Fall patch discussion thread

Anyone tried this fall patch without any other mods? Do the AI upgrade their units? Do you see them with strategic resources units (swordsman, musketman etc)?

I'm trying to see whether I should disable Novemberisms' Strategic Resource and Tech Tree Rebalance Mod.
 
Upgrade units? Not seen the proof yet. City states yes, AI Nations no
 
Anyone tried this fall patch without any other mods? Do the AI upgrade their units? Do you see them with strategic resources units (swordsman, musketman etc)?

I'm trying to see whether I should disable Novemberisms' Strategic Resource and Tech Tree Rebalance Mod.

Nope, still fighting slingers with tanks on Immortal. Arabia managed to build a decent sized knight army but only because it's their UU and doesn't require resources.

Also the new warmonger diplo penalties are absolutely ridiculous. It seems like every city you conquer adds a hefty diplo penalty now. Before the patch, you could often avoid penalties by playing a smart diplo game. Now, it's impossible. I hope something doesn't work as intended by the devs here.
 
The fact that they didn't fix AI unit upgrading is really disappointing. Especially because there are multiple mods out there that have successfully fixed it! Firaxis could have copied one of those, if nothing else.
 
Really? The AI is upgrading in my game...

It's definitely an inconsistent thing. Sometimes the AI upgrades, sometimes it doesn't. I've played two conquest-heavy Deity games with the patch, and in both I've seen carpets of AI warriors in the lategame. I'm playing a game as Spain now. It's 1100 AD and America is in the Information Era. Teddy declared war on me and showed up with... a bunch of warriors, slingers, and horsemen. He was about 10 techs ahead of me but his invasion posed no threat whatsoever. Yuck.

But the AI does occasionally do it, yeah. I think a lot of it has to do with the AI tech path, which is somewhat random.
 
Really? The AI is upgrading in my game...
Are you sure they're upgrading and not just building new units from scratch? They do get some crazy production boosts, so it's probably very easy for them to modernize through production.

S.
 
Before the patch the AI would replace those ancient units with more modern ones after their old unit had been defeated. Guess that still holds. But when you attack a feeble enemy in 1200AD and all they field are warriors, spears and catapults, all immersion is gone in an instant. Not to mention that this sort of game poses only a challenge for your patience. You are basically playing with yourself.
 
We need another patch right now. There are too many issues to be fixed.
 
Lots of stuff yet to be improved / fixed! No doubt! But I'm glad they released the patch. And now we're waiting for the next one... For me Firaxis is on time- I expect another big improvement befor Christmas...

Does anyone remember how long it took for CiV to get the SDK out of the gates...?
 
Play the new patch for 10 turns already. They DON'T escort settlers. At least poor Gandi didn't do it in my game.

Moreover, I still can pillage a road outside of my borders. But I can't destroy traders for some reason. Do I need some tech for that or is it a new bug?

It's even more strange. Next turn I was able to plunder the trader although my warrior had full movement previous turn and only half movements this turn. I can't understand it.
 
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Frankly I like the game. Have no problem with unstacked cities or 1upt, I like the way it all works. But the AI can't play the game. Diplomacy still feels random and they always end up hating eachother as well. Domination victory is just plain silly. Especially once you have bombers. No opposing airforce, no AA guns and unlike Civ 5 bombers don't take any damage from bombing cities or units. Motivating myself to play on when I know I'm untouchable is the hardest part really.
 
I think this patch has increased the necessity of commercial and harbor districts, and trade routes with high gold yield. In today's game I just started, I find myself prioritizing settling as close to as many tiles with 2+ gold as possible, even over strategic resources. This is to break even in the early game, to pay city maintenance, before strong money policies like triangular trade. Else, I'm trapped making at least 2 commercial/harbor districts early, and you know, sometimes I like having a holy site, an encampment and a campus first.

I kinda think it's a good thing, because before the patch, so much was production-centric, and income was.. not even really secondary, it just was sorta there. Getting your money right should be a focus of an empire, but if I can't support my 4 legions, 3 catapults and 2 crossbows unless I also have 2 harbor/commercial districts, which I'm somehow supposed to come up with at the same time, things are getting a bit limited. I feel like... I'm playing Rome as England.

Do luxuries and bonus resources need another +1 gold across the board since they had to remove any money for dismissed units? Or maybe just select ones, maybe just luxuries?
 
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I think this patch has increased the necessity of commercial and harbor districts, and trade routes with high gold yield. In today's game I just started, I find myself prioritizing settling as close to as many tiles with 2+ gold as possible, even over strategic resources. This is to break even in the early game, to pay city maintenance, before strong money policies like triangular trade. Else, I'm trapped making at least 2 commercial/harbor districts early, and you know, sometimes I like having a holy site, an encampment and a campus first.

I kinda think it's a good thing, because before the patch, so much was production-centric, and income was.. not even really secondary, it just was sorta there. Getting your money right should be a focus of an empire, but if I can't support my 4 legions, 3 catapults and 2 crossbows unless I also have 2 harbor/commercial districts, which I'm somehow supposed to come up with at the same time, things are getting a bit limited. I feel like... I'm playing Rome as England.

Do luxuries and bonus resources need another +1 gold across the board since they had to remove any money for dismissed units? Or maybe just select ones, maybe just luxuries?
Really? Gold hasn't been a problem with me before or after patch. Production is a problem for me. It is way too slow, even after the patch. When classic wonders are being built in the renaissance and industrial age, that is a problem. That has been every game that I have played. While I do like the game, the production problem has been a great annoyance. Even spamming settlers doesn't help and later era cities are worthless for a long time. You almost have to dump all of your traders in those cities and create trade routes (mostly internal) that boost production. But later game, that doesn't even help.
 
Early game I only build settlers and military units, a few builders, till I can get production district, so I have hardly any gold expense. With a lot of cities, you have lots of time to build campuses and whatnot later and catch up if you're lagging in tech.
 
I dont understand how people are short of gold in this game. I'm always massively in the positive, making over +1000gpt without even trying. The early game is slightly different, but its really just a matter of running conscription

What does "without even trying" mean to you? Are you saying you get +1000 without using gold specific policies, buildings and civs?
 
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