Next patch speculation thread

I wish we had more different maps... maybe maps based on contents and not just Europe and Asia. give some love to Americas and Africas yall.
 
Better CS distribution. The clustering in itself is a problem, but I've seen this happen twice already.
Yeah, CS distribution (and to a lesser extent civ) is messed up. In my current huge continents game (which seems to only give 2 large continets now zzz), the smaller continent has me, 6 AI, and 3 CS. The larger continent has 2 AI and 6 CS. The other 11 CS are spread through these weird island chains down the middle, and THREE of them are still settlers!

Has been fixed already. See Bug Reports.
 
Everyone that thinks we need more map scripts and doesn't like the CS bunching up - why don't you try some of the very excellent map mods? I can personally vouch for the following
- Perfect World 6
- Got Lakes?
- YnAMP
- Detailed Worlds
 
Has been fixed already. See Bug Reports.

Was it fixed though? Reality seems to contradict the patch notes. :D This is my most recent game: standard continents map, 5 civs and 1 CS on the western continent, 3 civs and 3 CSs on the eastern continent. The rest of the city states were crammed to an island in the middle of the sea - poor Bandar Brunei couldn't even found itself, I had to mercy-kill the settler at T120.
upload_2019-5-9_20-45-23.png
 
Mac branch was updated today for the first time in a month.

Glad to hear they're addressing the CS bunching issue. Hopefully the builder lag bug is squashed. Just squashing bugs without creating new ones would make me happy for this patch.

Not sure if any of my wishlist has a chance:
- map replay
- better balance related to tech/civic speed and era length/golden age thresholds
- allies can't attack your city states (either make it impossible or make it automatically break the alliance)
- T3 buildings benefit from 9 or 10 envoys in the appropriate city state type
- barb intensity slider
- climate change speed slider (separate from disaster intensity slider)
- number of religions slider
- more variety of map scripts
- add a project or similar deliberate action to CV requirement so you can avoid it if you want to
- great theologians or other creative use for great prophet points after earning a great prophet
- overhaul of eureka system (I've written about elsewhere)

Was it fixed though? Reality seems to contradict the patch notes. :D This is my most recent game: standard continents map, 5 civs and 1 CS on the western continent, 3 civs and 3 CSs on the eastern continent. The rest of the city states were crammed to an island in the middle of the sea - poor Bandar Brunei couldn't even found itself, I had to mercy-kill the settler at T120.
View attachment 524500
As I understand it, it's been squashed internally, should be included in the next patch.
 
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Mac branch was updated today for the first time in a month.

Glad to hear they're addressing the CS bunching issue. Hopefully the builder lag bug is squashed. Just squashing bugs without creating new ones would make me happy for this patch.

Not sure if any of my wishlist has a chance:
- map replay
- better balance related to tech/civic speed and era length/golden age thresholds
- allies can't attack your city states (either make it impossible or make it automatically break the alliance)
- T3 buildings benefit from 9 or 10 envoys in the appropriate city state type
- barb intensity slider
- climate change speed slider (separate from disaster intensity slider)
- number of religions slider
- more variety of map scripts
- add a project or similar deliberate action to CV requirement so you can avoid it if you want to
- great theologians or other creative use for great prophet points after earning a great prophet
- overhaul of eureka system (I've written about elsewhere)

They updated Linux yesterday. Unlike the last patch, they haven't stopped updating the 2kqa builds when the Aspyr build updates began.

It makes me doubt that they will attempt a synchronized patch rollout. With this flurry of activity beginning last Thursday, next Thursday (May 16th) seems plausible for the PC patch.
 
Was it fixed though? Reality seems to contradict the patch notes. :D This is my most recent game: standard continents map, 5 civs and 1 CS on the western continent, 3 civs and 3 CSs on the eastern continent. The rest of the city states were crammed to an island in the middle of the sea - poor Bandar Brunei couldn't even found itself, I had to mercy-kill the settler at T120.
View attachment 524500
Really? This was from a game just the other day and I started up a game today where we are 5 major civs and 1 CS on a continent.

Fixed after latest patch, supposed to be included in next one.

Mods break with every patch, have compatibility problems, etc.

Not all of them. ;)
 
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Mac branch was updated today for the first time in a month.

Glad to hear they're addressing the CS bunching issue. Hopefully the builder lag bug is squashed. Just squashing bugs without creating new ones would make me happy for this patch.

Not sure if any of my wishlist has a chance:
- map replay

Oh! Good idea, I enjoyed map replays in CIV V. I think it's far more interesting than the Eureka slider in CIV VI. Hopefully it will be reintroduced.
 
Porting to other platforms is Aspyr's forte. The Firaxis devs have little to do with it. They are free to work on future content.

I think I recall seeing that Aspyr is working to bring the expansions to Apple mobile platforms next.

I hope the iPad/iPhone versions had strong enough numbers for them to continue expanding the content out to them. I enjoyed the game on my iPad, and would love the ability to play saved desktop games on it when the versions sync once more.
 
I miss the function of start save created automatically. From time to time I would like to go in different direction with my game and I always forget to make a save on T0.
 
Probably they need to patch the availability of resources like iron and oil
 
It will be interesting to see if there will be any major changes
 
If the next patch is as big as the last few, then ... oh my!

That said. I’ll be sad if FXS jump on the oil infantry band wagon* and just make infantry not need oil rather than really tweaking the late game resource requirements.

Just dropping the oil requirement would be up there with letting people build obsolete units and having military and wonder cards work for prior eras.

*I assume the wagon itself doesn’t require oil. Otherwise that would be counter productive.
 
2kqa a branch was updated again today. It's remarkable that most of last updates of 2kqa contains only base game without DLC.
 
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