DLC 05 Unmentioned Change Thread

Game seems much more difficult on immortal now with the patch. AI has always been very good at Science at that difficulty but with the bug fixes and apparent valuation of luxuries for science civs (where they willingly trade culture items away) a science runaway has to be stopped early.

No more 50 turns catching up to an AI sitting at 68 techs but not launching mars project.
 
I had a barbarian scout steal my settler in multiplayer. Never had that before.

This happened before the patch as well. They only do it if they are enraged, which happens if you take their camp. Then they just start attacking everything in sight.

I didn't sift through the thread, so apologies if this was already posted, but the trick that used to allow you to cancel trade routes in progress (clicking on the icon above the trader unit and then clicking on the icon above any enemy unit) no longer works. Also if you settle on a lux you now get the amenity regardless. I settled on jade in a game yesterday and had +2 amenities on T1.

The settling on a lux worked before this patch as well.
 
The settling on a lux worked before this patch as well.

There was a time if you settled on a lux before you had the tech to hook it up (e.g., settled on jade before you had mining), you didn't get the amenity from it, ever. I don't know if this patch or an earlier one fixed that.
 
There was a time if you settled on a lux before you had the tech to hook it up (e.g., settled on jade before you had mining), you didn't get the amenity from it, ever. I don't know if this patch or an earlier one fixed that.

It got fixed in the spring patch the latest, as I've done so quite a while ago.
 
Yeah, those were non contradictory statements.

5 is the lowest tier that is listed. No tier is actually the lowest. So while the start bias for Nubia isn't strong to any one type of thing, it is mild towards a lot of things. Makes sense given their bonuses.

Edit: to clarify, no one else gets that many possible start bias options towards strategic resources generally. Also, Nubia is the 'big' mining start bias civ.

Since in the latest polycast there were some "fake news" that it isn't known whether Nubia has a desert start bias, it does. In Nubia_GameplayData.xml there's also <StartBiasTerrains> after </StartBiasResources>, and there it is given tier 1 for
desert & desert hills. Good show btw, but no need to test a 100 starts :)
 
Since in the latest polycast there were some "fake news" that it isn't known whether Nubia has a desert start bias, it does. In Nubia_GameplayData.xml there's also <StartBiasTerrains> after </StartBiasResources>, and there it is given tier 1 for
desert & desert hills. Good show btw, but no need to test a 100 starts :)

This is interesting. I thought a Tier 1 was so strong it basically meant you always had a start there; so far, the strongest bias we've seen for major civs was 3 (some city states have a 1 for coastal). Apparently I overestimated that, as I had to carefully plan my cities to get as many as possible with a pyramid next to the center.
 
Since in the latest polycast there were some "fake news" that it isn't known whether Nubia has a desert start bias, it does. In Nubia_GameplayData.xml there's also <StartBiasTerrains> after </StartBiasResources>, and there it is given tier 1 for
desert & desert hills. Good show btw, but no need to test a 100 starts :)

Well, I didn't know because I didn't look into the files ;).
 
Since in the latest polycast there were some "fake news" that it isn't known whether Nubia has a desert start bias, it does. [..] Good show btw...
Thank you for the clarification, and kind words about the show. :)
 
I am not sure if its new with this patch or last. I had a spy successfully complete a mission, but he was also discovered by my opponent. I was able to promote him, before he attempted escape (got ace driver). I know at one time, if a spy was discovered he didn't get a promotion.
 
There is no more "decisive victory" in combat preview.

Inner ring hexes automatically get switched to a newly founded or captured city regardless of previous control.
 
So you can now steal tiles from another civ by settling on the border? That adds another strategic consideration.

No, I meant control is only switched between cities that are owned by the same player.

So if you own a 3rd tile hex and found a city next to it that tile automatically switches to the city it is in the inner ring of.
 
No, I meant control is only switched between cities that are owned by the same player.

So if you own a 3rd tile hex and found a city next to it that tile automatically switches to the city it is in the inner ring of.
I was under the impression that that was how it worked already
 
I was under the impression that that was how it worked already
I don't think so, but I could be mistaken.
Russia used to end up with cities that only had a couple of hexes because previously founded cities would have already already claimed those hexes and the AI doesn't switch control of hexes from city to city.
 
How do you think: is the unmentioned increase to gold yield of some tile improvements an intended change or just a bug? We would know for sure if it were included in the patch notes.
 
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