Patch is live

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.
I was close to 200 turns into a game before the patch, and have played about 50 more since the patch with no issue (except that Peter, who was flirtatious, now has an "unknown" secondary agenda).
 
I was close to 200 turns into a game before the patch, and have played about 50 more since the patch with no issue (except that Peter, who was flirtatious, now has an "unknown" secondary agenda).

Thanks much for your response. It should be minor things then.


Did anyone notice or mention before (I didn't see a comment before, I don't think) but the Mapuche colors have been changed to this light brown or tan color. I actually don't like it as much but get why.
 
City states' initial strength are increased by 5.

Actually 5 is not enough, they're still conquered easily.

Why don't they just add a simple ancient war and replace one of the initial warrior to an archer:crazyeye::crazyeye::crazyeye:

Use the city states start with ancient walls mod. I have since day one and it makes the game 10x more enjoyable. City states will still fall but never right off the bat
 
Been playing my first game since the latest patch and in less than 60 turns three CS have been conquered. I am playing on a huge map with 18, so maybe that is not indicative of the existing problem pre-patch, but I still think it is too early. Before, I had been playing with TCS Wall mod for CS and I didn't see that happening.
 
City states' initial strength are increased by 5.

Actually 5 is not enough, they're still conquered easily.

Why don't they just add a simple ancient war and replace one of the initial warrior to an archer:crazyeye::crazyeye::crazyeye:

This is one of the few areas where I've simply given up on any real fix and have found good, reliable mods for. There is a mod out there to give all CS the current era's walls. Another one provides them a few extra starting units (and is easily alterable) - these two changes are a godsend.

R&F made the number of mods I really feel are essential far fewer, but those along with 8 Ages of Pace are still required.
 
Why don't they just add a simple ancient war and replace one of the initial warrior to an archer

Beats me - they seem to have a long history of making overly complicated changes that don't actually resolve the issue they were trying to fix (or introduce a new issue).

Actually for that matter half the behind the scenes calculations in this game seem way more complex than they need to be - case in point Spy mechanics.
 
This is one of the few areas where I've simply given up on any real fix and have found good, reliable mods for. There is a mod out there to give all CS the current era's walls. Another one provides them a few extra starting units (and is easily alterable) - these two changes are a godsend.

R&F made the number of mods I really feel are essential far fewer, but those along with 8 Ages of Pace are still required.

Can you post what those mods are?
 
It seems like less city states are being conquered at my difficulty level, but they are still being conquered. The ones by themselves, especially on islands seem safe. The AI really just wants the ones in territory they want for themselves, and I'm okay with this behavior. The biggest reason we are seeing more is because they changed how maps were generated where as before city states used to clump together and/or be on islands by themselves. Now they are mixed into good land that the AI and humans want for themselves.
 
The only "good enough" solution i found to the CS auto-conquest patterns is to...
1) Have LESS of them in proportion to the amount of Major Civs. 1/2 or 1/3 ratio at most.
2) Archipelago is your friend.
3) Stick with the second tier of influence (3 Envoys) at maximum until the whole world has stabilized -- beyond Modern Era at least.
4) If they (AI) realize how safe or more advantageous it is to keep them alive for themselves -- they would in 80+% of my games.
 
I haven't noticed at as a major problem in my emperor game. Then the whole huge map, marathon thing may make a difference too...
 
Recently, just like the older versions of Civilization, i got back nearly 300 hammers (OK, gears) from losing to a wonder race for Big Ben. This was the first wonder I lost (I usually don't build them), and I was led to believe that lost production on a wonder in Civ6 is just lost. Anybody know?
 
Production returns on failed wonders was introduced in rise and fall. It seems to work, at least for me.

Though I don't know how far that production carries over. Anyone know? Like if you choose something cheap like a granary, does the production keep carrying over?
 
Production returns on failed wonders was introduced in rise and fall. It seems to work, at least for me.

Though I don't know how far that production carries over. Anyone know? Like if you choose something cheap like a granary, does the production keep carrying over?
Technically, it was always there. (It has literally always existed in the code.) It was just bugged and didn't work. It was fixed in R+F and they added a notification, making it SEEM like a new feature. Marketing 101. I like the way they did that :D
 
One thing I don't like though. Why do we need Arena to build Zoo and why Zoo for making a Stadium. It makes sense that we should have a Harbor for Lighthouse, but not every early building should become automatic prerequisite of others. And now that they have changed the benefits of these, they should also disassociate some later game buildings from the previous ones if their bonuses can be used for other reasons.
 
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