Pietato
Platonic Perfection
You inevitably end the game in a Dark Age if it goes this long, because there is nothing left.
If we look hard enough I'm pretty sure we can find examples of real life national leaders who have attempted to engineer a dark age, or at least, deliberately rolled back or halted years of progress, in order to allow the use of radical, high risk / reward policies.![]()
Moderator Action: Please let us not derail the thread exploring this line of thought. This thread is about patch details.If we look hard enough I'm pretty sure we can find examples of real life national leaders who have attempted to engineer a dark age, or at least, deliberately rolled back or halted years of progress, in order to allow the use of radical, high risk / reward policies.![]()
That's all fine. I'm simply suggesting that winning in a Dark Age shouldn't be the optimal way to play. That's all.
Another solution that I like if forcing players in a dark age to slot a DA policy, instead of a bonus policy. That might hurt a bit more, since you sometimes don't want to use any of them.
There's a few great posts in this derailed thread..Would anyone summarize the changes in a single post or has it been posted somewhere? Just to see if we missed anything
For those that can't (or don't want to) watch the whole video, here are my notes:
- Buff production
- Buff Quarries, Pastures, Lumber Mills to provide as much production as Mines
(no details given)- Build Lumber Mills on Rainforest w/Mercantilism
- Buff late-game buildings
- Decrease costs ~20%
- +1 to citizen yield w/T3 buildings
- (Research Lab and Nuclear Power Plant were the only examples shown)
- Buff Food Market
- Was: +3 Food
- Now: +4 Food, +2 more Food w/1 power
- UI:
- New Power lens
- New Unit Abilities tool tip details smaller abilities outside of normal promotions
(e.g. abilities granted by Natural or World Wonders)
- Civ changes:
- England's Workshop of the World:
- Iron and Coal Mines accumulate 2 (was 1) more resource per turn
- +100% Production toward Military Engineers (no change)
- Military Engineers receive +2 charges (no change)
- Buildings that provide additional yields when Powered receive +4 (was +2) of that yield
- New: +20% Production toward Industrial Zone buildings
- New: Harbor buildings increase Strategic Resource stockpiles by +10 on Standard Speed
- Canada w/Wilfrid Laurier's Last Best West:
- Farms can be built in Tundra
- Farms can be built in Tundra Hills w/Civil Engineering
- On Snow, Snow Hills, Tundra and Tundra Hills:
- -50% cost of purchasing tiles
- +1 Production for Mines
- New: +1 Production for Lumber Mills
- New: +1 Food for Camps
- +100% extraction rate of accumulated resources
- Tech and Civic changes:
- +10% cost for Techs and Civics in Medieval through Atomic Eras to allow Eurekas and Inspirations to be more useful
- Stirrups now requires Apprenticeship
- Chemistry now requires Replaceable Parts
- Diplomatic Victory
- More points required, but more opportunities to earn them earlier in the game
- Normal World Congress Sessions now grant +1 Diplomatic Victory point to every player who votes for each winning target/option combination
- UI now gives more hints about what target/option combo is likely to win
- Points added to scored competitions
- New Military Aid Request
- Send Gold to target civ to fund their defense
- Gold (highest): 2 Diplomatic Victory points
- Silver (top 25%): 100 Diplomatic Favor
- Bronze (next 25%): 50 Diplomatic Favor
- New resolutions:
- Espionage Pact
- Spies executing the chosen operation function 2 levels higher or
- Chosen operation is not available
- Military Advisory
- Units of the chosen promotion class gain +5 Combat Strength or
- Units of the chosen promotion class lose -5 Combat Strength
- Public Relations
- Double grievances for and interacting with target player
- Half grievances for and interacting with target player
- New late game Dedication:
- Automaton Warfare:
- Golden Age:
- Gain a Giant Death Robot in your Capital
- +3 Uranium per turn
- Uranium mins accumulate +1 per turn
- Normal and Dark Age
- +1 Era Score each time you kill a non-Barbarian unit with a GDR
- New late-game Dark Age Policies
- Flower Power:
- All Civilizations not at war receive +100% Tourism from Concerts
- BUT: The cost of producing and purchasing land units other than Rock Bands is increased by +100%
- Cyber Warfare:
- +10 Combat Strength against units from the Information and Future Eras
- BUT: Grievances against you do not decay
- Automated Workforce:
- Your cities get +20% Production toward city projects
- BUT: -1 Amenities and -5 Loyalty per turn in your Cities
- Disinformation Campaign:
- +3 Diplomatic Favor per turn for each Broadcast Center
- BUT: -10% Science and Culture in all Cities
- New Map scripts:
- 7 Seas: Lots of land connected by numerous small seas instead of big oceans
- Small Continents: More numerous but smaller land masses
- World Builder:
- Basic Mode now available on Additional Content menu (without editing config)
- UI polished
- Teased that more changes are coming
My notes from the livestream: (I tried not to duplicate items from my previous notes from the earlier video)
I was typing as I watched it, and didn't go back to watch frame-by-frame, so I probably missed some things
that showed on the screen that they didn't talk about.
- They said the full patch notes are some 12 pages long. Lots of bugs fixed.
- UI:
- Mini-map on load game menu
- Settle recommendation tool tip shows reasons why spot is good
- Stats on diplomacy ribbon (score, military strength, science, culture, gold, faith, diplomatic favor)(more than CQUI!)
- Gossip now moved toward right side of screen (collapsed to one item by default)
- Combat notifications to left of that
- New gossip report (with filters)
- Pantheon chooser is now a menu on the left so you can see the map
- Production panel now defaults to production queue if in use
- Bodies of water are now labeled
- National parks named and labeled
- Power Lens explained:
- green = powered
- no color = doesn't need power
- red = needs power and is not powered
- Also shows range of power plants (white border lines)
- Pantheon rebalance
- Goddess of the Hunt now +1 Food +1 Production from Camps
- Goddess of Fire (+2 Faith from Volcanic Soil, +2 Faith from Geothermal Fissures)
- Oral Tradition gone
- Goddess of Festivals +1 Culture (was Food) from all Plantations
- Fertility Rites now also gives you a free Builder
- Religious Settlements now also gives you a free Settler
- Goddess of the Harvest is gone
- Earth Goddess now +2 Faith from Breathtaking tiles (was +1 from Charming and Breathtaking)
- God of Craftsmen now +1 Production +1 Faith from all Strategic Resources (was +1 Production from Strategic Resource Mines)
- Culture
- Nerf Great Works of Writing from +4 Culture/+4 Tourism to +2 Culture/+2 Tourism
- Still doubles w/Printing Press
- Great People Points that can't be applied (e.g. Great Prophet points after all religions founded) now converted to Faith points
- Districts
- IZ
- +1 for every 2 adjacent Mine tiles (was +1 each)
- +1 for every 2 adjacent Lumber Mills tile (new)
- +1 for every adjacent Strategic Resource tile (new)
- Mined Strategic Resources count toward Mine bonus too
- +2 for every adjacent Aqueduct, Bath, Canal, Dam tile (new)
- Buildings
- Workshop buffed from +2 to +3 Production
- Policies
- Diplomatic
- Music Censorship
- Rock Bands from other players may not enter your territory.
- -1 Amenity in all of your cities with 10 or more Population.
- World Congress
- Diplomatic Victory now requires 20 points (on Standard?)
- Vote for Diplomatic Victory is now +2 or -3
- Potential +5 in one session: +1 ea resolution +2 for voting for self, +1 winning vote for self???
- Statue of Liberty +4 DV points
- Potala Palace +1 DV point
- Mahabodhi Temple +2 DV points (was +1)
- Competitions give +1 DV point to winner
- Aid Request Buffed from +1 to +2 DV points
- Aid and Military Requests now give the aid given to the target
- Units
- Upgrades no longer loose bonus abilities of previous units
- Combining units (into corps/armies) now combine special abilities of all units (no duplications)
- Rebalanced which units require which strategic resources (particularly horses, iron and niter, but no details given)
- Battering Ram no longer effective against Medieval and Renaissance Walls,
but now upgrades into Siege Tower- Siege Tower no longer effective against Renaissance Walls
- Movement increase for Mobile SAM, Rocket Artillery, and Modern AT (not detailed)
- AI
- City/district defense
- Tactical maneuvers
- City settlement decisions and aggression
- Ranged attacks vs districts
- Operational movement around mountains and such
- Diplomatic Trading
- Leader tweeks to make them play their own game
- Noted that Firaxis QA does a lot of smoke testing and gameplay testing while 2KQA does a lot of detailed testing on multiple platforms, hardware configurations, etc.
- Holding patch release until it is ready for all platforms (and cross-platform multi-player), so no release date announced, but "soon"
- Dennis ended by saying they're NOT done with Civ VI, there is more to come after this patch!
To me we are in a dark age but it will be golden on patch release.
You can start a new game and the game will still patch, but don't be too surprised that your existing game will behave funny due to new game rules being implemented in the middle.Hi All!
New to the forum here (but I’ve been playing Civ for years).
I am eagerly awaiting this patch. I have been holding off on starting a new game since I really like a lot of the changes coming.
Does anyone happen to know if the patch will affect already started games? Meaning I can start a game knowing when the patch drops I will get the changes?
Or should I definitely wait to start a new game to be sure I’ll get all the changes?
well with some pantheons being deleted... welp there goes religions expanded mod till modder fixes it.The new patch is more likely to break your game if you are using mods.
well with some pantheons being deleted... welp there goes religions expanded mod till modder fixes it.![]()
You can start a new game and the game will still patch, but don't be too surprised that your existing game will behave funny due to new game rules being implemented in the middle.
You probably don't want to start a game with the current patch and then finish it with the new patch. Things tend to break when you do that. I'd either start a new game and turn off Steam updates until you're finished, or wait for the patch. Unfortunately, we don't know when the patch will be released.
If you are on Steam you can always set it to not update until you start a game, then play in offline mode till you finish your current game.Ok thanks for the info!
I suppose I will patiently wait for the patch. I usually do “Epic” speed, so each play-through is a bit of a commitment. I might as well wait until I start my next Epic game, as all of these changes look really great.
I am hopeful the patch will drop sometime this week.
Ok thanks for the info!
I suppose I will patiently wait for the patch. I usually do “Epic” speed, so each play-through is a bit of a commitment. I might as well wait until I start my next Epic game, as all of these changes look really great.
I am hopeful the patch will drop sometime this week.
Do they fix the river name system? without it, still no river flooding for World Builder maps