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[GS] June 2019 Patch notes discussion

Discussion in 'Civ6 - General Discussions' started by Ozymandias9891, Jun 18, 2019.

  1. Bradypus

    Bradypus Chieftain

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    I noticed that. I had a particularly annoying barb camp somewhere in the southern tundra that snatched two of my Workers with Horse units. It seems like the barbarians are generally more aggressive than previously. It's nice.
     
  2. MrRadar

    MrRadar Emperor

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    Hardly, I had a similar haboob just before the patch, on level 2 as well. Ruined a bunch of districts, razed multiple mines, then moved onto the coast and set fire to the fishing boats. But that was quite a rare case over some games, certainly to remember though :)

    So you played well and even a major disaster can't impact your victory that much ;)
     
  3. Phoenix1595

    Phoenix1595 Lord of the Two Lands

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    I don’t think the disasters were changed. I had a similar sandstorm DECIMATE my major city as Mali pre-patch awhile back. I was in the process of finishing up the game via SV, and a colossal sandstorm destroyed every tile of my major spaceport city, including the dam tile. Subsequently, I got a 1000-year flood as a result. I just laughed, because of course this would happen to the greatest city I ever built, near the end of the game. Life.
     
    Ondolindë likes this.
  4. Duuk

    Duuk Doom-Sayer Supporter

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    All hail the Cornhusker Empire
     
    ZenSpider and SammyKhalifa like this.
  5. Ziad

    Ziad Emperor

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    Hyperbole isn't useful feedback. Are you surprised?
     
  6. Eagle Pursuit

    Eagle Pursuit Scir-Gerefa

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    I think that if you wanted to create a simple, yet semi-realistic model, you would have to do this:

    Every tile that produces Food sends a minimum of 1 Food to the city that works it. All other Food goes into a bucket which is divided amongst cities prioritized based on current population as well as Trade Routes. So cities that already have large populations will maintain them and trade hubs will grow quickly. Small cities with little trade only get a little from the bucket each turn and grow slowly.
     
    Trav'ling Canuck and qadams like this.
  7. MrRadar

    MrRadar Emperor

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    You'll also need to devise some system for a massive trade in and use of clay, salt, ice and whatever else was needed to preserve food. Otherwise that bucket would rot away rather quickly before refrigeration. Grain based food would survive longer, but fish or meat based - not so much.
     
  8. DWilson

    DWilson Where am I? What turn is it?

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    Hey, only being reduced by 1/10 isn't all that bad as far as disasters go.

    (Ignore me, I'm weird)
     
    borad, Meluhhan, Phoenix1595 and 6 others like this.
  9. oakdragon

    oakdragon Stagnating amongst the Siliconians Supporter

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    Wouldn't that be to one tenth? (I'm weirder.)
     
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  10. Ziad

    Ziad Emperor

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    I think this is the intended meaning (Reduce to 10% of original) :p
     
  11. SammyKhalifa

    SammyKhalifa Deity

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    I don't think, romans "decimating" their own troops to teach them a lesson would be disastrous for them that way.
     
    Ziad likes this.
  12. King of Prussia

    King of Prussia Warlord

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    I hope in the future patch, they can find a way to make ME help repair districts/buildings. They can repair damaged tiles. I find the costs to high in general to repair. It only gets worse if the city just got devastated. It doesn't help hurricanes can hit far inland before they disappear which is enough to hit more or less all the coastal cities tiles. Both logically and balance wise, i think it fits. It would encourage having Encampments as well that a lot of people tend to neglect.



    on a side note, Decimation if memory serves was killing 1 out of 10 men.
     
    WillowBrook and MisterBoomBoom like this.
  13. PhilBowles

    PhilBowles Deity

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    I didn't continue the session - Civ ceases to be interesting when it's just a swarm of units preventing development through blockading cities and pillaging.

    What I've found on a subsequent playthrough was what appears to be a bug - a scout was alerted to my capital but destroyed before it could report to the camp, but nevertheless the camp (which I was attacking with a slinger at the time - this was pre-turn 20, I think) was alerted and started spawning units. That may explain the excessive numbers of barbarians and the apparent absence of a time window between the camp spawning and the attack to move my units to destroy it. If camps are routinely spawning hordes within four or five turns of first spawning, I suspect there's an AI behaviour problem.
     
    Thibaulthc likes this.
  14. Ziad

    Ziad Emperor

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    Funny how English flipped the meaning around to mean "destroy a majority" so more like 1/10 rather than 9/10 survivors.
     
    Trav'ling Canuck likes this.
  15. AsH2

    AsH2 Warlord

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    IDK but if you've seen Life of Brian, you shouldn't be that sure about their teaching methods not being disastrous for them..
     
    comatosedragon likes this.
  16. Tuvok694

    Tuvok694 Warlord

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    There have been many patches, updates, DLCs and expansions since Civ6 was released, but I still get no information about my luxury resources when trading resources with an AI player. Do the developers really want me to sit in front of my monitor with a sheet of PAPER and a PEN to write down which trade deals I have?

    Fortunately, mods can solve this problem easily: CQUI does it (but currently does not work with the new patch); I use the "DealPanel" from the "ConciseUI" mod: mouseover a resource shows a tooltip "we already have" and so I know if trading the resource makes sense.
     
  17. Eagle Pursuit

    Eagle Pursuit Scir-Gerefa

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    Is it just my own experience or does the AI place a high value on Religious Settlements now? (As well it should)
     
  18. Sostratus

    Sostratus Emperor

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    I've been able to grab it a few times even just using God-king. But when I grab a pantheon too late, then they seem to take it. But not fertility rites: they seem to still shy away from that one.
     
  19. King Rad

    King Rad Warlord

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    I like the idea of transferring food to areas where it's needed with a little more control than that of the current trade route system. however, I think that only excess food should go into the 'pot.' For example, if a city has two tiles producing 3 food each and three workers, then it would consume all of the food it produced. And this may be what you meant when you said a "minimum of 1 food to the city that works it."
     
    Trav'ling Canuck likes this.
  20. gimper42

    gimper42 Warlord

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    I managed to get the 4th religion on deity while playing Canada. I had gotten a relic from a goody hut earlier, so Reliquaries seemed like a great choice. Immediately noticed I was not getting any bonus to my relic at all. Waited a few turns to see if it would kick it late. It did not. Reloaded and chose Choral Music instead. Sad times.

    Is Reliquaries broken? I so rarely get a religion in any of my games that I have no reference for this at all.
     

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