Discussion in 'Civ6 - General Discussions' started by Ozymandias9891, Mar 8, 2018.
It was clarified earlier in the the thread, around page 4 iirc.
This is the explanation
Does this mean that razing cities during a holy war has the same penalty as capturing them? That would be quite interesting.
Is 100 the base line? So if a casus belli says all warmonger penalties are halved, it's a penalty of 50 per city capture?
LOL I completely missed the implications of this. Amusingly, the city to be razed wouldn't even necessarily need to be filled with followers of a different faith ...
So They didn't fix the AI joint war behavior?
I've just tried multiplayer teams with the new patch, and it seems envoys upon meeting city states for the first time is removed. Anyone else experienced this in multiplayer or otherwise?
Edit: Also, open borders between team members is not default, and so you must renew OB-agreements all the time. Kinda annoying I must say.
Has anyone tried the alert function? I've been playing a peaceful game without barbarians so haven't had a chance to check it.
I've found that free city workers trigger it
Today I saw for the very first time an AI (more than one in fact) making planes.
And also, Gilgamesh invading Japan with +5 tanks by sea in Joint War (me+Gilgamesh vs. Japan+Kongo).
Seems better to be honest.
If you look at the timeline at the end of the game after a cultural victory (which happens at the end of your turn), the in between turn will play in the background behind the timeline and you'll hear sounds of combat (there was a war going on in my late game) and gossip messages.
Noticed they forgot to change "Identity" to Loyalty
In my first game after the patch, I see no change concerning the weak city states. 35 rounds on normal speed and already four city states gone (on small map size). Just cannon fodder for the AI...
Has it been mentioned that the new "elevated position" thing doesn't work as intended? All tiles flat land, I'm able to shoot over woods and rainforest before having walls.
That's odd because in my game there was only one lost in the same time that 4 or 5 go pre-patch
Does the new patch crash saved games? I read this last night:
"[UPDATE] We have updated the game to correct a reported crash issue when loading some saves created before the March 2018 Update. If you are still experiencing this issue, we recommend attempting to load a previous save that was not loaded/saved on the initial March update, or start a new game. We want everyone to have the best experience possible and will continue supporting the title with future updates.”
I played a saved game for a little bit last night and I didn’t see anything wrong with it, but again it was for a little while and I really don’t want to find out I cannot finish the game later.
Really. That would be even better in my opinion. I hate those silly warrior rushes on Deity. ^^
Sorry to ask but what's the update version # for this patch? I can't find it on the notes themselves.
It is 188.8.131.52 - 'March 2018 Developer Update' Patch - March 8, 2018. You can find all of the version numbers in the first quote or in https://forums.civfanatics.com/threads/version-history-with-version-numbers.619811/
On single player you still get a free envoy for being the first to encounter a city state (Deity, standard speed, continents, though none of those should matter).
Huge map setting cut down to 8 civs and the spacing is still terrible.
Separate names with a comma.