[GS] June 2019 Patch: Undocumented Changes

I think you posted that in the wrong thread, mate.
Is it a buff for coastal? probably not. Most coastal cities have CHs in them because of the harbor triangle. If CH<->Harbor was mutually exclusive like water parks and ECs, then maybe it would be getting somewhere.

Although actually, virtually all cities end up with a CH just because of how vital trade routes are. I just Don't grasp the motivation for removing one gold from just the market.

I cross posted it because it was relevant to the discussion around Coastals.

I do think it buffs Coastals v Land Cities.

Generally, if you're building a harbours, you want to build them in Coastal Cities to maximise Harbour adjacecy and to allow for CC+H+? Triangles.

If you're inland, you're generally only building CHs. So, a nerf to markets is a slight Nerf to inland cities relative to Coastal Cities.

Reducing available sources of Gold also buffs Coastal Cities, because it makes them more important to you gold economy.

Still. Not a big change.

Huh, I cannot believe I never noticed. Given I've built however many thousands of markets since then. Doesn't help that the wiki etc has never updated it but has updated most other pages.
Too much time time in the hansa, not enough time in the hub I suppose...

Yeah. Can't believe I missed this too.
 
Okay, i definitely couldn't find this in the patch notes, but I did confirm in game that anticav units now get +14 vs mounted.
This is a very substantial change because it means a few things:
Spears no long lose to horsemen 1v1
Spears now obliterate chariots at +11

Pikes hit knights for +7 now, as God intended.
P&S skewers knights for +21, just like what swords do to spears.
P&S hurt cuirassiers at +5 now, instead of just +1.

AT and Modern AT actually hit their armored counterparts for +4 instead of +0.
Mind you, +4 is only about +20% damage. The real benefit is increasing how economical these AC units are. They still get murdered by melee units. I guess we have a sort of triangle now?
 
As Dido I captured an england city with a harbor and a lighthouse both pillaged. Upon capture the harbor district disapear (?), later in the game I built a Cothon on the exact same spot and was able to repair the lighthouse.
Sounds like a bug with having two unique districts, perhaps? Kinda funny, IMO.

As Suleiman, I captured a city with a pillaged Cothon from Dido. It just turned into a pillaged regular harbor, as expected.
 
I also don't see that change in the patch notes, but I think it was mentioned in one of the videos.

I have a hand-scribbled note that it was mentioned in one of the preliminary videos/chats, but it was mentioned as +17 (I underlined the number and put an exclamation point after it!). Apparently they toned it down, but didn't bother to document it.
 
I'm not sure if this change was in the winter patch, but I love it!!!

Is about the buying production with money or faith submenu. Before, if you wanted to see your list of buyable items, when you cycled to another city, it retruned to the production screen, and you had to press the buy screen... but now it maintains in the buy with gold or buy with faith screen... is fantastic!!!

Another change, in the same screen is that when you opened the production screen, it blocked the "next city" button, and you had to use the keyboard, now it slides the city screen to the left, and the "next city" button is accesible now. I think this change was mentioned before, but I couldn't play for some months until now, just in time for the june patch.
 
Looks like the Colossal Head improvement has some inconsistencies since the update. It lost its +1 Faith for every 2 Woods adjacency bonus (but regains its 1-to-1 bonus with Humanism). Rainforests were untouched.

The Civilopedia's sidebar entry reflects this, but its text description reflects the old behavior (rainforests and woods both gave +1 Faith for every 2 of the feature). Either way, this wasn't in the patch notes.
 
I also don't see that change in the patch notes, but I think it was mentioned in one of the videos.

I have a hand-scribbled note that it was mentioned in one of the preliminary videos/chats, but it was mentioned as +17 (I underlined the number and put an exclamation point after it!). Apparently they toned it down, but didn't bother to document it.
During their patch video I know they moused over a Pike & Shot that showed +14. i didn't listen to the other media they put out though (or really even the audio in that video.)
That's why i knew to check for it. In fairness, +17 is a clean 100% modifier. +14 is like +75% ish, not as clean and pretty. I think they just wanted pike vs knight and AT units to do better, but they've accidentally made pike and shot amazing
 
Okay, i definitely couldn't find this in the patch notes, but I did confirm in game that anticav units now get +14 vs mounted.
This is a very substantial change because it means a few things:
Spears no long lose to horsemen 1v1
Spears now obliterate chariots at +11

Pikes hit knights for +7 now, as God intended.
P&S skewers knights for +21, just like what swords do to spears.
P&S hurt cuirassiers at +5 now, instead of just +1.

AT and Modern AT actually hit their armored counterparts for +4 instead of +0.
Mind you, +4 is only about +20% damage. The real benefit is increasing how economical these AC units are. They still get murdered by melee units. I guess we have a sort of triangle now?

The new 'abilities tooltip' shows +14CS vs mounted as was shown in the patch preview video.
However, all combat previews show that anti-cav units still get the old +10CS vs mounted (consistent with the total combat strength calculation, tested with Spearmen and Pikemen only).
CombatLog.csv only shows aggreggate modifiers, but the numbers are consistent with what is shown in the combat preview.
 
However, all combat previews show that anti-cav units still get the old +10CS vs mounted (consistent with the total combat strength calculation, tested with Spearmen and Pikemen only).
The plot thickens. So they must have either forgotten to take out the +14 on the abilities or forgot to update the actual combat number? Would explain the lack of patch notes.
 
Brazil's Amazon ability has a different description than the one on the wiki. I'm not sure when it changed.

"Rainforest tiles provide +1 adjacency bonus for Campus, Commercial Hub, Holy Site, and Theater Square districts. Rainforest tiles provide +1 Housing for Neighborhoods built adjacent to them."

I don't know if the +2 appeal from Rainforest tiles still works.

Is this a recent change?
 
I have noticed two things since I decided to see if the June patch made the game more playable for me.
In the advanced start options:
#1: There is an option to choose city states.
#2: There is an option to eliminate coastal flooding.
My question are these undocumented changes, where they there previously, or is it one of the mods I use?
As it stands the no flood option solves the main game killing (for me) micro management issues I had with GS and Climate Change.
 
In the advanced start options:
#1: There is an option to choose city states.
#2: There is an option to eliminate coastal flooding.
My question are these undocumented changes, where they there previously, or is it one of the mods I use?
These definitely aren't in my unmodded game (I'm looking at the screen now,) so you must have them due to mods.
 
Patch notes mention that Nuclear Submarine no longer requires Uranium per turn, but it appears it requires no Uranium (or other Strategic Resource) to build either.
 
Anyone know what's up with Brazil? Did their Amazon ability change, or has it been this way for a while?
 
These definitely aren't in my unmodded game (I'm looking at the screen now,) so you must have them due to mods.
Thanks, had skimmed through the patch notes for both GS patches and descriptions of the mods I'm using and found no mention in any of them.
 
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