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Base Game and R&F patch notes

Discussion in 'Civ6 - General Discussions' started by CaptainUnknown, Feb 13, 2019.

  1. Infixo

    Infixo Warlord

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    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.
     
    Last edited: Feb 13, 2019
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  2. Alexadamz

    Alexadamz Chieftain

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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!
     
  3. Aussie_Lurker

    Aussie_Lurker Warlord

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    "Jiggle" physics? :D Sorry, couldn't help myself
     
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  4. Trav'ling Canuck

    Trav'ling Canuck Warlord Supporter

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    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?
     
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  5. BrotherInJah

    BrotherInJah 60% of the time works every time

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    "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!
     
    Last edited: Feb 13, 2019
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  6. Infixo

    Infixo Warlord

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    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.
     
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  7. WillowBrook

    WillowBrook Lurker

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    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.
     
  8. Leathaface

    Leathaface Warlord

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    If these 3 improvements are implemented properly, Civ VI will be a richer experience. I am skeptical though.
     
  9. Trav'ling Canuck

    Trav'ling Canuck Warlord Supporter

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    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..
     
  10. CaptainUnknown

    CaptainUnknown Chieftain

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    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.
     
  11. leandrombraz

    leandrombraz Chieftain

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    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.
     
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  12. DWilson

    DWilson Where am I? What turn is it?

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    Presumably they mean they will not trade more than they are earning on their own, not counting what they recieve from others.
     
  13. acluewithout

    acluewithout Warlord

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    Lots of good stuff in the patch notes.

    Can we now please agree that FXS are doing their level best to improve the AI?

    Bit annoyed England’s RND +1 Movement bug hasn’t been fixed. Sad Panda.
     
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  14. Ivan Hunger

    Ivan Hunger Chieftain

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    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?
     
  15. steveg700

    steveg700 Warlord

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    Hey, I guess that was me!

    Don't forget to pillage the tiles before returning them....Oh, never mind.
     
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  16. nzcamel

    nzcamel Nahtanoj the Magnificent

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    This sounds like it'll be a significant change...

    About time!!! :hammer2:

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

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

    Brilliant change :D
    Lets have a thread in which we note these as we find them.

    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.


    Big thumbs up :thumbsup:
    I doubt that last part as there aren't any...

    :mischief::lol: Love it...

    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:
     
    Last edited: Feb 13, 2019
  17. MonkeyPaw

    MonkeyPaw Chieftain

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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.
     
  18. AmtrakQuebec

    AmtrakQuebec Chieftain

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    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!!!
     
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  19. Caprikel

    Caprikel Chieftain

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    I'm glad to see some additions to the World Builder. I'm also happy to at least hear that they're still working on it, and aren't just abandoning it as I feared.
     
  20. RealHuhn

    RealHuhn Chieftain

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    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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