[NFP] April Update Video

I'm really liking Spain's buffs now, they look like very efficient colonial builders....like they should always have been.

Get exploring, set quick footholds on other continets, kill the nonbelievers, develop your empire fast and protect the intercontinental trade like you empire depends on it. And most importantly, it doesn't feel like Spain is Byzantium only worse.

I'm really happy just like everyone else with the new units to close the gaps.
 
I feel like they could've still taken it up a notch with Spain, like Spain gets the trade route buffs and whenever they conquer a capital on a foreign continent gain 1 or 2 trade slots. But that probably would've been too wordy and Spain was already a civ notorious for a long wordy ability especially after they latched loyalty bonus for missions.

Also throughout the development cycle of Civ 6 it seemed like the devs hated Spain for some reason lol. The first looks of the Mapuche and Gran Colombia showcased fighting Spain (appropriate) and in the April update the Mapuche are once again attacking Phillip. But when Vietnam dropped the first look video had them fighting Gaul and not France or China or the US... And on top if it all was a weak civ design for 5+ years like idk someone on the dev team must've had a bad tourist experience or something in Madrid lol
 
Renaissance Italy was obsessed with relics.

I think you could theme some really cool bonuses for Italy with Relics.

My pick would be giving them a spy mission by which they could steal relics and increasing GP points in cities with relics.
It's a stretch associating an Italian civ with religious tourism, besides cultural tourism, but it could work.

Idk about Italy revolving relics... I'd think they'd be more culture oriented with regards to Great Artists or Great Musicians. But then again I don't really associate Poland or the Khmer with relics, much less the Khmer suicide-charging missionaries for them.
Well Jadwiga is the one with the relic bonuses and well, since she became a saint, one could consider her a relic. :shifty:
Not sure about the Khmer except for they wanted to emphasize the idea of religious tourism, and relics were the only way to do that.
 
I wasn't expecting to see this the first thing in the morning. Took me a while to get through all the discussion. I saw some users asking about before and after information. I don't feel like firing up my game to check there, so provided my notes from the previous patch are correct here are the comparisons for the abilities:

EDIT: I FORGOT CANANDA!!! Sorry, Canada T_T

[Canada]

Before - Wilfrid Laurier: The Last Best West
  • Can build Farms on Tundra tiles, and on Tundra Hills tiles with Civil Engineering.
  • Snow, Snow Hills, Tundra Hills, and Tundra tiles can be purchased at 50% of the Gold cost.
  • On those tiles, resources accumulate twice as fast, Mines and Lumber Mills receive +1 Production and Camps receive +1 Food.
After - Wilfrid Laurier: The Last Best West
  • Can build Farms on Tundra tiles, and on Tundra Hills tiles with Civil Engineering.
  • Snow, Snow Hills, Tundra Hills, and Tundra tiles cost 50% less Gold to purchase.
  • On those tiles, resources accumulate twice as fast, Mines and Lumber Mills receive +2 Production, and Camps and Farms receive +2 Food.
Unique Unit: Mountie
  • After: Build charges increased from 1 > 2.

[Georgia]
Before - Tamar: Glory of the World, Kingdom and Faith
  • +100% Faith for the next 10 turns after declaring a Protectorate War.
  • Each Envoy sent to a city-state of Georgia's majority Religion counts as two Envoys.
After - Tamar: Glory of the World, Kingdom and Faith
  • Gains Faith from combat victories equal to 50% of the Combat Strength of the defeated unit.
  • Each Envoy sent to a city-state of Georgia's majority Religion counts as two Envoys.

[Khmer]
Before - Civilization Ability: Grand Barays
  • Aqueducts provide +3 Faith and +1 Amenity.
  • Farms receive +2 Food if adjacent to an Aqueduct.
After - Civilization Ability: Grand Barays
  • Cities with an Aqueducts receive 1 Amenity and 1 Faith for every Population.
  • Farms receive 2 Food if adjacent to an Aqueduct and 1 Faith if adjacent to a Holy Site.
Before - Jayavarman VII: Monasteries of the King
  • Holy Sites receive provide +2 Food and +1 Housing if adjacent to a river.
  • Building a Holy Site triggers a Culture Bomb, claiming surrounding tiles.
After - Jayavarman VII: Monasteries of the King
  • Holy Sites receive a major adjacency bonus from Rivers, 2 Housing if built on a River, and Food equal to its adjacency bonus.
  • Building a Holy Site triggers a Culture Bomb, claiming surrounding tiles.
Before: Unique Infrastructure: Prasat
  • +4 Faith
  • +1 Citizen slot
  • +1 Great Prophet point per turn.
  • +2 Relic slots.
  • Allows the purchasing of Apostles and Inquisitors with Faith.
  • Grants Martyr to all Missionaries purchased here.
After: Unique Infrastructure: Prasat
  • +6 Faith
  • +1 Citizen Slot
  • +1 Great Prophet point per turn.
  • +1 Relic slot
  • Allows the purchasing of Apostles and Inquisitors with Faith.
  • +0.5 Culture for every population in this city.
[Mapuche]
Before - Civilization Ability: Toqui
  • All units trained in cities with an established Governor gain +25% combat experience.
  • +10 Combat Strength bonus against civilizations that are in a Golden Age.
After - Civilization Ability: Toqui
  • Cities with an established Governor gain +5% Culture, +5% Production, and +10% combat experience towards all units trained in the city. These numbers are tripled in cities not founded by the Mapuche.
  • All cities within 9 tiles of a city with your Governor gain +4 Loyalty per turn towards your civilization.
Before - Lautaro: Swift Hawk
  • Defeating an enemy unit within the borders of an enemy city causes that city to lose 20 Loyalty.
  • Pillaging a tile within the borders of an enemy city causes that city to lose 5 Loyalty.
After - Lautaro: Swift Hawk
  • +10 Combat Strength when fighting civilizations that are in a Golden or Heroic Age, or Free Cities.
  • Defeating an enemy unit within the borders of an enemy city causes that city to lose 20 Loyalty, or 40 Loyalty if that civilization is in a Golden or Heroic Age.
Unique Improvement: Chemamull
  • Provides Culture equal to 75% of its tile's Appeal.
  • After: Additional +1 Production
[Spain]
Before - Civilization Ability: Treasure Fleet
  • May form Fleets and Armadas with Mercantilism, instead of Nationalism and Mobilization.
  • Trade Routes between cities on different continents gain +1 Food and +1 Production for domestic Trade Routes, and +6 Gold for international Trade Routes.
  • +2 Loyalty per turn for cities outside their home continent if they have a Mission adjacent to the City Center.
After - Civilization Ability: Treasure Fleet
  • May form Fleets and Armadas with Mercantilism, instead of Nationalism and Mobilization.
  • Trade Routes receive 3 Gold, 2 Faith and 1 Production. Trade Routes between cities on different continents gain triple these yields.
  • Cities not on your original Capital's continent receive 25% extra Production towards Districts and a Builder when founded.
Unique Unit: Conquistador
  • Spanish unique Renaissance era unit that replaces the Musketman.
  • Before: +10 Combat Strength when there is a Missionary, Inquisitor, or Apostle in the same hex.
  • After: +10 Combat Strength when there is a religious unit within one hex.
  • If this unit captures a city or is adjacent to a city when it is captured, the city will automatically adopt the Conquistador player's Religion as the dominant Religion.
Philip II: El Escorial
  • Before: All units receive +4 Combat Strength against civilizations following a different Religion.
  • After: All units receive +5 Combat Strength against civilizations following a different Religion.
  • Inquisitors have one extra use of their Remove Heresy ability and eliminate 100% presence of other Religions.

I believe they also said the Mountie would be cheaper.
 
I didn't expect them to remove abilities but what they did makes sense. It could be they come back applied to other civs. Now that Georgia has the same ability as God of War will they be replacing that pantheon? The could conceivable make GOW a faith bonus for using a cassis belli in effect using Georgia's ability.
 
I didn't expect them to remove abilities but what they did makes sense. It could be they come back applied to other civs. Now that Georgia has the same ability as God of War will they be replacing that pantheon? The could conceivable make GOW a faith bonus for using a cassis belli in effect using Georgia's ability.

I doubt it (and I hope not because that ability sucked and I’m glad it’s gone). For instance, Pericles’ UA is actually a policy card too, and let’s not forget the multitude of things that give a free Wildcard slot (Greece’s UA). They don’t seem to mind some abilities doing double duty.
 
It's a nice touch that the Line Infantry reuses the badass line-of-battle combat animations the Redcoat and Garde Imperiale have. I always thought it was a shame it was mostly unused. It looks like the Trebuchet has basically identical animations to the Catapult, and I can't really tell about the Man-at-Arms since they never show it engaging in combat. It'll probably be identical to the Swordsman.

Setting aside that the Atomic Era is now the only one in the game that doesn't introduce a melee unit, the Trebuchet fixes the biggest problem I had with natural-feeling unit progression. It'll make siege warfare more relevant in the early midgame, where it wasn't before since the Catapult was so weak against medieval units, and maybe even tone down the dominance of Knights at that stage of progression. If you put a gun to my head and told me to pick something out, I'd say to add another naval melee unit between the Galley and Caravel, but whatever.
 
Why not that for Gorgo? Sounds like a lot like Thermopylae. :mischief:
I think of Pericles as the city-state leader, so I don't necessarily see the need for Gorgo to get those bonuses.

Fair enough! I'm just a sucker for synergy between civ bonuses, so it's automatically the first thing I think of.

And yes, those bonuses fit so much better with Gorgo, now that I think of it! I'd completely forgotten her ability was called Thermopylae... and I thought of those buffs specifically because of the Battle of Thermopylae! :crazyeye:

Gorgo's culture on kills makes total sense (Sparta's culture was war), but something else to recognize that Spartans had the rigorous training they did would be nice. I'm keeping my eyes peeled for when those patch notes release :mischief:
 
They don't actually get the Pillage Bonus anymore, so that's just a cherry on top of the flipping strategy.

Pillaging causes unhappiness and starvation, which drops loyalty. You can do it with any civ.

Georgia change is bad. You cannot realistically use it to generate large amounts of faith unless you start a zillion wars. A very disappointing change which does not at all fit with Georgia. It needed to be something Holy Site, etc related, to get a religion easier and make the whole annoying envoy process smoother.
 
Carl confirmed in TheGameMechanic's chat that Spain does in fact get two builders when founding a city on a foreign continent after building Ancestral Hall.

Also, the tourism from Prasat is not additive. You get +10 or +20.

And the Mapuche governor loyalty is offensive and defensive, so it does work like Eleanor. Well, kind of. It doesn't stack, so it's just -4. But, this helps put cities into negative loyalty per turn so that you can flip them with unit kills.

I noticed that Mapuche's unique unit is a light cavalry that doesn't have a standard analog and so it still doesn't replace another unit. I guess non-melee class units will often end up this way, making melee class unique units even better overall.
 
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Carl confirmed in TheGameMechanic's chat that Spain does in fact get two builders when founding a city on a foreign continent after building Ancestral Hall.

Also, the tourism from Prasat is not additive. You get +10 or +20.

And the Mapuche governor loyalty is offensive and defensive, so it does work like Eleanor. Well, kind of. It doesn't stack, so it's just -4. But, this helps put cities into negative loyalty per turn so that you can flip them with unit kills.

I noticed that Mapuche's unique unit is a light cavalry that doesn't have a standard analog and so it still doesn't replace another unit. I guess non-melee class units will often end up this way, making melee class unique units even better overall.

Stacking on the Mapuche ability might have been a little too crazy. Still, -4 is -4, so it will help. I think it might still be tough to get a civ in a golden age into the negatives to flip if they don't revert back to the old way where getting to 0 was enough.
 
I am really hoping that we just got a glimpse of the tweaked Civs. They said 2/3 of Civs will be tweaked with the update, which means around 33 of them. If you don't take in account GS and NFP civs which are generally well designed, that mainly leaves Vanilla, Vanilla DLC and R&F Civs getting the tweaks. It is possible that not all of the tweaks are major since some of these civs were well designed already. But I am hoping even they will get some additions and tweaks, just to make them more fresh again.
 
The map has terrain in Atlantis location and the glasses guy was wearing an elephant pin (which were common in Atlantis according to Plato)

I feel like it could be a hint. DLC or spinoff? Idk
 
It would be really nice if the new Georgia ability also applies to religious combat - Missionaries and Apostles have high combat strengths at 100 and 110 respectively.

I would be surprised if it did, but then again there are some combat related bonuses that apply for religious combat as well, such as the bonus from diplomatic visibility.
 
If you put a gun to my head and told me to pick something out, I'd say to add another naval melee unit between the Galley and Caravel, but whatever.
Well there’s still the Steel and Thunder mod that adds a Cog between Galley and Caravel, as well as a Galleas in the ranged line.
 
This is all looking quite positive so far. I'm looking forward to seeing the patch notes, which will have a more complete description of the changes. The video probably only shows the most notable changes, I'm sure there's lots more tinkering under the hood.

I just hope that they follow up the patch properly to nail any bugs that will inevitably crop up.
 
Hi, appreciate the informed speculation on what is possible to add.
Does this mean that any CUA/LUAs are likely to remain but just in a tuned up fashion?

Nope, that's not what he meant. You can do plenty of "new" stuff with existing modifiers, it doesn't have to be just changing around some numbers. It gets a bit technical for a more in depth explanation, since one would have to explain the entire structure of modifiers in civ6, namely: Effect+Collection -> DynamicModifier/ModifierType -> Modifier + Requirements. Sorry if this sounds a bit rude, but I just wanted to clear up any confusion.

Edit: While we haven't seen the code yet, I think all the stuff we see in this free update is probably made with existing modifiers - just as an example.
 
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