[GS] June 2019 Patch Details

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looks promising. production scaling being improved is probably the thing i am most excited for. For years, it was my biggest issue with Civ 6. Combined with better tech costs, and it should help the pacing out. maybe i wont have to modify my game anymore to cut unit costs down starting in the medieval era and onwards. perhaps this will also help the AI rebuild after it loses its army.

things i am hoping for:

ME road building gets made infinite.(resource cost may be fine but i dont think its needed) ME can help repair districts and build flood barriers.

resource allotment being better.

All the units needing oil at the same time being addressed.(infantry, arty, tanks, etc)

and city states being better distributed rather than all clumped together.

some of these may need to wait for another patch or 2, but i am hoping a few of them get looked at.


of course the other obvious things like better AI are always welcomed/hoped for.
 
ok, then how do you stop musketmen if you don't have horses?
Field cannon...
You pretend you have Cavalry by having men running around with wooden horse heads on sticks.
The muskets form square
And you pound then with cannons (+5 vs muskets in square)
 
Agreed, but how much of a buff is it really if the the change isn't all that impressive? I guess the cost is something but still. We'll see I guess.

Yeah, adding +1 per specialist is nice, but it's still just a +3 max bonus to an expensive building. Campus specialist then is still only +3 science, which still isn't a great yield, although it's a bonus so I'll take it. Still feels like specialists need a bigger bonus through the tech tree than just that, but we'll have to try it out and see. Would also be nice if city-states gave a bonus to T3 buildings at like 10 envoys to give you something else to work towards.
 
Bravo Firaxis! Can't wait to get back into Civ VI and play around with a functional world builder. :king:
 
both of which are locked behind the lucky wheel of resource placement, and crossbows are too weak while field caannons are one era later.

I mean, whatever. Sometimes things don't go your way. If you don't have horses and you din't have niter and you can't tech ahead of your opponent, then build up walls and hold him off until you can get better units. Or, levy city state units. Or, get allies. Failing all of that, you die. Oh, well.
 
Specifically looking at the balance changes... It looks to me like the changes to England/Canada probably don't lift either civ from the bottom rung. England's tier 3 buildings will kick in after the game has been won or lost and while the IZ bonus is nice it doesn't seem like a dramatic change. However, I do like that having tier 3 buildings access he board get better supports any victory condition. Is England becoming more of a generalist?

Again while I don't think it's a massive boost, the thing I like best about Canada's change is that the camp boost means the (relatively common) start where you can't get above 2 population unless you abandon all hope of production and just farm tundra forever... That will happen less often... Also it makes them slightly less terrain dependant...

Power aside, the devs definitely listened to the comments about both civs making use of poorly developed/implemented mechanics. The tier 3 buildings improvement for england ties in to a general improvement of them. Similarly the diplo changes are pretty sweeping and it should open up a few options for Canada more distinctively.

Maybe there'll be some improvements to coastal cities coming down the pipe...
 
These last two patches really have felt like they're truly engaging and embracing the community.
While there will certainly be bugs and unintended consequences, if they keep up this level of support and adherence to feedback with additional patches, Civ VI could end up being the best iteration yet.
 
Ignoring England which has ironically become more German (maybe the monarchy should be German?) with 20% off IZ and +4 prod to each powered IZ building what have they really done?
Workshops are still not that cost worthy, nor factories... and I thought specialists only get +1 if in a T3 building which is near nothing but if it is per specialist it’s OK. A cheaper T3... was there anything else?

If this were on tape, my copy would have a hole by now between the timestamps 0:36 and 1:10.
At 1:03-1:07 Anton mentions that they're "buffing the effects of many mid- and late game buildings (like the food market)", so there still lies my tiny hope that factories got some love too. If not, I'll go and cry in the corner.

A slight increase in tech costs from Medieval to Atomic may prolong the game a little bit, so that it would be more reasons to build IZ complete with cheaper power plants, but... if workshops and factories continue to be like some sort of hurdles, some bitter pills that you need to swallow until finally you can wash that down and round up with the sweetened water of power plants... meh.
I mean, workshops should be like a prerequisite for building muskets and knights, factories - for tanks, infantry and artillery and planes, powerplants and science labs - for being able to reach for the space... But after all those tweaks you'll still be able to chop in a spaceport and rocket parts from some forest and stones
 
The production buff to rainforests and quarries are good but even further encourages infinite city sprawl. Bad tiles are becoming scarce (and many worthless ones are good for districts and wonders).
 
View attachment 525975

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.
I don’t see any increase in specialist yield. I see +1 per population of the city! For large cities, that is going to be huge.
And also really screw with all the players who stick with low-pop cities, of course.
 
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Do you think worship buildings, coal power plants, and stock exchanges will also get the +1 yield per specialist bonus?

The video specifically says "late game buildings" and not "tier 3 buildings", so it's possible any tier 3 buildings discovered before the modern era will be exempt.
 
I'd say the next big thing that needs to be buffed is coastal cities in general once again.

I like this patch as much as the next guy, but unless it includes some sort of massive buffs to coastal cities, they will be absolutely laughable after this entirely land based production buff.

This in a patch that reintroduces small continents.
 
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I don’t see any increase in specialist yield. I see +1 per population of the city! For large cities, that is going to be huge.
Anton says "citizens working on district tiles", i. e. specialists. The wording, however, is rather confusing.
 
Anton may have misspoken. I made the assumption that the graphic was correct, though it possibly wasn’t.
The citizen yields for districts are displayed in the same way, IIRC, but only apply to citizens working the district; I see nothing that would indicate that the entire city population provides yields.
 
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