Patch is live

Fixed a bug with the Pax Brittania unique ability that was granting a free melee unit when England obtained a city other than through settling.

This really is just so disappointing.

Prior to all this R&F monkey business, England were a fun civ. They were not particularly gimmicky, with just great buildings and units and a fairly situational super power (Pax Brittania), that offered lots of interesting strategies. They were solid in terms of power level, not overpowered at all.

Before this patch, R&F had already nerfed England twice. First, because England lost its trade route stacking. Second, because the lighthouse now gives trade routes not the harbour district, the RND was made less valuable. Those nerfs made England weaker, and I don't think the indirect buffs to Harbours (more sea resources, another sea district), or loyalty boost for RNDs offset that. But in addition to making England weaker, those changes to me made England less fun / unique - I had a lot of fun playing England as the 'trade route' Civ.

So, I really see this as a third nerf, and one that make England close to garbage - again, both in terms of actual strength but also just playability / fun factor.

To be clear, I don't need England to be God Tier. I don't even want them to be A or B tier. I just want them to be competitive and, moreover, fun to play (in the sense of creating possibilities for lots of different strategies). England are my go to Civ, and I honestly don't see myself playing this game until they're sorted out.

On the bright side, it feels like this is a temporary fix. The patch also hasn't gone into extensive balance changes - I assume because Firaxis didn't have time for this patch, and also want to see how things pan out first. Proper balance changes are surely on the horizon.

I think it's very likely England - along with some other Civs - will get looked at again in terms of balance. The only issue really is 'when' - I expect it could be quite a while before Firaxis seriously overhaul Civ balance issues.

Removed the Flirtatious and Curmudgeon agendas.

I don't have any skin in the game on this point.

For what it's worth, I don't think Firaxis were wrongheaded adding these Agendas in the first place. But they've obviously played out very differently than they anticipated.

I'm impressed they've been pragmatic enough just to get rid of these agendas and move on.

Stadium: +2 Tourism for cities with at least 10 population. +5 tourism to cities with at least 20 population. +2 Entertainment amenities for all cities within 6 tiles. (Now only applies to Stadium and not districts.)
...
  • Added the Entertainment Complex building effects.
    • Arena: +1 Culture. +1 Tourism once Conservation is unlocked. +1 Entertainment amenity for this city
    • Zoo: +1 Science to all Rainforest and Marsh tiles in this city. +1 Entertainment amenity for all cities within 6 tiles.
    • Stadium: +2 Tourism for cities with at least 10 population. +5 tourism to cities with at least 20 population. +2 Entertainment amenities for all cities within 6 tiles.

Ahh... was this always a thing Stadiums did?

Overall, pretty cool. I'm keen to get Chicken Pizza in a city and then put in a Zoo. Some Brazil adjacency would be fun as well. More generally, fun to have some districts that do a range of things instead of just produce one yield.

  • Reworked the way that warmongering is handled between declaration of war capturing cities, and razing cities.
  • Added Loyalty per turn to Emergency target cities so that Emergencies will no longer end in the member’s favor without them doing anything.
  • Improved AI progress through tech and civic tree.
  • Made sure we displayed the right city details for cities being ceded.
  • Zero out points per turn if we're not in an alliance and updated the tooltip to inform the player they need an alliance to gain points.
  • Fixed a bug that was causing embarked units to use their embarked strength instead of their unit strength when conducting an amphibious attack.
  • Preserve proper number of government slots after liberating a city with a Wonder that provides slots.
  • Made sure a second work of art from the same artists provides some culture/tourism in the Apadana.
  • Ensured that city state suzerain bonuses are applied properly after you capture a city.
  • Fixed Kilwa Kisiwani bonus to production in other cities when you get another suzerain of that type.

I don't understand what any of these changes actually mean.
 
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Whoever it was called Zoo granting science for rainforests in another thread gets a prize...
I thought it would be obvious since the Aquarium got science bonuses from reefs. Didn't think about the marsh though. I should have considering I live around a bunch of wetlands. :o

I'm like the only one who didn't have a problem with the flirtation and curmudgeon agendas. Oh well.
I didn't. Than again I never actually saw them come to play in game.
 
Since we have this extra flexibility, we took the chance to make some changes to certain Casus Belli to further differentiate them:

Holy War Raze penalty decreased from 150 to 50

Liberation War Capture penalty increased from 0 to 100

Liberation War Raze penalty increased from 0 to 600

Protectorate War Capture penalty increased from 0 to 100

Protectorate War Raze penalty increased from 0 to 300

Colonial War Raze penalty increased from 150 to 300

Territorial War Raze penalty decreased from 225 to 150

Golden Age War Raze penalty increased from 75 to 300

EDIT: I am the worst at formatting, sorry.

So I'm guessing where they've been raised in terms of the captures, that's outside of the terms of the CB? i.e. you won't get an increased penalty if you're doing only what the CB allows?

@FXS_Sarah ?
 
So I'm guessing where they've been raised in terms of the captures, that's outside of the terms of the CB? i.e. you won't get an increased penalty if you're doing only what the CB allows?

@FXS_Sarah ?

I should hope so, otherwise I won't be protecting any of my allies anymore...
 
Can confirm I did NOT get a melee unit from capturing a city on another continent

https://steamuserimages-a.akamaihd....630/CC12E79E61069F2B0A2C7C34AB6CE478B7361B04/

And yet, the ingame description of the ability still says "founded or conquered". WTH

I shall agree this is a nerf masqueraded as a bug fix. It seriously weakens the viability of 'maritime empire' strategy in CIv 6. You already got a lot of civs with strong 'land empire' based UUs or UIs. Somehow, another unnoticed imbalance.
 
From the Expansion1_Agendas.xml file:

Code:
    <AgendaPreferredLeaders>
        <Row AgendaType="AGENDA_GOSSIP" LeaderType="LEADER_CATHERINE_DE_MEDICI" PercentageChance="15"/>
    </AgendaPreferredLeaders>

    <ExclusiveAgendas>
        <Row AgendaOne="AGENDA_BLACK_QUEEN" AgendaTwo="AGENDA_GOSSIP"/>
    </ExclusiveAgendas>

Isn't that broken? Or does exclusive not mean that it should mean? Was it like this before the patch?
 
Is it just me... weren't the 2k/Firaxis/etc intro videos part of the skipped videos prior to this patch?

Suddenly they're not skipped for me.
 
For anyone wondering, the deletion of the flirtatious agenda doesn't break saves. In my current game started before the patch, my neighbor Peter was flirtatious; now his secondary agenda is "unknown" and I have a +6 with no description with him. But the game plays fine.
 
I will tell you why Pax Britannia got nerfed; it was flat busted with the Loyalty system. I played a pre-patch game as Victoria where I captured a city in the center of an enemy's territory, a city on another continent. Ping! Fresh Swordsman. Moved out and let it flip to a Free City from Loyalty pressure. Took the city again. Ping! Fresh Swordsman. I was able to make units that way faster than by hammering them out, and they were right in the middle of the enemy's territory. It would have been real easy to do this all the way up the tech ladder. Also to Levy City-State troops right in your enemy's midst then churn and burn them into an English army of your own.

There was probably a midpoint fix of only one free melee unit per city, but I suspect the game software wasn't up to the challenge.
 
I'm like the only one who didn't have a problem with the flirtation and curmudgeon agendas. Oh well.

I personally liked it but, oh well, them's the breaks!
 
Is it just me... weren't the 2k/Firaxis/etc intro videos part of the skipped videos prior to this patch?

Suddenly they're not skipped for me.

I hadn't had that soooo...yeah maybe just you :p

I will tell you why Pax Britannia got nerfed; it was flat busted with the Loyalty system. I played a pre-patch game as Victoria where I captured a city in the center of an enemy's territory, a city on another continent. Ping! Fresh Swordsman. Moved out and let it flip to a Free City from Loyalty pressure. Took the city again. Ping! Fresh Swordsman. I was able to make units that way faster than by hammering them out, and they were right in the middle of the enemy's territory. It would have been real easy to do this all the way up the tech ladder. Also to Levy City-State troops right in your enemy's midst then churn and burn them into an English army of your own.

There was probably a midpoint fix of only one free melee unit per city, but I suspect the game software wasn't up to the challenge.

They could have put a limit on it, as in you only get the unit the first time you conquer a city.

Worth mentioning: Mountains still don't count for polders. i.e. two flatlands + one mountain? No polder.

You must be an Australian - they get hills and mountains mixed up too :lol: :rolleyes:
 
For those that use mods, it looks like both the bug with UDs and the DLC LoadOrder error have both been fixed.

*Edit* On another topic, wasn't there a -17 malus for Naval Ranged units attacking land units? I'm in the middle of a game and that penalty seems to be gone.
 
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For those that use mods, it looks like both the bug with UDs and the DLC LoadOrder error have both been fixed.

*Edit* On another topic, wasn't there a -17 malus for Naval Ranged units attacking land units? I'm in the middle of a game and that penalty seems to be gone.
Thank you, I was wondering! Some of my faves are already patched and ready :queen:
 
Worth mentioning: Mountains still don't count for polders. i.e. two flatlands + one mountain? No polder.

Always nice to have certainty for those who were wondering this, but I immediately had to wonder who would equate a hill tile to a mountain tile. This statement could then be made for everything that is hill-only too. Acropolis + mountain tile? No acropolis. Hills and mountains are not the same thing, so why would a polder work next to a mountain tile in the first place? Seriously, just wondering who would think that and why : )

But, like I said, thanks for posting that to clarify it for those who might have thought polders could be placed next to mountains.
 
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