[GS] June 2019 Patch Details

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A couple of clarifications to my earlier notes:
  • They buffed late game buildings with extra yield for Specialists (not all population). I'm not sure if it applies to all T3 buildings or just those that unlock after some Era.
  • The only examples they showed were the Research Lab and Nuclear Power Plant, but they implied that other late game (presumably T3) buildings were buffed too.
 
With this patch that deal a lot about usefulness of T3 buildings and production, it looks like we will have faster game duration than ever before.

What I wish is that the devs look also on how to make end game eras have more tension because late eras have fewer wars because of diplomatic penalties. I really wish to have a warmonger civ that really warmongers until the end.
 
Hoping World Builder got some decent love. The new UI looks nice, but I hope these custom maps generate city states, or at least, I hope the World Builder allows you to place them somewhere without having to go into advanced mode.
 
With this patch that deal a lot about usefulness of T3 buildings and production, it looks like we will have faster game duration than ever before.

What I wish is that the devs look also on how to make end game eras have more tension because late eras have fewer wars because of diplomatic penalties. I really wish to have a warmonger civ that really warmongers until the end.

Well they slowed tech and civics from Medieval onwards by 10%. It still needs to be slowed more, though.
 
to put it in your terms, nothing in civ6 beats rock

Well, except for paper (cavalry). And ranged units, and city attacks, and city-state levies, and allies, and...

I'm sorry, I forgot what you're complaining about. Do you seriously expect scissors (anti-cavalry) to be equal to or better than rock (melee)? That would be some really bad design, I think.
 
I wish you'd get a free Dark Age policy slot whenever you're in a Dark Age. I always hate giving up one of my valuable wild card slots for that.

I still wish we had Dark Age Dedications & Golden Age Policies.
 
so late game buildings increase citizen yields in the district

does that mean we have a way to modify the yields in our mods now? that is pretty interesting.

Now if only Specialists increased GPP yields.
 
Now if only Specialists increased GPP yields.

I'd be happy with no GPP from Districts - only Buildings, Projects and Policy Cards. I'd like to feel that GP are something you have to work for and keep working for.
 
A lot of nice common-sense changes. I’m most excited for the production bonuses and changes to diplomatic victory, though I’m wary of AI not knowing how to use the new resos. Last but not least I am SO GLAD we finally get new map scripts! I used to almost always play Pangaea or Continents since I disliked the other map scripts.

Might also be cool to have map scripts with different rules in the future. Might be fun for Christmas to have a snow and ice map with new and interesting resources, slower unit movement, a caster world, periodic warming, frequent blizzards but almost no tsunamis etc, and lower growth in cities.
 
Last but not least I am SO GLAD we finally get new map scripts! I used to almost always play Pangaea or Continents since I disliked the other map scripts.
Small continents will, I feel, be a great balance between land and sea civs generally, since you'll almost be forced to interact with the ocean.
Seven seas just looks like a great time to do some canal building and sail the fleet on through.

Fingers crossed for a terra script in the next patch.
 
I'd be happy with no GPP from Districts - only Buildings, Projects and Policy Cards. I'd like to feel that GP are something you have to work for and keep working for.

Sacrificing Citizens for Specialists *is* working for it, IMHO.
 
Sacrificing Citizens for Specialists *is* working for it, IMHO.

I don't disagree. I'm ambivalent on specialists giving GPP - I think I'd rather projects give GPP not specialists, but maybe projects have a gold cost for running (ie running projects actually puts your economy under strain). But I'd be okay with other options.

Small continents will, I feel, be a great balance between land and sea civs generally, since you'll almost be forced to interact with the ocean.
Seven seas just looks like a great time to do some canal building and sail the fleet on through.

Fingers crossed for a terra script in the next patch.

I've been really enjoying Detailed Worlds Mixed Continents - it gives you big and small continents. I don't really want a map script "between" big continents and islands. What I want are maps with decent sized continents and then lost of island chains etc.
 
Anti-cav having +14 against cavalry means they will actually counter cav! Well, AI cavalry...

I wish you'd get a free Dark Age policy slot whenever you're in a Dark Age. I always hate giving up one of my valuable wild card slots for that.

Would be nice. These end-game dark age policies are very strong, though. Of course does the game last into the world Information Era, unless you are going for Diplomatic Victory?
 
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Normal World Congress Sessions now grant +1 Diplomatic Victory point to every player who votes for each winning target/option combination

If this means that's it's important to be on the winning side of each vote that's a big change. Right now winning a vote is only a nice-to-have. It reads like there will be one point per vote with two votes a session.

Colonial Cities. Colonial Cities are in a weird place.

If the yields for all resources are increasing later in the game that should allow Colonial cities to grow faster. Although it could be a wash because right now it's chops to increase the population for a colonial city and now you would need to save the chops to get the higher yields.

Which brings up the point that there's nothing about chops, unlimited trade routes from a single city, or Indie bands being nerfed...
 
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Delaying Knights just means my Swordsman Rush gets 15 more Turns of effectiveness. Silly Kuh-nig-its. Rome got a buff without getting a buff, as did everyone with a Swordsman or earlier replacement UU.

Delaying Chemistry might mean that I wont have already researched it by the time a Great Person shows up to give the Eureka. Yay?

I'm not sure yet if the changes are going to make Great Engineers a hot commodity or ignored. If you have enough Hammers without building Industrial Zones then you might just wait until you need Power. Or you might go IZ crazy, corner the market and rake in all those Wonder Hammer GEs just in time for Potala and the Forbidden City to get built overnight. Some sort of turbo Computers strategy?
 
Would be nice. These end-game dark age policies are very strong, though. Of course does the game last into the world Information Era, unless you are going for Diplomatic Victory?

Ages, Dark Age Cards and Dedications work fine, but I do feel they are slightly lacklustre (although some Dark Age cards are very powerful).

I do think Ages, and specifically Dark and Golden Ages, would be a lot better if they just made three fairly small changes.

1. Five Dedications instead of Four. Four just feels, dunno, bit limited, particularly if the GDR one now replaces "To Arms".

2. Make Dark Age Dedications actually give you some bonus ability and a negative, so Dark Ages are always a bonus + trade off. (That may mean Dark Age cards don't have a negative - which is fine, because requiring a Wild Card slot is already a bit deal).

3. Make Golden Ages a mirror of Dark Ages; so, your dedications give you a strong bonus, but maybe also give you some negative, and you also get some unique Golden Age cards.

If the yields for all resources are increasing later in the game that should allow Colonial cities to grow faster. Although it could be a wash because right now it's chops to increase the population for a colonial city and now you would need to save the chops to get the higher yields.

Which brings up the point that there's nothing about chops, unlimited trade routes from a single city, or Indie bands being nerfed...

Colonial Cities. Maybe. But so long as all they give you is "more yield", I don't think they'll ever be really worth the effort (at least vs. economising your existing cities or just capturing your neighbors' cities).

Colonial Cities need their own unique benefit. They do already a little - extra era score, maybe access to new luxes or hard to get resources. But it's not really enough. Personally, I think they should have a bigger role in earning diplomatic Favour and or boosting tourism.

Agree chopping still needs a nerf. Not a huge one either. The increased yields just need to top out around the Indistrial era or something.
 
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