Base Game and R&F patch notes

Improve AI ability to garrison ranged units during city attacks
Yup, there was a bug in the Garrison node of the BH tree that caused serious problems in City Defense operation.

Increase weighting for Naval Superiority AI trees to focus on building sea units
Omg, this is so good. Naval Superiority was hardcoded at value 100, which was too low to produce naval units effectively and start this operation. Finally naval battles have a chance to actually happen.

AI tries to figure out if a city is on the periphery before taking it, avoids jumping into the center of the Empire unless it needs to
I am curious how they did it. I mean, in the engine or somehow customizable. But this will make wars much better executed if done properly.
 
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That "occupying city and switching land tiles next trading city back for peace" exploit doesn't seem an exploit for me. It is historically accurate and it was not that much problem.
I guess it is a gameplay balance choice considering the new strategic resource mechanic for GS.

All the rest seem really good news. Hooray for Brazil's new art-set!
 
That "occupying city and switching land tiles next trading city back for peace" exploit doesn't seem an exploit for me. It is historically accurate and it was not that much problem.

Agreed. I always thought of it as "we're just moving the border a bit here because you lost the war". No big deal, but I thought it was a cute touch. Better than culture bombing.

That's a small nit, though. Otherwise, the patch changes look good. Still wondering how doubling walls without changing rams is going to work out though. On it's surface, unless the AI has been taught to leave the catapults at home and bring only rams, it sounds like it will make it harder on the AI without impacting the player. Will wait for game reports on how it plays out in practice.

Very glad to see the notes (a) lead with AI changes, and (b) begin with comments on the AI and aircraft. Possibly the livestreamers have been playing an earlier version, without the AI air use changes?
 
Well it's not anymore.
"occupying city and switching land tiles next trading city back for peace"


Not fun at all, for couple of reasons.

1. You could swap only regular tiles. Districts, wonders still remained to original city.
2. AI sucks in tile assignment, so if i conq two cities and want to keep just one, but i don't appreciate AI's creativity i can't do anything now????
3. Last and final point from me. Did they fixed 1st ring bug? First ring bug is the situation where enemy plops their city directly at your border, city center is adjacent to the border. If you conq such city it automatically get all 1st ring tiles. So if you give it back in peace deal or destroy it or liberate it, it's gone with your territory. So swapping tile was compensation for this annoying bug.

4. Ugh, one more. Do they prevent tile swapping in city under siege? I see this as an exploit in the same category. If you are about to loose a city swap all possible tiles.

Not fun fxs!
 
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Possibly the livestreamers have been playing an earlier version, without the AI air use changes?
AI builds aerodromes and planes (mostly bombers) even now. It just happens very late in the game and is a bit rare. And since many people play this game as „finish asap” then no wonder they never saw planes.
AI needs to research Adv Flight, or even better Jet Bombers. Then it needs to start some war operations to actually build them. Then it chooses often land units, because of their high CS. And then it takes several turns to build them. Quite a long way.
Firaxis increased CS of planes thus making them more desireable by AIs. Maybe also increased the preference, that remains to be seen in the code.
The only thing that really needed an actual engine fix was the usage of Fighters. I hope they fixed that.
 
Nice set of changes. Glad to see the jersey system put in the base game. Not that I'll be playing the base game any time in the foreseeable future.

But no mention of the city state border expansion bug where city states gain tiles every time they're liberated. Or of the similar older bug where, if your cities get tiles beyond the first ring on settling (as with later era starts or with Russia), you get successively more tiles with every city you settle.
 
Yup, there was a bug in the Garrison node of the BH tree that caused serious problems in City Defense operation.


Omg, this is so good. Naval Superiority was hardcoded at value 100, which was too low to produce naval units effectively and start this operation. Finally naval battles have a chance to actually happen.


I am curious how they did it. I mean, in the engine or somehow customizable. But this will make wars much better executed if done properly.

If these 3 improvements are implemented properly, Civ VI will be a richer experience. I am skeptical though.
 
AI builds aerodromes and planes (mostly bombers) even now. It just happens very late in the game and is a bit rare. And since many people play this game as „finish asap” then no wonder they never saw planes.
AI needs to research Adv Flight, or even better Jet Bombers. Then it needs to start some war operations to actually build them. Then it chooses often land units, because of their high CS. And then it takes several turns to build them. Quite a long way.
Firaxis increased CS of planes thus making them more desireable by AIs. Maybe also increased the preference, that remains to be seen in the code.
The only thing that really needed an actual engine fix was the usage of Fighters. I hope they fixed that.

Agreed. Attacking enemy units with Fighters is highly effective, even before the GS boost to air unit combat strength. I have watched the AI use Bombers [edit: against districts and city centres], but that didn't change the nature of late game war, because you didn't need air cover or AA units for your land army. To my mind, that's the primary thing that's been missing: that moment when you realize your army is obsolete because the AI has an airforce and you need to do something about it.

I'd also like to see the AI treat naval invasions like it does escorting Settlers, too, and put that in place more often than not. But first things first. Sounds like there's a boost this patch to building naval units in the first place, so that may help..
 
In non-emergency situations, AI will not trade away more gold per turn than they make excluding trade deals.

Anyone know what they might be talking about here? Will not trade ... except excluding trade deals? That doesn't makes sense to me because you only trade gold in trade deals. Unless they mean peace deals.
 
  • Players can no longer swap tiles FROM an occupied city. Prevents exploit of "conquer, raid it for tiles, return it in peace.”

HERESY!!!!! How dare you call it an exploit!!! How dare you fix it!!!!!! A thousand nukes upon you!!!! A thousand!!!!!


Seriously though, I didn't expect this to be seen as an exploit, it was normal play to me. A better solution would be if the AI could measure how much a tile is worth, in a way that they would give me less for returning a city with less tiles.
 
Anyone know what they might be talking about here? Will not trade ... except excluding trade deals? That doesn't makes sense to me because you only trade gold in trade deals. Unless they mean peace deals.
Presumably they mean they will not trade more than they are earning on their own, not counting what they recieve from others.
 
Nothing about fixing Mvemba's bugged leader ability.

Do they still not know about it, or were they just so embarrassed about it that they quietly fixed it without putting it in the notes?
 
That one random person’s dominant strategy for warmongering and stealing neighboring tiles and returning the cities but not the tiles for free Land has been ruined. RUINED I tell you! :p
Hey, I guess that was me!

Don't forget to pillage the tiles before returning them....Oh, never mind.
 
[AI]
  • Barbarian raid timer now starts as soon as the first unit arrives in range, instead of waiting for the final unit.
This sounds like it'll be a significant change...

[UI]Game Setup/Options additions

Automatically hide ranged attack arrow if a selected unit is out of moves.

Automatically adjust the positioning of unit flags covering the city range strike button if an enemy unit moves in range.

Unit cycling logic improvement, reducing the instances of the camera getting pulled away from where the user intends to go.
About time!!! :hammer2:

[BALANCE]Unit and Unit Combat

Update the Machine Gun to have a range of 2.

Make the Missile Cruiser the same movement range as the Battleship.

Fantastic! What about the Ironclad having a better visual range than the Destroyer?

Tech and Civics Tree

Oil Well improvement now unlocked with the Steel technology. This is consistent with other resource reveals and the improvements that extract them

So oil is no longer revealed at Steel? The improvements are all a tech after the resource...

Policies and Governments

Policies that give increased production now continue to operate on old units.

Policies now apply to all wonders prior to the Policy era. (i.e. now Gothic Architecture applies to Ancient, Classical, Medieval, and Renaissance Wonders before it just applied to Medieval and Renaissance).

Brilliant change :D
[PERFORMANCE]
  • Multiple UI performance improvements across different panels and screens in-game.
Lets have a thread in which we note these as we find them.

[GENERAL BUGS]
  • Units and Unit Combat
    • Fix for an issue that could disallow an attack on an enemy city if it had a friendly unit inside.
    • Fix for an issue that was causing odd movement queue paths when they had long unit paths set.
  • Cities and City Combat
    • The correct players' units will be properly expelled when a city is transferred by trade.

This last one sounds like it could take us back to that annoying situation where your units are booted outside of borders that should be friendly to you. Good the friendly unit in a city bug has been picked up.


Civs
Fix for issue where City-State Protector agenda was cross-wired with the Civilized agenda and one leader could care about both at same time.
Historic moments based on making tile improvements (ex. on a tile with extra yield from a natural disaster, first Mountain Tunnel) will no longer trigger when the improvement is gained by conquering or otherwise gaining ownership of a city where the improvement already existed.

Big thumbs up :thumbsup:
I assumed the female models part was referring to units like Great People - makes me wonder if they actually included a female Great Prophet in this version...

I doubt that last part as there aren't any...

"Jiggle" physics? :D Sorry, couldn't help myself

:mischief::lol: Love it...

"occupying city and switching land tiles next trading city back for peace"

Not fun at all, for couple of reasons.

1. You could swap only regular tiles. Districts, wonders still remained to original city.
2. AI sucks in tile assignment, so if i conq two cities and want to keep just one, but i don't appreciate AI's creativity i can't do anything now????
3. Last and final point from me. Did they fixed 1st ring bug? First ring bug is the situation where enemy plops their city directly at your border, city center is adjacent to the border. If you conq such city it automatically get all 1st ring tiles. So if you give it back in peace deal or destroy it or liberate it, it's gone with your territory. So swapping tile was compensation for this annoying bug.

4. Ugh, one more. Do they prevent tile swapping in city under siege? I see this as an exploit in the same category. If you are about to loose a city swap all possible tiles.

Not fun fxs!

Yeah, I always saw that as thematic. A fair trade off for them settling their city in a stupid position.
I hope they have sorted your 3rd point! :eek:
 
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I'll see how it plays out, but I'm not sure how I feel about "Spread out all Civilization and City-State starting positions where possible when generating the map." I don't mind some bunching, and I like when there's a "New World", a landmass with no Civs waiting to be discovered.
 
HERESY!!!!! How dare you call it an exploit!!! How dare you fix it!!!!!! A thousand nukes upon you!!!! A thousand!!!!!


Seriously though, I didn't expect this to be seen as an exploit, it was normal play to me. A better solution would be if the AI could measure how much a tile is worth, in a way that they would give me less for returning a city with less tiles.

Yeah, they need to refine their definition of "exploit". A real exploit is when you play team games and one team has Russia, then they just keep trading cities to Russia and back to expand their borders... now THAT'S an exploit!!!
 
Correct production overflow calculation so multipliers (like policy cards) get backed out of overflow.

Holy CIV gods, this is HUGE. I can't believe nobody has quoted this yet. This will change the meta completely. I hated this exploit so much. YES!!!
 
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