NopeIs the last thing built bug fixed in this patch?
Nope
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!!!
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.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.
Are you suggesting a patch on April fools day @nzcamel ?
Thats when sea dogs work for one day
- 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)?
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.
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.
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 allI 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.
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 allI 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
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.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.