Australian Summer Patch discussion thread

No @sa1vy I thought it may be but tbh the gold is too much for me to stop pairing them up. I did not really need 24 trade routes, 12 is better in some ways.

I did find an exploit last night though.

Germany had 7 cities ( numbers 1-7 with the cap being 1)

I bombarded the first with frigates and took it with a musketman and it gave me my first redcoat.

I took cities 1-4 which meant I now had 4 redcoats.

I then said lets make peace and I will give you cities 2-4 and you give me cities 5-7

I now have 7 redcoats for attacking the next civ.

Getting free troops without having the resources is v powerful, swapping cities is a bit too cheeky for me to use all the time.

Is the last thing built bug fixed in this patch?
Nope
 
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@Victoria Lol that's hilarious, getting the troops for trading cities like that.
Why can't I ever think of anything cool like that? I always leech off other peoples' ideas and do boring things.
The best I ever came up with was paying huge gpt deals for something, then declaring war to cancel it.
 

I have a feeling "last thing built" is one of those rogue bugs that the Devs have decided would take too much effort for too little improvement and it'll be around practically forever :(

It's like Civ6 version of the Great Library reverting to its under construction model.
 
A patch in April would be your Spring right?
 
I.e. say implementing the production queue.

Decent list of stuff in that patch.....so soon after the last one. The one thing I wish they'd hurry up and put in, though, is a BUILD QUEUE. Seriously, it'd make life so much more convenient!!!

I don't see there ever being a Build queue because of the way Districts work.
 
I don't see there ever being a Build queue because of the way Districts work.

Thanks for pointing that out. I always thought that a building queue for Civ VI would be a bad idea because of districts, population requirements and builders.

Given how quickly things change in this game, the lack of the build queue thus far hasn't annoyed me much; even though it is something that I use often in past versions. I do think they could make one though; which potentially has an added feature of notifying you when a previously unavailable build (such as a district due to insufficient pop) becomes available. I wouldn't expect to see it till an expansion though. It would be nice if it was as comprehensive as IV's build queue, with keys for repeating units etc.

Are you suggesting a patch on April fools day @nzcamel ?
Thats when sea dogs work for one day

Lol, sure ;)
 
So is it worth playing now? I guess what I'm asking is more specifically (I haven't seen any mention of these things):
  • Have the AI diplo/warmongering issues been solved?
  • Is the game challenging even after the ancient/classical age?
  • Did they tune the AI missionary spam?
  • Do barbarians still spawn crazy fast the moment their scouts reach the encampments (have ruined some of my games as I could fight them when one more unit spawned every turn)?
Thx in advance!

\Skodkim
 
  • Have the AI diplo/warmongering issues been solved?

Diplomacy wise, the AI seems a little less psychotic - in my current game as Australia I've been able ally with France and Japan, and the other civs are behaving for the most part in ways that fit with their agendas. I haven't seen any unexplainable denouncements for instance. On the warmongering front, I've just passed turn 200 and I've declared against my Aztec neighbours using a CB, my two allies seem totally cool with this though I am seeing everyone else do the normal thing of unanimously turning on me opinion-wise.

  • Is the game challenging even after the ancient/classical age?

I can't really answer that because I'm playing Australia and my impression of them is that they are really, really powerful. All my cities are coastal and have the housing bonus with more than 10 population on average, I built several campuses on high appeal tiles in my first cities so I now have a significant tech lead and I have Auckland's suzerain bonus so the normally useless sea tiles are actually pulling their weight for once. Since I've basically been lucky enough to get a map with perfect conditions, I'd need to start a new game after I finish this one and play with a less OP civ to really tell what kind of impact the patch changes have had.

  • Did they tune the AI missionary spam?

Japan has a religion and is trying to aggressively spread it around. They haven't been too bad with the missionaries though, they've been sending them towards me in little groups of four every few dozen turns. I haven't been finding it irritating, but this could vary depending on your personal take.

  • Do barbarians still spawn crazy fast the moment their scouts reach the encampments (have ruined some of my games as I could fight them when one more unit spawned every turn)?

I believe so, but on this point I'm gonna disagree with you and say that they shouldn't change that. There has to be some kind of punishment for letting a scout get away with the location of your city, and on the flip side camps very rarely spawn more barbs if you find them before they find you.
 
I believe so, but on this point I'm gonna disagree with you and say that they shouldn't change that. There has to be some kind of punishment for letting a scout get away with the location of your city, and on the flip side camps very rarely spawn more barbs if you find them before they find you.

Thanks for the repplies. Think I'm going to have a go again soon after some months away from the game.

Re: barbarians: I like the system too but I'm not sure about the balancing. An example from one of my last games.

It was in the ancient age, I had hardly discovered any techs yet and only had one scout and one warrior. Fortunately the latter was near my capital when all of a sudden a barbarian scout appeared. "Fine. This time I have a real chance of actually beating them before it gets too bad" i thought, so I went after him with my warrior as fast as I could - which wasn't all that fast since I had to cross rivers and he had the terrain advantage. I made it to the encampment soon after him though and even though they had a spearman (which I couldn't build yet) and the encampment was more or less surrounded by rivers I thought I had a fair chance.so I went for it. What ended up happening was that they started popping out horsemen and horse archers (yet again way out teching me there...) every turn or so and I had NO chance at all :sad: I like the system but maybe some kind of cool down period between spawning new units and/or some kind of check on the technology level of players is needed here...

\Skodkim
 
If you build 20 junk cities mid-late game to build 20 holy sites in 10 turns each, that's pretty overpowered. If you build 20 junk cities mid-late game and build 20 commercial zones, that's pretty overpowered. If you put campuses or theater squares with them, you can go through the trees ridiculously quickly. By the time that district costs become unreasonably high, you should already be on your way well enough that you don't need more districts. If you don't put some limit on it around mid-game, it blows totally out of proportion.
I already think that being able to put down junk cities at turn ~160 and then build resorts is way overpowered.

In this case, I'd say that the issue is not building late game districts but building too many districts of the same type, and even in that case, you need to invest in buildings or find terrain for those districts to do much good (except commercial hubs, but that's a separate balance issue). I'd have no problem if district costs scaled with the number built of a given type, but that doesn't mean it should be hard to build any districts in the late game.
 
Thanks for the repplies. Think I'm going to have a go again soon after some months away from the game.

Re: barbarians: I like the system too but I'm not sure about the balancing. An example from one of my last games.

It was in the ancient age, I had hardly discovered any techs yet and only had one scout and one warrior. Fortunately the latter was near my capital when all of a sudden a barbarian scout appeared. "Fine. This time I have a real chance of actually beating them before it gets too bad" i thought, so I went after him with my warrior as fast as I could - which wasn't all that fast since I had to cross rivers and he had the terrain advantage. I made it to the encampment soon after him though and even though they had a spearman (which I couldn't build yet) and the encampment was more or less surrounded by rivers I thought I had a fair chance.so I went for it. What ended up happening was that they started popping out horsemen and horse archers (yet again way out teching me there...) every turn or so and I had NO chance at all :sad: I like the system but maybe some kind of cool down period between spawning new units and/or some kind of check on the technology level of players is needed here...

\Skodkim

I believe when a Scout gets back to an encampment, for the next 4/5 turns that encampment spawns a single unit every turn.
 
I believe when a Scout gets back to an encampment, for the next 4/5 turns that encampment spawns a single unit every turn.

i have seen 2 horse per turn for 4 turns, I suspect its a bug if Scythia is in game. Victoria posted a nice screenshot with 15 horse and horse archers all from one camp.

I had something interesting happen in my latest game. Rome dialed me up and offered gold and his relic (!!!) for 3 luxes. I took it of course.

Gotag
 
It was in the ancient age, I had hardly discovered any techs yet and only had one scout and one warrior. Fortunately the latter was near my capital when all of a sudden a barbarian scout appeared. "Fine. This time I have a real chance of actually beating them before it gets too bad" i thought, so I went after him with my warrior as fast as I could - which wasn't all that fast since I had to cross rivers and he had the terrain advantage. I made it to the encampment soon after him though and even though they had a spearman (which I couldn't build yet) and the encampment was more or less surrounded by rivers I thought I had a fair chance.so I went for it. What ended up happening was that they started popping out horsemen and horse archers (yet again way out teching me there...) every turn or so and I had NO chance at all :sad: I like the system but maybe some kind of cool down period between spawning new units and/or some kind of check on the technology level of players is needed here...
\Skodkim

The barbs are all right as it is. It's the wrong strategy to go after their scout with a single warrior. When there's a horde coming, take up good positions (hills or trees) with 2-3 units and I've always been able to deal with them. They attack very aggressively, so a defensive boost tile + your ability to heal (unlike the barbs, kinda lame they can't heal, actually) and you're able to wear them down.
 
CQUI mod which is a game changer with regard to the game's User Interface, build queue, trade view, city view and info...try it and you will not play without it.
yes, this mod does seem to fix the production message bug, unbelievable) I thought that would never happen) but I would like a mod addressing specifically that bug without modifying anything else. just a fix, so to say.
 
OMG I cannot believe it, I just cannot: Still no sentry function, still no last built info, still no build queue.
Months have passed since release day, MONTHS!!
If mods can provide such basic features, why can't the developers as well?

edit: some people in other forums say sentry function works now - is this confirmed?
 
Any feedback about the AI?

Is the AI training enough army units to defend itself?

Is the AI's units the latest units or obsolete units?

Does the AI attack with large armies when it declares war? or does it stay passive and doesn't attack?

Is the AI training siege units and using them to conquer cities?

Does the AI train more military units at higher difficulties?
 
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