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Civ7 Developer Update (May 27), patch 1.2.1

Moderator Action: Merged other thread. Sorry OP got changed. I will try to fix later if I can.
 
Songhai seem really good at one thing. But that thing IS "winning a legacy path without breaking a sweat". Their UU is unimpressive, their traditions don't have that much use. The caravanserai are pretty one dimensional... This just makes them even better at the thing they already excelled at...Which is really useful so I still have them as one of my favourites...
 
Indeed. But unfortunately for Fritz, he doesn't have that nice synergy with the Mongols that Charly has.

Also: is the stuff on Carl's desk a battle royale reference of some sorts?
- And Cavalry units in general are still overpowred since they still have generally better combat factors, better mobility, and can still dig in themselves and their horses.

On the other hand, you could plan a progression of Fred through Civs with Unique infantry units, like Greece/Rome in Antiquity, Spain/Songhai in Exploration, Buganda/France/America in Modern, and have fun grinding your enemies down.

I note that they said something in the notes about further work on the combat system, and I hope that includes balancing the various unit types. Right now, I have frequently seen AI Civs building nothing but ranged and cavalry units because infantry are so mediocre in comparison, both in late Antiquity and from the start of the Exploration Age. That has to be re-balanced somehow.
 
I note that they said something in the notes about further work on the combat system, and I hope that includes balancing the various unit types. Right now, I have frequently seen AI Civs building nothing but ranged and cavalry units because infantry are so mediocre in comparison, both in late Antiquity and from the start of the Exploration Age. That has to be re-balanced somehow.
Mainly this:
  • Secondary Unit Combat Strength effects from all Resources have been removed.
    • Dev Note: Additional bonuses against particular Unit types ended up just making some Unit types like Infantry underpowered in most situations. We’re looking into other ways to differentiate Unit types so that they each have situations where they shine.
So no more “screw Infantry in particular” from resources like Horses or Oil.
 
Does Civ7 give infantry etc additional strength on specific terrain? if not then it seems like it would be a good addition.
 
To me infantry should be stronger on rough and vegetated terrain as it gives them more cover.
That is true in Modern Age when the damage comes from long range weaponry, but is not necessarily true earlier, when infantry frequently relied on close formations for protection ("shield walls" for example) and it was verey hard to maintain those formations while trying to move through or over rough terrain.

Rather than try to write rules covering terrain in all Ages, I think they'd be better off working on the relationships between the unit classes.

Like, give Cavalry big bonuses from flanking, but infantry gets a bonus against Cavalry in frontal attacks, ranged gets lighter combat factors to make them very vulnerable to attack . . .

BUT, give possibilities to overcome or augment any or all of these through various Civics or Techs or Momentos. There's no reason all of our unis should be all the same in every game, in every in-game situation.
 
They may at some point finish developing the game!
You're right, we should play Civ IV without any of its patches or additional content also :)

(while I don't think its good that games require post-release support these days, or like the state VII was pushed out the door in, games being "finished" on release has been a dead concept for a good twenty years)
 
That is true in Modern Age when the damage comes from long range weaponry, but is not necessarily true earlier, when infantry frequently relied on close formations for protection ("shield walls" for example) and it was verey hard to maintain those formations while trying to move through or over rough terrain.

Rather than try to write rules covering terrain in all Ages, I think they'd be better off working on the relationships between the unit classes.

Like, give Cavalry big bonuses from flanking, but infantry gets a bonus against Cavalry in frontal attacks, ranged gets lighter combat factors to make them very vulnerable to attack . . .

BUT, give possibilities to overcome or augment any or all of these through various Civics or Techs or Momentos. There's no reason all of our unis should be all the same in every game, in every in-game situation.
That or as we now have eras, just add terrain benefits to various units and have them adjust as you transition to a new era.
 
Did they fix the low amount of treasure resources in Exploration?
They said something about "Treasure Fleet Improvements" for the June Update, which may refer to that, but no details and nothing in the current Patch.
 
Was that patch about 3 GBs?
 
By the way, this particular update is incompatible with some mods that didn't conflict with the last update. I left Wonders Screen and Search Natural Wonders in the mods folder, and the game essentially crashed. Once I moved them out, it was fine.
Nevermind. I experienced the same problem a little while ago despite having no mods. The game wouldn't fully display the intro screen after I loaded my save file, instead just showing all of the text at the top, with no buttons visible to actually begin the game. I had to close the window and shut down the game. (See image below.)

I got it to work upon restart. I then tested both mods I mentioned above, and they seem to work fine. The problem is something else, and I haven't experienced it before, so it's something that's being caused (intermittently) by this patch. After I posted this, I saw the thread from someone else who had launch problems after downloading the update, so I'll try the couple of steps mentioned in that discussion to see if it eliminates the problem.

error error.jpg
 
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