• Civilization 7 has been announced. For more info please check the forum here .

The new patch seems to have arrived

Yes, they are separate, but if we still had a global slider, there would be a more _streamlined_ alternative to assigning specialists if you don't want to micro it to the last beaker.

The current system we have really doesn't fit the design goal of streamlining, isn't remotely realistic, and makes gameplay micromanagement hell, so what redeeming quality does it have?

Yeah, Civ games have historically been pitch-perfect recreations of reality.
 
None.

It should be fixed. I can live without the neutral commerce type, but not without beaker overflow.

I will have some rather unkind words for Firaxis if they try and pass this off as working as intended/designed.

Welcome to the resistance :)
 
I have mentioned this before, but until the GS gets nerfed, this is at least some semblance of a balancing act towards research. I don't lose remotely as many beakers through overflow as the GS can make up with instant discoveries and slingshotting ages.

The same balance can be achieved by simply increasing tech costs. It's stupid that optimal research currently requires the player to micromanage growth and specialists--it just isn't any fun and it serves no useful purpose.
 
Exactly.

When we are at this. I noticed that I much more often micromanage city production since there is no production overflow either. Not to much though. Usually when selecting what to build I lower shield production if it doesn't make difference, or increase if it does.
 
player1 fanatic are you sure about that? I was under the impression that hammer overflow is in fact implemented. It's not completely obvious in the way it's presented by the UI though. I'll check next time I'm playing.
 
Hmm... you may be right. I think I saw once a city that produced 80 hammers yet was able to finish 100 hammer improvement in one turn.

Still, there was no any indication in the game that there was an overflow, so it could've been something else.
 
player1 fanatic are you sure about that? I was under the impression that hammer overflow is in fact implemented. It's not completely obvious in the way it's presented by the UI though. I'll check next time I'm playing.

I just checked because I wasn't sure after reading this. You are right, hammers do overflow. The interface just does a good job of hiding it :) If you look on the first turn of building a new thing, it doesn't show the overflow hammers, but if you check again on the second turn they have been added.

Completely agree that research should overflow. If that's not a bug I can't imagine why they would possibly think removing research overflow was a good idea...
 
Yes. Yes. Yes.
 
The answer is quite simple: you didn't have it in Civ3 either.

The beginning of the turn was evaluated city by city in Civ 3, though. So you'd only lose the overflow research from whatever city finished the tech, then choose a new tech, and the research from other cities that hadn't been evaluated yet would be applied before the movement phase began. At least, that's my recollection, it's been a while...
 
"Raze the City!" option seems to be bugged.

After conquering the city:
- Annexing it adds unhappiness
- Creating Puppet adds less unhappiness than Annexing
- Razing the city, annexes it without adding unhappiness and starts razing process, which could be stopped any time.

As a result we have a full functioning city without any hit to unhappiness, even to the unhappiness generated from number of cities.

Not true. The minute you stop the razing all the unhappiness comes back. It's not possible to have a fully functioning city without any hit to unhappiness unless you consider a burning city to be fully functioning.

PS: I hate sliders and I'm glad they're gone.
 
Just did some performance comparison with an old savegame I had. I wasn't able to load it up since Friday because of Babylon!!! (I really can't believe that they did such a simple mistake, but that's a whole different topic...)
Anyway the results seem to be quite positive.

I was tracking that game for another thread here. The turn time I had noted down was:
  • 52-56 sec
The measurements were taken during 3 consecutive turns following turn 427.

I've reloaded that savegame of turn 427 and here are the results.
  • 28-33 sec

I don't want to get your hopes high or anything, but the patch did the trick for me...
 
This has now been deployed http://forums.2kgames.com/forums/showthread.php?t=97009

* Legacy saves for players who own Babylon will work correctly.
* Mods that broke (will not load, and saves would crash on load) as the result of the .62 patch (full Civ mods mainly) now work correctly.
* Scenario menu glitch corrected.

Steam just downloaded stuff for civ when I tried to launch and the game version is changed to 1.0.0.621
 
Confirm it downloaded and came up on my machine minutes ago with version 1.0.0.621 on my machine.
 
anyone knows what that means in the 1.0.0.621 release notes?

# Exploit – Raze/Annex happiness fix.
 
anyone knows what that means in the 1.0.0.621 release notes?

# Exploit – Raze/Annex happiness fix.

It was possible to choose "Raze" when capturing a city, which lead(s?) to no unhappiness from the city, then go to the city screen and stop the razing, but the unhappiness didn't get recalculated before save/reload, so you essentially got an unhappiness-free normal city until next session.
 
The entrance has been served, now let's get serious.

When the second and real patch ?

Thx
 
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