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[GS] June 2019 Patch Details

Discussion in 'Civ6 - General Discussions' started by bite, Jun 3, 2019.

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  1. WillowBrook

    WillowBrook Lurker

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    I do hope the "Very Soon" in the tweet means that they've figured out the bug that was delaying the patch. Absolutely nothing has been happening on Steamdb.
     
  2. Duuk

    Duuk Doom-Sayer Supporter

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    The tech cost bump doesn't actually look all that dramatic or significant.
     
  3. Eagle Pursuit

    Eagle Pursuit Scir-Gerefa

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    It compounds though, right? An extra few turns on each mid-game tech can add up in the end.
     
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  4. MrRadar

    MrRadar King

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    Yes, exactly. But the graph in such a form is really unclear. Probably it would be better to give some comparative histogram of the grand total of beakers per era pre- and post-patch.
    In the present form the graphs makes you think hardly anything has changed.
     
    Pietato, 679x, Kjimmet and 4 others like this.
  5. leandrombraz

    leandrombraz King

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    It's if you combine it with a considerable reduction in production cost and a buff to some sources of production.
     
    Phoenix1595 likes this.
  6. Duuk

    Duuk Doom-Sayer Supporter

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    I would argue the exact opposite. Higher production means greater access to higher end science buildings earlier (production costs essentially being scaled downward) meaning that the science cost increase has been effectively offset by the production boost.

    No single system exists in a vacuum in a Civ game, which is where civ-balance often fails (see why many of us scream and howl about why coastal/naval civs are too weak). The entire game exists in one multi-polar axis and putting your finger on any single point changes the balance of every single other point of the axis.
     
  7. Phoenix1595

    Phoenix1595 Lord of the Two Lands

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    Yes, I think we have to look at the whole picture when interpreting the graph. The tech costs may seem negligible, but when considered next to production costs, building/improvement output changes, etc., I think FXS’s aim to balance the mid- and late-game pacing will be clearly felt.
     
  8. RohirrimElf

    RohirrimElf King

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    Anton Strenger just replied on twitter to my question regarding turns added to the game. Regarding the extra tech cost on middle/late game era’s.

    (I dont know how to add the link on my tablet)
     
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  9. Phoenix1595

    Phoenix1595 Lord of the Two Lands

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    Anton has further clarified how the increase tech cost will affect game length. It seems like it will be a minimal increase (think one or two turn increase to a ten-turn tech) due to concerns that a larger change would affect victory lengths, but it should help some. He stated that the team is open to further changes if this isn’t enough of a change.
     
    Caprikel, RohirrimElf and Stilgar08 like this.
  10. Eagle Pursuit

    Eagle Pursuit Scir-Gerefa

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    2kqa_b updated.

    So apparently they have come up with a possible fix on the PC side.
     
  11. tekjunkie28

    tekjunkie28 Prince

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    2kqa_b updated 4 mins ago. That hasnt been updated in almost 20 days. might still be weeks out at this point if its a worst case scenario
     
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  12. Eagle Pursuit

    Eagle Pursuit Scir-Gerefa

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  13. Phoenix1595

    Phoenix1595 Lord of the Two Lands

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  14. RDomico

    RDomico Chieftain

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    Hopefully the patch notes will be released today
     
  15. MrRadar

    MrRadar King

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  16. Eagle Pursuit

    Eagle Pursuit Scir-Gerefa

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    I guess the 2kqa update earlier was Firaxis' submission for approval.
     
  17. Gedemon

    Gedemon Modder Moderator

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    bbbt, King Rad, ZenSpider and 15 others like this.
  18. incroc

    incroc Chieftain

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    Maybe not the proper place to ask, but are these released for Mac at the same time?
     
  19. Nerevatar

    Nerevatar Chieftain

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    Yay :goodjob: time to pour over patch notes and start up a new game!
     
  20. ChocolateShake

    ChocolateShake Prince

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    :woohoo:

    Been waiting to start a new game :goodjob:

    Firaxis is taking a risk by being this open, I don't think many large studios normally take this kind of approach. I think it's great.

    I play with the Time x3 mod, and have modded in reduced building and unit costs, but I'm glad to see them extending the baseline progression too.
     
    diggerjohn111 and acluewithout like this.
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