April 2021 Update - Patch Notes Discussion

Well.. that newest "Save Configurations" system really could have been better, AFAIC.

1) I get the reason behind clearing the Map seeds on every Load up phase.
2) But -- resetting the Leaders choice(s) to NULL simply breaks (even when using Pools #1 or #2, btw) the Jersey options we pre-selected for each non-random starter Civs.
3) As a result.. i would ask for the "Advanced Settings" component design to be overhauled with much more rational methods.
4) Contact me if your want details or consult my CFC thread about the silly issues here... http://forums.civfanatics.com/threads/pools-of-many-things-wasted-design-s.667997/

PS; This isn't about declaring everything as formal BUG(s).. but rather is related to their slacky decisions when trying to enhance **some** options.
 
Did anyone notice Maya has a really strong bias towards tundra now? Super weird, is this a mistake? I rerolled four games with them and each placed me either solidly in or on the outskirts of tundra. I looked on the Civ wiki and they do have a Tier 2 start bias for that now, but I just assumed it to be wrong because that's kinda bonkers.
 
Did anyone notice Maya has a really strong bias towards tundra now? Super weird, is this a mistake? I rerolled four games with them and each placed me either solidly in or on the outskirts of tundra. I looked on the Civ wiki and they do have a Tier 2 start bias for that now, but I just assumed it to be wrong because that's kinda bonkers.
They just have a Tier 3 bias toward all land terrain to prevent too many coastal starts for them.
 
I just finished my first game as Spain, it was good fun. I did notice that the Barbarians were quite agressive though. Quite a few red and black settlers mooching about. That was just on normal settings too.
 
In my personal opinion, this is a 9/10 update (it'd be a 10 with modding access and/or a bit more focused balancing) but at best a 5/10 state to leave the game in.
I agree 100% with this.

The other victory conditions tend to skew wide as well. For Cultural Victory GPP generation comes from number of districts total, so 15 population 4 cities each with a Theater Square will generate far more great people than 4 population 15 cities despite both empires having 60 citizens;
I think this whole debate had been poisoned by Civ V - to me tall is sticking at 8-10 cities - the 4 city meta needs to be banished forever, that's not tall it's more like a slightly more powerful City State!!
 
To be clear, overall I enjoyed NFP. I'm just underwhelmed by this final patch, and that's entirely on the broken Corps mode (and other stuff left broken).

Otherwise I'd have gone with Good or Very Good, not so much because of the new units or Civ changes (which are nice), but because of the new Cultural Domination effects.

That exactly sums up my voting dilemma.

It pains me to appear ungrateful for three units, but I personally care a lot for bug fixes and despite a good number of them have made it in this patch (and I'm glad about every single of them), it feels like some really serious ones are missing. Broken Corp Mode is one and unless there have been tons of silent stealth fixes there are others like various trading issues, the broken map scripts @pokiehl mentioned (plus all but one TSL map having issues with river naming, missing floods and impossible Dams) or...well, just dig up the bug section. You will find enough well documented bugs and issues which did not have received attention yet.

In a world where continued patch support would be out of question, I would have given it a "good" or even "very good" for what was delivered, but with the possibilty lingering that this is the final touch...I'm disappointed because of the broken stuff left in :(
 
I think the problem is that tech is still too fast in VI

That it is. I play almost exclusively marathon, but very rarely do my games break over the 1000 turns, let alone get close to the 1500!! And that's not because I'm an amazing player who's winning super early :/

We have to same some room for Numidia/Berbers to spawn later. :p

Well, that can be a choice you deal with when/if they add it :p Right now... Carthago delenda est!!
 
I forget which Civ it was that had a speed where tech progression was like 1/4 normal but production was normal, so you'd wind up spending more time in each era and units weren't obsolete before they made it to the front line.
 
Since this patch, I seem to be getting weird issues. Is anyone else having TSL Mediterranean maps not start civs in the right spot or, worse, having invalid civs loading? I really want to like the patch, and I was super excited about TSL Med (the only thing I liked about Civ5)... and it doesn't work for me. I uninstalled YNAMP and Better Coastal (my only two map mods), leaving me with Sukiract... and it won't work right.

Edit: On a side note: Our discussions over this led me to buy CTP2 from gog and play it again and it's so snappy.

I was honestly surprised by how many viable 4X alternatives there are just for iPhone

This patch seems to confirm my overall verdict on Civ6

There are some great fun concepts here implemented poorly and there is very little follow through or due diligence

The AI Not Inproving Luxuries thing SHOULD have been a show stopping all hands on deck immediate hotfix. If it’s true that it’s still not fixed....

The TSL Med map has the Baltic coast as the northern map edge and seems to extend eastward to Pripyet...and the Elbe, Oder, Vistula and Dvina rivers are missing. Ridiculous fail.

The AI cannot wage war, and it’s papered over by hilariously OP walls that make every war a WWI Western Front Meme.

I’m playing a gane right now where I border several AI, we are coming up on the Renaissance, and my military consists of two warriors, an archer, a man at arms, three quadremes and a galley

My neighbours SHOULD already be fighting each other over my corpse. Any previous edition of Civ I would have been stabinated an era ago.

Nothing

Am I worried? Nope. I have walls in my border towns and the AI is a bunch of networked polymerized Koala brains.

The barbs are the biggest challenge because I don’t have the hilariously ironic Barbarian Clan Mode That Removes Barbarians From The Game turned off, and honestly it’s the only reason I have a military at all because they keep coming for my coastal cities and I keep having to send a navy with a small expeditionary force to root them out

Can I get a mod that puts the barb AI in charge of the AI civs? Or give the AI the City State Build Priorities, because I swear some of those city states have a larger military than all the “real” civs combined

I am sharing a small contine with the Muskrat city state and if I didn’t have walls and they wanted to they could absolutly wreck me in a war
 
edit: post below copied from another thread, it seems [MODDING] was indeed forgotten...

<<<<<

ok, look at that, seems they've added support to named rivers, but only added it to the Mediterranean map (and only 3 on the world map ?)

Modders should be able to name rivers on their WB maps using that I suppose... but not YnAMP scripts as WB map loading is handled in GameCore AFAIK.

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>>>>>
 
Well.. that newest "Save Configurations" system really could have been better, AFAIC.

1) I get the reason behind clearing the Map seeds on every Load up phase.
2) But -- resetting the Leaders choice(s) to NULL simply breaks (even when using Pools #1 or #2, btw) the Jersey options we pre-selected for each non-random starter Civs.
3) As a result.. i would ask for the "Advanced Settings" component design to be overhauled with much more rational methods.
4) Contact me if your want details or consult my CFC thread about the silly issues here... http://forums.civfanatics.com/threads/pools-of-many-things-wasted-design-s.667997/
PS; This isn't about declaring everything as formal BUG(s).. but rather is related to their slacky decisions when trying to enhance **some** options.
Yes, they could have done things differently, I liked to have the choice of saving the seeds with the config. Is it possible now ?
 
My perspective on all this, and inferring from other's posts, is that people aren't unhappy with the patch, it's that they are underwhelmed. They expected more changes, wanted certain Civs changed, etc.

Well I'm very happy with the bug fixes. :)

Two bugs I reports and one exploit were fixed AFAIK. The "Infinite Gold" Ottoman raider exploit that was youTubed by Spiffing Brit).
 
Take your Time Ultimate - Slower Research Trees

Find this mod in the steam workshop and you will be happy. You can customize a lot of things - the speed of technology, civics, great people, ages, adjust the course of the game as it suits you best, rein in its frenzied pace.
Similar to how GalCiv3 does it, which I really like. You have a separate slider for tech progression (there is no separate civic tree in the game). This allows you to keep production high for fast paced action, but slow down progression so you get time with each unit, or speed it up so you can get to endgame, etc.
 
So my conquistador can upgrade into a line infantry, but my conquistador with a religious unit has more strength than a line infantry. I guess I'm not upgrading then. I know a lot of people asked for an in between unit, but I'm not sure one was really needed.
 
They need to do a balance patch for the balance patch.

Sure, lets enhance the Aztecs, Incans, Koreans and Zulus for no conceivable reason.

Lets ignore how overpowered we made some of the DLC civilization.

Lets leave Scotland alone despite them having an extremely poor unique unit and worse "Bannockburn" ability - when, if ever will it trigger?

A highlander recon unit available in the later game...why? The highlanders were known for their charges. Highland regiments, such the Seaforth Highlanders were known for their use of the bayonet even in WW2. The highlander unit could have had its own upgrade path, similar to how the excellent Nihang unit works - going from melee only, to a melee and ranged hybrid similar to the immortal for musketmen, line infantry and even infantry. I can dream.

But no. I guess we should be glad they didn't give Portugal double trade routes.
 
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I saw a reddit post saying Spains "free builder for cities on other continents" also applies when you capture one. Not sure if that's intended behavior, but it does represent colonialism well...
 
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