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Organic Lube User
Apr 15, 2005

Buy Civ VI in a year when the Frontier Pass expansions are all out and there's a GOTY edition.

Edit: if we're all still alive by then.

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Elias_Maluco
Aug 23, 2007
I need to sleep
I really like both Civ 5 & 6

I think 5 actually did some things better (separate culture trees and ideologies; a world congress that actually makes sense; better interface on some parts, with more information to the player), but I love the district system so much I cant go back anymore

Marmaduke!
May 19, 2009

Why would it do that!?

Crazy Ted posted:

At least the Cthulhu thing isn't explicitly marked like the cultists scream "“Iä! Iä! Cthulhu fhtagn!” or something like that. These Vampires are not only straight-up vampire units, but they apparently cannot die and when they're defeated in combat they retreat to their related tile improvement, the Vampiric Castle.

To me, that's a :what:

Vampires are totally in there because the designer thinks they're cool, and it will get people talking. And look... it works!

Organic Lube User
Apr 15, 2005

Now i want a V:TM 4x game.

Albino Squirrel
Apr 25, 2003

Miosis more like meiosis
loving hell, I kept a Roman Legion alive from 800 BC until the future era, finally launched a nuclear missile so I could get the achievement for cleaning up fallout with it... only to figure out that I'd used the legion's build charge ages ago on a fort :negative:

Speedball
Apr 15, 2008

Albino Squirrel posted:

loving hell, I kept a Roman Legion alive from 800 BC until the future era, finally launched a nuclear missile so I could get the achievement for cleaning up fallout with it... only to figure out that I'd used the legion's build charge ages ago on a fort :negative:

Tragedy.

Also I don't care about fantastic elements in my Civ games. Bring them on. They're usually mechanically sound and often give fresh life to the game. Just look at how reinvigorated my interest got with Apocalypse mode haha.

Shooting Blanks
Jun 6, 2007

Real bullets mess up how cool this thing looks.

-Blade



Albino Squirrel posted:

loving hell, I kept a Roman Legion alive from 800 BC until the future era, finally launched a nuclear missile so I could get the achievement for cleaning up fallout with it... only to figure out that I'd used the legion's build charge ages ago on a fort :negative:

There's an achievement for this? Looks like I'm doing a Rome playthrough soon...

Chamale
Jul 11, 2010

I'm helping!



I'm going to try a one-city challenge to see if it's even possible. As Gran Colombia, because a distant relative of mine was briefly president of Honduras before getting overthrown in a military coup.

Crazy Ted
Jul 29, 2003

Shooting Blanks posted:

There's an achievement for this? Looks like I'm doing a Rome playthrough soon...
There really are some absolutely hilarious and hard-to-get achievements in Civ VI. I think there's still a few from the standard, non-scenario game that only 0.1% of players have been able to get.

The ones for the Maya and Gran Colombia are rather difficult on the face of it too:

To Plow the Sea: As Simon Bolivar, activate all the Comandante Generals across multiple games
Court of Itzamna: As the Maya, found a city adjacent to four luxury resources


I'm not exactly sure about the wording on the Colombian one. The Mayan one would just require a shitload of luck.

Crazy Ted fucked around with this message at 03:00 on Jul 22, 2020

Zulily Zoetrope
Jun 1, 2011

Muldoon
Colombia has a pool of 10 different Comandantes. Every time you retire one, you get progress towards that achievement. You won't see all of them in a single game, hence "across multiple playthroughs."

It's not a difficult achievement; it just requires playing at least a couple games as Bolivar, more if the RNG keeps giving you repeats.

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!

Crazy Ted posted:

There really are some absolutely hilarious and hard-to-get achievements in Civ VI. I think there's still a few from the standard, non-scenario game that only 0.1% of players have been able to get.


Yeah, there's a couple that are definitely there more for the amusement value than to actually be achieved (I like the ninja turtles and 99 luftballons ones). Scrolling through them all can get pretty amusing and it's also interesting to see the stats (most common victory is science followed closely by culture, most common civ to win with is Rome followed by Germany, most common map size and type in victories is standard and continents, and the easiest civ-specific achievement is apparently Sumeria's - most difficult is probably Russia given that they've been in since the beginning of the game and still only 0.3% of players have gotten it).

somepartsareme
Mar 10, 2012

Diggle Hell is a Real
(Swingin') Place
I wish those achievements were tracked in game since EGS doesn't have achievements

Beelzebufo
Mar 5, 2015

Frog puns are toadally awesome


IS there anybody else getting more crashes and freezes since the last update. I've had my computer become totally unresponsive when on the menu screen sometimes. It's not constant so not sure what is causing it, looked online and it looks like there may be problems with NVIDIA cards?

Organic Lube User
Apr 15, 2005

My switch version crashes at least once per game.

Elias_Maluco
Aug 23, 2007
I need to sleep

The Little Death posted:

IS there anybody else getting more crashes and freezes since the last update. I've had my computer become totally unresponsive when on the menu screen sometimes. It's not constant so not sure what is causing it, looked online and it looks like there may be problems with NVIDIA cards?

Not that but here performance just seems worst (linux port, nvidia gtx 1050)

Loading times seems even bigger, late game gets pretty lagged, and sound sometimes begins to stutter

Chad Sexington
May 26, 2005

I think he made a beautiful post and did a great job and he is good.

Crazy Ted posted:

There really are some absolutely hilarious and hard-to-get achievements in Civ VI. I think there's still a few from the standard, non-scenario game that only 0.1% of players have been able to get.

The ones for the Maya and Gran Colombia are rather difficult on the face of it too:

To Plow the Sea: As Simon Bolivar, activate all the Comandante Generals across multiple games
Court of Itzamna: As the Maya, found a city adjacent to four luxury resources


I'm not exactly sure about the wording on the Colombian one. The Mayan one would just require a shitload of luck.

Yeah I'm going for Chandragupta nuke achievement now. It actually works nicely because Pericles is trying to run away with a culture victory and I have to bring him to heel.

I tried to get Walk Like an Egyptian recently, but it appears bugged. You have to get Pyramids and a sphinx on adjacent floodplains. But I think changes to the way floodplains work in Gathering Storm broke it? I'm pretty sure they were desert floodplains too. I know grassland floodplains are new so I wouldn't expect them to work necessarily.

e: My rarest is "Hello Cleveland!" at 0.2%. Doesn't seem like it should be so rare to play a concert in Cleveland?

Chad Sexington fucked around with this message at 14:27 on Jul 22, 2020

showbiz_liz
Jun 2, 2008

Crazy Ted posted:

There really are some absolutely hilarious and hard-to-get achievements in Civ VI. I think there's still a few from the standard, non-scenario game that only 0.1% of players have been able to get.

The ones for the Maya and Gran Colombia are rather difficult on the face of it too:

To Plow the Sea: As Simon Bolivar, activate all the Comandante Generals across multiple games
Court of Itzamna: As the Maya, found a city adjacent to four luxury resources


I'm not exactly sure about the wording on the Colombian one. The Mayan one would just require a shitload of luck.

Ha, I just got the Maya one on my first playthrough with her. I didn't even realize it was an achievement, she just gets a bonus for city-adjacent luxuries so I did it for that reason.

After that, it looks like my rarest achievement is "Have your Roman city lose 6 population from one Vesuvius eruption" (0.3%), which is both impossible to plan for and very bad.

HappyCamperGL
May 18, 2014

Crazy Ted posted:

There really are some absolutely hilarious and hard-to-get achievements in Civ VI. I think there's still a few from the standard, non-scenario game that only 0.1% of players have been able to get.

The ones for the Maya and Gran Colombia are rather difficult on the face of it too:

To Plow the Sea: As Simon Bolivar, activate all the Comandante Generals across multiple games
Court of Itzamna: As the Maya, found a city adjacent to four luxury resources


I'm not exactly sure about the wording on the Colombian one. The Mayan one would just require a shitload of luck.

Or you could just use world editor.

Speedball
Apr 15, 2008

A lot of these achievements are just there to irritate perfectionists or as jokes, like Seahenge (okay that was funny) or I remember back in Civ V, there was an achievement for conquering Petra with the same kind of tank that was in Indiana Jones and the Last Crusade.

It's fine though. I'm never going to get them all and every game I've ever platinumed I've had a hard time coming back to, so those unachievable achievements are gonna taunt me forever.

Albino Squirrel
Apr 25, 2003

Miosis more like meiosis

blackmongoose posted:

Yeah, there's a couple that are definitely there more for the amusement value than to actually be achieved (I like the ninja turtles and 99 luftballons ones). Scrolling through them all can get pretty amusing and it's also interesting to see the stats (most common victory is science followed closely by culture, most common civ to win with is Rome followed by Germany, most common map size and type in victories is standard and continents, and the easiest civ-specific achievement is apparently Sumeria's - most difficult is probably Russia given that they've been in since the beginning of the game and still only 0.3% of players have gotten it).
That last one's not that unreasonable but you do have to plan for it. The main trick is to do it on a map that doesn't wrap around. I got it on a Huge Inland Sea map, low sea level, with only one other civ*. Since you'll start on the other side of the map from the other civ, it should work as long as you make a chain of like 6-7 cities on either the north or south of the sea which'll give you a 70-hex distance for your trade route, as long as you don't settle by the sea so it forces your traders to go on land.

*Canada, so you can steal their hockey rink for another achievement.

Stefan Prodan
Jan 7, 2002

I deeply respect you as a human being... Some day I'm gonna make you *Mrs* Buck Turgidson!


Grimey Drawer
Man I just don't get how you can effectively use early war stuff on higher difficulties, even just on immortal I tried to play montezuma and rush my immediate neighbor brazil with eagle warriors to maybe get some builders and poo poo and by the time I had 3 eagle warriors he had at least 10 warriors with more coming out of his cities what seemed like every turn

It just feels like on high difficulties you need a certain amount of time to catch up to the AI's huge start bonuses, which makes the civs that have early aggression strats really hard to play

I guess I could just attack a city state and try to pick off their units, knowing that I can't really capture the city?

Madmarker
Jan 7, 2007

Stefan Prodan posted:

Man I just don't get how you can effectively use early war stuff on higher difficulties, even just on immortal I tried to play montezuma and rush my immediate neighbor brazil with eagle warriors to maybe get some builders and poo poo and by the time I had 3 eagle warriors he had at least 10 warriors with more coming out of his cities what seemed like every turn

It just feels like on high difficulties you need a certain amount of time to catch up to the AI's huge start bonuses, which makes the civs that have early aggression strats really hard to play

I guess I could just attack a city state and try to pick off their units, knowing that I can't really capture the city?

The real trick for early war is to spam archers. Archers allow you to focus fire and attack without being damaged in retaliation.
The purpose of your eagle warriors is to be fortified in the space in front of your archers.

Stefan Prodan
Jan 7, 2002

I deeply respect you as a human being... Some day I'm gonna make you *Mrs* Buck Turgidson!


Grimey Drawer

Madmarker posted:

The real trick for early war is to spam archers. Archers allow you to focus fire and attack without being damaged in retaliation.
The purpose of your eagle warriors is to be fortified in the space in front of your archers.

Ok what about war carts, similar or are they OP enough that you can just literally spam them

Madmarker
Jan 7, 2007

Stefan Prodan posted:

Ok what about war carts, similar or are they OP enough that you can just literally spam them

Up to Emperor you're pretty good with some good'ole warcart spam, but on immortal and deity they are better used as a supplement to your archers, helping kill specific units and pillaging stuff. However you can still steal like a city or 2, depending on opponent AI with just warcarts.

Super Jay Mann
Nov 6, 2008

Yeah on high difficulties just spamming melee units is a major trap, even when it's one of the UUs. Like for example, spamming Eagle Warriors from the word go isn't really worth the hassle unless you've got a CS or neighbor literally right next to you, and in any case you don't need to do that anyway because they're Eagle Warriors! They're 28 strength, they're going to stay relevant for quite a good amount of time, especially if you grab some luxes and go for Oligarchy. You can build up several cities and a proper development base, get a bunch of archers to supplement your eagles, and then go kill things secure in the fact that your eagles are a lot tankier than normal warriors and are going to be hard even for horses and swords to dislodge if you play carefully. And then by the time you do so you'll hopefully get a bunch of builders right at the point where you desperately need them.

Stefan Prodan
Jan 7, 2002

I deeply respect you as a human being... Some day I'm gonna make you *Mrs* Buck Turgidson!


Grimey Drawer

Super Jay Mann posted:

Yeah on high difficulties just spamming melee units is a major trap, even when it's one of the UUs. Like for example, spamming Eagle Warriors from the word go isn't really worth the hassle unless you've got a CS or neighbor literally right next to you, and in any case you don't need to do that anyway because they're Eagle Warriors! They're 28 strength, they're going to stay relevant for quite a good amount of time, especially if you grab some luxes and go for Oligarchy. You can build up several cities and a proper development base, get a bunch of archers to supplement your eagles, and then go kill things secure in the fact that your eagles are a lot tankier than normal warriors and are going to be hard even for horses and swords to dislodge if you play carefully. And then by the time you do so you'll hopefully get a bunch of builders right at the point where you desperately need them.

Okay yeah I started over and had pretty good success by waiting until I had like 6-8 of them and then rolled Brazil and then rolled Sweden and now I control the whole continent and I already have the highest science and culture of anyone I've met so it seems hard to imagine losing this game so this will just be practice of winning it fast enough before anyone can do anything with religion or culture or whatever

Does having the holy city of a religion I didn't found do anything for me at all?

Chad Sexington
May 26, 2005

I think he made a beautiful post and did a great job and he is good.
As if we needed further proof that Diplo victory was broken, a dude on Reddit won it as Kupe without founding any cities.

ROFLburger
Jan 12, 2006

I've been binging pretty hard on Anno, Cities Skylines and Surviving Mars lately - would Civ potentially scratch the same itch? Looks like it's in the same neighborhood

Chamale
Jul 11, 2010

I'm helping!



ROFLburger posted:

I've been binging pretty hard on Anno, Cities Skylines and Surviving Mars lately - would Civ potentially scratch the same itch? Looks like it's in the same neighborhood

The city-building is kind of a minigame in the larger game of building an empire and interacting with other nations. If you enjoy those games you'll probably enjoy Civ VI as well.

chaosapiant
Oct 10, 2012

White Line Fever

Civ VI is the best Civ for planners and role-players.

Crazy Ted
Jul 29, 2003

It looks like the Ethiopia/Roosevelt/CdM/Societies update just went live, because my version of Steam just downloaded about 200 MB of Civ VI content.

Crazy Ted
Jul 29, 2003

Full notes:

Persona Pack

Theodore Roosevelt (Rough Rider)

Unique Ability – Roosevelt Corollary: Units receive +5 Combat Strength on their home continent. Envoys sent to City-States you have a Trade Route to count as two Envoys. Gain the Rough Rider unique unit with Rifling.

Agenda – Big Stick Policy: Likes peaceful civilizations that have a city on his home continent. Dislikes civilizations starting wars on his continent.

Theodore Roosevelt (Bull Moose)

Unique Ability – Antiquities and Parks: Breathtaking tiles adjacent to either a Natural Wonder or a Mountain receive +2 Science. Breathtaking tiles adjacent to either a Wonder or Woods receive +2 Culture. All tiles in a city with a National Park are +1 Appeal.

Agenda – The Bull Moose: Likes civilizations with high appeal tiles. Dislikes civilizations with low appeal tiles. Settles near high appeal tiles and builds more high appeal districts and wonders.

Catherine De Medici (Magnificence)

Unique Ability - Catherine’s Magnificences: Improved Luxury resources adjacent to Theater Square districts or Châteaux receive +2 Culture. May initiate the Court Festival project in any city with a Theater Square district. When the project finishes, players earn Culture and Tourism based on the number of excess copies of Luxury resources France possesses.

Agenda - Sumptuous Finery: Likes civilizations that trade Luxury resources to France. Dislikes civilizations that have not made such a trade. Tries to collect as many copies of Luxury resources as possible.

Please note: Original Catherine De Medici can now be found as Catherine de Medici (Black Queen)

Ethiopia Pack
[NEW FEATURES]


Ethiopia Civilization

Unique Ability – Aksumite Legacy: Ethiopia’s International Trade Routes grant +0.5 Faith per resource at the origin. Improved resource tiles receive +1 Faith for each copy of the resource the city owns. Can purchase Archaeology Museums and Archaeologists with Faith.

Unique Unit – Oromo Cavalry

[Base Game or Rise and Fall] Ethiopian unique Medieval era light cavalry unit. Has additional sight and receives no Movement penalty from moving in Hills.
[Gathering Storm] Ethiopian unique Medieval era light cavalry unit. Stronger and greater sight than the Courser that it replaces. Receives no Movement penalty from moving in Hills.

Unique Improvement – Rock Hewn Church

[Gathering Storm] Unlocks the Builder ability to construct a Rock-Hewn Church, unique to Ethiopia. Gives +1 Faith and +1 Faith for every adjacent Mountain and Hills tile. Provides Tourism from Faith, after researching Flight. +1 Appeal. Can only be pillaged (never destroyed) by natural disasters. Can only be built on Hills or Volcanic Soil not adjacent to another Rock-Hewn Church.

[Base Game or Rise and Fall] Unlocks the Builder ability to construct a Rock-Hewn Church, unique to Ethiopia. +1 Faith. +1 Faith for every adjacent Mountain and Hills tile. Provides Tourism from Faith, after researching Flight. +1 Appeal. Can only be built on Hills not adjacent to another Rock-Hewn Church.

Leader - Menelik II

Ability - Council of Ministers: Receive Science and Culture equal to 15% of your Faith generation in cities founded on Hills. Units receive +4 Combat Strength on Hills.

Agenda - Ethiopian Highlands: Prefers building cities on Hills. Likes Civs who build cities away from Hills. Dislikes Civs who build cities near or on Hills.

b]New District: Diplomatic Quarter[/b]

[Base or Rise and Fall] Your civilization receives +1 Culture for each Delegation or Embassy from a foreign civilization through diplomacy. +1 Envoy if built next to the City Center. Enemy Spies operate at 2 levels below normal targeting this district and adjacent districts. Only 1 can exist in your empire at a time.

[Gathering Storm] Your civilization receives +1 Diplomatic Favor for each Delegation or Embassy from a foreign civilization through diplomacy. +1 Envoy if built next to the City Center. Enemy Spies operate at 2 levels below normal targeting this district and adjacent districts. Only 1 can exist in your empire at a time.

Envoy bonuses have been rebalanced to tie into the Diplomatic Quarter and its Tier 1 and 2 buildings (more information on those below).

Having 1 Envoy assigned grants +1 yield in the first building of particular districts and Capital.
Having 3 Envoys assigned grants +2 yield in the second building of particular districts and Consulate building.
Having 6 Envoys assigned grants+3 yield in the third building of particular districts and Chancery building.

New Buildings
Consulate: +2 Influence Points per turn. Enemy Spy levels are reduced by 1 when targeting this city or cities with Encampments.
Chancery: +3 Influence Points per turn. When this civilization captures or kills an enemy Spy, receive 50 Science for every level of the enemy Spy.

[Rise and Fall or Gathering Storm]

Secret Societies Game Mode

Discover the secret societies pulling the strings of civilization since the dawn of man. Only the most privileged have ever laid eyes on them. Each Society grants new unseen powers but make your selection carefully. Once a Society is joined, you can never leave.

This game mode adds four powerful and mysterious Secret Societies to the world. To make contact, seek out a Society where its influence might hide: Barbarian Camps, Tribal Villages, Natural Wonders, or City-States. Discovery is not guaranteed, but you are more likely to find a Society that other players have not discovered, or on continents where no Society has yet been discovered. Alternatively, invest in diplomatic visibility to learn about them from other leaders.

Discovering a Society unlocks a unique Governor with powerful bonuses, which players do not need to assign to a city. Once you become a member of a Society, you commit to membership for the rest of the game.

Alliances with players who are members of the same Society generate Alliance Points more quickly, and those players will have an improved opinion of you in diplomacy. Players who are members of a different Society, however, will dislike you once they are aware of your affiliation.

Owls of Minerva

A player has a chance to discover this Society by sending Envoys to any City-State they currently have no Envoys at.

Governor Bonuses:

Level 1: +1 Economic policy slot. Each Trade Route started with a City-State awards 1 Envoy there.
Level 2: Unlocks the Gilded Vault. Replaces the Bank. Also provides this Commercial Hub’s gold adjacency bonus as Culture. Gives +1 Trade Route capacity if this city has a Harbor.
Level 3: +1 Wildcard policy slot. +2 Spy capacity. Cities with a Spy get +4 loyalty per turn and +1 Amenity.
Level 4: Whenever an offensive spy mission is successful, you also gain half of the Gold, Faith, Culture, and Science that the targeted city earned that turn. Earn 3% of your Gold treasury as Gold per turn (up to 1000 Gold per turn).

Hermetic Order

A player has a chance to discover this Society by discovering any Natural Wonder.

Governor Bonuses:

Level 1 - Reveal the Ley Line resource on the map. Ley Lines give standard adjacency to all specialty districts.
Level 2 - Unlock the Alchemical Society. Replaces the University. Also provides +1 Great Merchant point, and +1 Great Engineer point. +2 Production. Provides the Campus’s Science adjacency bonus as Gold.
Level 3 - For every Great Person earned, Ley Lines receive +1 yield equal to that Great Person's district type. Great Admirals and Great Generals earn +1 Science.
Level 4 - Unlocks Occult Research, a city project that requires the Campus district. It provides Gold while active. When completed, it grants Great Merchant, Great Scientist, and Great Engineer points. It also grants Science for every Ley Line in the city

Voidsingers

A player has a chance to discover this Society by investigating Tribal Villages.

Governor Bonuses:

Level 1 - Unlocks the Old God Obelisk. Replaces the Monument. Also provides +4 Faith and 1 Great Work slot that can hold any kind of Great Work.
Level 2 - Cities earn Gold, Science, and Culture per turn equal to 20% of their Faith per turn rate.
Level 3 - Unlock the Cultist unit. Purchased with Faith, it is a Religious unit that can spend a charge to 'Recruit Followers' into the cult from enemy cities. This action reduces the Loyalty of the city it is in by 10 and requires a charge. When the Cultist expires, the owning player is awarded with a Relic of the Void
Level 4 - Unlocks the Dark Summoning city project which can be performed in cities that have an Old God Obelisk. While active, it converts Production per turn into Faith. When the project is completed, it increases the amount of Loyalty damage your Cultists do against enemy cities by 2 (up to a maximum of 30).

Sanguine Pact

A player has a chance to discover this Society by capturing Barbarian Camps.

Governor Bonuses:

Level 1 – Player granted a Vampire unit. Combat unit with variable melee strength. Reduced passive healing. Retreats to capital upon death, healing to 1 HP. Heals an additional 50 HP from pillaging enemy tiles. Gains Combat Strength when a unit dies adjacent to it. Has base Combat Strength equal to the player's strongest built unit. Strength from defeated Barbarian is capped at +10.

Level 2 - Unlock the Vampire Castle improvement. Cannot be placed next to another Vampire Castle. Can be placed on empty tiles in player-owned or neutral territory. Can only be placed by Vampires. Grants defensive bonus to any unit on the tile. Vampires move to the player's nearest Vampire Castle (or capital) when they die. The player may only have as many Vampire Castles as he has Vampires. Vampires can remove the player's Castles, and any unit can pillage Castles. Vampire Castles grant yields to their owner's capital equal to the yields of all adjacent tiles. Player granted a second Vampire unit.

Level 3 - Unlock Intimidation passive bonus for Vampires. Enemy units adjacent to the Vampire lose 5 Combat Strength. Vampires can pillage for 1 movement cost. Player granted a third Vampire and third Vampire Castle build.

Level 4 - Units can airlift to/from Vampire Castles. Player granted a fourth Vampire and a fourth Vampire Castle build

Free Game Update

[UI]


Added information to the Espionage pop-up that calculates mission success probabilities.
Fixed an issue where tooltips failed to update for the Chat Panel and Trade Menu when resizing them while having the “Replace Hold-to Drag with Clicks” option enabled during gameplay.
Fixed an issue where inaccurate information would be present in the World Climate menu after a Comet Strike during Apocalypse mode gameplay.
UI camera panning has been disabled when a popup is active to prevent unintended panning.
The items in the promotion panel stack now have more room to fit verbose languages.
Wonder movies can now be dismissed with right-click.

[BUGS]

Fixed an issue with the Great Work Heist spy mission that prevented players from stealing Great Works.
Fixed an issue where a Great Prophet notification was not triggering after earning enough Great People points.
Fixed an issue where GDRs were incorrectly affecting city Defense Strength.
Fixed an issue where the incorrect information would be displayed when changing the number of Envoys, while there is an Envoy modifier in effect.
Fixed some internal calculations for Rock Bands and Tourism.
Fixed an issue where players would sometimes be prevented from planting woods on unrevealed resources.
Fixed an issue where max unit strength was not properly updating the city strength.
Fixed an issue where end of movement penalties were applying early and preventing units from using their final movement points.
Fixed an issue where restarting the build of a district would be prevented if a new resource had popped up on its location.
Fixed an issue where the Wonder Placement lens will remain open when opening and closing the City Details list before selecting a tile for a Wonder during gameplay.
Fixed invalid combat previews from appearing when units are awakened.
Fixed an issue where pillaged City-State resources would add to the number the Suzerain got, instead of subtracting.
Fixed various text bugs.
Fixed a crash caused by pillaging in neutral territory.
Various additional crash fixes addressed

[AI]

Fixed an issue where AI tracking of Envoys was getting miscalculated when an Envoy modifier was in effect.
Additional AI improvements.

[MULTIPLAYER]

Red Death


Fixed an issue where units killed by mines and gifts stayed alive with 0 HP.
Fixed an issue where the spark animation showing at incorrect times
Text for a failed Gift Drop now displays on the target hex and is only available to the dropping player.
Added icon for Jocks’ Hail Mary ability.
The multiplayer chat window will now automatically begin scrolling once it has first filled with messages.

HappyCamperGL
May 18, 2014

Crazy Ted posted:

Theodore Roosevelt (Bull Moose)

Unique Ability – Antiquities and Parks: Breathtaking tiles adjacent to either a Natural Wonder or a Mountain receive +2 Science. Breathtaking tiles adjacent to either a Wonder or Woods receive +2 Culture. All tiles in a city with a National Park are +1 Appeal

lmfao, just a bit good that.

Madmarker
Jan 7, 2007

HappyCamperGL posted:

lmfao, just a bit good that.

I am doing everything I can to get Eiffel tower with Bull Moose Teddy

Deceptive Thinker
Oct 5, 2005

I'll rip out your optics!

HappyCamperGL posted:

lmfao, just a bit good that.

yeah it's pretty broken - friend sent me a screenshot of turn 1: 6.8 science, 5.5 culture

Shooting Blanks
Jun 6, 2007

Real bullets mess up how cool this thing looks.

-Blade



Chad Sexington posted:

As if we needed further proof that Diplo victory was broken, a dude on Reddit won it as Kupe without founding any cities.



This is incredible.

Organic Lube User
Apr 15, 2005

Chad Sexington posted:

As if we needed further proof that Diplo victory was broken, a dude on Reddit won it as Kupe without founding any cities.



This feels like beating that one Farcry game by just farting around in the starting room for five minutes. Like the final boss tells you.

Super Jay Mann
Nov 6, 2008

Okay so it turns out finding a secret society gives you a free governor title straight up. Even if it isn't used for the secret society itself :stare:

So you can find all four secret societies within the first couple dozen turns, spend one of those titles to join one of them and the other three wherever you like. Imagine getting an early settler and starting with both Magnus AND Pingala's first few promotions. :woop:

CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.
After talking to you guys and other civ people on Twitter, I think I had a combat breakthrough. For some reason it took a lot of repetition for "bring ranged units" to get through my head, but I also think I figured something out -- when there's walls, siege engines are good at taking away the blue health because that's the walls but crap at the yellow health because that's the garrison, and ranged units are the opposite, is that right?

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Organic Lube User
Apr 15, 2005

Cool, the expansion is already not showing up on my switch even though it downloaded and installed an update.
Good thing cable companies haven't really been enforcing thresholds, this game is eating a bunch of my bandwidth.

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