April 2021 Update - Patch Notes Discussion

Such an underwhelming and disappointing update... at this point I no longer care much about what they do. They so drastically under-delivered IMHO I have little faith going forward. My journey with the franchise is coming to an end I believe.
 
I also view this latest patch as disappointing because the main weaknesses of the game (AI, World Congress, "late game" gameplay etc.) were not addressed.
 
Anyone else finding that trebuchets don't last long? You get them with gunpowder, then the next tech is for musket, and after that it's the one for bombard, all priority techs for Dom based strategy, which is where you'd be using trebuchets. This is what I feared when they announced it - the unit may become obsolete almost as soon as you build it.
 
Anyone else finding that trebuchets don't last long? You get them with gunpowder, then the next tech is for musket, and after that it's the one for bombard, all priority techs for Dom based strategy, which is where you'd be using trebuchets. This is what I feared when they announced it - the unit may become obsolete almost as soon as you build it.
They're not that obsolete. Trebuchets don't need nitre, and even if you have it, you'll spend a lot of that to upgrade your melee units to muskets .
And it helps the Ai a bit, they tend to build a bunch of catapults early and can now upgrade them to something more durable later. Noticed that trebs are quite present on the map.
 
I'm also noticing lots of AI trebuchets. Made short work of my walls. I just barely managed to save a city from attack from the Persians. No way can ancient walls stand up to them.

My only hope was to eliminate their melee unit so they couldn't take the city.
 
Of course, one effect of the new units is it breaks any mods that introduce new units. I would rather have the improved unit chain in Warfare Expanded than just three new land units.The basic naval unit chain also needs improvement. And we still have the annoying thing of WW2 infantry requiring one oil per turn. They are not mechanised infantry! It would make more sense for them to use one horse per turn.
 
The last patch must have done something right because for the first time in a long time, I actually finished 2 games this weekend. Through most of the new Frontier Pass, civ6 was not really holding my interest. I would start a game, play a dozen of turns with zombie mode, mythical heroes mode or secret society mode and go "ok, that's cool" and quit. This weekend, I played two full games from start to finish (won cultural victories in both). I did play with only barbarian clan mode and corporations mode to keep the games as historical as possible. I really like the addition of the new units (trebuchet etc). I love the new Mediterranean large TSL map.
 
Anyone else finding that trebuchets don't last long? You get them with gunpowder, then the next tech is for musket, and after that it's the one for bombard, all priority techs for Dom based strategy, which is where you'd be using trebuchets. This is what I feared when they announced it - the unit may become obsolete almost as soon as you build it.
I think you men you get them at Military Engineering. :p
I do feel like most of the units filled in the gaps a little too much, which is why I didn't really care if we got any more. The Man-at-Arms I think is one that I could really do without unless they change it to unlock at Feudalism civic because the technological jump seems too quick early game, especially with Gaul.
 
Impossible to scout with scout units. I am using cavalry.
I think there should be a limit of 1 attack per turn against Scouts (so even if they are surrounded by 4 Units only 1 can Attack them), except for Scout vs Scout. So they have a higher chance of survival against Combat Units.
Or even better, having a chance to retreat durring a battle (This action only gets possible after getting attacked), so they can run away from strong Units after getting attacked.

But that's something for Civ VII (maybe, or a Spin-Off).
 
The exact wording of Khmer's ability is:

"Holy sites are granted major adjacency with rivers, a culture bomb, food equal to its adjacency, and +2 housing if on a river".

It seems that a more precise wording would be: "Holy sites are granted a major adjacency with rivers, a culture bomb, and food equal to its adjacency. Also, separately, it gets +2 housing if on a river". You don't need to be on a river to get the other stuff, it seems. I wasn't sure, so I tested it. You probably still want to be on a river anyway, but if you have desert folklore or dance of the auroras, I could see some occaisonal areas where you'll get more adjacency without one
 
The exact wording of Khmer's ability is:

"Holy sites are granted major adjacency with rivers, a culture bomb, food equal to its adjacency, and +2 housing if on a river".

It seems that a more precise wording would be: "Holy sites are granted a major adjacency with rivers, a culture bomb, and food equal to its adjacency. Also, separately, it gets +2 housing if on a river". You don't need to be on a river to get the other stuff, it seems. I wasn't sure, so I tested it. You probably still want to be on a river anyway, but if you have desert folklore or dance of the auroras, I could see some occaisonal areas where you'll get more adjacency without one
I can see where you're seeing ambiguousness but I understood it to not just be on a river from the phrasing. It mentions rivers twice, indicating that each cases specific to the instance it is attached to, plus there is a comma before the and, indicating it is a separate clause as well. Still, i agree that it could easily be misinterpreted and should be altered to be made clearer.
 
The exact wording of Khmer's ability is:

"Holy sites are granted major adjacency with rivers, a culture bomb, food equal to its adjacency, and +2 housing if on a river".

It seems that a more precise wording would be: "Holy sites are granted a major adjacency with rivers, a culture bomb, and food equal to its adjacency. Also, separately, it gets +2 housing if on a river". You don't need to be on a river to get the other stuff, it seems. I wasn't sure, so I tested it. You probably still want to be on a river anyway, but if you have desert folklore or dance of the auroras, I could see some occaisonal areas where you'll get more adjacency without one
Wait, people pick other pantheons besides River Goddess for them? :shifty:
 
On the topic of the Khmer, this update actually made me realize that one of the aspects of Jayavarman's bonus had a purpose all of this time.

So, Jayavarman always made it so your Holy Sites initiated a culture bomb upon completion. For the longest time, I'd thought that was just one of those bonuses that's nice to have, but doesn't directly tie into a Civ's strengths. Take the Stave Church for Norway as an example. But with the improved bonuses to Farms for adjacent Aqueducts and Holy Sites, I think I realized that it has a purpose.

That entire time you were supposed to build Holy Sites to grab land tiles adjacent to your Aqueduct! And now that Farms gain Faith for adjacent Holy Sites, the culture bomb can even help a city without an Aqueduct.

Just a design choice that I found really clever and only noticed now.
 
I mean, I'd like to role play it becuase it makes sense, but I want those easy +6 food holy sites in the desert!
True it does depend on the start. I mean to be fair, in my first Russia game there was a giant desert with a mountain range to the north of me so I went with Desert Folklore in that game. :lol:
 
I just used their culture bomb to steal Uluru and 2 leylines from Singapore. And yes, I am using hermetic order for fun.
 
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