1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

[GS] Antarctic Late Summer Patch Discussion Thread

Discussion in 'Civ6 - General Discussions' started by Aristos, Apr 2, 2019.

  1. Duuk

    Duuk Doom-Sayer Supporter

    Joined:
    Dec 16, 2005
    Messages:
    1,836
    Gender:
    Male
    Location:
    Detroit, Michigan, USA
    I was unaware that the real world had slider-adjustable climate nonsense. Someone should have told Al Gore. :D

    And yes, Firaxis obviously hates coastal starts, since they've been constantly underperforming since Day One and, WHILE UNDERPERFORMING, have been hit with the nerf bat.
     
    KrikkitTwo and acluewithout like this.
  2. Disgustipated

    Disgustipated Warlord

    Joined:
    Nov 14, 2006
    Messages:
    11,016
    Location:
    Las Vegas
    The reason they were nerfed is because people were saying climate change wasn't severe enough (I wasn't one of those people). That was said right here at Civ fanatics. It's easy to blame Firaxis, but they are just giving us what we asked for.

    And no, claiming plains starts are better than coastal starts is nonsense. It takes a long time to turn a plains start into something decent. Let's put it this way, I do much better with England Eleanor than inland French Eleanor. I also do better with Dido than Mansa Musa.
     
  3. V. Soma

    V. Soma long time civ fan

    Joined:
    Apr 13, 2004
    Messages:
    3,822
    Gender:
    Male
    Location:
    Hungary
    Steam db shows FXS changed Social media - is it sign of hotfix coming soon...? :)
     
  4. Stilgar08

    Stilgar08 Chieftain

    Joined:
    Nov 6, 2002
    Messages:
    1,448
    Location:
    Zeven, Germany (Lower Saxony ;)
    They didn't nerf coastal. They buffed highly demanded climate change impact. And they buffed coastal. I agree that they didn't buff enough but your claims are just false.
     
  5. WillowBrook

    WillowBrook Lurker

    Joined:
    Sep 12, 2004
    Messages:
    3,057
    Location:
    Chicagoland
    Not sure how that would relate to a patch (but I'm no expert), but other recent steam db activity points to a patch coming soon. :)
     
    Eagle Pursuit and Stilgar08 like this.
  6. Trav'ling Canuck

    Trav'ling Canuck Warlord Supporter

    Joined:
    Feb 7, 2018
    Messages:
    2,864
    Gender:
    Male
    The Scots-loving dev team member does. :splat:
     
  7. DWilson

    DWilson Where am I? What turn is it?

    Joined:
    Jun 7, 2012
    Messages:
    1,463
    Gender:
    Male
    Location:
    Milwaukee, WI, USA
    You might be able to argue they nerfed it with the seastead change (I was sad), but it's so late in the game, so I'm not sure it counts.
     
  8. Council 13

    Council 13 Chieftain

    Joined:
    Aug 8, 2013
    Messages:
    74
    Location:
    Chicago IL
    Disasters don't just affect coasts. There are plenty of disasters that happen inland. Please stop complaining about this irrational and blatantly inaccurate point.
     
    RickSL likes this.
  9. Eagle Pursuit

    Eagle Pursuit Scir-Gerefa

    Joined:
    Aug 12, 2010
    Messages:
    14,137
    I think if we don't see any additional Mac and Linux QA and Branch updates today, the hotfix will come tomorrow.
     
    Josephias, SirWill90 and WillowBrook like this.
  10. Delvi

    Delvi Chieftain

    Joined:
    May 11, 2015
    Messages:
    85
    Gender:
    Male
    Location:
    Italia
    The issue with coast is linked to the yield of sea tiles and IMHO it could be solved having also science and culture yield every 3-4 tiles. I like role playing and when I manage a civilization which has the capital on the sea irl, then I found my capital on the coast and I'm fine with it.
     
  11. Kwami

    Kwami Warlord

    Joined:
    Oct 3, 2010
    Messages:
    1,331
    Weaker tile yields for water have been a feature of Civ since... Well, at least IV, when I started playing. Maybe before then? Coastal cities focus on Food and Gold, but lack Production. They're trading cities that get really big and make a lot of money, but don't build many wonders and units. That's pretty thematic, I think. If it's not working out in the current game, then maybe something needs tweaking (e.g. trade routes, costs to build Harbors and buildings in them, etc.). But, I wouldn't like random Culture/Science from water tiles or anything like that.
     
  12. Stringer1313

    Stringer1313 Chieftain

    Joined:
    Sep 10, 2014
    Messages:
    849
    What about additional adjacency bonuses for putting your Campus or Theater Square next to the coast (???) and/or other districts like Holy Sites? There are plausible reasons why people would be more inspired next to coastline. That might buff coasts without doing a flat overpowered bonus, but it gives you an incentive to put districts on the coast and risk getting flooded later. So you make that interesting risk/reward calculation
     
    King Rad and Kmart_Elvis like this.
  13. Aristos

    Aristos Lightseeker

    Joined:
    Dec 11, 2001
    Messages:
    3,575
    Gender:
    Male
    Location:
    Deep inside...
    Of course they have. They created the CC mechanic because they hate @Victoria ; for her, and only for her, so that England now sucks even more. :lol::lol::lol::lol:

    Seriously though, see it as a weapon. It's just that. I just finished an IMM Australia game where 90% of my cities were coastal, and NONE of them were scratched by coastal flooding. I waited enough for my cities to be barrier protected, and then pumped the heck out of my coal power plants, battleships and railroads into the atmosphere. Let them greenies drown in CO2 and water. Sweet revenge against the real life melodrama that I, at least, seriously question.

    It's a weapon, nothing more. Use it as such.
     
    KrikkitTwo likes this.
  14. bbbt

    bbbt Warlord

    Joined:
    Oct 21, 2013
    Messages:
    1,863
    I think that's a lot of it - coastal cities were successful and grew large largely as influence of trade and economy in a game that's never had much of an actual trade or economic system besides +x gold. (or a representative population growth system for that matter).

    They could do more on the +X gold front though for Civ 6 at least. Maybe some version of Mali's Sahel merchants - i.e. +1 gold to trade routes for every 2 coastal/ocean tiles in the starting city if it's founded on the coast, another +1 gold per 2 ocean/coastal tiles in the city for a harbor.
     
  15. Josephias

    Josephias Chieftain

    Joined:
    May 8, 2007
    Messages:
    806
    Hope is true... It's good rewatching Game of Thrones in preparation for new season has taken away part of my non-work time, but I understand people is becoming impatient.

    I don't know if it would be posible or it is worth now, but some other games (iirc, TW:Rome II), did provide the option to go back to pre-patch status via BETA builds when some patch went wrong (in CA's Rome2 case, I think the new patch was messing up the old savegames). Maybe FXS was confident in managing the Hotfix in a short time, but if it takes more time tan expected, it could be a solution to consider.

    Spoiler :

    Yep, it was TW Rome: see below you can Access several patch versions via BETA menú.

    Rome II patch versions.png

     
  16. Takfloyd

    Takfloyd Chieftain

    Joined:
    Apr 17, 2005
    Messages:
    405
    Location:
    Bergen
    In earlier Civ games, weaker tile yields on water were offset by being able to build useful coast-exclusive buildings. But in Civ VI, the Commercial Hub provides an alternative to most of the benefits of a Harbor, and gold is easier to come by in general.

    We used to get 2 trade routes if you had both a Harbor and Commercial Hub, but that's obviously too powerful when you can put the Traders anywhere and boost unrelated cities. Perhaps Harbors should instead provide an additional trade route from that city which can't be moved and becomes an innate power of a coastal city.
     
    Last edited: Apr 10, 2019
  17. criZp

    criZp Warlord

    Joined:
    Jul 19, 2013
    Messages:
    1,181
    Location:
    Nidaros, Norway
    Traders should not be movable regardless of where they come from
     
  18. Takfloyd

    Takfloyd Chieftain

    Joined:
    Apr 17, 2005
    Messages:
    405
    Location:
    Bergen
    That makes no sense. You could just buy them where you need them then. And if you disable that as well, the entire point of internal trade is lost (to help struggling new cities grow by moving traders there). My idea for harbors would be that you don't build a trader anywhere at all, one simply spawns in that city which can't be moved, while commercial hub traders work like they currently do.

    They could change the trade route system completely though, make it so you can't move traders and can only build them in the city that has a commercial hub or harbor and no associated trader yet, and then make it so both cities get food and production for internal trade routes. That way you solve the exploit of stacking traders in one city, and can still boost a new city by sending many trade routes TO that city.
     
    mentos15 and Duuk like this.
  19. UWHabs

    UWHabs Warlord

    Joined:
    Oct 10, 2008
    Messages:
    3,995
    Location:
    Toronto
    I could get behind a system where each trader was essentially fixed from a starting location. Or maybe something like you have X global traders that you're allowed to build, but any one city can only send out one trader per city centre/CH/Harbor. So most cities would only be able to send out one or two traders, and only all 3 if it had all 3 districts (and them maybe you add in the capacity for an extra trader for the current wonders that give extra trade route slots). As you say, you probably need to give both cities the bonuses from trade routes in that case to balance things a little more. But at least in this case it would give you a larger bonus to coastal cities that can get both a harbor and commerce hub, even if you don't bring back them both giving the extra route they at least give an extra slot from that city.

    I would still say that there should be other bonuses too to harbors. Even something like having a harbor count as a trading post, and giving them an extra "bonus" so that every trade route through a harbor the owner of the harbor gains a certain "tax" on any trade routes passing through. Like if they each gave a base +3 gold to each trade route passing through, that suddenly could make it even more powerful if they happen to be the only harbor on the continent.
     
  20. Duuk

    Duuk Doom-Sayer Supporter

    Joined:
    Dec 16, 2005
    Messages:
    1,836
    Gender:
    Male
    Location:
    Detroit, Michigan, USA
    It would actually make more sense if the TARGET city received the food/production anyway, since you're SENDING those things to the new city. Right now it actually is backwards.
     
    bbbt, King Rad and Kmart_Elvis like this.

Share This Page