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Magil Zeal
Nov 24, 2008

KOGAHAZAN!! posted:

Honestly, I think upgrading should be better than production, simply from a usability perspective. The optimal strategy being "disband your army and rebuild it every upgrade" is a straight-up UX nightmare.

Back before the days of 1UPT outdated units were handy to keep around to garrison for citizen happiness, but upgrading indirectly cut into your science rate so it wasn't often done except for highly-promoted units (or certain unit jumps that were cheap). You would replace your units with newly-produced units typically.

1UPT and all the downsides that come with it do make the issue trickier however. Personally though I feel that upgrading is already good because you get to keep units that have earned XP and promotions throughout multiple wars, so they don't need to also be extremely cost-efficient because then it's basically just a no-brainer.

Magil Zeal fucked around with this message at 00:06 on Mar 31, 2019

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Koryk
Jun 5, 2007
Anyone know of any good sales on Civ 5 or 6 + expansions right now? Trying to get a family game going tonight and need another copy.

ate shit on live tv
Feb 15, 2004

by Azathoth

KOGAHAZAN!! posted:

Honestly, I think upgrading should be better than production, simply from a usability perspective. The optimal strategy being "disband your army and rebuild it every upgrade" is a straight-up UX nightmare.

Better idea, when an opponent discovers rifling your obsolete archers just disappear. With Tanks, your horse archers just disappear. So when you are ready to win against a CPU, you march your Renaissance era army into their land, pop rifling, and then capture all of their now undefended cities with freshly upgraded Cavalry.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

Koryk posted:

Anyone know of any good sales on Civ 5 or 6 + expansions right now? Trying to get a family game going tonight and need another copy.

Check the website "Is there any deal".
It's country specific so I've no idea if it's got a deal wherever you are.

Ragnar34
Oct 10, 2007

Lipstick Apathy

BaronVonVaderham posted:

More comprehensive list than what was mentioned before:

  • Canada gets a buff of +1 production on snow and tundra tiles
  • India's missionaries get 5 spreads instead of 3
  • India gets +1 Amenity for each religion present in a city and extra religious pressure along their trade routes
  • Improvements to AI's deal offers, including stopping them from making the same deal offers repeatedly
  • More even distribution of barbarian encampments
  • City states have more defenses on higher difficulty
  • New map search feature that allows you to find units, resources, etc. (loving FINALLY!) which also stores your most frequent searches in a history for even faster searching
Aside from the climate fixes we've got Canada and India buffs, some city states might survive the early to midgame on diety, there might be barb camps on my starting continent sometimes, and there's a search feature so I can figure out who got all the oil. I'm optimistic! I feel optimism about this.

The Human Crouton
Sep 20, 2002

They also claimed to fix the issue of city-states being conquered back in the first patch of R&F.

BlazetheInferno
Jun 6, 2015
So, I saw a deal, and grabbed this and the expansions.

As someone coming in with mild Civ 5 experience... any tips before I boot it up for the first time? (Tomorrow. About to head to bed.)

PaybackJack
May 21, 2003

You'll hit your head and say: 'Boy, how stupid could I have been. A moron could've figured this out. I must be a real dimwit. A pathetic nimnal. A wretched idiotic excuse for a human being for not having figured these simple puzzles out in the first place...As usual, you've been a real pantload!
That search function is going to be extremely nice.

BlazetheInferno posted:

So, I saw a deal, and grabbed this and the expansions.

As someone coming in with mild Civ 5 experience... any tips before I boot it up for the first time? (Tomorrow. About to head to bed.)

Districts are the biggest thing I had to wrap my head around. It took a few games before I really started thinking long term about their placement so be prepared for a learning curve on that one. Also as mentioned a page or so back, IF Barbarians will spawn they will pop up in any fog of war tile they possibly can and there's no notification just a sound effect to warn you. Since workers now only have uses it can be helpful to keep a single charge worker hanging around your empire to run around and be able to repair because repairing doesn't cost a charge. Also wonders don't feel quite as important, or rather they're less generally important and more specifically important to the various victory types.

Staltran
Jan 3, 2013

Fallen Rib
IIRC upgrading units with Professional Army currently converts gold to production at a rate slightly better than 1:1, it's crazy. If I was Firaxis I'd probably increase the costs by 50% and nerf Professional Army to 33%. Might be a bit overkill but the current costs incentivize building a bunch of units that are about to be obsolete and upgrading them once you get the tech, possibly delaying completing that tech, or in base and R&F only connecting one copy of a strategic resource so you can keep building obsolete units and upgrading them. I recently (in R&F) only had one iron, so I spammed out 30 heavy chariots before researching tanks so I could upgrade them later. The AI is never going to do things like that either, which contributes to them being little threat after the classical (mayyybe medieval) era.

Upgrading is currently by far the most efficient use of gold, something needs to be done.

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.



All the Global Warming/Climate changes sound great. I love the idea of storms becoming more frequent to the point they actively strip resources. I do wish there was an overlay that better showed the resources added/removed from a tile though: mid-late game is all "Oh a storm/flood/whatever happened" and I'm dragged off to another pop-up before I can see which tiles got boosted.

Honestly the biggest change I'd make if I could would be any lowland that's destined to flood on the sea-levels rising flood-o-meter allows flat inland tiles behind it to roll their level or better (I.e. an inland tile next to a 2 can roll a 2 or 3). So you might actually have small harbors forming over the ruins of your flooded cities and farms.

Kazzah
Jul 15, 2011

Formerly known as
Krazyface
Hair Elf

BlazetheInferno posted:

So, I saw a deal, and grabbed this and the expansions.

As someone coming in with mild Civ 5 experience... any tips before I boot it up for the first time? (Tomorrow. About to head to bed.)

-You're allowed to build tons of cities now.
-Melee units are pretty good against cities now, especially before they get walls.
-Cities need housing and amenities (local happiness) to grow. Farm spam is over; each city should have, like, a couple of farms, ideally in a big clump (they get adjacency bonuses).
-Religious victory sucks, because AIs get tons of free faith, and they never get bored. Consider disabling it, after a little while at least.

Staltran
Jan 3, 2013

Fallen Rib

Krazyface posted:

-Melee units are pretty good against cities now, especially before they get walls.
And with a battering ram and/or siege tower, walls aren't a big problem either, until urban defences in the modern era.

Also, battering rams and siege towers used to work for naval units too I think? Not sure if that's been fixed though. And siege towers also affect ranged units too I think? Not sure how a siege tower helps a frigate bombard a city, though it's certainly an amusing visual.

Heer98
Apr 10, 2009
The differences in planting cities between Civ V and VI cannot be overstated. I just won a domination victory as Rome, I planted about 25 cities over the course of my game. Cities do not cost you anything, you can plant a total dumpster city on some snow tile somewhere and it’ll eventually have half a dozen pop, and be contributing military units or builders for you.

The scaling costs for districts/settlers/builders were rough for me at first, but you can stack so many bonuses (especially on spending faith or gold) that you can still snowball really quickly.

Actually, having 30+ cities by the end of my game was unbelievably tedious. If you’re willing to invest the time and energy to micromanage them all into productive cities, you can absolutely trounce the AI. I’m finding that even on higher difficulties, they’ll have unimproved tiles in their core cities at the end of the game. Civ VI has a ton of powerful bonuses you can stack with long term planning, and the AI really doesn’t seem to get any of it.

BlazetheInferno
Jun 6, 2015
Okay, uhh, Civ 5 question.

I have three tiles of Wine, all improved around my city.

I click on Darius to trade, but he has nothing I want. I can see my 3 Wine listed among my tradeable assets.

I click on Gustavus Adolphus or Isabella to trade... and it doesn't show my wine among my tradeable assets. As far as I can tell, they don't have wine of their own. Why won't it let me trade it to them?

Brother Entropy
Dec 27, 2009

BlazetheInferno posted:

Okay, uhh, Civ 5 question.

I have three tiles of Wine, all improved around my city.

I click on Darius to trade, but he has nothing I want. I can see my 3 Wine listed among my tradeable assets.

I click on Gustavus Adolphus or Isabella to trade... and it doesn't show my wine among my tradeable assets. As far as I can tell, they don't have wine of their own. Why won't it let me trade it to them?

they might be getting wine from trade with another civ already? i can't remember if 5 would show that

BlazetheInferno
Jun 6, 2015

Brother Entropy posted:

they might be getting wine from trade with another civ already? i can't remember if 5 would show that

Nope, because Isabella proceeded to offer a trade of her whales for my wine. I was afraid to experiment and take my wine out of the deal out of fear that it wouldn't let me re-offer it.

EDIT: Okay, I think I've figured it out. Turns out, Sweden *DOES* have it, but it wasn't listing it in among his Luxuries in the Diplomacy Overview (and still isn't for some reason), after setting up an Embassy I can see it. Isabella likely asked me for mine when a trade deal with Sweden ran out, which is why it wouldn't let me trade it to her before.

BlazetheInferno fucked around with this message at 06:04 on Mar 31, 2019

Uziduke
Jul 2, 2015

A storm over Europe unleashed
Dawn of war a trail of destruction
The power of Rome won't prevail
See the Catholics shiver and shake
Is the diplomatic victory imposable peacefully with 12 players? I had 2500 diplo points and still cant vote my last two points in. I think allys should not be able to take option B to take points from their ally.

Vahakyla
May 3, 2013
Good patch. The decommissioning of plants is great, and the pillage nerf.

However nothing about making fleets green. My uranium navy should be green as gently caress.

Magil Zeal
Nov 24, 2008

Uziduke posted:

Is the diplomatic victory imposable peacefully with 12 players? I had 2500 diplo points and still cant vote my last two points in. I think allys should not be able to take option B to take points from their ally.

Personally I got up to 8 points then hit both the tech and the civic that gave 1 point each on the same turn. That did it for me. Most of my points were from emergencies, not votes.

SHY NUDIST GRRL
Feb 15, 2011

Communism will help more white people than anyone else. Any equal measures unfairly provide less to minority populations just because there's less of them. Democracy is truly the tyranny of the mob.

Yeah diplo victory seems to be more about managing points you get from non vote sources

Magil Zeal
Nov 24, 2008

Setting disaster intensity to max can help, as you get more emergency sessions that way. All of the "send aid" emergencies award a diplo point to first place.

Vargatron
Apr 19, 2008

MRAZZLE DAZZLE


Is there a Civ 6 discord of any descriptions ran by goons or is discussion mostly contained in this thread?

Crypto Cobain
Jun 17, 2018

by Reene

Vargatron posted:

Is there a Civ 6 discord of any descriptions ran by goons or is discussion mostly contained in this thread?

https://discord.gg/aNGrvYg

Uziduke
Jul 2, 2015

A storm over Europe unleashed
Dawn of war a trail of destruction
The power of Rome won't prevail
See the Catholics shiver and shake
I did a thing, and the game is on immortal.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

Uziduke posted:

I did a thing, and the game is on immortal.



All the wonders? I dunno, I can't tell.

BaronVonVaderham
Jul 31, 2011

All hail the queen!
TIL you can resurrect a dead civilization that was defeated 1500 years earlier. I was going for a science victory and just riding out the last 30 turns or so to finish the projects, and had a pile of gold and decided to buy a giant death robot because the Aztecs had been pissing me off the entire game (the only civ that wouldn't be my friend). I wiped out his entire "empire" of 4 cities in as many turns with one unit.

But then America decided to start poo poo and I sent Lil Deathy over to wreck Roosevelt's face. In doing so, the first city I knocked over gave me the option not just to keep or raze, but to liberate it to its founder....Hungary, who had been defeated in like 700AD.

Dude comes back from the dead but then was immediately a giant dick to me about it :colbert:

Speedball
Apr 15, 2008

BaronVonVaderham posted:

Dude comes back from the dead but then was immediately a giant dick to me about it :colbert:

You can't trust liches.

Staltran
Jan 3, 2013

Fallen Rib
Patch is up now. Patch notes.

TjyvTompa
Jun 1, 2001

im gay

quote:

[FEATURES]
[ALL GAME VERSIONS] New and improved version of Map Pins (now called Map Tacks) that includes pin icons for many new specific markers (Districts, etc.), in addition to a new grouped scrollable list of pins that were placed. Thanks to Bradd Szonye for his Mod inclusion!
[ALL GAME VERSIONS] Map text search: Located on the mini-map tool bar. Players can now search for map items via text search and have them highlight on the map. For example, type “Iron”, or “Knight”. Includes search history, search suggestions, and “go to” buttons.


[BALANCE/POLISH]
Civs
Canada: Receives +1 Production from mines on Snow and Tundra (Including hills).
China: Great Wall can only be pillaged (never removed) by natural disasters. +2 Gold for improvement itself. Add +1 Gold and +1 Culture to that received for each adjacent Great Wall.
Egypt: Update the Egyptian Chariot Archer to not replace the Heavy Chariot.
Egypt: Sphinx now provides +1 Culture if built on Flood Plains. Cannot be built on Snow, Snow Hills, Tundra, or Tundra Hills. +2 Appeal (since they are encouraged to build on Flood Plains). Cannot be built next to another Sphinx.
France: Château now provides 1 Culture for each adjacent wonder. 1 Gold for each adjacent Luxury Resource.
Hungary: Mathias ability now only 75% resource and Gold discount to upgrading levied units (instead of 100%).
India: Cities gain an Amenity for every Religion with at least 1 Follower. Missionaries have +2 spreads. +100% Religious pressure from your Trade Routes.
India: Varu ability no longer stacks but maintenance reduced to 2.
Mali: Nerf the Mali + City-State + Democracy Combo/Exploit. Democracy is now a 15% discount on purchases with Gold.
Mali: Increase Mali desert weighting.
Maori: Toa ability no longer stacks, and Strength is reduced to 36.
Maori: Reduce the Marae ability to +1 of each bonus yield, instead of +2.
Netherlands: Add a Production bonus towards Flood Barriers and Dams.
Norway: Allow Norway (only) to receive Science and Culture from pillaging improvements in addition to Gold or Faith.
Spain: Mission: +2 Faith; +1 Food, and +1 Production if on different continent than your capital. +1 Science for every adjacent Campus and Holy Site.
[ALL GAME VERSIONS] Improve leader victory preference weighting.
Environment Systems and Climate Change
Reduce Dust storm yields by 33%. Add some Food yields from Blizzards. Reduce damage to population and structures from Blizzards by about a third.
Detach climate change progress from Natural Disaster Intensity slider.
Move percentage of coastal tiles that can flood from 35% to 45%.
Halve carbon emissions from units to slow down climate change to just over half the previous rate.
Reduce unit CO2 emissions for a player by 50% if they research Advanced Power Cells.
Increased chance of Storms and Droughts per degree of temperature rise is no longer 20% for all events. Now it does not increase chance of weaker type of each storm/drought at all but instead boosts stronger type by 50%.
From Phase IV on Floods and Storms will not add fertility.
At Phases V and above yields previously added to the map can be stripped off as Storms and Droughts pass over (chances increase as you move to later phases).
Allow a single player's CO2 footprint to go negative (if they have run the Carbon Recapture project but never generated much carbon). Hence one player can clean up the other players' mess.
World Congress
Provide a one-time cap on each player receiving Favor for reviving each other major player.
Adding tooltip to tiebreaker scenarios so players can understand why a player won a tiebreaker.
Adding Favor Per Turn and Request for Aid score penalties for excessive Grievances and CO2 emissions.
Climate Accords competition now enables projects for decommissioning Power Plants.
Reducing the lockout timer on hostile emergencies so that they can show up slightly more often.
Reduce time between deals during Request for Aid emergencies so AI can give multiple gifts if desired.
Districts/District Buildings
Reducing power of Royal Society Government District Building (reducing percentage-per-builder-charge from 3 to 2).
Nuclear Accidents of any severity will now always pillage the Nuclear Power Plant.
Pillaging
[ALL GAME VERSIONS] Convert Science and Culture from pillaging improvements to Gold or Faith.
Reduce effectiveness of Raid and Total War policies so they are only +50% instead of +100% to pillaging
Dam districts now provides healing if plundered.
Pillaged Reactors cannot trigger a nuclear accident. Completing the 'Recommission Nuclear Reactor' project will also 'un-pillage' it.
Improvements
Seastead: Cannot be placed adjacent to another Seastead.
Wonders
Panama Canal wonder now gives +10 Gold to its city.
Mahabodhi Temple and Statue of Liberty now award Diplomatic victory points.
Units
Increase the cost of upgrading units (about 33%).
Reduce base cost of Naturalists from 800 to 600 to make them compete better with Rock Bands.
Update certain Great Generals and Admirals to provide strategic resources.
Make sure Barbarians can't spawn GDRs.
Unsuccessful WMD attacks now consume the WMD.
[ALL GAME VERSIONS] Increase the Destroyer’s sight range to 3.
[ALL GAME VERSIONS] Air unit and Anti-Air unit combat strength balance changes propagated to base game.
City States
Add Walls to City States on Diety and Immortal games.
Add additional melee units to City States at higher difficulties.
Misc
Grievances/Warmongering: Changing Grievance calculation (and Warmonger in base and XP1) to treat cities taken offensively during a Defensive Pact/Suzerain War/Emergency War as if taken during a Formal War (now generates Grievances)
Setup: For advanced starts, add extra Faith and scale it.
[XP1, XP2] Track barbarian camp placement throughout the game (much like we do storms & droughts) and shy away from camp locations that are close to previously used spots. Should distribute camps across the continents better.


[MULTIPLAYER]
Play By Cloud
Hide full games on Lobby list.
Adding Remember My Choice option for what happens after a client readies up.
Adding automatic ready up countdown.
Activating an in-game notification for a Your Turn event to display a popup that will allow the user to go straight into that match.
The Upper case " i ", lower case " L", and number 1 all look identical when observing the Join Code in the Game Summary of the Play By Cloud Staging Room. - Increased size of the font so unique aspects of gylphs can be determined.

Misc
Relationship pip icons would fail to display when progress with other Human Players during a Multiplayer game (Allied, etc.).
Staging Room countdowns should reset when a new session is joined. Countdowns should persist even if the screen is simply hidden, which happens if the Game Settings tab is pressed.
In-game chat panel should not display dead players.
Additional general bug fixes and polish.


[SCENARIOS]
You can now play the Black Death scenario in hotseat/PlayByCloud.


[SYSTEMS]
Add secondary color to jersey selection color collision detection. Now jerseys are only considered to have collided if BOTH primary color and secondary color collide. Jerseys with similar or identical primary colors are now allowed if the secondary colors are very different


[UI]
Great Works UI: Converted system to Drag and Drop.
Climate Overview: Add icon, tooltip for fertilized tiles lost due to weather events.
Civilopedia: Pillaging Yields are now database driven in the Civilopedia.
[ALL GAME VERSIONS] World Resource Report: Add sorting on resources and on the leaders in a row.
Additional general bug fixes and polish.


[AI]
Trade
Increase value of Diplomatic Favor. Limit number of items desired in a trade. Set minimum value for traded items.
Don't try to trade more of a Luxury resource than the human is already importing.
Correctly value maintenance resources when calculating trades. Reduces possible exploits with resource for gold trades with the AI.
Fixes to trades for strategic resources - Stop paying full value for them when you've got a decent stockpile, not just at the stockpile cap. Reduces possible exploits with resource for gold trades with the AI.
AI will not pay for banned resources
Reduce the chance that the AI offers only a single strategic resource in a trade deal unless they are padding out a larger deal.
Improvements to AI Deal management with Gold.
[XP1, XP2] Fix an issue where AI was overvaluing Great Works on the turn they are created (causing lots of trade requests).
Victory Strategies and Agendas
Boost Wonder Obsessed AI's desire for Wonders in later eras.
Improve victory strategies, including Diplomatic victory.
Combat
Improve AI ability to successfully complete the capture of a city during a Military Emergency they are taking part in.
Embarked units know they are under threat from naval units - Improve protection of units while on city assault.
[XP1] Improve ability for AI to use Warrior Monks militarily - Add additional war footing condition.
[XP1, XP2] Fix an issue where an AI unit garrisoning a city would occasionally leave the protection of the city when they didn’t need to, exposing them to attack.
[ALL GAME VERSIONS] AI more strongly prefers attacking with aircraft to deploying to districts.
Misc
Fixed an issue that was making the AI less likely to improve strategic resources.
Avoid advancing your Power Plant if you don't have resources for it.
Increase odds of aggressive civs making encampments.
[XP1, XP2] Reduce value of supply convoys, they were heavily overvalued by AI.
[ALL GAME VERSIONS] Minor Civs will no longer make aircraft carriers (since they can't make aircraft)


[PERF]
Additional AI and rendering performance improvements.
[BUGS]
Civs
Phoenicia: Fix non-capital continent bonuses moving properly for Phoenicia (additional checks).
Cree: Poundmaker's Trade Route UA (which is based on tile improvements at the destination city) now works like it used to back in XP1.
Maori: Mana ability was incorrectly being applied to all units.
Ottomans: Ibrahim in some situations was not able to be moved to another capital.
Kongo: Now correctly is awarded benefits from Founder beliefs. Mvemba now cannot get the Intolerant Agenda.
Policies: Check for obsolete policies after awarding free civics (Bolshoi).
Many fixes to code that controls what is expelled during city flips, capture, trade, etc.
On city transfer, all air-units that do not belong to the new owner that are based in a district or improvement, are immediately re-based, prior to any other expelling of other units.
If the city is flipped to a new culture, default placement rules apply, no units are booted out, except stationed air-units, unless they can't be in the new owner's territory.
If the city is transferred in a deal, only friendly units (non-air), traders and spies can stay.
Units, Movement, and Combat
Fixed a bug caused when trying to form an Army with a unit that has no movement remaining.
[ALL GAME VERSIONS] Don't factor in embarked and amphibious combat penalties for air units.
Don't let the player select other player's air units.
Fix an issue that was causing the unit cycling to pull camera away from user when they were doing things like changing citizen assignments in the city.
Don't add Mountain Tunnel entrances/exits on water tiles.
Don't let an embarked builder/engineer create an adjacent improvement on a land tile.
Remove mountain tunnel entrance/exit if the tile submerges.
Don't let naval units use Tunnels.
Carriers/Air Units/Rebasing
Added additional checks to rebasing aircraft to make sure they are properly paired in cases where a carrier unit exists in a city center.
Correct some visualization issues with air-unit rebasing.
When a tile is annexed by a player and it is trying to kick out any other players that shouldn't be there, don't assume that all the air units can't be there, they might be able to stay.
Also do the kick out in two stages so that if the units do have to leave, any parent objects are moved first, then child objects, so the child objects can just go to where the parent is (aircraft carrier) if appropriate.
Civilopedia
Removing a page from the Civilopedia's Trade Route game concepts, which referred to a base benefit that was removed in XP1 and XP2 and made into a governor bonus instead.
Update Sweden's capitals in the Civilopedia to be Swedish instead of Norwegian.
UI
Golden Age UI will fail to display on the Status bar when transitioning into the Future Era during a Gathering Storm gameplay.
Fix an extremely large amount of space being added for tooltips from point.
UI now properly updates upon completion of the Recommission Nuclear Reactor project.
[ALL GAME VERSIONS] Several color systems fixes and corrections. Improved default colors for several civs that were difficult to read.
Multiple misc UI fixes and updates.
Front End: 'Teams Share Visibility' is now disabled/0 when 'No Teams' is checked and reset when unchecked.
Trade
Treat incoming gifts as incoming demands; don't allow the user to modify them.
Resources
Player Resources are now updated before Player Units in the turn order. This is to fix the issue where the insufficient resource combat debuff was not being removed until the following turn, even though the player had sufficient resources at the beginning of the turn.
World Congress
Fixing multiple World Congress issues that could cause mis-matched or blank proposal choices to show up on the review and results screens.
Adding in filtering for the Migration Treaty, so that players cannot target unmet players.
Fixing an issue that would allow a Special Session to be called before the World Congress properly unlocked.
Wonders
Fixed an overflow that some players noticed when they had large amounts of gold and completed Big Ben, which gives a 50% gold bonus.
Fixed an issues with Apadana where the user was not granted 2 Envoys when completed.
Fixed Panama sometimes not lining up with its neighbor canals.
Grievances
Grievances now decay between dead civilizations. Prevents negative Loyalty modifier from hanging around after defeating the city's original owner.
Fixing Grievance notifications doing nothing when clicked.
Districts
Fixed a bug preventing nuclear reactors from being removed from the game when a city is razed. Changed the identification of nuclear reactor buildings to use a database parameter instead of a game tag. Added fail checks when searching for a reactor type building.
District modifiers should now properly reattach when the district was pillaged but has been successfully repaired (was staying inactive; ex. a pillaged Suguba district that was then repaired).
Districts that are over strategic resources are now correctly represented in the Reports screen. Resources are shown as from that city as opposed to 'Gameplay Bonuses'.
Misc
Hall of Fame: Improved performance of aggregate updates. Also fixed a crash that would occur if one of the Hall of Fame aggregate queries was bad (typically from a mod).
Map Gen: Make is so that there is a chance that Zhangye Danxia and Mount Roraima can appear. Before there was 0% chance of them showing up.
Map Gen: Make sure coastal lowlands don't appear inland near lakes
Scenarios: Plantations should not show up as a potential build in the Black Death Scenario.
Achievements: Fix “Peacekeeper” achievement to require that the end-user be Laurier winning an emergency.
Achievements: Ensure that the player has actually won the Nobel Prizes for achievement
[ALL GAME VERSIONS] Multiplayer: Fixing progress blocker that was occurring if a player was defeated during their turn in hotseat.
Road Vis: Fixing issues with Road and Railroad “spaghetti”.
Tile improvement modifiers should now properly detach from an old city when the tile is swapped to another city (was staying active; ex. Power from green energy improvements)
[ALL GAME VERSIONS] Espionage: Fix espionage funds being siphoned not showing for negative amounts
City-States: When sending your first real Envoy to a city-state, but you already have Amani in that city-state giving you "virtual" Envoys there, correctly award a second bonus Envoy from the Diplomatic League policy


[CRASH]
Multiple crash fixes as reported by the public crash reporting system


[EXPLOITS]
[ALL GAME VERSIONS] Re-enable SHIFT+ENTER to force end turn. Make sure that production overflow is lost if this is used.
Coastal Raids can no longer target Impassable plots. In Gathering Storm, this loophole allowed naval units to raid a mountain improvement (ex. Mountain Tunnel) without actually pillaging it, allowing continuous gold.
Great Generals that transform a military unit into a Corps or Army can no longer do so for the GDR, which is not allowed to be a Corps or Army.
Correct exploit where player could receive duplicate Luxuries by trading it away, removing the improvement, then rebuilding it for a duplicate copy.


[MODDING]
ModBuddy
ModBuddy now supports XP1, XP2, and shared pantries in art tools.
Misc polish and debugging.
WorldBuilder Editor (unsupported)
Allow Forge tuner panel to work in WorldBuilder.
Add “Basic mode” for creating simple hand-crafted location maps with random start positions. Separate out scenario tools to “Advanced Mode”, which is very much still in development.
Add ability to “paint” with different brush sizes.
Assign a default continent value when “painting” any terrain (Africa).
Scatter Resources button added.
Settings
Disable Generate New ID button in Basic mode.
Make Generate ID button do something in Advanced mode.
When updating text strings, the text in the left column did not update to reflect the changes.
Now, text options are locked for name, descript, and map name, map descript (they are required). These were able to be deleted before.
Misc
Don't allow selection of resource amounts for non-strategic resources in the Plot and Placement editors.
Fix an issue where an already saved WorldBuilder map, when loaded back into WorldBuilder, would lose continent data.
Erase any improvements on a plot when changing the owner to NONE.
Erase improvements and features on a tile if you change the terrain type to something incompatible in the Placement mode.
Allow changing the Pillaged state of improvements on tiles.
First pass at status message system to give feedback like "Library requires a Campus district" or "Placed Shrine successfully" instead of silently doing nothing.
Show correct civ icons in World Builder Player Editor.
World Builder Front-End
Additional Content
New maps created in WorldBuilder are now automatically found and enabled when returning to the main menu. No more required restart.
Updated mods UI to show a different icon if the mod came from a map.
If a mod has a 'Created' property, show the date the mod was created. * Expansion 2 and Expansion 1 are now always shown at the top of the mods listing.
Map-loaded mods are always considered compatible.
Additional fixes for compatibility, etc.
Game Setup
Maps now display properly in the in-game map-lists if you are in the correct rule-set, and the map mod is enabled.
Maps created in the “Standard” ruleset now will show as playable in both Rise and Fall and Gathering Storm.
World Builder Menus
Change front-end menus to reflect only items necessary for WorldBuilder. Update text strings. Update in-game pause menu to reflect only items necessary for WorldBuilder.
Add World Wrap toggle to Advanced Setup.


[ART]
Fixing hotseat Rock Band colors.
Fixing the unit colors for the Fez city state.
Tweaking the unit colors for Japan and Mapuche to match their civ jersey's a bit better
Pass on the "Player Colors" which are the jerseys that are picked when we run out of other reasonable jersey selections. We have enough to cover over the max number of players picking the same civ.
Add beards to all remaining leaders that did not previously have beards.
Tweak to the civ Icon backing texture that is used in the Character selection screen. Show more representative color scheme so that players will be able to make more informed readability decisions in the main menu.
Editing Gorgo/Greece civ symbol placement and size so it matches all the other civs.

Staltran
Jan 3, 2013

Fallen Rib
Upgrade cost increase is about 33%. Seems reasonable. Expected that change to be to all game versions though, looks like it's just GS.

City states start with walls on Immortal and Deity. Ingenious—using the AI's inability to take walled cities to fix them conquering most city states early. Also city states get more warriors on high difficulties.

Speedball
Apr 15, 2008

Sweet, Canada's better in snow and tundra now.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

TjyvTompa posted:

Make sure Barbarians can't spawn GDRs.

The worst patch :smith:

Gort
Aug 18, 2003

Good day what ho cup of tea
* Domination victory only
* Duel size map
* Pangaea
* Information era start
* Deity difficulty
* Online speed
* Aztec opponent
* No turn limit

I'll be restricting myself in the following ways:

* Delete all starting units except for rangers and one settler, found only one city
* Declare war immediately upon meeting the opponent
* Do not build a military

Turn 208: Game start
Turn 228: Meet Aztecs, declare war
Turn 236: Aztec helicopter appears
Turn 237: Aztec helicopter clears out a barbarian infantry in my territory, moving it into city-attack range. I shoot it.
Turn 238: Aztec helicopter spends a promotion, gaining 50 HP. It is then attacked by another barbarian infantry, and I shoot it. An Aztec settler appears on the border, unescorted.
Turn 239: Both Aztec units retreat.
Turn 242: The Aztec settler and helicopter reappear, the latter escorting the former.
Turn 252: The Aztec settler reappears, unescorted again.
Turn 259: An Aztec infantry army moves into my territory, as does their settler. I shoot the infantry, and it withdraws.
Turn 263: An Aztec infantry corps appears, and gets shot. It wanders around in city bombardment range for three turns getting shot, then wanders away to the North.
Turn 270: Two Aztec helicopter armies appear. I shoot one.
Turn 271: The helicopters withdraw.
Turn 272: An Aztec artillery and an Aztec machinegun appear.
Turn 273: The artillery and machinegun withdraw, replaced by a helicopter, a helicopter corps and a helicopter army.
Turn 274: The helicopter corps attacks the city. The army wanders, the helicopter runs away, the machinegun approaches.
Turn 279: There are now four Aztec units running around my territory, not attacking, and getting shot. The artillery from earlier appears and wanders into range.
Turn 280: The artillery and the helicopter corps attack the city, doing minor damage.
Turn 282: The city is attacked by three helicopter units and the artillery. I destroy the artillery, but there are now eight Aztec units around the city.
Turn 283: The Aztec units mob the city and take it.

This was probably the best I've seen the AI do at this particular test. It's still utterly terrible at keeping its settlers safe, and at dealing with city bombardment, but it did eventually get units into position and actually used them to attack the city.

Gort fucked around with this message at 19:25 on Apr 2, 2019

Pewdiepie
Oct 31, 2010

Mali: Nerf the Mali + City-State + Democracy Combo/Exploit. Democracy is now a 15% discount on purchases with Gold.
Good job "balancing" democracy and not touching the actual issues - N word city state's bonus or Mali's general level of power.

SHY NUDIST GRRL
Feb 15, 2011

Communism will help more white people than anyone else. Any equal measures unfairly provide less to minority populations just because there's less of them. Democracy is truly the tyranny of the mob.

Speedball posted:

Sweet, Canada's better in snow and tundra now.

I didn't realize it was only their mines that are better in the cold. That's a lot less hype

Speedball
Apr 15, 2008

Too bad the Maori Maera got nerfed, but that thing was way too good to last...

QuickbreathFinisher
Sep 28, 2008

by reading this post you have agreed to form a gay socialist micronation.
`
Is anyone getting a weird graphical glitch since the patch came out? My game will get huge flashing polygons of different random assets, civ leaders, icons, menus, text, etc will all flash in huge jagged patterns across the screen. Didn't get a screenshot either time, but if it happens again I will. I'm wondering if it's my computer or the patch. I can't interact with anything or even save and end up just having to restart.

E: I'm on mac if that helps (I know)

Now with image - this is way less extreme than the first two, it will start with small lines of blurred assets skewing across the screen at odd angles and then get progressively worse:

QuickbreathFinisher fucked around with this message at 04:19 on Apr 3, 2019

Gobblecoque
Sep 6, 2011

QuickbreathFinisher posted:

Is anyone getting a weird graphical glitch since the patch came out? My game will get huge flashing polygons of different random assets, civ leaders, icons, menus, text, etc will all flash in huge jagged patterns across the screen. Didn't get a screenshot either time, but if it happens again I will. I'm wondering if it's my computer or the patch. I can't interact with anything or even save and end up just having to restart.

E: I'm on mac if that helps (I know)

Now with image - this is way less extreme than the first two, it will start with small lines of blurred assets skewing across the screen at odd angles and then get progressively worse:


Is it just Civ VI or other games? My first thought would be that your GPU or some other hardware is overheating or dying.

GodspeedSphere
Apr 25, 2008
So I just picked up the base game after not playing the series since civilization 3. While I can pick up on a lot of the mechanics I still feel kind of like I'm always winging it. Anyone have any decent guides? Or just decent LPs or map starts? Everything I've found is trash.

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Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊
"Add beards to all remaining leaders that did not previously have beards. "

ALL remaining leaders? Best change in the patch notes

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