New patch 20 December

I started a game just to see some of the new Minor Civs / City-states. Thought the game had locked up at first, it took ages to load, but the hard drive was clattering away so I just left it be, and it eventually got there. Second load was nice and quick.

Looks like Auckland, Amagh, Antananarvo added in, and Jakarta, Preslav and Amsterdam's icons have been tweaked a bit.
  • Auckland (Industrial): Additional production for Coastal tiles. (New Zealand)
  • Antananarivo (Cultural): Culture bonus that increases with every Great Person earned. (Madagascar)
  • Armagh (Religious): Builders can construct the Monastery improvement, which provides Faith and heals religious units. (Ireland)
  • Granada (Militaristic): Builders can construct the Alcazar improvement, which protects military units and provides Culture. (Spanish city, the Alhambra wonder comes from there)
  • Muscat (Trade): Bonus Amenities in cities with a Commercial Hub. (Arabian peninsula)
  • Palenque (Scientific): Improved City growth for cities with a Campus. (Mexico)
Quoted from Steam store page, additional comments mine.
 
I'm glad to see a new patch... But they still haven't fixed the production problems. Starting the colossus as soon as I unlock it and not finishing until the late medieval to Renaissance era is terrible and new cities taking forever to get established with long build times is horrendous.

Also, still no SDK or world builder...

Getting cities established is much faster than its been in recent games. You just buy a few cheap buildings and let the internal trade routes do their thing and its up and running far faster than any Civ V city could ever be.

Waiting to see how the production vs science plays out now. its ok to have long production times if the research times correspond with that. I do think some of the early wonders will still have issues but space parts and late game wonders im thinking will be fine
 
  • Auckland (Industrial): Additional production for Coastal tiles. (New Zealand)
  • Antananarivo (Cultural): Culture bonus that increases with every Great Person earned. (Madagascar)
  • Armagh (Religious): Builders can construct the Monastery improvement, which provides Faith and heals religious units. (Ireland)
  • Granada (Militaristic): Builders can construct the Alcazar improvement, which protects military units and provides Culture. (Spanish city)
  • Muscat (Trade): Bonus Amenities in cities with a Commercial Hub. (Arabian peninsula)
  • Palenque (Scientific): Improved City growth for cities with a Campus. (Mexico)
Quoted from Steam store page.

The civ state bonuses are one of my favorite parts of Civ VI. We certainly didnt need one that buffed Commercial hubs though. But I hope they keep adding them like this.
 
Yes I hope the space race speeds up a little, I have been shooting for a Science victory a few times now, only to have a cultural victory with half a dozen turns left to go on my 3rd Mars rocket part. The 40% reduction in space race projects hopefully winds things up faster. Bear in mind that the AI will have the same conditions so it's conceivable that people could be beaten to the punch by good late-game AI civs.
 
The civ state bonuses are one of my favorite parts of Civ VI. We certainly didnt need one that buffed Commercial hubs though. But I hope they keep adding them like this.
Muscat is going to become one of the more popular city-states and may dethrone Toronto (given that the latter has been nerfed indirectly).

Antananarivo would be great for Brazil or Russia.
 
Muscat is going to become one of the more popular city-states and may dethrone Toronto (given that the latter has been nerfed indirectly).

Antananarivo would be great for Brazil or Russia.

My favorite will be Auckland because it might encourage me to build a city I might not otherwise build, but definitely not the most powerful.

For peaceful games Ill prefer Zanzibar to Muscat(assuming Muscat provides 1 Amenity), but Muscat wins in wider games for sure.
 
Still no population growth notification when our cities grow, but overall these are some nice improvements.

Still no fix to the game selection menu either - it still defaults to the same settings without remembering previously selected options, and there is still no random map size option.

Trying a new session - still not finding it as engaging as I'd have liked and I haven't had much AI contact yet to gauge how that behaves, but the slowdown to science is noticeable and welcome although the increased speed of production isn't generally (though it means grassland cities aren't completely incapable of building things without a horde of trade routes). As I have the deluxe version of the game I've run across a couple of the new city-states and the bonuses are nice thematically, but some of the existing ones need rebalancing.

While it's probably a bigger project than one patch I still want to see some kind of fix to the religious system - I was tempted to give Poland a try, but any civ with bonuses that require it to have its own religion forces me to engage with the worst part of the game.
 
Nerf to factory seems like an indirect buff to encampments. If a city is going to be within range of a factory then it might be best to build an early encampment. That way you can get some early housing and the exp buff on your military. You lose adjacency production bonuses, but the encampment buildings would provide more production than the workshop.

This seems like a step in the right direction of not building the same thing in every city. Having one district no longer an auto build is a great improvement to me.

Commercial hubs should be next.
 
Seems to me like adding sentry mode was the only major change they added. The bug fix list seems extremely underwhelming given 30 days. They couldn't fix previous build? How hard could that have been? And calling it the winter patch makes my really skeptical how many patches we will get in the next 60 days.

Correction, they did finally fix previous build, but did not list it in the patch notes. Maybe someone could gather the list of missing patch notes for fixes.
 
Last edited:
Seems an odd one to not have addressed! Still no "wait" command for units :(

What's wrong with pressing Enter or clicking the icons on the lower right or using the comma and period keys (that, since the Fall Patch, now do the exact same thing as in Civ5 - move to the previous or next unit in the game's queue of units awaiting orders). it's not 'w' but it's pretty close!
 
I think this patch also fixes the Localized text bug, even though they haven't specifically mentioned it.
I noticed this as well.

On the data side, screenshot below of the sql shows where they appear to have inserted the values. Took me a little while to find by tracing back through the chain of traits/modifiers/arguments.

Based on this it appears when a person gets Culture Bombed you get a -10 penalty to relations. Pretty expected I suppose.

What is kind of cool about this is the way they constructed it with arguments means we might be able to mod in culture bombs to some of the extremely lackluster unique improvements. If nothing else looks easily fixable if fort-bombs are overpowered. I have yet to try a fort, just the encampment.


Yeah they added a few things to the GameEffects.sql so modders can utilize them.

Spoiler :
REQUIREMENT_SPECIFIC_LEADER_ELIMINATED
REQUIREMENT_PLAYER_ERA_AT_LEAST
REQUIREMENT_CULTURE_BOMBED
EFFECT_REPLACE_PLAYER_GOVERNMENT_SLOT_TYPE
EFFECT_ADJUST_UNIT_FORCE_RETREAT
EFFECT_ADJUST_PLAYER_YIELD_MODIFIER_PER_EARNED_GREAT_PERSON
EFFECT_ADJUST_CULTURE_BOMB_CONVERTS_CITY
EFFECT_ADJUST_CITY_TRADE_ROUTE_YIELD_FOR_DOMESTIC
EFFECT_ADJUST_CITY_TRADE_ROUTE_YIELD_FOR_INTERNATIONAL
EFFECT_ADJUST_CITY_AMENITIES_FROM_CITY_STATES
EFFECT_ADD_CULTURE_BOMB_TRIGGER



Just wish they would have fixed putting improvements on Mountains.
 
I'm surprised to see so much resistance to the Factory changes. I thought this was how it was going to work from the start and was actually surprised when they were allowed to stack, because it would lead to spamming them everywhere... and it did. That was unhealthy for the game and it needed to be fixed. Now Industrial Zone/Entertainment Complex spacing is even more relevant and strategic because you want to minimize overlap while having it affect as many cities as possible, rather than just simply spamming them in a big clump with cities around them.
 
I'm surprised to see so much resistance to the Factory changes. I thought this was how it was going to work from the start and was actually surprised when they were allowed to stack, because it would lead to spamming them everywhere... and it did. That was unhealthy for the game and it needed to be fixed. Now Industrial Zone/Entertainment Complex spacing is even more relevant and strategic because you want to minimize overlap while having it affect as many cities as possible, rather than just simply spamming them in a big clump with cities around them.

I agree.

I do however think that people are resisting the ideas because it seems at first glance that it will be much harder now to build space projects and late-game units without the stacked IZ bonuses. Playing the game will tell, however!
 
I think nerfing the stacking bonuses, mainly on production buildings, is terrible. Production is already so so weak in this game--a large city with stacking bonuses AND the Ruhr Valley might come within shouting distance of the relative production of merely good to average production cities in past Civs. Since I generally pursue a turtle strategy, and developing my cities has always been my greatest enjoyment in Civ, I already found the slow development in this game to be very frustrating; it squeezed much of the fun right out and now it gets worse. And younger cities take forever to get even poor to mediocre production because of the constantly rising costs of districts (which I hate only slightly less than the limited use builders--who cost just as much as permanent workers in past Civs--which I detest with a passion).

And two patches and they still have not fixed the obvious and basic error in displaying completed production? I mean do they even play the game? Are they brain dead? Unfrickingbelievable.
 
I think nerfing the stacking bonuses, mainly on production buildings, is terrible. Production is already so so weak in this game--a large city with stacking bonuses AND the Ruhr Valley might come within shouting distance of the relative production of merely good to average production cities in past Civs. Since I generally pursue a turtle strategy, and developing my cities has always been my greatest enjoyment in Civ, I already found the slow development in this game to be very frustrating; it squeezed much of the fun right out and now it gets worse. And younger cities take forever to get even poor to mediocre production because of the constantly rising costs of districts (which I hate only slightly less than the limited use builders--who cost just as much as permanent workers in past Civs--which I detest with a passion).

And two patches and they still have not fixed the obvious and basic error in displaying completed production? I mean do they even play the game? Are they brain dead? Unfrickingbelievable.

I agree completely. The production aspect is making the game totally unenjoyable for me. The imbalances in the game are just too big for me right now.
 
Correction, they did finally fix previous build, but did not list it in the patch notes. Maybe someone could gather the list of missing patch notes for fixes.

I hope they fixed the combat AI and made it super smart and competent but forgot to mention in the patch notes. :-P
 
I thought the stacking bonuses were super neat. I loved placing a ring of 5 industrial zones that would transform a central city into an industrial colossus. I really think this mechanic was a winner--it called for tougher decisions in district placement (do I place this IZ where it can affect a fourth city, or do I place it where I get the best adjacency bonus?) and was very satisfying when you got a good grid of industrial zones. It was also fresh and unlike anything a previous Civ game had ever had, as far as I can recall anyway. I'm sad to see it go.
 
Hmmm - anyone know which unique districts now require population? It says most, so I'm assuming one or two have been spared this nerf.
 
Back
Top Bottom