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Changes not documented (or obvious) in patch notes

Georgian unique walls also add +200 HP to the city. Renaissance walls only add +100 (used to be +50 but has been buffed in GS)

I think this shows a fundamental disconnect between the devs and players.

The players don't see a need to build even the second level of walls because the first level is satisfactory for defense throughout the game. Why the hell would making the unique third level wall even more effective make a bit of difference?
 
I think this shows a fundamental disconnect between the devs and players.

The players don't see a need to build even the second level of walls because the first level is satisfactory for defense throughout the game. Why the hell would making the unique third level wall even more effective make a bit of difference?
And now they have buffed Ancient Walls even more by giving it 100HP. Instead of just nerfing the Battering Ram.
 
Georgian Unique Walls should be one layer only and buildable from engineering or something - so after regular ancient walls at Masonry. It would make harder to get there, but it would be way better. Or they could make it the same as Ancient walls, a little stronger, and get more add ons after the techs which unlocks medieval and renaissance walls, like the add-ons they gave to the GDR. A Tsikhe with base 150 HP, getting +100 points from Castles tech, and +150 points from Siege Tactics tech. It would be way better that way.
 
The Cree CUA Favorable Terms seems to have changed. Internal trade route no longer generates extra food for camps/pastures in the originating city. However a trade route from capital to a CS with a pasture is generating one food for the capital. If this seems like a bug or isn't happening to someone else I can try to figure out how to post a sceenshot later. This is with GS installed, not just the patch.

I usually don't post but have been reading a lot lately to learn as much as possible for GS, which I hope to get going at with a new civ and a long session soon. Thanks to all the dedicated posters who have added to my gameplay with their knowledge.

I think it's always been like that. The bonus goes to the originating city, but it's based on pastures in the destination city (as opposed to the Inca bonus, which is for mountains in the origin city).
 
I think this shows a fundamental disconnect between the devs and players.

The players don't see a need to build even the second level of walls because the first level is satisfactory for defense throughout the game. Why the hell would making the unique third level wall even more effective make a bit of difference?

Based on the FXS streams, I think FXS’s testers or designers or whatever do play the game quite differently to players on this forum. I also think you can see that in the game’s design - it has various elements that seem built for particular strategies that, well, no one here uses.
 
I would be interested to know what the motivation was to buff ancient walls, and walls in general. If it was "players are reporting that attacking the AI is too easy", it's the wrong solution, but at least a reasonable topic for them to address. I'm not sure that is what's behind it, though. Other possible motivations might be:
  • it's intended as a way to improve the survival of city states at higher difficulty levels
  • it's intended to reduce AI snowballing by making other AI cities harder to take
 
I think this shows a fundamental disconnect between the devs and players.

The players don't see a need to build even the second level of walls because the first level is satisfactory for defense throughout the game. Why the hell would making the unique third level wall even more effective make a bit of difference?

Yeah... in both of my games as Georgia I only ever built one or two of them in my large empire becuase it just takes so many turns to build all 3 levels of wall. "Can built without needing Ancient or Medievil walls" would be a huge improvement.
 
I think it's always been like that. The bonus goes to the originating city, but it's based on pastures in the destination city (as opposed to the Inca bonus, which is for mountains in the origin city).

Indeed, which is why I expected my trade route back to my capital (with a camp and a pasture) to produce 2 extra food. No longer.
NotSoFav Terms.jpg


Sorry, did I attach this screenshot correctly?
 
I would be interested to know what the motivation was to buff ancient walls, and walls in general. If it was "players are reporting that attacking the AI is too easy", it's the wrong solution, but at least a reasonable topic for them to address. I'm not sure that is what's behind it, though. Other possible motivations might be:
  • it's intended as a way to improve the survival of city states at higher difficulty levels
  • it's intended to reduce AI snowballing by making other AI cities harder to take
If battering rams & siege towers were only effective with ancient walls, but had ZERO effect if medieval walls were present, that would work. As it stands, I just have to refrain from building rams/towers and walls get built only for the esthetics (i.e. tourism later in the game).
 
I think Immortal difficulty AI is getting 2 starting settlers. Is this new? I always played Immortal because I hated the 2 settlers of Deity...
 
I think Immortal difficulty AI is getting 2 starting settlers. Is this new? I always played Immortal because I hated the 2 settlers of Deity...

Not new. Immortal gets 2, Deity gets 3. Consistent since very early in Civ 6.
 
The Skyscrapers policy card now gives +15% Production toward all wonders from any era, as opposed to merely for wonders from Industrial era and beyond.
 
The Skyscrapers policy card now gives +15% Production toward all wonders from any era, as opposed to merely for wonders from Industrial era and beyond.
All wonder cards are supposed to include previous eras now.
 
Not new. Immortal gets 2, Deity gets 3. Consistent since very early in Civ 6.

Did you know that they really don't get the 3 settlers from scratch? They get one at start, and then 1 more for each new district (including city center)... which translates to --> setller 1 settles --> get Settler 2 --> setller 2 moves until it settles --> gets settler 3 --> settler 3 moves until it settles.

So, technically, not 3 settlers from turn 0, but a little delayed...
 
Did you know that they really don't get the 3 settlers from scratch? They get one at start, and then 1 more for each new district (including city center)... which translates to --> setller 1 settles --> get Settler 2 --> setller 2 moves until it settles --> gets settler 3 --> settler 3 moves until it settles.

So, technically, not 3 settlers from turn 0, but a little delayed...
I did not know this, but I think it's a cool staggering
 
Did you know that they really don't get the 3 settlers from scratch? They get one at start, and then 1 more for each new district (including city center)... which translates to --> setller 1 settles --> get Settler 2 --> setller 2 moves until it settles --> gets settler 3 --> settler 3 moves until it settles.

So, technically, not 3 settlers from turn 0, but a little delayed...

Yes, I did know that, I even considered explaining more fully, then went with the shorter response. :D
 
I just noticed that the game says how many turns until a culture victory now in the culture victory screen under your tourism.
 
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