[GS] June 2019 Patch notes discussion

Find the error(s) in database.log and then find the corresponding (or near-enough) timestamp in modding.log. That will help you un-suck 99% of those errors.

uhhh.... yeah, about that.

I have not one single clue on how to go about doing that. *shrug*
 
33rigp.jpg

When it's been a while since your last game!
 
Whats the game version now? Just started it up but can't play a game yet, just looking to see if the patch loaded successfully

Edit: Scratch that, saw in another thread it's 1.0.0.328... Please ignore this post and let me know you've ignored it successfully
 
I got a little bit of a chuckle from Disinformation Campaign. I kept thinking how funny it would have been if they called it "Fake News". Over all the patch is quite impressive. I'm looking forward to checking out the UI changes, but it would appear we don't have a Citizen Growth (population) notification like we had in Civ V. It's not a deal breaker, but It served as a reminder to make city adjustments (if needed) upon getting a new citizen.
 
uhhh.... yeah, about that.

I have not one single clue on how to go about doing that. *shrug*

If you're on windows, they're in My Documents\My Games\Sid Meier's Civilization VI\Logs. If you're on mac / linux I'm afraid you'll have to google their location.
 
I'm digging the seven seas map! :)

Also looking forward to that map type! Anyone have some cool stories, experiences or screenshots?
 
Seems theres a notifier now when a barb camp spawns.

Which is greatly appreciated. I hope clicking on it takes you to the location of the camp.
 
I'm digging the seven seas map! :)

I thought I would too. But then I have been trying to play it since the patch came out (2 hours now). I have yet to receive one single playable starting location. I'm up to like 80 restarts now. I must be having enormously bad luck. :mad::confused:
 
The Seven Seas map is brilliant, big land masses, canal spots, peninsulas, narrow oceans.. will probably be my new favorite!

Out of curiosity are you saying this from experience, or expectation?
 
I was hoping for a much needed early production boost for pasture improvements. The map generators seem to produce an awful lot of what I refer to as "empty greens" areas where the only real production you will ever see from improvements are pastures and lumber mills. I am a lover of chopping, so those pastures are really important and if it is just cows then that spot is pretty much garbage regardless of how much food it can produce (usually a lot).
 
Goddess of Fire
VOLCANO GOD LIVES

I'm very excited for this change:
Power
  • Changing the rules for which Power Plant resources are used first. Uranium, as the most power-efficient resource (16 power per unit), will now always be used before Oil (4 Power) and Coal (4 Power), if it is available.
I'm sure it made sense to them already but I like to pretend in my head that it was inspired by me suggesting this:
13. Power plant order of precedence is changed. Currently the order is largest stockpile->largest income->most advanced. This is not transparent to players. It will now be most advanced->largest stockpile->largest income.
This to allow players to actually get the clean power they desire from nuke plants. Presently building a nuke plant may be worthless if you have more coal deposits than uranium (very common scenario.)
A fanatic can dream!

Factories with policy cards and powered are +12
Did I miss something or is there now a policy card for IZ buildings? There hasn't been historically, ever. (A big reason IZs have been meh.)

I was hoping for a much needed early production boost for pasture improvements.
With lumbermills and quarries now slated to match Mine output, it's going to be a lot easier to survive on flat green spaces.
 
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