[GS] June 2019 Patch notes discussion

Plantations are WAY more common than camps, fishing boats or quarries. Plus arguably, culture is a very strong yield.

Coastal resources are definitely the most common if you have a decent amount of coastal tiles on the map. Camps are most often found in Tundra.

So obviously the best pantheon will depend on where your empire is located.
 
England gets a new trade route capacity when they found a city on a new continent, this was new. Or did I miss it earlier?
 
Well now I'm not so sure about the update. Rain forest was supposed to get a lumber mill or some such. I've looked through the build abilities, rain forest, lumbermills and can't find it anywhere. This is the most confusing patch I've ever/never seen!!!
 
The change to Harbors and their specialists isn't very well thought out.

Harbor, Royal Navy Dockyard, Cothon: 2 Gold and 1 Food
Seaport: +1 Food per specialist

Sea tiles normally have 1 food and 1 gold. Lighthouse adds 1 food. Seaport adds 2 gold. Total: 2 food 3 gold
Specialists with Seaport: 2 food 2 gold

In what situation is it better to work a district rather than a coastal tile when they provide the exact same yield types? :crazyeye:
 
I noticed that the Flower Power Dark Age policy is not in the list. Was it removed from the patch?

it's in the Civilopedia, must have been an error in the notes?

All civilizations not at war receive +100% Tourism from your concerts
Cost of producing and purchasing land units other than rock bands is +100%
Atomic Era Dark Age Policy
 
I checked the military engineer in the CivilP. It does have the new abilities listed. I guess I'm good. Still, very confusing.
 
Just a reminder that the card to stop rock bands is perhaps less powerful than expected. Testing has shown that it doesn't really matter which civ the concert is played in, you can win by playing them all in one civ without any other sources of tourism.

So, the card may protect your venues, but if the opponent can access another civ, it's not going to stop them.
 
Well now I'm not so sure about the update. Rain forest was supposed to get a lumber mill or some such. I've looked through the build abilities, rain forest, lumbermills and can't find it anywhere. This is the most confusing patch I've ever/never seen!!!

Have you unlocked Mercantilism yet?

Allow Lumber Mills on Rainforest tiles (Unlocked with Mercantilism)
 
Have you unlocked Mercantilism yet?

No, I just looked at the progress of advancements. Maybe I missed it....but that is what I wanted to know. Now I can go look at it and see if that is there. Since the military engineer advance is there, I'm sure I'm ok. Thanks!!!
 
Can someone SS the pantheon screen?
Spoiler :

0E7iG3w.jpg



Here you go. New diplomacy banners as added bonus.
 
  • Workshop: 3 Production (was 2).
  • Factory: 3 regional Production, 6 when powered (was 2, 5).
  • Armory: 3 Production (was 2).
  • Military Academy: 4 Production (was 3).
  • Airport: Adds 1 to city power requirements (was none). 4 Production, 6 when powered (was 3).
Really nice buffs to buildings. It's at a base +7 for a fully developed city, and then modifiers on top. Factories with policy cards and powered are +12. I would have preferred something tourism related to airports as well, but in the game they are basically military airports.
  • Food Market: Adds 1 to city power requirements (was none). 4 Food, 6 when powered (was 3).
  • Shopping Mall: Adds 1 to city power requirements (was none). 1 Amenity, 2 when powered (was 1). 2 Gold, 4 when powered (was none).
Cool changes, the electricity requirement represent civilian consumption a bit more, and a 6 food tile is very interesting. 4 gold for the shopping mall is great too. A pity you can't have one of each in a city, encouraging to create at least two neighborhoods.

  • Harbor, Royal Navy Dockyard, Cothon: 2 Gold and 1 Food (was 2 Gold and 1 Science).
  • Seaport: +1 Food per citizen.
Unexpected but very interesting change. The science bonus there didn't make much sense, and being able to have a +6 gold +6 food tile is a nice buff to tall cities. Plus also slow down science generation a bit.

  • Encampment, Ikanda: 2 Gold and 1 Production (was 1 Culture and 1 Production).
Nice, didn't make much sense, and makes it more useful for war (production or gold to buy units).

  • Lumber Mill (unlocked with construction, classical): +2 Production. +1 Production from Steel (Steel), +1 Production from Cybernetics (Future).
  • Quarry (unlocked with Mining, Ancient Era): +1 Production, +1 Production with Gunpower (Renaissance), +1 Production with Rocketry (Atomic), +1 Production Predictive Systems (Future).
Cool, lumber mill bonus is more consistent (even if I liked the river requirement, the tooltip never acknowledged it), and gets an extra point in the future. Quarry provide less gold, but more production. They went from 2 prod 1 gold to 4 production.

  • Military Engineers can contribute production to Flood Barriers and Aqueducts.
Nice, especially with flood barriers. A pity they can't help fixing destroyed districts.

  • Update Battering Rams and Siege Towers to only work with Melee and Anti-Cavalry units.
Awesome, definitely makes sense (horses climbing siege towers?), and makes the units more powerful against cities, as they should be.

  • Early Renaissance costs 600 (was 540)
  • Late Renaissance costs 730 (was 660)
  • Early Industrial costs 930 (was 845)
  • Late Industrial costs 1070 (was 970)
  • Early Modern costs 1250 (was 1140)
  • Late Modern costs 1370 (was 1250)
  • Early Atomic costs 1480 (was 1410)
  • Late Atomic costs 1660 (was 1580)
Not bad, they all add 2830 extra science points needed. As for culture, it's around 2000 points more. I always went too fast in the civics tree, but maybe the great work of writing tweak might work to slow down.
 
*One or more mods have failed to load*

*sigh*

Wish it would tell me which ones....

Cool changes, the electricity requirement represent civilian consumption a bit more, and a 6 food tile is very interesting. 4 gold for the shopping mall is great too. A pity you can't have one of each in a city, encouraging to create at least two neighborhoods.
Even with two or more neighborhoods, you can still only have a shopping mall *OR* a supermarket, not both. Just gotta see which this city need more, food or gold.
 
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Even with two or more neighborhoods, you can still only have a shopping mall *OR* a supermarket, not both. Just gotta see which this city need more, food or gold.
Which seems like would make for some horrendous traffic jams in your civs, if you have to drive to another city to get your food and/or other goods. ;)
 
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