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June 2020 Update - Patch Notes Discussion

Discussion in 'Civ6 - General Discussions' started by DWilson, Jun 25, 2020.

  1. lz14

    lz14 Prince

    Joined:
    Jan 26, 2003
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    Location:
    Auckland
    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.
     
  2. Deggial

    Deggial Emperor

    Joined:
    Jul 27, 2007
    Messages:
    1,345
    Location:
    Germany
    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!
     
  3. lz14

    lz14 Prince

    Joined:
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    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.
     
  4. lz14

    lz14 Prince

    Joined:
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    Location:
    Auckland
    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
     
    Last edited by a moderator: Jun 26, 2020
  5. Atimati

    Atimati Chieftain

    Joined:
    Jan 24, 2004
    Messages:
    12
    Location:
    Budapest
    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.
     
  6. Hans Castorp

    Hans Castorp Prince

    Joined:
    Apr 15, 2013
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    Location:
    Cambridge, UK
    Anyone identified any undocumented changes yet?
     
    Hawke9 likes this.
  7. criZp

    criZp Emperor

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    you should be able to get way more, easily.
     
  8. Gedemon

    Gedemon Modder Moderator

    Joined:
    Oct 4, 2004
    Messages:
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    Location:
    France
    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(-)
    and the full diff is attached to this post for the curious
     

    Attached Files:

  9. Kibikus

    Kibikus Warlord

    Joined:
    Jan 18, 2019
    Messages:
    279
    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.
     
  10. Republic of San Montuoso

    Republic of San Montuoso King

    Joined:
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    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.
     
    Elhoim and Infixo like this.
  11. criZp

    criZp Emperor

    Joined:
    Jul 19, 2013
    Messages:
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    Location:
    Nidaros, Norway
    Now it's a matter of playing the right civ
     
  12. Kwami

    Kwami Emperor

    Joined:
    Oct 3, 2010
    Messages:
    1,862
    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,
     
  13. criZp

    criZp Emperor

    Joined:
    Jul 19, 2013
    Messages:
    1,793
    Location:
    Nidaros, Norway
    Also norway can do decent.
     
  14. Kmart_Elvis

    Kmart_Elvis King

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    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.
     
  15. SammyKhalifa

    SammyKhalifa Deity

    Joined:
    Sep 18, 2003
    Messages:
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    This is all fine. Remember that the argument always used to be that getting religion was kinda pointless unless you were going for RV
     
    King William I and DWilson like this.
  16. UWHabs

    UWHabs Deity

    Joined:
    Oct 10, 2008
    Messages:
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    Location:
    Toronto
    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.
     
    Kmart_Elvis likes this.
  17. Kmart_Elvis

    Kmart_Elvis King

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    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.
     
  18. bitula

    bitula Prince

    Joined:
    Nov 15, 2010
    Messages:
    416
    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.
     
  19. Kupe Navigator

    Kupe Navigator Prince

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    Kongo be like:sad: ( that's why Kongo needs new leader)
     
  20. Republic of San Montuoso

    Republic of San Montuoso King

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    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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