Australian Summer Patch discussion thread

True Earth Start with Cleopatra, the computer put me literally right next to Saladin, who insta-settled, of course. That's some great playtesting there, guys.

I also started up my first TSL World Game and given the small size of the world map (STD) and the limited number of CIVS (8) I am finding using the following CIVS works rather well: Britain, US, Brazil, France, Arabia, Russia, China, and Australia. The CS placements even fill in quite nicely. But I can easily foresee what you are experiencing as being a problem when trying to fit more European CIVS, Or Japan and China even.

Also, I am noticing BTW some CS attributes have changed in this world TSL mapping. I wonder if this is true in the standard game as well?
 
I feel like the more aggressive barbs are hindering the AI'S more than me.
 
Hey guys, question, sorry if this is answered elsewhere. Has the patch come out already for Mac? Asking because my mod is crashing some players to desktop and this may be the culprit. Thanks!
 
I feel like the more aggressive barbs are hindering the AI'S more than me.
it feels down to chance. Where the barb camps happen to spawn and where their scouts happen to travel.

As long as I don't try to cut corners and build a few units early, I'm able to deal with barbs.

The AI amenity issues worry me more.
 
The Show Grid hotkey no longer works... but has a sound effect.

R works to Show Resources, but doesn't have a sound effect. (This is not the mapped key)
The mapped key works properly.

Show Yields hotkey is working properly.
 
it feels down to chance. Where the barb camps happen to spawn and where their scouts happen to travel.

As long as I don't try to cut corners and build a few units early, I'm able to deal with barbs.

The AI amenity issues worry me more.

If the AI has amenity issues, that would be especially bad with the war weariness system, as it could really contribute to poor warmongering performance.
 
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.

The barbs can be dealt with when attacking my cities. They are most annoying when I make an early conquest and a barb camp suddenly pops up 4 tiles from my target city and those barb horsemen for whatever reason ONLY attack the human player's units and pillage the districts which I want to preserve, and eventually force me to change my target to rid of this annoying piece of sxxx first. I don't consider these aggressive barbs game breaking, but they are very annoying and the AI civs still can't handle them after patched from what I saw.
 
The barbs can be dealt with when attacking my cities. They are most annoying when I make an early conquest and a barb camp suddenly pops up 4 tiles from my target city and those barb horsemen for whatever reason ONLY attack the human player's units and pillage the districts which I want to preserve, and eventually force me to change my target to rid of this annoying piece of sxxx first. I don't consider these aggressive barbs game breaking, but they are very annoying and the AI civs still can't handle them after patched from what I saw.

This.

I've been playing exclusively on deity. I like how barbs work, but I think recent patches have tried to improve the AI performance by essentially converting barbs into general AI defense forces. Yes, they do pillage AI improvements and will harass AI units if no player units are within reasonable range, but they will not surround an AI city with 4 horsemen and 2 horse archers and destroy it like they will a players city. This makes them less of a threat and more of a mere annoyance for the AI.

As gettingfat said, because barbs seem to prioritize killing player units rather than AI stuff if player us in range, an AI alerting a barb camp can quickly create a large defense force that can be very effective in neutralizing a players attempt to conquer a city. Alerted barb camps tend to get horsemen and horse archers far more often than warriors and slingers, and although the player will generally be able to defeat the barbs, it will significantly slow down your ability to take an AI city and by the time you've dealt with them, the AI may have teched up to the next unit level.

The other problem is that, as others have discussed, the barbs' tendency to shift their focus to the player means that an AI enemy can alert a barb camp, spawn a ton of units, and then those units may shift from harassing the AI city and instead come for you and your city.
 
Does Australia's tile appeal bonus for districts count as an adjacency bonus for the purpose of adjacency bonus policy cards?

Also, do the cards with double science from science buildings also double the retirement bonuses from certain great scientists? E.g., Hypatia gives libraries +1 science. Libraries normally give +2 science, with him now it's +3. Do the cards double the total yield of the building, or is the great scientist applied last?
 
Does Australia's tile appeal bonus for districts count as an adjacency bonus for the purpose of adjacency bonus policy cards?

Also, do the cards with double science from science buildings also double the retirement bonuses from certain great scientists? E.g., Hypatia gives libraries +1 science. Libraries normally give +2 science, with him now it's +3. Do the cards double the total yield of the building, or is the great scientist applied last?

1. I hope so! That is how I have been playing, so now I better check!
2. Her. And I don't know the answer to your question.
 
Does Australia's tile appeal bonus for districts count as an adjacency bonus for the purpose of adjacency bonus policy cards?

Also, do the cards with double science from science buildings also double the retirement bonuses from certain great scientists? E.g., Hypatia gives libraries +1 science. Libraries normally give +2 science, with him now it's +3. Do the cards double the total yield of the building, or is the great scientist applied last?

Yes, it seems like anything that directly increases a district's yields (including city-state bonuses, Industrial/Military notwithstanding because they're conditional) counts as an "adjacency bonus" for, say, cards that double yields.
 
Since this hasn't been addressed in the latest patch, but I still find it highly annoying. How could we make the tech info be permanently untickable just like the minimap. When I untick the tech windows, the very next turn, they show up again. Any IT buff here who could help?
 
I feel like the more aggressive barbs are hindering the AI'S more than me.
I just won as Australia (Cultural vic / warlord easymode / 9 civs / standard / continents).
The Barbarians were more of a hassle than any of my AI opponents. Gilgamesh and Trajan were my friends for the whole game, Tomyris was really quiet, so were Pete and Victoria. The Barbarians really act as a throttle to civs starting up, doing things like capturing settlers, pillaging etc.

There seemed to be more revolts in AI territories this game.
The AI still can't get their head around Religion either. If I go and hit their only holy city with my Proselytizer, they don't use existing missionaries to re-convert it. This might be a reflection of game level though, as I said I was playing a pretty easy difficulty level.

The clear polar caps is a nice change. Circumnavigation is now possible, in both northern and southern hemispheres.

I would still like to see reports being able to be sorted by column (e.g. population, build task, housing).
 
The Barbarians were more of a hassle than any of my AI opponents. The Barbarians really act as a throttle to civs starting up, doing things like capturing settlers, pillaging etc.

The Barbarians, the most powerful (the most dangerous) and number one Civ in the world of CIV IV unless you defeat them, lmao. The rest of Civs are just like tribes who you trade with etc. etc.
 
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

Well, I'm not sure I can speak to all of your points, but I will try my best by using my experiences with my game last night:

So I played a game as Pericles, on a low Difficulty (I'm still trying to get used to all the new Civ6 mechanics), & I did notice a number of fundamental improvements on the game I'd played earlier in the week.

First up, I'm noticing that Barbarians are being more of a GENUINE threat, whereas I found them easy to deal with in my previous game. They actually attacked my cities *and* pillaged improvements.....so that was nice to see. It forced me to start pumping out a lot more units, early, than I normally would.....but that put me in good stead later on.

Second up, the War Mongering of my previous game was definitely gone. Sadly, all my current neighbours are unhappy with me.....due to me conflicting with their Agendas.....but nobody has declared war on me yet (though one of them has declared war on Hong Kong for some reason). Indeed, I'm the only one who has declared war against a major Civilization so far. The Aztecs were behaving like jerks, settling a city right on the border of my Capital. I told them to stop it, they laughed at me, so I denounced them just prior to declaring formal war against them. This sparked no denunciations or DoW's from any of the other Civs (indeed, the other Civs have been denouncing the Aztecs in this game). My war was a limited one, as I simply wished to take the city he forward settled. I thought it was going to be an easy capture, but the sneaky bugger brought in a couple of extra units *and* Boadicea to defend it. I took the city in the end, but it required me to bring all my forces to bear-& on a below Prince Difficulty might I add! Of course Monty has been denouncing me on a regular basis for occupying his city, but he's not declared war on me since our initial conflict.

What is interesting, also, is that unlike in previous games, I am finding myself engaged in a full-blown Religious "War" with Monty. I don't see him spamming missionaries, but he has made good use of the ones he did have to convert 3 of my cities to Judaism. Luckily, with the help of some Apostles, I was able to drive them and their Heretical Faith from my lands ;).

So, as much as I have enjoyed the Civ6 experience prior to this weekend, I can honestly say that this patch has made the game even more exciting and fun!
 
The patch looks very light but all the changes seem good - though the trade route stacking change hurts Harbors without meaningfully nerfing Commercial Hubs (as there's no change to the way commercial districts work in inland cities).

I liked the culture bomb addition with Poland, but it seems unwieldy to add it to multiple civs and their improvement types - and doesn't make a great deal of sense for Australia anyway (I could see Australia instead getting an ability to 'build' Aboringinal rock art improvements with archaeologists or as a tribal village reward, that have a culture bomb effect centred on that tile). I think they should patch culture bombs of some kind into the base game so that everyone has them, and change the Polish and Australian abilities.

Haven't tried starting a new session yet but I'd guess a random map size option still hasn't been implemented? I've been complaining about that lack since the game released, and I can't be the only one who used it given that it's in five previous incarnations of the game.
 
I just won as Australia (Cultural vic / warlord easymode / 9 civs / standard / continents).
The Barbarians were more of a hassle than any of my AI opponents. Gilgamesh and Trajan were my friends for the whole game, Tomyris was really quiet, so were Pete and Victoria. The Barbarians really act as a throttle to civs starting up, doing things like capturing settlers, pillaging etc.

There seemed to be more revolts in AI territories this game.
The AI still can't get their head around Religion either. If I go and hit their only holy city with my Proselytizer, they don't use existing missionaries to re-convert it. This might be a reflection of game level though, as I said I was playing a pretty easy difficulty level.

The clear polar caps is a nice change. Circumnavigation is now possible, in both northern and southern hemispheres.

I would still like to see reports being able to be sorted by column (e.g. population, build task, housing).

You might be right re: religion. Although Monty pushed his religion aggressively, I was surprised that he didn't respond aggressively when I started killing off his missionaries! Maybe that needs to be a focus of future patches.
 
I forgot to mention the very best part of the new patch........the pixelation of my animated leaders is now completely gone. Can't say how happy I am about that :).
 
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