June 2020 Update - Patch Notes Discussion

No they don't, only if the file contents change will the file itself update. If the file is not updated in the patch then your changes will remain. YOU can validate the files through Steam though, which will erase all your changes.

OK. Mine is from Epic games, don't know if it's different.
But pretty sure it happened as on Epic games it only has a launch button nothing else to misclick.
 
All I'm saying is if civ6 copied pg 100% it's combat would be x100 better than it is now do you not agree ?
If civ6 AI purchase units and put them in a pre-set position around cities ( like pg) would it not look x100 smarter than it is now ?

I very much liked PG’s combat system, especially how artillery had this “support fire” mechanic and the different tanks and their detailed progression line. So yes, I completely wouldn’t mind, if Firaxis would take inspiration from that.

The second part of your post, unfortunately wouldn’t work. There simply are no pre-set positions in Civ6! The whole terrain is randomly generated and the AI has to be able to adapt to a completely new situation all the time.
‘Panzer General’ had fixed maps and therefore could use scripted behavior, if needed.
So: Apples and oranges!
 
I very much liked PG’s combat system, especially how artillery had this “support fire” mechanic and the different tanks and their detailed progression line. So yes, I completely wouldn’t mind, if Firaxis would take inspiration from that.

The second part of your post, unfortunately wouldn’t work. There simply are no pre-set positions in Civ6! The whole terrain is randomly generated and the AI has to be able to adapt to a completely new situation all the time.
‘Panzer General’ had fixed maps and therefore could use scripted behavior, if needed.
So: Apples and oranges!

Well in pg the AI is capable to buy reinforcements in all of its cities. I don't think the AI there remembers every city, they just buy random cheap things and randomly place them.

And that's already better than what civ6 does.
 
For sure. Firaxis should definitely consult with you about your custom changes before making changes to the game for everyone else.

Of course I can only represent myself and say what happened to myself.

Same goes for you. Next time something bad happens to you I'll say the same thing back to you, OK? Nice guy?

Moderator Action: If you have an issue with a post, please report it using the report button. Answering in an uncivil way is trolling. leif
 
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Reading posts in this thread I am surprised many of you considering Work Ethic change a buff. In my playstyle it is a serious nerf. In a 10 city empire I'm eventually getting around 100-150 cogs from it (if I can trust Better Reports Mod) but now it cannot be achieved.
 
Reading posts in this thread I am surprised many of you considering Work Ethic change a buff. In my playstyle it is a serious nerf. In a 10 city empire I'm eventually getting around 100-150 cogs from it (if I can trust Better Reports Mod) but now it cannot be achieved.
you should be able to get way more, easily.
 
OK. Mine is from Epic games, don't know if it's different.
But pretty sure it happened as on Epic games it only has a launch button nothing else to misclick.
Maybe EGS and Steam doesn't apply update the same way.

As everyone suggested, better put your changes in a small mod for safety, changing the base files can lead to unexpected issues.

For reference the list of files changed on my version of the game (base + GS + 2 or 3 DLC):

Code:
 Base/Assets/Civ6_88046f9c02be9843.xml              |     4 +-
 Base/Assets/Civ6_9ae5ab5ed97dd296.xml              |     6 +-
 Base/Assets/Civ6_bc72b64d83dfae32.xml              |     8 +-
 Base/Assets/Configuration/Data/FrontiersPack.xml   |     6 +
 .../Configuration/Data/InputConfiguration.xml      |    24 +-
 .../Configuration/Data/Schema/HallofFame.sql       |    93 +-
 Base/Assets/Configuration/Data/SetupParameters.xml |     3 +-
 Base/Assets/Gameplay/Data/BehaviorTrees.xml        |    97 +-
 Base/Assets/Gameplay/Data/GameCapabilities.xml     |     2 +
 Base/Assets/Gameplay/Data/Modifiers.xml            |     6 +
 Base/Assets/Text/LocalizationDatabase_Data.sql     |     5 +-
 Base/Assets/Text/Vanilla_de_DE.xml                 |   507 +-
 Base/Assets/Text/Vanilla_es_ES.xml                 |   505 +-
 Base/Assets/Text/Vanilla_fr_FR.xml                 |   505 +-
 Base/Assets/Text/Vanilla_it_IT.xml                 |   507 +-
 Base/Assets/Text/Vanilla_ja_JP.xml                 |   507 +-
 Base/Assets/Text/Vanilla_ko_KR.xml                 |   515 +-
 Base/Assets/Text/Vanilla_pl_PL.xml                 |   507 +-
 Base/Assets/Text/Vanilla_pt_BR.xml                 |   505 +-
 Base/Assets/Text/Vanilla_ru_RU.xml                 |   505 +-
 Base/Assets/Text/Vanilla_zh_Hans_CN.xml            |   523 +-
 Base/Assets/Text/Vanilla_zh_Hant_HK.xml            |   521 +-
 .../Text/en_US/CivRoyaleScenario_PackageText.xml   |     2 +-
 .../Text/en_US/Civilopedia_Concepts_Text.xml       |     2 +-
 Base/Assets/Text/en_US/Credits.xml                 |   325 +
 Base/Assets/Text/en_US/DiplomacyDeals_Text.xml     |     2 +-
 Base/Assets/Text/en_US/FrontEndText.xml            |    28 +-
 Base/Assets/Text/en_US/InGameText.xml              |    52 +
 Base/Assets/Text/en_US/UI_Options_Text.xml         |   117 +-
 Base/Assets/UI/ActionPanel.lua                     |    81 +-
 Base/Assets/UI/ActionPanel.xml                     |     8 +
 .../UI/Automation/Automation_StandardTests.lua     |    14 +-
 Base/Assets/UI/CitySupport.lua                     |    29 +-
 Base/Assets/UI/Civilopedia/CivilopediaSupport.lua  |     3 +
 Base/Assets/UI/DiplomacyRibbon.lua                 |    25 +-
 Base/Assets/UI/DiplomacyRibbon.xml                 |    12 +-
 Base/Assets/UI/EndGame/EndGameMenu.lua             |    36 +-
 Base/Assets/UI/EndGame/EndGameMenu.xml             |     2 +-
 Base/Assets/UI/EndGame/EndGameReplayLogic.lua      |    10 +-
 Base/Assets/UI/FrontEnd/AdvancedSetup.lua          |     9 -
 Base/Assets/UI/FrontEnd/AdvancedSetup.xml          |     2 +-
 Base/Assets/UI/FrontEnd/GameSetupLogic.lua         |    12 +-
 Base/Assets/UI/FrontEnd/LoadGameMenu.lua           |     1 +
 Base/Assets/UI/FrontEnd/MainMenu.lua               |     9 +-
 .../Assets/UI/FrontEnd/Multiplayer/ConfirmKick.lua |    46 +
 Base/Assets/UI/FrontEnd/Multiplayer/HostGame.lua   |     1 +
 Base/Assets/UI/FrontEnd/Multiplayer/HostGame.xml   |    16 +-
 .../Assets/UI/FrontEnd/Multiplayer/JoiningRoom.lua |     5 +
 Base/Assets/UI/FrontEnd/Multiplayer/Lobby.lua      |    14 +-
 .../UI/FrontEnd/Multiplayer/PBCNotifyRemind.xml    |     4 +-
 .../Assets/UI/FrontEnd/Multiplayer/StagingRoom.lua |    99 +-
 Base/Assets/UI/FrontEnd/PlayerSetupLogic.lua       |    31 +
 Base/Assets/UI/GameSummaries.lua                   |    66 +-
 Base/Assets/UI/GameSummaries_GameDetails.lua       |     8 +-
 Base/Assets/UI/LaunchBar.lua                       |    21 +-
 Base/Assets/UI/LocalPlayerActionSupport.lua        |    10 +-
 Base/Assets/UI/Menus/InGameTopOptionsMenu.lua      |    32 +-
 Base/Assets/UI/MinimapPanel.lua                    |     6 +
 Base/Assets/UI/Options.xml                         |    87 +-
 Base/Assets/UI/Panels/NotificationPanel.lua        |    18 +-
 Base/Assets/UI/Panels/UnitPanel.lua                |   162 +-
 Base/Assets/UI/PartialScreens/ReportsList.lua      |     8 +
 Base/Assets/UI/PartialScreens/ReportsList.xml      |     2 +-
 Base/Assets/UI/Popups/ChatPanel.lua                |   229 +-
 Base/Assets/UI/Popups/ChatPanel.xml                |    29 +
 Base/Assets/UI/Popups/PopupDialog.xml              |     2 +-
 Base/Assets/UI/Scripts/SetupParameters.lua         |    24 +-
 Base/Assets/UI/TutorialUIRoot.lua                  |     3 +
 Base/Assets/UI/Utilities/NetworkUtilities.lua      |     2 +-
 Base/Assets/UI/WorldInput.lua                      |     4 +-
 Base/Assets/UI/WorldTracker.lua                    |    38 +-
 Base/Assets/UI/WorldViewPlotMessages.lua           |    32 +-
 DLC/Australia/Text/Australia_Translations_Text.xml |    66 +-
 DLC/CivRoyaleScenario/ArtDefs/Camera.artdef        |     8 +-
 DLC/CivRoyaleScenario/ArtDefs/Civilizations.artdef |    30 +-
 DLC/CivRoyaleScenario/ArtDefs/Cultures.artdef      |    82 +-
 .../ArtDefs/IconReferences.artdef                  |   637 +-
 DLC/CivRoyaleScenario/ArtDefs/Improvements.artdef  |   128 +-
 DLC/CivRoyaleScenario/ArtDefs/Overlay.artdef       |  1485 +-
 .../ArtDefs/UnitActivities.artdef                  |    38 +
 DLC/CivRoyaleScenario/ArtDefs/Units.artdef         | 21045 ++++++++++++++++---
 DLC/CivRoyaleScenario/ArtDefs/VFX.artdef           |   689 +-
 DLC/CivRoyaleScenario/CivRoyaleScenario.dep        |    40 +-
 DLC/CivRoyaleScenario/CivRoyaleScenario.modinfo    |    91 +-
 .../Data/CivRoyaleScenario_Civilizations.xml       |   312 +-
 .../Data/CivRoyaleScenario_Config.xml              |   170 +-
 .../Data/CivRoyaleScenario_GoodyHuts.xml           |    19 +
 .../Data/CivRoyaleScenario_Icons_Leaders.xml       |     1 +
 .../Data/CivRoyaleScenario_Icons_Notifications.xml |    13 +
 .../Data/CivRoyaleScenario_Icons_UnitActions.xml   |    21 +
 .../Data/CivRoyaleScenario_Icons_UnitPortraits.xml |    21 +
 .../Data/CivRoyaleScenario_Icons_Units.xml         |    27 +
 .../Data/CivRoyaleScenario_Improvements.xml        |    34 +-
 .../Data/CivRoyaleScenario_Leaders.xml             |    10 +-
 .../Data/CivRoyaleScenario_LoadingInfo.xml         |     2 +
 .../Data/CivRoyaleScenario_Notifications.xml       |     4 +
 .../Data/CivRoyaleScenario_PlayerColors.xml        |    26 +-
 .../Data/CivRoyaleScenario_RemoveData.xml          |     6 +-
 .../Data/CivRoyaleScenario_TurnPhases.xml          |     9 +
 .../Data/CivRoyaleScenario_UnitAbilities.xml       |   385 +-
 .../Data/CivRoyaleScenario_UnitPromotions.xml      |   318 +-
 .../Data/CivRoyaleScenario_Units.xml               |    48 +-
 .../Data/CivRoyaleScenario_WMDs.xml                |     6 +
 .../Scripts/CivRoyaleScenario_Announcer.lua        |   135 +
 .../Scripts/CivRoyaleScenario_GameStateUtils.lua   |   266 +
 .../Scripts/CivRoyaleScenario_PropKeys.lua         |   130 +
 .../Scripts/CivRoyaleScenario_StartScript.lua      |  1036 +-
 .../Scripts/CivRoyaleScenario_UFOUnitNames.lua     |    53 +
 .../Scripts/CivRoyaleScenario_UnitCommandDefs.lua  |   630 +
 .../Scripts/CivRoyaleScenario_UnitCommands.lua     |   422 +
 .../CivRoyaleScenario_Translations_ConfigText.xml  |  2342 ++-
 .../Text/CivRoyaleScenario_Translations_Text.xml   |  4415 +++-
 .../Text/en_US/CivRoyaleScenario_ConfigText.xml    |   159 +-
 .../Text/en_US/CivRoyaleScenario_Text.xml          |   396 +-
 DLC/CivRoyaleScenario/UI/Additions/EndGameMenu.xml |   243 +
 .../UI/Additions/EndGameMenu_CivRoyaleScenario.lua |    58 +-
 DLC/CivRoyaleScenario/UI/Additions/LeaderIcon.xml  |    18 +
 .../UI/Additions/LeaderIcon_CivRoyaleScenario.lua  |    91 +
 .../UI/Replacements/ARXManager_CivRoyale.lua       |     7 +-
 .../Replacements/ActionPanel_CivRoyaleScenario.lua |    24 +
 .../UI/Replacements/ChatPanel.xml                  |   155 +
 .../Replacements/ChatPanel_CivRoyaleScenario.lua   |  1030 +
 .../UI/Replacements/DiplomacyRibbon.xml            |    73 +
 .../DiplomacyRibbon_CivRoyaleScenario.lua          |   118 +-
 .../UI/Replacements/InGameTopOptionsMenu.xml       |     2 +-
 .../MinimapPanel_CivRoyaleScenario.lua             |   604 +-
 .../NotificationPanel_CivRoyaleScenario.lua        |   126 +-
 DLC/CivRoyaleScenario/UI/Replacements/TopPanel.xml |    21 +-
 .../UI/Replacements/TopPanel_CivRoyaleScenario.lua |   152 +-
 .../UI/Replacements/UnitFlagManager.xml            |   135 +
 .../UnitFlagManager_CivRoyaleScenario.lua          |   297 +
 .../UI/Replacements/UnitPanel.xml                  |   616 +
 .../Replacements/UnitPanel_CivRoyaleScenario.lua   |   738 +
 .../Replacements/WorldInput_CivRoyaleScenario.lua  |    76 +
 DLC/Expansion2/Data/Expansion2_Beliefs.xml         |   691 +-
 DLC/Expansion2/Data/Expansion2_Buildings.xml       |  1463 +-
 DLC/Expansion2/Data/Expansion2_Features.xml        |    42 +-
 DLC/Expansion2/Data/Expansion2_Icons_Beliefs.xml   |     2 +
 DLC/Expansion2/Data/Expansion2_Modifiers.xml       |  2732 +--
 DLC/Expansion2/Data/Expansion2_RemoveData.xml      |    17 +
 .../Text/Expansion2_Translations_ConfigText.xml    |     2 +-
 .../Text/Expansion2_Translations_Text.xml          |  1388 +-
 .../Text/en_US/Expansion1_Moments_Text.xml         |    32 +-
 .../Text/en_US/Expansion2_Buildings_Text.xml       |     6 +
 .../en_US/Expansion2_FeaturesAndTerrains_Text.xml  |     9 +
 .../Text/en_US/Expansion2_Religion_Text.xml        |    58 +-
 DLC/Expansion2/UI/Additions/ClimateScreen.lua      |     2 +-
 DLC/Expansion2/UI/Additions/WorldCongressIntro.lua |    17 +-
 DLC/Expansion2/UI/Additions/WorldCongressPopup.lua |    34 +-
 DLC/Expansion2/UI/Replacements/ActionPanel.xml     |    10 +-
 .../UI/Replacements/ActionPanel_Expansion1.lua     |    38 +-
 DLC/Expansion2/UI/Replacements/CityStates.xml      |     2 +-
 DLC/Expansion2/UI/Replacements/CitySupport.lua     |    29 +-
 .../UI/Replacements/DiplomacyDealView.lua          |    50 +-
 .../Replacements/DiplomacyDealView_Expansion2.lua  |    57 +-
 DLC/Expansion2/UI/Replacements/DiplomacyRibbon.xml |    14 +-
 .../UI/Replacements/DiplomacyRibbon_Expansion2.lua |     9 +-
 .../UI/Replacements/EndGameReplayLogic.lua         |    21 +-
 .../UI/Replacements/LaunchBar_Expansion1.lua       |     4 +-
 .../GranColombia_Maya_Translations_ConfigText.xml  |    22 +-
 .../GranColombia_Maya_Translations_PackageText.xml |     2 +-
 .../Text/GranColombia_Maya_Translations_Text.xml   |   406 +-
 .../Text/Indonesia_Khmer_Translations_Text.xml     |    66 +-
 .../Text/VikingsLandmarks_Translations_Text.xml    |     2 +-
 164 files changed, 47263 insertions(+), 7944 deletions(-)

Anyone identified any undocumented changes yet?

and the full diff is attached to this post for the curious
 

Attachments

you should be able to get way more, easily.

How do you figure that? If we take an average adjacency of +3, double it with the policy card to +6, and then times 10 cities, it's 60 production in total.

You do get it immediately however, rather than waiting for your cities to grow.
 
I see. It seems all the files I changed was over-written.
They must have a system to do this deliberately to ensure the update works.

I did before changes in files directly (notably to tweak the starts of some of my civs) and each time there was an updtate, they verify each file to see if it hasn't be corrupted. And the player changing it is considered corruption so they put it back up as it's supposed to be. It has always be that way and always will be.

So since we'll have updates everymonth I strongly suggest you to find another way to change your game, or you'll spent everymonth to do your changes once again.
 
How do you figure that? If we take an average adjacency of +3, double it with the policy card to +6, and then times 10 cities, it's 60 production in total.

You do get it immediately however, rather than waiting for your cities to grow.
Now it's a matter of playing the right civ
 
Now it's a matter of playing the right civ

Well, sure. You can get more overall production if you play Brazil or Russia or Mali or maybe Japan. The others, though, not so much.

But getting +3-6 production early is probably better than slowly climbing up to +15 production in your largest cities,
 
Work Ethic is indeed buffed. The big change is that it's no longer based on pop, but holy site adjacency. It used to work best with tall, heavily productive cities (in which case, percentage bonuses are quite amazing), but the problem was getting there. It takes a lot of time to build up that infrastructure. Whereas now you can take advantage of the production bonus in the early game.

Let's try to generate 15 hammers/turn.

Old Work Ethic: Needs at least 15 followers (not pop, so your actual pop may be much higher) and 100 production in your city. Work Ethic gives you 15% in that situation, hence 15 production.

New Work Ethic: Pick Dance of the Aurora pantheon. Find a good wooded tundra spot to get at least +8 adjacency. Run the Holy Orders card (100% adjacency). You're now at 16 faith and hence 16 production. In the classical era. And your new cities can take advantage of it right away.

It doesn't even have to be Dance. Play as Australia. Brazil and Sacred Path. Mali/Nubia and Desert Folklore. It's a much more flexible and stronger belief now.
 
Work Ethic is indeed buffed. The big change is that it's no longer based on pop, but holy site adjacency. It used to work best with tall, heavily productive cities (in which case, percentage bonuses are quite amazing), but the problem was getting there. It takes a lot of time to build up that infrastructure. Whereas now you can take advantage of the production bonus in the early game.

Let's try to generate 15 hammers/turn.

Old Work Ethic: Needs at least 15 followers (not pop, so your actual pop may be much higher) and 100 production in your city. Work Ethic gives you 15% in that situation, hence 15 production.

New Work Ethic: Pick Dance of the Aurora pantheon. Find a good wooded tundra spot to get at least +8 adjacency. Run the Holy Orders card (100% adjacency). You're now at 16 faith and hence 16 production. In the classical era. And your new cities can take advantage of it right away.

It doesn't even have to be Dance. Play as Australia. Brazil and Sacred Path. Mali/Nubia and Desert Folklore. It's a much more flexible and stronger belief now.

Yeah, I mean, Work Ethic is worse if you don't build holy sites. But if you do, it can certainly make for some large bonuses. Although that being said, you need to be a little more active in those bonuses - you need the Holy Orders card running to ax out, and ideally want one of the adjacency pantheons. Previously, you could just use it as more of a passive +4-5% for most of the game, some cities getting a little more, some less.
 
Yeah, I mean, Work Ethic is worse if you don't build holy sites. But if you do, it can certainly make for some large bonuses. Although that being said, you need to be a little more active in those bonuses - you need the Holy Orders card running to ax out, and ideally want one of the adjacency pantheons. Previously, you could just use it as more of a passive +4-5% for most of the game, some cities getting a little more, some less.

That's a good point. Personally, I love the changes myself, but what I don't like about it is that it's yet another holy site bonus. The old one was probably much better off being spread to you - as pointed out, you didn't need a holy site to take advantage of it. Religion could be improved by giving bonuses that weren't so tied to holy sites.

Edit: Look at poor Kongo. He could use the old work ethic but the new one is completely useless to him.
 
But- i have played recently since the patch and i still think the AI is awful.
Do you have R&F+GS+NFP? I would imagine that AI patches going into vanilla wont make too much difference for vanilla "AI-wise". The AI is only improved significantly with the extra mechanics coming from the expansions IMO. I don't think they spend too much time for balancing "stripped-down" versions of the game.
 
Kongo be like:sad: ( that's why Kongo needs new leader)

I highly doubt that Kongo would have another leader. Not because Kongo's not relevant enough, but because he's part of the civs where the LUA and the CUA are very tied together.
Kongo's palace have 5 slots for any Great Work not because kongolese palaces were especially decorated but because, without temples, it's the only place where Kongo can store relics (except for some wonders but wonders are never sure).
Kongo's CUA is very strong (at least IMO, but quicker GA, GW, GMu and GMe, atop from tremendous artifacts and sculptures, and the palace) BECAUSE the Mvemba's LUA is so "weak" (by "weak" I mean "having a malus"). Kongo is the first asymetrical civ in the game and was the only one until Mali, Maori, Canada and now the Mayas.
But now, if you give Kongo a new leader that can found a religion, Kongo would probably become OP because it would have it's OP CUA with a regular leader (and even an UP leader would work, the Netherlands are a very good civ despite the abysmal LUA of Wilhelmina).

Rather than a new leader, having the possibility to build holy sites BUT not earning Great Prophet points (ala Maoris) would be better IMO. But a brand new leader? It doubt they will do it because I doubt it will be in itself a good idea.
 
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