August 2020 Update - Patch Notes Discussion

This math doesn't take into account that it's much easier to get 1 amenity in 4 cities (one luxury resource), than 4 amenities in 1 city (4 luxuries, I guess?). Due to the way that luxury sources are mostly AoE-applied, wide is still largely favoured in that regard.
To be fair , it depends as the attribution depends on the needs of cities. So if you have a very limited number of cities ,more than one amenity might go a single city. Someone will correct me soon enough if I'm wrong. But in most cases yes , it comes up to having a lot of cities growing slowly is easier to maintain as one amenities will indeed bring four cities a welcome +1.
 
On an unrelated note, I would like the developers to reconsider the capital designation. Maybe in the first few eras you have a ‘soft’ capital that generates a few points of loyalty pressure, but then near the medieval era you could choose a city to be your permanent capital that gets a bonus to yields and has stronger loyalty pressure. Of course, this would have to meet certain requirements like pop and district placement so that you don’t forward settle and take someone else’s cities, but it would add a unique feeling that you are building up your cities and cultivating a city of the world’s desire so to speak
 
On an unrelated note, I would like the developers to reconsider the capital designation. Maybe in the first few eras you have a ‘soft’ capital that generates a few points of loyalty pressure, but then near the medieval era you could choose a city to be your permanent capital that gets a bonus to yields and has stronger loyalty pressure. Of course, this would have to meet certain requirements like pop and district placement so that you don’t forward settle and take someone else’s cities, but it would add a unique feeling that you are building up your cities and cultivating a city of the world’s desire so to speak
Isn't this effectively what the Government Plaza is?
 
Isn't this effectively what the Government Plaza is?
A government plaza doesn’t determine where your capital is so it could be in a random town that is halfway across the world from your main continent. By boosting yields I was talking about something similar to what the mayans have with their ability
 
A government plaza doesn’t determine where your capital is so it could be in a random town that is halfway across the world from your main continent. By boosting yields I was talking about something similar to what the mayans have with their ability

Yeah, that would be interesting, but it kind of eats into other abilities (like Maya or Dido). But I do think they could certainly elaborate a little bit on how government plaza and diplomatic quarters function. Maybe it should be something like a sort of axis of control between those districts and governors. So, say, any city not within 10 tiles of either a palace, DQ, GP, or established governor gets like -10% to yields (or maybe simply -1 or -2 amenities if you just want to tie it into those mechanisms), as a sort of "stability" penalty. Of course, that means you're more likely going to delay your diplo quarter until later in the game for put it in a strategic spot, but I guess that would also be an interesting tradeoff to consider there.
 
Yeah, that would be interesting, but it kind of eats into other abilities (like Maya or Dido). But I do think they could certainly elaborate a little bit on how government plaza and diplomatic quarters function. Maybe it should be something like a sort of axis of control between those districts and governors. So, say, any city not within 10 tiles of either a palace, DQ, GP, or established governor gets like -10% to yields (or maybe simply -1 or -2 amenities if you just want to tie it into those mechanisms), as a sort of "stability" penalty. Of course, that means you're more likely going to delay your diplo quarter until later in the game for put it in a strategic spot, but I guess that would also be an interesting tradeoff to consider there.
That would be an indirect buff to Dido, since the phoenicians could basically move their capital to wherever suits them and you would have to make sure to guard your continent from them. With the mayans, it is more forgiving since they can move their capital if they got a coastal start which makes their horrible spawn bias much more tolerable
 
I'm generally of the feeling that everyone should be able to relocate their capital, not only Dido. Just disable the option during a war to prevent shenanigans.
 
Well, it's not really helping for the "Various AI improvements", "Additional crash fixes" or API changes, but still, here is attached the full .diff for the patched files that are human-readable. At least you'll find the "Various UI bug fixes and polish" there.

To put things in perspective (even if it's maybe not fully relevant without knowing the work that has gone in binary files) the diff file size is 1,808KB this time.

It was 9,801KB for the July patch, 3,182KB for the June patch and 6,787KB for the May patch.

Where exactly do you find diff file for patches? What do I do if I want to find the diff file for July patch? Thanks
 
So, did forest fires and and the falling goodie huts returned to non-apocalypse mode games? Havent seen any in my game yet so far.
 
A couple of changes noticed:
I have seen twice that units of free city disappeared. (I was glad that they did though.)
I used to be keep the enemy builder inside when I capture a city. Now I don't. Don't know if it is a bug that they fixed or a new bug.
 
Silly question of the day: In Shuffle Tech/Civic mode, does every civ get a different shuffle?

I ask this because in several of the games I've played I note the AI civs getting tech I don't find until a cluster or two down the paths. Knights that show up long before I even know what path they appear on, etc. At first I suspected they simply were more efficient in getting to the tech sooner, yet I have my doubts.

Anyone have a clue? Does each AI civ see a different shuffle or am I simply imagining it? Don't ignore the later I've been known to think way too far outside of the box at times.
 
Silly question of the day: In Shuffle Tech/Civic mode, does every civ get a different shuffle?

I ask this because in several of the games I've played I note the AI civs getting tech I don't find until a cluster or two down the paths. Knights that show up long before I even know what path they appear on, etc. At first I suspected they simply were more efficient in getting to the tech sooner, yet I have my doubts.

Anyone have a clue? Does each AI civ see a different shuffle or am I simply imagining it? Don't ignore the later I've been known to think way too far outside of the box at times.

Every player, including AI, gets the same tree. The developers explicitly said so.
 
Every player, including AI, gets the same tree. The developers explicitly said so.
Thx, guess I need to pay closer attention to the trees.
 
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