[Vanilla] Base Game Patch Notes (February 2018)

Curious that they say AIs are less likely to cede cities - it was something I noticed moving from Civ V to VI, that in V you always get a city when concluding peace whether you ask for it or not, whereas in VI you don't.
 
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.
 
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.

Well, let's analyze what was actually said then.

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
  • 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.
  • Inserting city-states in the margins, well, I didn't read this as "always put city-states between Civs", I more or less thought of it as putting city-states around the edges and in larger gaps. Seems true enough from what I'm seeing. If you read this as "always put city-states between major civs" well I guess it didn't do that for you.
  • Improved distances between Civilizations. I'd say 8 hexes is improved from 3.
  • Better quality for major civ start positions. Possibly not true. My starts have so far been acceptable, but I've heard that this is possibly not yet done.
Wouldn't surprise me if there were one or more things going wrong in this mess, given other things that the patch is doing weirdly (though my unit maintenance issue seems to be gone as of installing R&F). But it is an improvement.
 
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.

Like I said, it was a huge map where I'd lowed the number of civ's down by two. Should be even more room than usual.

Ran into Poland previously, not another continent but pretty much at the utmost limits of what I would consider enough space to grow without forcing civ's into early warfare. Of course, this is just an initial impression based on the first post-patch load. I'll play more games to see if it's normative, but couching eight spaces as roomy is not a norm to defend.
 
Please rephrase these two changes:
  • Great Admirals and Great Generals have a combat bonus and a movement bonus, they no longer stack.
  • Abundant resource will spawn sea luxuries.
 
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.

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.

EDIT: Looking back it's not even constraining you as you appear to have reasonable expansion opportunities to the east.
 
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Well, they do seem to have fixed the problem where when the host leaves in MP, it hangs the game... sort of. This has happened a couple times today, and the game did come back but it took forever to resync, and the turn transition times thereafter were AIDS...

le sigh
 
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 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.

When I played Civ IV it was kind of understood as a baseline expectation that in order to be able to compete at difficulty levels beyond the lowest ones I would need to, at some point, attack and conquer a neighbor, at least 80% of the time (and that's probably low-balling it). Even if I wanted a peaceful victory, this is a game where competition for land and resources is a major driving force behind gameplay and at some point that's going to come to a head. So maybe my perspective on this is different. I look at this and say "yes, this is normal".
 
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.
 
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.

As far as I can tell some of the stuff in the patch notes is actually only in Rise and Fall. Firaxis messed up.
 
Ah, that would make sense. Any idea how much of the rest of the patch is missing?
 
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?
 
http://steamcommunity.com/games/289070/announcements/detail/1662261735494326654

Base Game Patch Notes

BALANCE CHANGES
  • Diplomatic actions now scale with game speed.


  • I'm yet to see this on Marathon...unless trade deals are now shorter than 30 turns elsewhere. Or are trade deals not considered diplomatic actions?

    Change tech boost for Steel to add a soft prerequisite that hints you probably want Ironclads before Destroyers.

    I haven't noticed a change here either...

    Barbarian difficulty has been updated to scale with each difficulty level. (Warlord, Prince, King etc...)

    So what level were they set at before this change? And given that reducing the potency of barbs potentially improves the AI Civs...is this counter productive??

    Gold and Faith rewards from Tribal Villages now scale with Game Speed.

    I thought this was already scaled.

    GENERAL BUG FIXES
    Fixed several issues with obsolete units appearing in the production menu for a city.

It looks to me now like you can build an obsolete unit if you do not have access to the resource which obsoleted it! Wonderful :goodjob: but not what I was expecting with this wording. Or is that just a R&F thing?


  • 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.

All great needed changes.

USER INTERFACE IMPROVEMENTS

I love everything they did under this heading!

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.

Again I'd like to see more in this area, like all land units having a harder time against naval units (at least if they are on the land tile that is next to the coast); but I guess this is a good change as bombards are less common than light ranged; or should be in most games.

Now they need to give us an option to toggle map pins between show/hide.

:stupid: 1,000,000 percent this! I want to use map pin to plan out my cities so I don't waste a space I want; but I don't want to see them (the pins) most of the time! Map pin lense please @FXS_Sarah ??

Yup. No mod available for this either afaik, right?

If there is one I'd love to know.

Please rephrase these two changes:
  • Great Admirals and Great Generals have a combat bonus and a movement bonus, they no longer stack.


  • Yeah, I'd like to get that clarified as well. I'm guessing it means that (like factories) you only get the bonus from the strongest GG or GA in the area?
 
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?

Civilization VI Patch Notes [2/13/18]
February 13 - 2kschug
A new update is available for Sid Meier’s Civilization VI today. This update will automatically install when starting the Steam client; if it doesn’t install automatically, please restart Steam. To our modding community, the below patch may require you to update your mods.

For the best gameplay experience, we recommend disabling mods until they have been updated by the mod creators to be compatible with this latest patch. Loading an old save or configuration that was created using mods will re-enable those mods.

Firaxis Games and 2K are committed to making Civilization VI the best experience possible and will continue to support the title. If you have any feedback on this update or just the game in general, please let us know in the Steam forums or comment below.

Civilization VI Update
  • Fixed an issue where the user could not access the builder that is awarded when the Eagle Warrior kills an enemy unit in a standard ruleset game.
  • Fixed America's Founding Fathers ability to function when progressing through a Standard Rules match.
  • Fixed an issue where a trader could lose functionality resulting in placeholder/debug string being displayed when war is declared through an emergency with a civ the user has trade routes to.
  • Fixed a crash that could happen when starting a new game under certain conditions.
  • Fixed an issue where the user could crash after attempting to join a Full game in the Multiplayer lobby.
“Rise and Fall” Expansion Update
  • Fixed the Letters of Marque Dark Policy to double the Yields from plundering a trade route when viewed during gameplay.
 
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