Checking in from the dev team: next update coming later this month!

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FXS_Sar

Firaxian
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Hey Civ fans! The dev team is hard at work on a new update (1.2.0) which is currently targeting April 22 (as always, date subject to change).

We've just posted a new update check-in that walks through what's coming later this month, what's still in progress behind the scenes, and how your feedback continues to shape what we're working on.

📝 Check it out here.

And for my TL;DR crowd, a few bullets on what's incoming:
  • Resource Updates
  • Population Growth Improvements (Food Curve)
  • One More Turn
  • Teams Multiplayer
  • Research Queuing
  • Repair All
  • Fewer Natural Disasters
  • Improved Map Generation (Coastal Erosion)
  • Bug Fixes, UI Polish, and QOL Improvements
At the risk of sounding like a broken record, thanks again for all the feedback, bug reports, and detailed threads - we're reading it all! 🧡
 
Continent-unique resources returning from VI is very nice, and I think it'll feel even more impactful and fun now that Resources are more involved and trading Luxuries has been removed. If there is some classification for specifically "foreign" Resources internally, rather than just generation patterns, I could also see bonuses towards them as a cool focus for a Trade civilization, like I don't know Swahili or something I don't really have any preference but Swahili would work or maybe Swahili.
 
Here's the post that announces the next patch:

Thanks @queenpea for posting it inside the player counts thread, but I thought that would be a good candidate for its own thread.

It looks like the patch comes later than I hoped for (after Easter), and while it does contain some nice things (resources, research queueing, one more turn), bigger maps and the steam workshop will only come in June. That's a bit of a let down, but I hope this means that patch is then a bit meatier or there will be a patch with a larger rework in autumn...

I wonder about the growth change. If it helps the AI to build better cities, I'm all for it. But was this asked for? I didn't catch any discussions on this.

Moderator Action: This was the OP of a separate thread, which was merged into the one from Sarah, to have only one thread. The_J
 
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The growth thing sure is intriguing. I'm not much of a math guy, but quadratic vs. cubic should make a substantial difference. Tall strategies should be more viable. Nice!
 
More resources are always good. Glad to finally see Llamas in the game. I assume they will have a similar bonus to Camels.
I'd like to see the return of Bison, Honey, and Maize.
I hope they consider including Obsidian, Beans, Cassava, and Caviar someday.
 
"Lastly, you may have noticed we haven’t mentioned the next paid collection, Right to Rule Collection**. The team is prioritizing improvements to the core game right now, so we’ve made the call to roll out this Collection later this summer. We’ll have more to share on this Collection and its contents in the future."
This should ease a lot of minds.
 
I wonder about the growth change. If it helps the AI to build better cities, I'm all for it. But was this asked for? I didn't catch any discussions on this.
There have definitely been a lot of discussions about towns vs cities and how food scales in this game. The general consensus being that cities are always flat-out better and that food-based, town-heavy strategies are bad.
 
Sensible changes overall.

My only question for now is whether the Treasure Resources will still spawn on islands under the new Hemisphere Identity - and how islands work with the system in general.

It is clear they’re inching towards a more symmetrical gameplay between Mainland and Distant Lands, one step at a time. It’s just that in the interim things will feel juuuust a bit off, so close yet so far. Also, with the Hemisphere Identities it seems they are still sticking to the East-West distribution of landmass and resources - so the general direction for exploration will remain predictable for a while.
 
Sensible changes overall.

My only question for now is whether the Treasure Resources will still spawn on islands under the new Hemisphere Identity - and how islands work with the system in general.

It is clear they’re inching towards a more symmetrical gameplay between Mainland and Distant Lands, one step at a time. It’s just that in the interim things will feel juuuust a bit off, so close yet so far. Also, with the Hemisphere Identities it seems they are still sticking to the East-West distribution of landmass and resources - so the general direction for exploration will remain predictable for a while.
Since the maps are much wider than they are tall, I expect split between homeland and distant lands to remain east-west. However, hemisphere identity could mean vertical split (as they also mention continent identity).

Also, I believe in the future Firaxis could achieve non-rectangular zones while still keeping east-west distribution between homelands and distant lands.
 
All of these changes are fantastic but the resource/economic alterations are definitely the most exciting to me. Looking forward to more details on that for sure — more varied selection of treasure resources so it doesn’t feel like we’re pillaging South and Southeast Asia all the time.
 
Very excited for the resources update, definitely feel like having differences in what resources are available between continents and even areas within continents will make games less repetitive.

Treasure resources also providing effects is big - I wonder if they'll be empire-wide considering Gold and Silver already function as either treasure resources or empire ones, or work differently somehow.

Edit: Biggest of all though is a 'repair all' button at last!
 
Edit: Biggest of all though is a 'repair all' button at last!
Hopefully, that button is also present on the purchase tab and not only on the production tab!

I find it amusing that they mention both Pachacuti and the AI being better with the change to the growth formula. The AI already does better with Pachacuti than with most other leaders.
 
There have definitely been a lot of discussions about towns vs cities and how food scales in this game. The general consensus being that cities are always flat-out better and that food-based, town-heavy strategies are bad.
I've always gone for town-heavy strategies rather than city-heavy ones because it means less micromanagement, had no idea it was a bad strategy apparently - looking forward to getting even more city growth then haha
 
I've always gone for town-heavy strategies rather than city-heavy ones because it means less micromanagement, had no idea it was a bad strategy apparently - looking forward to getting even more city growth then haha
Yeah. Personally, I wouldn't even say it's a bad strategy. If a strategy is viable on the highest difficulty level of a single player game, which it is, I have a hard time saying it's bad. I was more stating the consensus view than my own views on the subject.
 
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