These are also the patch notes for R&F, aren't they? The difference in R&F will only be the new content and new systems, right?
Not to dispute your final authority as "Arbiter of What is Fine", but nope, that's still showing that the patch didn't fix the issue in the manner they described.At any rate, 8 hexes away is perfectly fine. This isn't the 2-3 hexes away that was happening before.
Not to dispute your final authority as "Arbiter of What is Fine", but nope, that's still showing that the patch didn't fix the issue in the manner they described.
Rework start position algorithm to spread major powers evenly across the map first and then insert city-states in the margins. Results in improved distances between Civilizations and better quality for major civ start positions
I'd say that holding three hexes as the standard for "too close" is setting a generously low bar, and deeming eight tiles between two civ's as sufficient breathing room for growth is specious, given that a second city gets you a nastygram.Evenly across the map seems more or less true, 8-12 hexes gives some variance but is generally good enough to give you some breathing room to start but possibly incite conflict early.
I'd say that holding three hexes as the standard for "too close" is setting a generously low bar, and deeming eight tiles between two civ's as sufficient breathing room for growth is specious, given that a second city gets you a nastygram.
I agree (have agreed) that little should be inferred from one loadout. However, to me eight spaces (ore even ten) is less likely to produce an amicable Lady-and-the-Tramp spaghetti scene where two civ's grow more affectionate as they progressively grow closer to each other than it is to produce an experience comparable to sharing an Uberpool with Harvey Weinstein and Brett Ratner.8 tiles seems perfectly fine - getting a complaint is hardly the end of the world and you'll usually have the option to expand in at least two, often three, and sometimes four directions. If you're finding 2+ civs both at 8 tiles distance on a huge map evidently 'even spacing' isn't working as intended, but a single civ 8 tiles away is in line with the pre-bug starts in Civ VI and generally with distance between starting positions in other Civ games.
Yes, there will be some cases where, because the script doesn't seem to take account of the difference between sea and land tiles, you'll end up in situations like the one depicted where you don't have good expansion options other than to move on top of the closest civ, but any algorithm will produce some poor starts.
I agree (have agreed) that little should be inferred from one loadout. However, to me eight spaces (ore even ten) is less likely to produce an amicable Lady-and-the-Tramp spaghetti scene where two civ's grow more affectionate as they progressively grow closer to each other than it is to produce an experience comparable to sharing an Uberpool with Harvey Weinstein and Brett Ratner.
And that's fine sometimes. Every loadout is different. It just shouldn't be accepted as the norm.
I still see the "Sack" policy card. What's up with that?
I'm using no mods and completely reinstalled the game to play the patch, so it shouldn't be any legacy stuff from previous versions.
Ah, that would make sense. Any idea how much of the rest of the patch is missing?
http://steamcommunity.com/games/289070/announcements/detail/1662261735494326654
Base Game Patch Notes
BALANCE CHANGES
- Diplomatic actions now scale with game speed.
Change tech boost for Steel to add a soft prerequisite that hints you probably want Ironclads before Destroyers.
Barbarian difficulty has been updated to scale with each difficulty level. (Warlord, Prince, King etc...)
Gold and Faith rewards from Tribal Villages now scale with Game Speed.
GENERAL BUG FIXES
Fixed several issues with obsolete units appearing in the production menu for a city.
- Improved resource trading, AI considers luxury resources it is currently importing.
- Improved new city placement, also fixed issues where the settler would try to travel through hostile territory to get an escort.
- AI prefers garrisoning ranged units over melee.
- If the AI can capture, or significantly damage, a target city, it may ignore hostile units nearby to do that.
USER INTERFACE IMPROVEMENTS
The change to bombard and ranged units vs naval units reminds me of the way combat works in Gazebos Community patch. I wonder if someone at Firaxis is a fan of that mod.
Also happy to see the buff for artillery against naval units... although I'm probably the only one.
Now they need to give us an option to toggle map pins between show/hide.
Yup. No mod available for this either afaik, right?
Please rephrase these two changes:
- Great Admirals and Great Generals have a combat bonus and a movement bonus, they no longer stack.
Didn't boot up the game yesterday, played R&F on thursday.
Today I got an update on the game on Steam, but I can't find any patch notes anywhere. Does anyone know what was changed/fixed?