[GS] Antarctic Late Summer Patch Discussion Thread

This is sort of circular, though. If you are warring with other civs, you are probably pillaging and getting heaps of gold (which people have been saying can get quite outrageous). Warring/Pillaging players are the more likely to have a larger army in more need of quicker upgrading to continue their war efforts, so now higher upgrading costs are introduced to give them something to spend all that gold on, which leads to more pillaging to fund the war machine. Meanwhile, more peaceful players can plan out when to do their upgrading and have more leeway in doing so; they will likely not need to upgrade to tanks right away if things are peaceful. So this seems fine in my books
I was thinking more along the lines of early game upgrading and specifically, having to send weak heavy chariots and horses into tight spots to raise gold for knight upgrades. The same can be said of upgrading to tanks as you mentioned.

It seems circular to me as well. I was, and still am, decrying the absurdity of having to war with upgradable units (and risk them being destroyed) in order to get the gold for upgrading. I played one test game with Shaka and was very short funding, and another with Pericles in which I had no trouble what-so-ever. Perhaps I was overreacting based on upgrading early Zulu heavy chariot corps to knight corps.
 
You certainly don't have to war for gold to get knights. You could build more of a commercial empire to raise funds, or an industrial empire and build your units, etc. Warring for fold is just one, often effective and valuable, strategy.
 
I'm late to the party, but this update sounds fantastic. Not just for the particular changes, but because it definitely shows the devs are paying attention.

They came up with some pretty nifty solutions to some well-known issues, like buffing Norway while doing away with the excess of pillaging bonuses. The latter shows a real willingness to course-correct.

Canada gets a production bonus from mines. That should curtail some whinging. Personally, I would like to see a production bonus of lumber mills. Lumberjacks are thematic, eh?

Lot of UI's got buffed in terms of direct yields. I wish they did something more interesting than just issue yields though. Really, really wish that Great Wall tiles were impassable terrain for barbarians. It would be a unique but hardly broken feature and would facilitate the design intent of them being early-game defense, not just late-game tourism/gold generation. Providing a fort's defensive bonus doesn't accomplish that, because in the early game defensive units are at a premium, and Qin is supposed to be cranking out builders and using their charges to quick-build wonders while his bonus is still relevant. Using builders to build forts and then having to build units to man them is bad synergy. Maybe also have walls culture bomb so players can more feasibly build consecutive walls in early eras.

Saw a bunch of stuff about aircraft in the notes. Hope they actually start showing up.

Anyway, dev's if you're reading this, :thumbsup: :grouphug: :thumbsup:
 
Last edited:
I finally found out that the great works window can be scrolled with the mouse wheel. I hate the new drag and drop system, it's counterintuitive and makes it so much more of a hassle to switch things around. Also, WHY DO PAINTINGS STILL HAVE A 10 TURN TIMER TO BE MOVED?????????

I concur. There is probably a hotfix in the works.

There were reddit threads (that got Firaxis response) about how the new great works system didn't work well for disabled gamers, so that's likely part of the hot fix.
 
Has anyone gotten to level 7 climate change post patch? Just wondering how the increased submerged tiles is working. I haven't had a game go that long yet.
 
I easily hit climate change level 7 in my first post-patch game. I had three coal power plants and a few oil & coal units. Some other AIs were also burning coal. Once we hit level 1, we rather quickly hit level 7. I had a city with modest (but not bad!) production that was never able to finish the flood barrier that it started just before we hit level 1 because it all went so fast. About 7-10 turns between sea level increases, just about. I didn't really notice a change from before the patch.
 
Strangely.. i experienced a much slower Climate-Change growth ratio.
Not sure if it was the map conditions (TSL Europe) or how the actual events occured (reasonable Coal+Oil impacts as usual.. major Warmongering.. etc).. but at least, i could reach the pivotal "Computers" fast (beelined) enough to push out 6+ Flood-Barriers far before reaching level #1.
Then, by about turn #310 (Quick).. i still was under Climate Orange step #3 only.

Weird -- sooooo, i'll just have to setup a new but "regular" random Archipelago or something to witness if this kind of flaw would occur again.
 
So does anyone have an updated status on the apparent hotfix?

IMHO the game is unplayable now (or at the very least I'm not able to enjoy it) and I was hoping for a hot fix before last weekend. I've read multiple posts about tests saves with bugs that we're squashed, read about people thinking it was just around the corner, etc. but nothing solid.

\Skodkim
 
The Mac and Linux qa builds updated again. So whatever they put on the branch builds to send to 2K yesterday didn't meet approval.
 
And the non-QA Mac and Linux branches were just updated. If these meet with approval, I predict a patch for the trade bugs to drop tomorrow. But we won't know if they're good until we either see the patch or another qa branch update.
 
Last edited:
Now they just need to patch in a way to slider-adjust climate nonsense, which they hamfisted took out because they hate people that like coastal starts, and maybe I'll start the game again.

Until then, crickets.
 
Yeah, I'm sure that's it. They've got an agenda that's pro-science and anti-coast, or something!
What on earth does science have to do with a game? Or did I miss the part in Earth's history where, on a TSL Earth map, where all of Florida disappeared underwater because the USA built machine guns during the Civil War?

People really, really need to separate the "omg climate change is real" argument from the "omg climate change is handled really, really stupid in Civ6" argument. They're two different things.

I believe in climate change. I don't believe that Cuba sank in 1918 because World War 1 happened.
 
And I don't believe that the Mapuche battled Russia in the jungles of Sweden, but that can happen in a Civ game. I don't see how that's any different.

Regardless, nobody at Firaxis has a vendetta against coastal starts, England, or whatever else. That's just nonsense.
 
I didn't say they have a vendetta against them. You did. I said that coastal starts are just plain bad right now and have been for a long time. Plenty of people have pointed it out mathematically. About 1/3 of the civs in the game are water/coastal based civs and are basically self-nerfed to avoid their "preferred starts".

We're not saying that Firaxis has a vendetta, we're saying Firaxis needs to make a balance pass and find a way to buff coastal starts so it isn't stupid to pick a coastal civ. Right now you're literally better off starting on plains with some desert hills a few tiles away from a river. That's a near ideal start, which is essentially the opposite of what common sense would dictate.
 
Now they just need to patch in a way to slider-adjust climate nonsense, which they hamfisted took out because they hate people that like coastal starts, and maybe I'll start the game again.

Until then, crickets.

I'll just quote you again. Emphases mine.
 
Regardless, nobody at Firaxis has a vendetta against coastal starts, England, or whatever else. That's just nonsense.
Well, maybe not an intentional or conscious bias, but it was pretty clear that (for whatever reason) they got wacked with the Nerf hammer back to back to back, often bizarrely and for no apparent reason.

(Not that I truly think it's a bias rather than a weird happenstance and at one point an attempt to handle exploitation. And I actually enjoy the current rendition of England, even if it's a bit on the weaker side. It's fun thematically).
 
Back
Top Bottom