Fall patch discussion thread

I still would hope for a return of the ability to lightbulb great people. If they also brought back Golden Ages (why, oh why were those eliminated from the game in the first place?), you could use, say a GW and a GA to trigger a Golden Age.
Even if they don't being back Golden Ages... why not use the mechanics from Civ V and give Great Writers the ability to be used as culture bombs? In essence turning them into Great Scientists for the Civics-tree.


S.
next should be a great writer theming bonus for works from different writers but the same era. that way you would want to use them and trade great works around more to get optimal benefits.
 
Good job, Firaxis! Some random, garbled thoughts:

- Patch focused on fixing exploits and bugs, but very little on game balance, just as expected
Spoiler :

- No modification to the ridiculous production cost for districts and wonders? WTFiraxis?
- No increase for social policies / tech costs in the latter eras, either? Come on, this is an easy thing to do
- No boost for sea / coastatal tiles?
- No boost to Unique Improvement / bottom tier civs? Understandable, but still dissappointing

This patch is good, but it has lots of glaring omissions. Back to play community balance patches, I guess :S

And afterwards you complain they didn't adress balance stuff? Right, they didn't. Still a good patch (haven't played yet but from what I read)... Even some basic UI-things I would like to get adressed haven't been, but I'm confident! ;)
 
Added UI to show the next tile a city will grow to
Not working properly, twice city expanded to a different tile, then it switched to another tile and still hasn't expanded to the original tile it showed
 
that way you would want to use them and trade great works around more to get optimal benefits.

Speaking of which: The management screen for Great Works is horrible (why all the restrictions on switching Great Works around?). Plus having to trade them in the diplomacy screen where I can't get info on the Great Work in question (type, era) makes getting the right combo of Great Works a game of chance. :)

What was wrong with Civ V's solution of a separate GW-trading screen that gave me all the info I needed at a glance and didn't require me to switch over to the diplomacy-screens?


S.
 
I have to admit I'm surprised the first patch arrived this fast. At the same time though, many of the bugs they fixed now should not have been in the release version to begin with.
 
I like that the mod I chose to use were already implementing some of the AI/diplomacy changes that are now in this patch.
But the lack of penalty on joint wars for the faction who asked you to wage war in the first place is a GREAT fix.
 
Speaking of which: The management screen for Great Works is horrible (why all the restrictions on switching Great Works around?). Plus having to trade them in the diplomacy screen where I can't get info on the Great Work in question (type, era) makes getting the right combo of Great Works a game of chance. :)

What was wrong with Civ V's solution of a separate GW-trading screen that gave me all the info I needed at a glance and didn't require me to switch over to the diplomacy-screens?


S.
I can understand why it is not possible to switch artifacts from not filled museums. It would be a bad thing for yourself if your archeologist disappears, because the museum he originated is full and you have to build another one in the city you pulled the artifact out of.
Why you have to wait 10 turns is beyond me. I would understand if you wait 1 or 3 turns and in the meantime you don't get any benefit of a GWoA, because it is traveling.
And yes - the GWoA trading screen needs an overhaul. I can estimate what kind of Art things are usually, but with some of the far eastern painters I could be wrong. If era would be important as well, this would be very difficult, indeed.
 
It would be a bad thing for yourself if your archeologist disappears, because the museum he originated is full and you have to build another one in the city you pulled the artifact out of.
Easy fix: Don't bind the Archeologist directly to the museum that built him. Simply make him a "builder for archeological sites" with three charges. Put the artifact he discovers into the nearest museum and lift the restrictions on switching artifacts around. I mean: It's not like the current system serves any real purpose (that I can see) - you'll most probably have to switch artifacts around anyway to get theming bonuses.

If that 10 turn-waiting period serves an "internal"/gameplay/balancing purpose: Simply shift the restriction from the player's ability to move stuff around to the theming bonus kicking in. Meaning: I can instantly re-arrange my stuff as often as I like, but even if I manage to generate a theming bonus, that bonus will only come in X turns *after* I unlocked it.

S.
 
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Looks like City states can now upgrade units without strategic resources... no iron is present and a swordsman is present
 

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Started a new game, met Gandhi and suddenly had a -3 diplo modifier because I had troops near his cities - Only one I had was a warrior that was far away...

\Skodkim
 
So everybody is excited about unit cycling and cosmetic changes :), any info about real game-breaking exploit which is production overflow?
 
I'm not sure if everything is a real issue that you want to have. It might be that a large group of players would like some of the stuff you are waiting for, but they are not essential and might never get into the official game, because Firaxis and a lot (maybe even the majority) of players, feel different.

Nah don't worry, I am aware that some of my complaints are more subjective / personal (more of a wishlist) while others are more widespread, me thinks.

Production costs for districts and wonders are such a thing. There is the trouble that it is related to tech advance, that seem strange to me, since it gives you a reason not to advance asap. But the overall costs are not too high imo, they are expensive, but ok if you plan with them and adjust your way of playing.

I expressed myself badly, it is the curve increase cost of districts that it is out of whack. I mean, any mechanic that involves "punishing" the player for advance in the game is counter intuitive, and I don't think that I am alone in thinking that the formula could get a rework or that production has become >the< bottleneck to overcome, overshadowing the previously all-powerful science.

I also don't see the need to boost coastal and sea tiles. Yes, they are bad. But why should they be better? To balance coastal cities and land cities? Why should those be balanced?

So we might have more strategies and city placement options avaible, of course :) Why else should any aspect of a strategy game be balanced?

It's cool to be vocal about what needs changing. But don't expect a game that is perfect and feels like tailored to your wishes - because that will never happen and I think Firaxis knows, that some things are better left for modders. I hope for a boost for bottom tier civs and unique improvements, too, but I'm sure civ balance will happen later.

I also hope for some boosts to weak civs and UI, but I don't think that this is mod balance material, at all. Rebalance doesn't mean reworking the core mechanics of the game, which seems totally fine to me.
 
any info about real game-breaking exploit which is production overflow?
Getting rid of God of the Forge bug (I hope this is included in the mentioned pantheon bug fixes) and nerfing cavalry production policies already fixes the worst part of it. Sure it can still be exploited to some degree, but not nearly as game-breaking as it used to be.
 
Looks like this patch fixed most of the most glaring issues, but it's missing a few major balance overhauls that pretty much necessitate still using a few mods:

-Water tiles still useless
-Science still far too fast
-Some civs are still overpowered
-Problematic leader agendas not adjusted

You should try my mod, fixes the top 2 issues in your list.
 
Come on Firaxis, we really need these two changes if we're going to be able to manage a large empire:
1. Correct notification of the last city build - impossible to manage cities properly if you don't know what was built last
2. Sleep function for units - the only way to effectively police your borders of other regions of interest/concern
These must be reasonably easy changes to make and I'm surprised how little fuss these boards make in asking for these two
 
1. Correct notification of the last city build - impossible to manage cities properly if you don't know what was built last
Christ.. is this still not fixed? :(

Also: I want my build-queue back. With a game that favors ICS/large empires this heavily, I don't want to have to remember what I want to build next in every single city I own. Messed up "just finished building"-message makes this even worse.

S.
 
I can understand why it is not possible to switch artifacts from not filled museums. It would be a bad thing for yourself if your archeologist disappears, because the museum he originated is full and you have to build another one in the city you pulled the artifact out of.
I have tested this in the vanilla version - when you use an archaeologist whose museum is full (due to trade or spy) you can still use his remaining charges to dig out artifacts but these artifacts just disappear/cannot be found anywhere. There is not even a warning that the museum is already full.
 
What gets me is the amount of people actually complaining they can't sell their soldiers any more. What's the matter? You produce soldiers to kill stuff and you delete them to get rid of their maintaince cost. You use district projects to convert production into gold. It's such an absolute non issue.
 
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