Fall 2017 Patch - Undocumented Changes

Not that I am aware of, I'm happy to run some vanilla tests if you have situations.
Well, it's just me.

I had not realized that the global parameter "COMBAT_HEAL_CITY_GARRISON" (default value = 20) controls both the healing of units garrisoned in cities and the city itself, I was assuming it was only for the city... Well, now I just need to get ride of that parameter and use my own functions for city healing.
 
I don't if this right place, but; after last patch I can only trade with one CS; it's the only one I have special relation with; as game has progressed I have now have 8-10 traders but no place to trade.
Do you now have to get that special status in order to trade with CS?? Seemed before you could trade with one&all!!

jmk
 
I had not realized that the global parameter "COMBAT_HEAL_CITY_GARRISON" (default value = 20) controls both the healing of units garrisoned in cities and the city itself
Never knew for sure, just made the assumption, nice to know, tx.
 
From my first new game post-patch, for the first time ever I had the AI demand tribute of me (1 luxury resource; accept demand or reject demand). It was Monty demanding. I'm not clear if this is new or just has a higher probability now.

Also, I can confirm, as mentioned above, that the freezing while the game would re-calculate when confirming policy changes is gone.

Not sure if this happened to anyone yet but in my last game, I had Teddy lead the tech race and he kept on threatening me for demands. I checked his Military strength and it was 0. Prior to that it was at 200ish and he was in the information age! For about 100 turns he produced NO UNITS. I finally got fed up and invaded him and he had NO UNITS! This guy had an insane tech lead and at one point had some air units (P-51). What the heck was the deal with that? Has that happened before the patch or to anyone else? Everyone else had massive armies btw.

I've had this problem with Civ6 from the beginning. I believe this is the result of units simply costing too much and some AIs fall in a situation where they build up their cities/districts and never prioritize units and thus end up with a military strength of zero after a couple of wars. Very frustrating.

I started a thread around this topic and have since 'fixed it' by modding the cost of civics/techs (more expensive) and units (1/3 the original cost). Now there is a good balance between time/turns/eras and about the same number of units running around that was on Civ5. I have never again seen a Civ with a military strength of '0'.
 
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OK so too close to a CS, how about too close to a wonder? I think I'm gonna play this one for laughs... I mean a free settler on turn one as well... anyone want the sav?

Hmm, I played this just for kicks, and I may have run across another Undocumented Change -- When loading this save, all My mods were still active (Surikats Ui adjustments, Suzerain at a glance and Unique district icons) -- I don't think this was possible before; If you loaded someone else save, you only could use what they had active. GOTM is a good example of this. Before, you could never use CQUI for a GOTM, but now, (when it is released); I think you can . . . ??

edit: I just confirmed this with GOTM 25. This is an AWESOME (and much welcome!) change!
 
I don't think this affects anything in game but I don't remember these rows in the Buildings table from before earlier this year. They are all blank or 0 so no clue what they do. They could also be a few patches old by now and I just never noticed them. Part of a future DLC or expansion? Or maybe just something I missed a while back.

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I don't think this affects anything in game but I don't remember these rows in the Buildings table from before earlier this year. They are all blank or 0 so no clue what they do. They could also be a few patches old by now and I just never noticed them. Part of a future DLC or expansion? Or maybe just something I missed a while back.

View attachment 479536

Interesting. It could be part of the expansion. I wonder... would they go in the city center or a suspected new Diplomacy/Espionage district?
 
So, I had a siphon funds mission be successful against me (for 1908 gold) but I didn't have enough gold to pay for it. So, as a result, my gold level remained unchanged....

...but, the gold I'm receiving each turn seems to be short by about 190 per turn -- it's like I'm paying off the siphoning over 10 turns? My gpt is a positive 380 before the change (if positive gpt matters for this).

I don't remember ever seeing this before, and it's not telling me anywhere why the numbers aren't adding up (gold per turn I should be getting versus that which is received), so I'm making assumptions. Is this new? Anyone else see this before?
 
So, I had a siphon funds mission be successful against me (for 1908 gold) but I didn't have enough gold to pay for it. So, as a result, my gold level remained unchanged....

...but, the gold I'm receiving each turn seems to be short by about 190 per turn -- it's like I'm paying off the siphoning over 10 turns? My gpt is a positive 380 before the change (if positive gpt matters for this).

I don't remember ever seeing this before, and it's not telling me anywhere why the numbers aren't adding up (gold per turn I should be getting versus that which is received), so I'm making assumptions. Is this new? Anyone else see this before?

Pretty sure the way siphon funds works is each turn the spy is active on the mission you gain/lose gold. Then at the end of the mission the spy has a chance of being captured/killed/escape and the city owner is notified that funds were stolen.

... i think
 
I’ve read that your loss of gold comes in the series of turns AFTER the siphon gold is completed successfully.
 
That's cool, that didn't used to be the case but I didn't play after the summer patch until the fall.
 
Not sure if this was the case before, but I am able to upgrade my units in my allies territory. I just upgraded my scout to a ranger. Has this always been the case and I never noticed or is this new?
 
I’ve read that your loss of gold comes in the series of turns AFTER the siphon gold is completed successfully.

That was the case in the last patch at least, and the loss per turn was not accounted for in the GPT at the top of the screen, arguably a UI bug.
 
Not sure if this was the case before, but I am able to upgrade my units in my allies territory. I just upgraded my scout to a ranger. Has this always been the case and I never noticed or is this new?
I think this was added in a previous patch (the one that let you see what your allies see, I think). It's a nice feature.
 
Probably not a new feature or related to this patch (and almost certainly not even a feature). But this was the closest thread to post it in.

Apparently you can nuke your allies without any consequence. I just did it to my Ally Alexander and the result was a continued alliance. No war declaration or change in diplo modifiers.
I think this is a bug because I was able to accidentally bomb a friendly city with a jet bomber without any consequence.
 
Hmm, I played this just for kicks, and I may have run across another Undocumented Change -- When loading this save, all My mods were still active (Surikats Ui adjustments, Suzerain at a glance and Unique district icons) -- I don't think this was possible before; If you loaded someone else save, you only could use what they had active. GOTM is a good example of this. Before, you could never use CQUI for a GOTM, but now, (when it is released); I think you can . . . ??

As I mentioned in the GOTM thread, that is because Sukritact's UI adjustments, Suzerain at a Glance, and Unique District Icons all have AffectsSavedGames to false. I have a Steam Workshop collection of mods like that. It's handy because you can add them to ongoing games, or turn them off if something breaks. This is not a new feature; it has been around for as long as the SDK with ModBuddy at least.
 
I have noticed two undocumented things:
1) in the City Buildings Panel the buildings now have tooltips
2) in the Great People Screen, if you hover over the new round icon of a civ in front of the civ's name, a tooltip will list the cities of that civ.
 
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Not new, it’s been around since before the summer patch. I use it shamelessly. :)

So, iirc the list in the diplo screen only shows the cities you have discovered on the map. Does this list show all the cities?
 
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