[GS] June 2019 Patch Details

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There's a teaser at the end to watch their social media feeds for surprises, too. Any thoughts? It's too soon for an expansion and they've never done post-expansion DLC.

Doesn't necessarily mean anything major or new content. Could just be "behind the scenes" videos. But I hope I am wrong.
 
Oh look at that, they have not even talked about it at all, but it might be the most important change! Notifications have been been banished to the edge of the screen! Hurray!

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oh my dear this is good news
 
Lumber mills on rainforest - finally reason to keep them around! And the buff to quarries might make stone worth keeping sometimes?

I'm slightly disappointed I just finished my Canada game last week, so it will be a while before I get to use their buffs.

But England is looking more interesting - will probably take her for a spin soon.

Really pleased to see new map types. I hope small continents feels distinct from island plates. And seven seas seems to have a higher percentage of land than the others (excluding inland sea)?

I'm curious to see details on the level 3 buildings and specialist yields. Maybe they'll be worth it for more than flavor?

Looks like they put a lot of work into this; looking forward to checking it out soon(TM)!
 
Oh boy UI people are going to have some work. The placement of the notifications will conflict with most Diplomatic Ribbons (the leader icons in Top Right) mods xD
Yeah, but it is worth it.
 
I wish they had looked a bit more on the early game Dark Age policies as well. I don't think I have ever used any of them except for the one that gives bonus yields for internal trade routes.

Still, looks like a lot of changes and additions. Color me surprised and impressed! Not a huge fan of the dedications for the GDR, just feels so silly to me still (especially the Golden Age where you get a free one), but looks like a great patch overall!
 
Here's my notes on what they talked about:
-- Production Tweaks: Quarries, Pasture and Lumbermills increased. LUmbermills on Jungle tiles after Mercantilism. Late game buildings about 20% cheaper in terms of production. Specialist increase over time with new buildings?
-- Power Lens
-- England buff - WOTW now gives powered buildings boosted yields; more resources; 20% bonus towards Industrial zone buildings
-- Canada buff - lumbermills and camps produce more yield
-- Medieval+ techs increased in cost
-- More source of victory points, but more required for victory; now whenever you vote for a winning resolution (A/B and target) you get a victory point. Aid requests/competitions also grant victory points.
-- New Aid request - military aid, for when someone's being bullied
-- 3 New Congress Resolutions: Espionage Pact, Military Advisory, Public Relations (grievances)
-- Dedications: GDR based one in the late game
-- 4 New Dark Age Policies: Flower Power (Rock Bands), Cyber Warfare (CS bonus but no grievance decay), Automated Workforce (Production towards projects, but -amenity and loyalty), Disinformation Campaign (Broadcast centers produce diplomatic favor, but malus to science and culture)
-- Unit abilties tooltip
-- 2 New Map scripts: 7 Seas and Small Continents
-- Worldbuilder: Basic mode available - no longer needs to be activated


Yes, Small Continents!!!!
 
I can't wait to see the Chichen Itza + Lumbermill yields on rainforest tiles. I wonder if lumbermills will be worth it for the Maori to build now?

I hope that there are plenty of places for useful canals on the 7 seas map. Otherwise it's not going to be worth it to build a small navy on that map.
 
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Yeah, but it is worth it.

Oh totally, I just know the pain they will go through because they're probably goign to have to make adjustments to two files instead of one, or find a workaround.

I just got around to fixing the broken 43 pantheons I had because you can no longer attach modifiers to districts like you used to so ya know... it's the pain of modding xD

I wish they had looked a bit more on the early game Dark Age policies as well. I don't think I have ever used any of them except for the one that gives bonus yields for internal trade routes.

Still, looks like a lot of changes and additions. Color me surprised and impressed! Not a huge fan of the dedications for the GDR, just feels so silly to me still (especially the Golden Age where you get a free one), but looks like a great patch overall!

Well, GDR is going to be probably available in INformation Era and Future Era as opposed to earlier, since there's no special dedications for Future Era.
 
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Really nice changes for T3 buildings here: building cost reduced, they increase specialist yield, and the Food Market got a buff! 6 food is nothing to scoff at now. The rest of the T3 buildings had their cost reduced as well, and probably similar buffs.
 
UI changes are most welcome , map scripts for casual players ( those that dont use the workshop/mods ) is nice to have , that they listened to the fact that late game buildings dont justify their cost "priceless" .
Do the workers/builders have a way to create jungles or is it still forests only?
Also hopefully the mnilitary engineers get some more love with regards to disaster cleanup and repair/create military/harbor districts
I am still hoping for an additional Colonization type game maybe this time for Africa? or SMAC
 
Alright looks like I’ll be putting Civ VI on hold for the update and then I’ll try Victoria and Canada! This is great news, itching to try it out!
 
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