[GS] Antarctic Late Summer Patch Discussion Thread

I just noticed this new info about how much resourses you used and how much CO2 you added to the atmosphere in the last turn. It is new, isn't it?
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Did anyone else take as long as me in figuring out that you can spam Flood Barriers with faith as Suzerain of Valletta? :crazyeye:

I supposed it was possible, but hadn’t checked it yet. Thanks!
 
Has anybody else noticed AIs not building walls or teching very well? Just had a game where half the cities on the map had no walls at turn 360. That also means at turn 360 none of those AIs had Steel.

New to the expansion so I don't know if this is an issue from the Xpac itself or the patch.
 
Has anybody else noticed AIs not building walls or teching very well? Just had a game where half the cities on the map had no walls at turn 360. That also means at turn 360 none of those AIs had Steel.

New to the expansion so I don't know if this is an issue from the Xpac itself or the patch.

In my game (started 2 days ago) I had plenty of enemy walls (difficulty 5) when I started going on a Norwegian Berserker rampage around the historically appropriate time. Although one of my two enemies was Georgia, so that may have something to do with it. (the other was Rome)
 
It just occurs to me that much of the reason why WW II started in the Pacific was that Japan is rather starved of natural resources, especially oil. Let's not forget that WW II started in 1938, not 1939 (European idea) or 1941 (American idea).
 
Oh yeah, for the record the game I described was Immortal. Most of the AIs lacked walls. Mvemba had a bunch of cities and didn't have a single wall.
 
There are simple ways to go about fixing this, like being able to drag a slider under the iron icon to increase or decrease the amount

Seriously? Civ 4 had mouse wheel for the same function, now 15 years later they cannot implement something that basic??? Yeah. :rolleyes:
 
Seriously? Civ 4 had mouse wheel for the same function, now 15 years later they cannot implement something that basic??? Yeah. :rolleyes:

Civ IV had far, far better trade and diplomacy in every possible way than both Civ V and Civ VI, so it shouldn't really be a surprise. To think that in Civ IV, you could see all the diplomatic arrangements between all the players on a single screen. You could also see all the OPINIONS of all the players towards all the other players on a single screen. Just that alone makes it pretty silly how cumbersome Civ VI is in comparison. And that's not even getting into the depth of the actual trade/diplo system...
 
Eh, I think you're remembering Civ IV as better than it actually was. The UI that showed all of the opinions was nice, sure. But trading techs and knowledge of other civilizations was lame. Also, diplomacy was basically, "you're not the same religion, I hate you" for quite some time. There wasn't really much depth to it.
 
  • 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.

I'm wondering if anybody can confirm that this does not work as intended. In my current game I was dragged into a war because my ally was attacked. I conquered several of the aggressor's cities but it did not generate any grievances.
 
But trading techs and knowledge of other civilizations was lame.
While it may not be very accurate historically, it is an interesting gameplay element, which requires observation and skill to use it effectively, I see nothing lame about it. And if you don't quite like it, there are options in the settings to tone it down by picking 'No Tech brokering" - you can only trade the techs you've researched yourself, or turn it off completely and play w/o tech trading. You have all the freedom to customise you game.

Also, diplomacy was basically, "you're not the same religion, I hate you" for quite some time. There wasn't really much depth to it.
There are leaders in civ IV who do not care about religion much, and there are religious nuts, it is not so trivial as you describe. You have an option not to convert, if it is too dangerous, but then you sacrifice production bonus.

Religion is IV is a factor for the first blocks of friends, it makes you pick and choose your first camp, perhaps sacrificing something. And then, when time advances, people switch out of religions and its importance for diplo fades away, but is replaced with importance for culture. That's one of the most beautiful game systems with all the depth.

In comparison V's religious system is completely bland, just a shopping cart for more perks, in VI - well, you get to play with emperor Palpatine's powers, that's already a big plus over V, but not enough to top IV.
 
There are leaders in civ IV who do not care about religion much, and there are religious nuts, it is not so trivial as you describe. You have an option not to convert, if it is too dangerous, but then you sacrifice production bonus.

Religion is IV is a factor for the first blocks of friends, it makes you pick and choose your first camp, perhaps sacrificing something. And then, when time advances, people switch out of religions and its importance for diplo fades away, but is replaced with importance for culture. That's one of the most beautiful game systems with all the depth.

Erm, the actual effective loss from converting a religion is important only if you run a religious civic (like Organized Religion). The building production bonuses are tied to the AP, not the religion you pick. Also religion is not mandatory for culture, as majority of your culture comes from running the culture slider. Only the Sistine Chapel would be tied to a specific religion, a wonder that's nice, but not mandatory for a culture victory. The diplo part you are correct.

I prefer the pantheons of Civ6 and religion playing a role in diplomacy just if you want it to, over Civ4's often binary diplomacy. What I'd like to see is corporations getting a comeback in some Civ6-like shape or form.
 
Erm, the actual effective loss from converting a religion is important only if you run a religious civic (like Organized Religion).
Yes, I meant this very thing. :)
The building production bonuses are tied to the AP,
Yes, and another factor to consider - are those few hammers worth it to, perhaps, switch camps.
Also religion is not mandatory for culture, as majority of your culture comes from running the culture slider. Only the Sistine Chapel would be tied to a specific religion, a wonder that's nice, but not mandatory for a culture victory,
Yes, on this my typing hands disconected from the brain for a moment :) I wanted to write, that it becomes more important for happiness (not culture), allowing for a few more citizens, if you have multiple religions in town and opt for Free Religion and a small science boost. The point being, religion changes role from being a diplo factor to serving your society in other ways.
 
Yes, and another factor to consider - are those few hammers worth it to, perhaps, switch camps.

You get AP hammers regardless of your state religion. That's what I mean by "being tied to the AP". You can be muslim, you'll still get 2 hammers from a hindu monastery.
 
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