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February 2021 Update - Patch Notes Discussion

Discussion in 'Civ6 - General Discussions' started by Laurana Kanan, Feb 25, 2021.

  1. Andrew Johnson [FXS]

    Andrew Johnson [FXS] Warlord

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    There's no immediate way to tell. The names should be evocative of the clan type (your Bent Tree is a hills clan - admittedly not entirely clear, but I'm imagining rocky, scrubby hill pine), and the icon is linked to the name. There's a little system - rocks, hills, stone = hills. Storms, sky = rover or chariot. Certainly all the sea clans are named something nautical. But the Fire Ants (jungle)? The Setting Suns (hills)? There are about five clan names per clan type, so after a few games you should be able to identify them. We toyed with using historical names (Moken, Bugis, Woku at sea; Jurchen, Hun, Xiongu on horseback; Wa, Picts, Tamang in the hills), but balked at identifying even historical peoples with the category of "barbarian." The geographic/animal feature seemed to fit more with the "Carlbarian" idea rather than actually creating thirty new "mini-civs" (there is a lot involved in researching/clearing civ choices). But we still wanted to have a bit of personality, so it's not just going to be "HILL DUDES"
     
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  2. TreVor_ish

    TreVor_ish Warlord

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    But I like HILL DUDES name :mischief: I guess gonna mod that one myself :)
     
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  3. Vandlys

    Vandlys King

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    Thanks for replying, and I whole-heartedly agree with your choices. I do hope the names will become more familiar, but as always a visual distinction would have been amazing as well. Simply clicking on the banner to reveal "The Fire Ants clan of the jungle" for example, but of course even cooler would have been specific art assets : D

    Is the icon representative? Are you sure? I think I encountered some of the same types with different icons. Granted, I haven't played much so I could be wrong. : )
     
  4. Duke William of Normandy

    Duke William of Normandy King of England & Unofficial Welcoming Committee

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    I like this. It leaves them available for future Civilziations. :D
     
  5. SammyKhalifa

    SammyKhalifa Deity

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    That's fun. I just bought some dude's boat before I discovered sailing.
     
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  6. Duke William of Normandy

    Duke William of Normandy King of England & Unofficial Welcoming Committee

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    Maybe they'll teach you how to sail?
     
  7. SammyKhalifa

    SammyKhalifa Deity

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    "I'll bring it back without a scratch. Promise!"
     
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  8. Duke William of Normandy

    Duke William of Normandy King of England & Unofficial Welcoming Committee

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    *Get's sunk by another Barbarian Archer*
     
  9. MrRadar

    MrRadar Emperor

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    It comes complete with the able crew, courtesy of the clan's chief. When you hire a land unit from them, you don't get just the clubs after all ;)
     
  10. Duke William of Normandy

    Duke William of Normandy King of England & Unofficial Welcoming Committee

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    Mhm. Wait... If you get a Unique Unit from a Barbarian Clan that can only be accessed through a Tech you haven't discovered, could we get it so that we get the Eureka for that Tech?
     
  11. Nerevatar

    Nerevatar Warlord

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    An interesting observation from sniffing around the XML:

    Their attack forces seems to scale with difficulty:
    • LowDifficultyStandardRaid (up to Chieftain)
    • StandardRaid (Warlord - Emperor)
    • HighDifficultyStandardRaid (Immortal - Diety)
    • LowDifficultyStandardAttack (up to Chieftain)
    • StandardAttack (Warlord - Emperor)
    • HighDifficultyStandardAttack (Immortal - Diety)
    There is also Naval and Cavalry versions of all of these attack forces. It seems to control the number and types of units to spawn for a "Raid" and an "Attack". It seems "Attack" are made for attacking cities, since they include siege units and a generally more powerful. HighDifficultyNavalAttack contain 4 melee ships and 5 range ships.. Ouch!

    I don't know how that actually plays out in a game, but it sounds good on paper.

    Other stuff of note from the XML:
    This mode is very moddable, with lots of parameters exposed. Including:

    How each actions affects progress to city states:
    • RAID_CONVERSION_POINTS_CHANGE
    • HIRE_CONVERSION_POINTS_CHANGE
    • BRIBE_CONVERSION_POINTS_CHANGE
    • RANSOM_CONVERSION_POINTS_CHANGE
    • INCITE_CONVERSION_POINTS_CHANGE
    • BARBARIAN_CLANS_CIV_CONVERSION_POINTS_STANDARD
    • BARBARIAN_CLANS_CIV_CONVERSION_INCREMENT_CHANCE
    Cost of actions:
    • BRIBE_BASE_COST
    • INCITE_BASE_COST
    • BARBARIAN_CLANS_BRIBE_COST_PER_CITY
    • BARBARIAN_CLANS_HIRE_COST_SCALAR
    • BARBARIAN_CLANS_RANSOM_COST_SCALAR

    The cooldown between actions:
    • RAID_INTERVAL_STANDARD
    • HIRE_INTERVAL_STANDARD
    • BRIBE_INTERVAL_STANDARD
    • INCITE_INTERVAL_STANDARD
    Other stuff (no idea what the last two does):
    • BARBARIAN_CLANS_UNIQUE_UNIT_CLAIM_INTERVAL_STANDARD
    • BARBARIAN_CLANS_UNIQUE_UNIT_STRENGTH_RANGE
    • BARBARIAN_CLANS_TECH_STEAL_INTERVAL_STANDARD
    • BARBARIAN_CLANS_TECH_STEAL_VARIANCE_STANDARD
     
  12. Duke William of Normandy

    Duke William of Normandy King of England & Unofficial Welcoming Committee

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    I don't understand any of this. @Zegangani, could you please translate this into English? Thanks. /s
     
    Last edited: Feb 25, 2021
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  13. Andrew Johnson [FXS]

    Andrew Johnson [FXS] Warlord

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    Representative of the name, not the clan type!
     
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  14. Nerevatar

    Nerevatar Warlord

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    Just skip all the stuff in CAPS :) The summary:
    • What kind and number of units a clan uses is different, and scales with difficulty.
    • Mode is very moddable (for those so inclined). This also mean we got some good tools to balance stuff *cough* tourism modifier from last mode *cough*
    • We will know exactly how "everything" works - no guessing like with the tourism modifier from last mode.
     
  15. MrRadar

    MrRadar Emperor

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    Eureka for that tech should come from some earlier prerequisite, but I imagine you could get some other eureka down the line. Like if you buy two barb galleys, you should get eureka for Shipbuilding while you still haven't got the first idea about Sailing. But unless you're Babylon, that won't help too much.
     
  16. TreVor_ish

    TreVor_ish Warlord

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    Judging from this:
    MinTargetDifficulty="DIFFICULTY_IMMORTAL"
    There is no MaxTargetDifficulty
    We can make them even more aggressive...oh goodie
     
  17. Duke William of Normandy

    Duke William of Normandy King of England & Unofficial Welcoming Committee

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    But it would make the game more interesting without it being too gimmicky. That's what I would like to see.
    You become Attila! You become Attila! Everyone becomes Attila! :dance:
     
  18. Nerevatar

    Nerevatar Warlord

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    We could add different barbarian difficulties for each difficulties if we wanted using MinTargetDifficulty and MaxTargetDifficulty. But I am more excited for making them as strong as we want since we can define what type of units should spawn and how many of them :devil: Lets get Raging Barbarians back! To do this the following parameters should be used:
    • NumMeleeUnits
    • NumRangeUnits
    • NumSiegeUnits
    • and defining which types these should be such as CLASS_HEAVY_CAVALRY
    Want a 10 Knight rush from the Barbarians? Sure, add that:rockon:
     
  19. TreVor_ish

    TreVor_ish Warlord

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    Raging Barbarians from CIV V is gonna look like a walk in a park.
     
  20. Noble Zarkon

    Noble Zarkon Elite Quattromaster - Emperor (BTS) Super Moderator Hall of Fame Staff Supporter GOTM Staff

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    What am I missing - how do you create the Leader Pools???

    EDIT: I missed the two drop downs on the right hand side!
     

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