September Update Thread

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Expansions on Switch by end of year? Allow cloud saves between platforms and I'm sold. Only issue would probably be mod support on PC vs. Switch...
 
Campus
  • +2 for each adjacent Reef (video says +6 but there are 3 adjacent reefs)
I think this type of thing is clever. Although my goodness, campus have so many adjacency sources now!

Updated Buildings
  • Lighthouse
    • +2 Housing if Harbor is adjacent to City Center
  • Fishery
    • +0.5 Housing
  • Shipyard
    • +1 Production to all unimproved coastal tiles in the City
The only one that confuses me is the unimproved aspect. Why buff fisheries and then give this point to unimproved tiles? It's very uncommon to work such tiles until late game as part of a seaport. Would have preferred this applying to sea resources instead, or something, but it's better than nothing. And the extra housing is very welcome.
Rajendra Chola (Medieval Era)
  • +3 CS for all Naval Units
I really like that this is a medieval GA: only those who invest in early harbors will reap a real reward. +3 is nothing to sneeze at!

Single Player Jersey Support
  • Choice of 4 jersey colors for each civ?
I find this to be super super exciting. I wonder which jersey will become my "favorite" for my staple civs... it's like a Civilization Skin option.

Tilted Axis Map
  • Poles are East/West and center of map?
This is a really fun map type in civ5. Basically you HAVE to deal with the ice now; on a normal map you can just avoid it. Plus it's really fun having things inverted! Hard to contain excitement for all the new map styles.
 
I really hope they improve the completely inefficient UI that makes the game such a slog to play past turn 100. Three years later and we still can’t have all panels open on city view, ‘end turn’ pops up when there’s still actions left, poor unit pathing, and absolutely pathetic trade/diplomacy screens. It’s the single reason why I rarely finish games.
 
One thing worries me about Terra map - the main problem this map type was great on papier bad in practice was the fact AI didn't bother to colonize "new world"... I wonder if devs thought about this
 
Greetings Fanatics! Just popping in and wow another cool update. I watched Ed on my phone while at lunch today. I am going to love the new maps! I just fired up a game this weekend and played nearly 18 hours! Fun times. Looking forward to more Civ!
 
Nice buffs for coastal cities and cool new maps, BUT, they didn't do anything about trade route efficiency. They still need to have efficiency boost on domestic trade, and to stop the trade posts from giving efficiency (because then ocean/railroad traversal becomes pointless).
 
I guess this is really the end of running the table on Great Admirals in MP games.

The new map types all look fantastic. I wonder if they can make the islands look like they were created by volcanos, If 3 AI of the same civs are placed on the quads map how will they develop differently? Maybe have a random civ mode where all the civs are the same.
 
Honestly I'm so happy they have kept it up with the balance patches, very excited for the coastal buffs and the Continents and Islands map.

About the Mask, yeah I'm on board it does scream Venice,
The skull could mean a whole lot of things, yeah Mayan but can be Timurids, or just a reference to plagues and city health? the devs were very excited about the plague mechanic in the GS scenario, maybe they finally implemented it into the game?
 
"Tilted Axis Map- Basically you HAVE to deal with the ice now"

Because NOTHING is better than dealing with empty hexes ...such FUN! :cringe:
 
You can now select the civ jersey in SP. It was previously limited to MP.

The video only showed a single screenshot selecting from 4 choices for the players civ. There were also arrows for pulldown menus next to each other civ. It wasn't clear if you can pick colors to be assigned to randomly chosen civs or only explicitly selected civs.
 
I like these new changes but it will favor some civ more than others I hope that soon the areria force will also be better
 
The only one that confuses me is the unimproved aspect. Why buff fisheries and then give this point to unimproved tiles? It's very uncommon to work such tiles until late game as part of a seaport. Would have preferred this applying to sea resources instead, or something, but it's better than nothing. And the extra housing is very welcome..

Those tiles are +2 Food, +1 Production (and +1 Gold? I can't remember if Coastal tiles give Gold off the bat), those are fairly valuable tiles.

Plus, in order to even get Fisheries you need to move Liang about to and get her established in all of those cities.

I think if anything it is to make Coastal tiles more valuable if you haven't gotten around to it. Shipyard itself is quite powerful as it gets Production equal to the Gold adjacency output.
 
The only one that confuses me is the unimproved aspect. Why buff fisheries and then give this point to unimproved tiles? It's very uncommon to work such tiles until late game as part of a seaport. Would have preferred this applying to sea resources instead, or something, but it's better than nothing.

This one surprised me too. It seems likely to be overpowered. Is there a real-world analog that justifies production for unimproved coast?
 
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