Rest of the changes look pretty good too.

The Human Crouton
Sep 20, 2002

That Greece buff was not needed. Even if Pericles' ability was a little weak, the extra wildcard that Greece gets for all government types is good enough on its own.

Also, they need more ways to get envoys in general. Greece getting the only special way to generate them is going to make it a powerhouse.

WAY TO GO WAMPA!!
Oct 27, 2007

:slick: :slick: :slick: :slick:

quote:

[NEW]

Added Restart button to regenerate the map
Added the saving of game setup configurations to reuse when starting future games
thank gently caress

WAY TO GO WAMPA!!
Oct 27, 2007

:slick: :slick: :slick: :slick:
e: double

homullus
Mar 27, 2009

I wonder whether they would ever do "you get to choose what some city states will request next, from a list." I don't think you'd want to do it across the board, but maybe allow a civ to "favor" one or two city-states and choose their next quest. There's still a refractory period with city-state quests, so you wouldn't hit 6 envoys before the Classical Era.

Ralepozozaxe
Sep 6, 2010

A Veritable Smorgasbord!

WAY TO GO WAMPA!! posted:

thank gently caress

Yeah, this is pretty much the most important thing added, though i do like the Norway buffs.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!
did they ever remove the limit for great person spawns in a single game? the game would always give me certain gps but never enough variation to actually get very many theming bonuses. three slots, same class, same type, different artists--i mean, poo poo, the game would never give me enough religious art of the same type (painting, sculpture, etc) but from different artists to get the bonus in a single game. and i'd always get tons of landscapes from like two artists and then nobody else did landscapes ever in the whole of human history

PoizenJam
Dec 2, 2006

Damn!!!
It's PoizenJam!!!
The UI enhancements hardly address most of the issues with the vanilla interface, and unfortunately, the update broke the UI mods. Ironically, this makes Civ VI nearly unplayable for me until something like NQ EUI is updated. I cannot stand the unmodded game or its extremely obtrusive leader screens.

Nice new civ though. Too bad it's 5 bux.

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Rap Game Goku
Apr 2, 2008

Word to your moms, I came to drop spirit bombs


Patch is up too, 614MB.

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