June/July Patch Notes

If you are worried about happiness you can try out egypt. that burial tomb really helps.
you can rush happiness policies and exspansion fairly easily if you do not have a nabour.
The trick is that war is fairly dominant in this game, and slows down the pace of the game. If you rush the happiness policies you should be able to get alot of happiness early game, but you will be vulnearable to a swordsman rush.
rushing happiness policies means ignoring alot of other bonuses, but it might very well be the best choice for a big empire.

Egypt is probably one of the best isolated start civs there are after the patch.
Also rome got a nice buff, since buildings take alot of time and you need more of them post patch.
France is even more powerful after the patch!

PS if you play singleplayer and want a challenge change the AI priorities because they are not optimized for winning. Make em all hostile and willing to war, add a 10 to exspansion and a 10 to improvements and infrastructure and a 3 to wonders and watch them take the entire map on deity. if you do some more optimizations then they will not cash float and they will get really early victories.
PS changeing this will make them not trade or Ra with you makeing deity a true challenge.
You need to download a free 30 day trial program for this, the program you use is exsplained inside the leaders file.( remember to backup the files) It will not be fun to play on deity with those AI. emporer might be better, but alot harder then standard deity AI.
 
I was a bit worried about idea, that wonder is needed to get happiness.
But now I think, that it is needed to stop being Deity so easy winnable for top players. That's why there is suggestion to drop down preferred difficulty level. This is what most of us should do after update.
And for higher levels and not being able to get wonder in every game... well, "sword rush" / "great library" / "put any tactic You used here" also didn't always work, right? If You restart game in that case, that's wrong. If You adapt and play to the end - that's the spirit.
 
There are two items under "Balance" that I'd like to understand better:

++ All great person tile improvements now connect all strategic resources.

Does this refer to when you settle a GP on a tile to add culture, gold, or production? I was not aware there was a problem when they were put on strategic resources, so good to know.

++ Defense penalty and city assault bonus promotions are now lost with upgrade.

I understand the city assault bonus, but what are "defense penalty" promotions ... the ones that give you added defense against ranged attacks? I generally take them for warriors for level 2 and 3 promotions in order to put their upgraded units (Swords, LS) up front on city attacks. No problem with disallowing them to carry forward on upgrade, just making sure I understand so I can adjust accordingly.
 
yeah like in Axis & Allies (Atari 2004), I loved those guys. I call them light artillery. There needs to be something between crossbow and light artillery (mortar team) though. Or maybe there doesn't?

Heavy artillery would be what we have now.

Mortar team seems the only reasonable unit to me. They would the either obsolete when rocket artillery comes in the game or they could upgrade into it.
 
++ All great person tile improvements now connect all strategic resources.

Does this refer to when you settle a GP on a tile to add culture, gold, or production? I was not aware there was a problem when they were put on strategic resources, so good to know.

No, it means if you e.g. build an academy on a tile, and you later discover oil under it, then the academy will connect the oil to your city (unless now, currently you don't get the oil).
 
There are two items under "Balance" that I'd like to understand better:

++ All great person tile improvements now connect all strategic resources.

Does this refer to when you settle a GP on a tile to add culture, gold, or production? I was not aware there was a problem when they were put on strategic resources, so good to know.

++ Defense penalty and city assault bonus promotions are now lost with upgrade.

I understand the city assault bonus, but what are "defense penalty" promotions ... the ones that give you added defense against ranged attacks? I generally take them for warriors for level 2 and 3 promotions in order to put their upgraded units (Swords, LS) up front on city attacks. No problem with disallowing them to carry forward on upgrade, just making sure I understand so I can adjust accordingly.

1. My interpretation is that this not only includes resources which may appear later, but also ones that already exist. In other words, you can build a Landmark atop an iron resource, and get the benefits of both.

2. I do the same thing you do, and am unsure how to interpret "defense penalty" promotions.
 
++ Defense penalty ... promotions are now lost with upgrade.

I understand the city assault bonus, but what are "defense penalty" promotions ... the ones that give you added defense against ranged attacks? I generally take them for warriors for level 2 and 3 promotions in order to put their upgraded units (Swords, LS) up front on city attacks. No problem with disallowing them to carry forward on upgrade, just making sure I understand so I can adjust accordingly.

No. It says penality, so it is *not* the self choosen promotion against range attack (which is a *bonus*)!

It means the defense penality of cavalry units which do not get bonus by rough terrain or when fortified. *This* "promotion" is lost when the unit is upgraded.

This was an issue especially when upgrading a lancier to an anti tank gun.
 
No. It says penality, so it is *not* the self choosen promotion against range attack (which is a *bonus*)!

It means the defense penality of cavalry units which do not get bonus by rough terrain or when fortified. *This* "promotion" is lost when the unit is upgraded.

This was an issue especially when upgrading a lancier to an anti tank gun.

This is what I would take it to mean. What threw me off was the use of the word "promotion" in these cases... but that's par for the course with the documentation, which tends to be not particularly clear.
 
This is what I would take it to mean. What threw me off was the use of the word "promotion" in these cases... but that's par for the course with the documentation, which tends to be not particularly clear.

Most of those things are implemented as promotions - that's why they carry over through upgrades in the first place.

They're practicing technical writing rather than plain English writing, expressing exactly what they literally mean in an unambiguous way. Unfortunately, since plain English is so ambiguous, if you read technical writing like you would read plain English, it's often anything but unambiguous.
 
yeah like in Axis & Allies (Atari 2004), I loved those guys. I call them light artillery. There needs to be something between crossbow and light artillery (mortar team) though. Or maybe there doesn't?

Heavy artillery would be what we have now.

Mortar team seems the only reasonable unit to me. They would the either obsolete when rocket artillery comes in the game or they could upgrade into it.

There was field artillery, horse artillery etc. Just anything that was made to be deployed quickly by sacrificing firepower will do. Fills the same tactical niche.
 
I understand the city assault bonus, but what are "defense penalty" promotions ... the ones that give you added defense against ranged attacks? I generally take them for warriors for level 2 and 3 promotions in order to put their upgraded units (Swords, LS) up front on city attacks. No problem with disallowing them to carry forward on upgrade, just making sure I understand so I can adjust accordingly.

This is actually related to Lancer ability of having -50% penalty on defense. It kept being applied to Anti-Tank and Helicopters after upgrade, which was nonsene.
 
They're practicing technical writing rather than plain English writing, expressing exactly what they literally mean in an unambiguous way. Unfortunately, since plain English is so ambiguous, if you read technical writing like you would read plain English, it's often anything but unambiguous.

A good - and positive - way of explaining the devs' notes.
 
It's probably actually a way to bridge the worlds. The programmers may well call them modifiers, as in, they modify a programmatic class (e.g., classical.horse.defense) in one way or another.
 
Production cost adjustments for units/buildings/wonders (mostly a little cheaper, much cheaper late game).

Anybody notice this? It seems a lot of people have been complaining about the nerfs to Workshop, Factory, etc. and production. But when you consider that many building's costs will be adjusted (albeit we don't know the exact number), combined with Stone/Stoneworks and railroads at half the cost, it seems to me that producing things may be a lot easier.
 
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