Australian Summer Patch discussion thread

Yeah, each player is different indeed. I tend to play each turn pretty quickly. For cities, I look at the production list and look at what is available and make a quick decision on what I think the next build should be based on production time and my overall strategy. If my strategy is to build up my army, I am going to scroll down to the unit list and pick the unit I need. If I am focusing on infrastructure, I am going to look at buildings/districts and pick the cheapest thing to build that makes sense. For districts, I tend to build the ones with the best adjacency bonuses. A lot of times, the choice is obvious to me. I look through the production list and maybe I see a city can build a workshop in 4 turns, I pick that. Or a city can build a library in 3 turns, ok, build that. If I have a lot of gold, I try to rush buy a building I know I need.

I suspect that there are probably a lot of bugs that I don't notice because of my play style. I keep seeing players post here about how horribly broken the game is, but I play and enjoy the game just fine. The only bug that really bothered me where the game was nearly unplayable, was when the game would auto cycle to the next unit. But luckily, the devs fixed that.

I play the exact same way as you. I guess some of the devs do too. If you have 40 cities, you've pretty much already won. There's no need to follow a plan for each. Gold becoming an issue? Build gold buildings. Production low in a region? Build an IZ. I don't premeditate many of my buildings beyond my 3-4 core cities.
 
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I can confirm that enemy AI is still terrible. However, CS and barb AI seems much better. Diplomatic AI is also hugely improved from what I could tell last night.
Thanks a lot. Still a no play for me, then.

I can't imagine someone not looking at this every single build... Must be the folks who only use a few cities...
No.It's an information I'm totally uninterested in. I'm interested in what I can build now, and the list tends to be small enough. I would like a build queue, however. I want to see what I can build next, and, since I don't have a single prod queue for all cities, knowing what I just built gives me no useful information. I need to see on the one hand what has been built (when does not matter) and on the other hand what I can build. What I just built I don't care. But if they decide to show it, they shoudl show it right.
 
Yeah, l will just say that I play this game a lot, and often with over 20 cities (sometimes in the area of 40), and have never had any issues with this bug. It's so unapparent to me that I never remember what it actually is when mentioned here until it is explained.

While clearly it is a problem for some here, I can't help but think that most random users never notice, and so it doesn't effect many people in the scheme of things. As a result, it's probably not a priority for Firaxis- tbh, I'm not sure they even list the problem on their agenda, and wouldn't be surprised if it's not.

Hopefully they fix it, but I don't think it's a big enugh issue for it to be a negative showing on their behalf not to address it.
 
Didn't see this in the Patch Notes: Swordsmen now have 40 Combat Strength (up from 35). So now there's an actual choice in the Classical Era whether you want Horsemen (4 movement points, slightly lower production cost) or Swordsmen (higher Strength, not weak to anti-cavalry). Interestingly, Ngao Mbeba and Legion are still at their original values, 35 and 40 respectively.

Wait, what? Rome's UU just got a lot less impressive by comparison.
 
For the last produced bug - another distinct possibility is that they've held it to fix it with other parts of that particular codebase - I.e. say implementing the production queue.

I'm more mystified that restart button/saving last played settings hasn't been implemented yet (as they'd go together), as it's a visible complaint. Though I wonder if the devs are holding out as they are slightly philosophical opposed to the whole 'reroll til you get a good start approach' ;)
 
For the last produced bug - another distinct possibility is that they've held it to fix it with other parts of that particular codebase - I.e. say implementing the production queue.


Thats my hope. Like others I'm able to overlook the last built bug even with many cities, a build queue on the other hand would be very helpful.
 
Two quick questions since I won't be able to play until tomorrow:
  1. Are early rushes harder? There has been talk of more archers and quicker walls.
  2. Did they fix the bug where AIs won't repair spaceport districts?
 
I can't imagine someone not looking at this every single build... Must be the folks who only use a few cities...

It gives you an idea of where the city is in its development and what you want to build next.

To add to the annoyance, you inevitably are looking through the list for the building you built last turn and it isn't there. For example in a specific new city you want to build buildings A and B in order for your strategy for that city. You see A was built last turn so you look for B, and look for B. Damn that sloppy sew and sew crap. And then you have to go to the built building list to verify what all you have built. Everytime. If you have 40 cities, you have no hope.
I build massive empires and I have never noticed it. Geographically I know what/where development is for a city. It isn't like the building lists are so massive you can't easily see them, especially since so many are behind a wall, for instance you can't build a bank without market or CD so they don't even exist for those cities. I understand why I guess it should be there, I mean I always assumed it was, but it is a non-factor for me as a tool.
 
Two quick questions since I won't be able to play until tomorrow:
  1. Are early rushes harder? There has been talk of more archers and quicker walls.
  2. Did they fix the bug where AIs won't repair spaceport districts?

#2 is the huge one in my mind. That and the AI being able to functionally attack a walled city. Still offline, so haven't applied the patch, but have saved a game where a spaceport has been sabotaged and once back "online", will see if they do it.

To me, the inability for the AI to not repair a spaceport is very game breaking. I have got to the point now with spies that I do not damage any districts, because it is overly crippling to the AI, but other AI will do that. In one game, I literally "stole" a space victory -- Germany was down to launching the last Mars vehicle, and then someone damaged their spaceport, and that was it. I was able to overtake them and win.
 
So, being able to lower the number of CS's should help address the small and generally congested nature of maps.
 
Been playing deity as vicky. Findings as follows

I'll still use harbours and CZ, the money is great still. River + harbour + city is still +5 gold. Extra routes were a bit much anyway.
Barb camps spawning more units by the looks, a bit more aggro but yeah we are used to that, bring it on.
Forward settled arabia into a corner, twice they threw a cavalryman at my walls without a seige engine in site but just attacked once each time. Certainly seem to be trying harder. But not with more wile.
Diplomacy modifiers seem not to have changed but getting along better than normal
Certainly archers and walls came up early, I had a mountain range with arabia at bottleneck and India at the other end over hills so played a cool start.
Just warming up sea dogs, lets see if they have had the decency
 
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?
 
Playing a quick AW game without barbarians. The AI is still not really capable of defending much. However, they seem to attack the slingers a little more targeted.

What I cannot tolerate are the UI issues that have not been worked on at all. Besides the last build, why did nobody address the obvious overlap issues of windows, the really annoying bug that there is a tickbox for tech display (upper left corner), but it has only an effect for the current turn. The very next turn, both windows pop up yet again covering some portion of the screen. Is it that difficult to program this? :wallbash:

With a third patch now, I think we can tell what are the priorities of Firaxis.

* I am sure that swordman strength buff without adjusting values for Legions is simply sloppy. :nono:
 
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.
 
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