Autumn 2017 Patch General Discussion

sigh, Kongo declares war on me right when I have a bunch of apostles in his vicinity. And of course he wipes them out. Him of all people should welcome my apostles. He even has a quote saying he welcomes the wisdom of my people, turns out that was a lie. I seriously don't have the patience for a religious victory in this game. The only way to do it in my opinion is at the end of a sword.

Let that be a lesson to you folks. There's a price to pay for having a different layer for your religious units. I probably could have saved some of them if they weren't under another civilization's military units right when they declared war.

Frustrating - esp from Kongo; yet this one instance hardly overrides all the good reasons for religious units being on their own layer.

Another possible undocumented change. Mass Media now requires Natural History. I know this wasn't a requirement before as I used to sometimes skip natural history until later as I didn't like have ancient ruins blocking my builder actions.

That was noted. They did it regarding a couple of districts where you could skip the tech/civic (in your case Nat History - museums) that gave you the earlier building, and then couldn't build the building given by the later tech/civic (Mass Media - broadcast center).
 
Yep. I encountered a stray Hattusa settler, maybe 10 or more moves into the game and captured it with a scout, then settled it. I like the idea of making CS'es settle, but if it couldn't find a spot near where it spawned after that many turns, something's wrong with the algorithm for spawning.

Yep.
See the Bug Reports forum. There is a hotfix/mod reverting to previous civ spawning ->

https://forums.civfanatics.com/threads/fall-update-2017-bugs.623553/page-3#post-14897275

C'mon Firaxis! :cringe:
 
Looks like the hindu religious symbol is darker, and possibly the stepwell has had a visual update.
 
Still no random map size option. Surely I can't be the only one wanting this feature, given that it made it through five previous versions of Civ?
 
BTW, before continuing this "ideal player" fabrication is disingenuous and I won't give it time of day. The player is literally anybody who sits in front of the screen. Someone might like dog food, but that doesn't make it anything else. It's still dog food.

Ok, but why ignore the reality of 2 million players?

Games can have terrible, sub-average systems and still sell a decent number of copies. Unless you LIKE the EA comparison? Madden sells a lot too. The competition profiles aren't dissimilar, either.

I think that can be a good thing.

Rules are not the same thing as "random variables". What the AI does is not a rule. How much yield you get for making a decision is a rule. How much a tech costs is a rule. How much WW you get for an action is a rule. The distinction between these things should be obvious.

I'm not talking about a game forcing choices with incomplete information, I'm talking about a strategy game hiding the rules to the game (even including details of victory conditions). It is impossible to hold a coherent position that the removal of information on how to play a strategy game is good for said strategy title.

I don't need to know Gandhi's ibuildunitprob equivalent in civ 6. It is a joke to obscure the precise details interconnecting tourism output and cultural victories. That's the distinction I'm making.

That didn't parse. Did you mean "minute" as in tiny, or as in 60 seconds?

To clarify, I mean that 100% identical actions during turns in civ 6 can easily take 120 seconds instead of 10 seconds. Per turn. On rote, mundane inputs alone.

You are comparing Civ 4, a completed toy world, with something far more complex

No, telling your 20 cities to build something is not "more complex" in civ 6. Civ 6 is just objectively worse at it because it pays no mind to how a player might give cities instructions efficiently. Civ 4 tried, and in this particular facet of UI it is objectively far superior.

Haha. All but conspiratorial crapola!

Nono, take it as a disrespectful (to Firaxis' choices in civ 5 and civ 6 UI) nod to their unwillingness to invest resources into actually keeping the #inputs manageable, such that they let their titles get so bloated with mundane inputs that even Paradox outclasses them. No conspiracy necessary, this is a straight-up call-out. The modders are better and everyone knows it, apparently even Firaxis. They COULD show me I'm wrong.

If the last 5 years are anything to go by, they won't.

Firstly, the game maintains a huge following, with a big majority seemingly
unconcerned with UI problems that you and a minority see as egregiously awful.

If that's their stance on this matter, I wish them failure so that someone better takes the mantle in TBS. The genre could use it probably. I love civ, but I hate that it's devolved in basic gameplay. Comparing it to EA used to be a joke, but the joke now is that I legitimately can.

Are you a UI dev? (c.f. "To a cobbler there's nothing like leather." - Tolstoy.)

You want to make a serious case the UI isn't core to gameplay experience? Try taking it out and watch what happens.

Same here, Except that I don't "respect" any abstract concepts, like standards or
markets.

??? Standards/market aren't abstract. We can measure both. Right now, the TBS genre market is willing to buy dog food, the developers provide dog food, and don't have much obvious incentive to do better than dog food. Maybe there's 10 million sold instead of say 2 million, but there's no way to know.

Until legit competition does this much better, we won't know.

(The bit where you entered the minds of Firaxis devs and uncovered their hidden
motives was funny though.)

I didn't. See above. However, I feel similarly about anyone who's okay with an example of something like civ 6 city list + ability to interact with it vs civ 4's version. Why would a decade newer game actively downgrade that? No idea. They probably don't have an idea either, but that's just a guess.

Moderator Action: @TheMeInTeam, @Ferocitus, @Takfloyd
It's time to drop this debate, which is 98% off-topic for this thread. If any of you wants to open a new thread to debate (again) the shortcomings of the Civ VI UI, feel free to do so, but no more in this thread. -- Browd
 
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2. I cannot think of a more useless Civ landlocked. Harald has nothing on them. Had to reroll a game.

A quick way to find coast usually is follow a river. As for direction, head away from mountains if there are any near it. Most of the time you'll hit coast within 5 turns which isn't all that bad, especially when you're Indonesia and will win the pantheon/religion race regardless. I've found a lot of success doing this with Japan.
 
blanket disapproval with everything in this post
Wow, all I have stated is what I have seen. A bit of a rough statement
We are discussing a patch here, civ IV fanatics just leave off eh?
 
Elaborate?

Hmmm... He is continuing to pay for a luxury that is useless to him. I currently am trading him 3 ivory, each for gold. For the third he gave me his remaining gold and remaining gpt.

I guess its possible he is attempting to prevent me from trading ivory to China, but given the level of stategy we have seen so far, that seems unlikely.

edit: there are a couple reasons why China may not have founded a religion yet. How many turns since they built Stonehenge?

Could be no pantheon yet. Could be units squatting on Stonehenge and holy sites. Could be China lost the wonder.
 
I haven't looked back at all 21 pages, but has anybody actually noticed an improvement in naval AI?

I went straight for an indonesian island plates loadout and the AI has actually been worse than before for me.

Also, I guess those diplomacy screen font changes were intended after all? They look pretty bad and didn't change in the update.

[Edit] Indonesia is also super overpowered. They're top tier even on land maps because of their faith generation. I played them badly on Immortal and yet I basically get a Battleship every turn and a half from faith and am sitting on 13k faith I have no need for. This is against every naval power in the game too.
 
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Wow, all I have stated is what I have seen. A bit of a rough statement
We are discussing a patch here, civ IV fanatics just leave off eh?

Clarify this post? I wasn't replying to you at all, and the majority of the post I disagreed with had nothing to do with Civ IV.
 
They don't spam religion as much as before for sure. I played 3 deity games and got a religion every time. The last time was with minimal effort t110+.

Tried a TSL playthrough - at least part of one. Civ distribution made things a bit dull, and SE Asia isn't within striking distance of any good industrial centres - as Khmer (wow that map is tiny - maybe I don't want random map size after all. Anything smaller than Huge feels cramped) and struggled to obtain relics because no one else was using religious units - except Norway, who had a couple of missionaries at a time.
 
I find playing Indonesia more difficult than playing as Khmer. I feel I have to practice playing more religion game and playing as Indonesia, I was split into using my faith into buying naval units and religious units.
Now playing against Spain, Khmer and Scythia, going for religious victory is hard and I cannot get Madrid fully converted because Spain is so much good in using Guru+Inquisitor combo.

Overall I liked this patch. Disabled most of the mods to remove the nasty side effects (Suzerain at a Glance disables the new religion lens bar beneath the city banner, and Policy Reminder mod makes Next Turn unclickable).

The trade mechanic is much better now, although during wars, the AI still seem to offer other cities in a peace deal.

I switched my leader animation to Low (before I was on High) because motion blur made me dizzy (Using NVidia 970 card). Low animation setting made the animation more fluid. High animation looks like I was watching Keanu Reeves dodging bullets in The Matrix.

AI feels it did with minor improvements. Saw the AI make use of subs and destroyers. For land units, they can spawn more land units now but only the aggressive civs can use them to good effect.

Policy switching is now faster and no noticeable lags. Legacy bonus ui bug is also gone. Sean Bean quotes is also back.
 
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