[GS] June 2019 Patch notes discussion

it's just a swarm of units preventing development through blockading cities and pillaging.

Probably what Hungary said about the Mongol Horde in their lands in 1241. :p :D
 
I really like this, and hope it slows down infrastructure as well, in an average game. Most civilizations struggled with survival, let alone building an organized and stable society. This makes it so that you have to earn your survival, and as a result it may not be as easy to just grow and run through the game unimpeded. Now, some starts will be more isolated, and it will be subsequently easier to develop. But that happened historically, and rather make sense. However, if those civs forget to build a military and focus on that sort of development as well, then you have a chance to overcome them with the military you've refined fighting these barbs.

I'm not sure if this happens to all civs equally, or whether the player civ especially? Anyone know?
 
In my last game, Germany lost 2 cities to barbs. Zulu got city walls up just in time to prevent the same. Netherlands had 1 city at 0 health, but barbs only had naval ranged units, no Caravel's yet. I had 1 camp span a huge army against me, my walls came just in time.
 
I really hope they don't nerf Barbs. I love how they are such a massive factor at the start of the game.

i like how they randomly affect the AI's standing from the early game. It's another thing that makes each game different.
 
England now seems to be quite powerful on maps like Small Continents, where you can actually settle coastal cities without instantly running out of space.

Having a good time with Victoria as well on small continents map. Some problems with production on 2-3 islands (loads of sea resources) but i will be swimming in traders soon. So not much of a problem. I had a great time with a midieval naval invasion of Poland. Capturing 2 coastal cities and moving in with 3 trebuchets on Warsau afterwards inland.

AI is a bit slow on expanding on the smaller islands off the bigger continents. But will get there eventually if i let them. I like the pace and sound placement of cities by the AI on this game. Been playing one level down (emperor). As i do with each new big update
 
Rain Forest Lumber Mills come pretty late, though. Until then, those tiles aren't doing much for you. I guess they increase appeal and provide Science to Campuses, though.
 
Anyone tried Brazil yet? Seems like rainforest lumbermills would be a buff for them.

Another thing too: I don't think lumber Mills reduce appeal. According the the wiki, they don't. So this would be good news also for their rainforest appeal bonus as well. Wouldn't hurt Earth Goddess tiles nor national parks next to them.
 
It took a while for me to adapt to how barbarians behave after the patch. If you don't hunt down those scouts you'll get problems. In my game right now I have had the barb situation under control. A few more units, both for vision and to hunt down scouts. Before the patch they were not the threat the devs wanted them to be I think.
 
It took a while for me to adapt to how barbarians behave after the patch. If you don't hunt down those scouts you'll get problems. In my game right now I have had the barb situation under control. A few more units, both for vision and to hunt down scouts. Before the patch they were not the threat the devs wanted them to be I think.

I guess there was not enough land for barbarians to pop up during my small continents game. They did not have an impact on the first game i played. I guess it might get dangerous if there is a vast erea around your empire to control. Like tundra/ice.
 
The barbarians are ferocious. I’m not really complaining. The only real downside is that they seem to cause the AI a lot of trouble.

I actually often leave barb camps, so they slow down the AI’s expansion and to save era score for when I need it. So, there’s a bit of risk / reward there, although it makes sending unescorted settlers more high risk...

Barbs and their one dimensional desire to trash everything that moves are a bit tedious sometimes. I know the whole “have barbs do more” gets floated all the time, and I’m not going to bore people even more about that. But yeah, they are a bit of a yawn fest sometimes, even if occasionally they can be a source of some excitement.
 
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.
Note: They changed the structure of the mod today: You can no longer use only some components individually but only the whole mod. That's unfortunate, I do not like the great people screen and some other details. And I could not continue my current game.
 
Observations on the increase in late-game tech cost: So, I fear the concerns about raising the tech/civic costs in mid- to late-game may be coming to fruition, at least with games in epic/marathon. I believe the change was made originally in order for players to better match the Global Era with where one is on individual era. However, I am noticing with my current games that the AI isn’t adapting to the cost increase well, which affects the Global Era timer greatly.

In my current game, I just hit modern era techs and civics while the Global Era is still in Renaissance. Looking at the AI on the tech/civic trees, there are some really bad stragglers, (i.e. Germany just discovered Metal Casting, while I am just about to hit Flight). Granted, I don’t have many science or culture civs in the mix, but I figured the AI in general would have been tuned to build more science and culture districts to stay competitive with the increased costs. I am a bit disappointed, because I had hoped the new change would have made the late game flow better.
 
Observations on the increase in late-game tech cost: So, I fear the concerns about raising the tech/civic costs in mid- to late-game may be coming to fruition, at least with games in epic/marathon. I believe the change was made originally in order for players to better match the Global Era with where one is on individual era. However, I am noticing with my current games that the AI isn’t adapting to the cost increase well, which affects the Global Era timer greatly.

In my current game, I just hit modern era techs and civics while the Global Era is still in Renaissance. Looking at the AI on the tech/civic trees, there are some really bad stragglers, (i.e. Germany just discovered Metal Casting, while I am just about to hit Flight). Granted, I don’t have many science or culture civs in the mix, but I figured the AI in general would have been tuned to build more science and culture districts to stay competitive with the increased costs. I am a bit disappointed, because I had hoped the new change would have made the late game flow better.

I can’t really comment on this due to the limited hours i played with the update. But i’m currently halfway done the renaissance era on emperor. 2nd on science on a huge epic speed map. Only 1 tech behind Kongo. And it feels like i could easely keep up with the AI while having 1-2 less campus districts up then usual. I’ve got one city with an univerity. 1 with a library, building an university and one campus barely completed without a library. In other words i’ve been busy with warmongering/expanding instead of putting much effort and thought into buffing my science.

I dont see an issue with this, unless investing heavely into science makes it to easy (exploit). I would prefer if a diverse set of districts would be optimal instead of massing one type of district. But investing more into science probably would have made my campaign more succesfull.
 
Barbs and their one dimensional desire to trash everything that moves are a bit tedious sometimes. I know the whole “have barbs do more” gets floated all the time, and I’m not going to bore people even more about that. But yeah, they are a bit of a yawn fest sometimes, even if occasionally they can be a source of some excitement.

I'd love the option to open 'diplomatic relations' with them, though obviously at a cost (i.e. you have to pay them ransom initially or something). My ideal game mechanic would actually be getting rid of goodie huts and city states as the start, and have only barb camps and everything spawning from them. I.e. conquering gives a goody hut bonus, fostering relations and they can eventually grow into a free city and then a city state, something of that sort.
 
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