September Update Thread

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That's the problem with the way civ's borders and pops work. Water heavy cities must be competetive.
But in real life there is no infrastructure in water because, well, water. Sea cities IRL profit greatly from three acrivities - trade, fishing and oil. That's it. For Civ game system that's not enough so they need to come up with strange arcade solutions like production out of thin air.

I mean, trade and oil significantly improve production capabilities.
 
Aqueduct:
+1 food to surrounding tiles, +2 food instead if those tiles are tundra or desert


Commercial Hub:
+0.5 gold for each adjacent luxury or bonus resource
+1 gold if adjacent to city center
+1 gold for each adjacent entertainment complex
+1 gold for each adjacent water park
+2 gold for each adjacent industrial zone
+2 gold for each adjacent neighborhood
+2 gold for each adjacent spaceport
+2 gold for each adjacent aerodrome
+2 gold for each adjacent canal

Industrial Zone:
+1 production for each adjacent commercial hub

Holy Site:
+2 faith for each adjacent volcano
+1 faith if built on cliff

Your aqueduct food buff is too strong, and your industrial adjacency to commercial hubs is an indirect nerf to Hansa. Holy Sites, imo, should get added faith based on appeal, and added adjacency for volcanoes only if you choose Fire Goddess. Commercial hubs should just get +0.5 gold per population point rather than all those bloated adjacencies (which would be too strong with Reyna and/or policy cards).
 
The game already makes desert, jungle and tundra much too valuable. Some terrains should be categorically worse than others. If reality was like Civ, Siberia would support 300 million Russians and the world's 5 biggest cities would all be in the Sahel.
 
The game already makes desert, jungle and tundra much too valuable. Some terrains should be categorically worse than others. If reality was like Civ, Siberia would support 300 million Russians and the world's 5 biggest cities would all be in the Sahel.
What do you mean? Jungles are great, but in what way are desert and tundra too valuable?
 
Side-Note of relative importance...
STEAM-Library (beta) will soon (Sept-17th!) issue a "large" update with a variety of features. I won't be entering that Beta for sure.. at least not until everything has been proven stable.

Don't want to sound the alarm on the wacky timing with our Civ6 logging steps.. but honestly, Valve has a proverbial knack for activation troubles with their own online code/systems & servers slacky behavior.

(( Soooo.. this strange reality/parenthesis is now closed -- but still, be aware! ))

:cringe:
 
He probably means Petra. If the human player has a decent amount of Desert tiles, he'll generally manage to get Petra, cancelling the penalties of settling near Desert. There's also aluminium, which I think spawns on Desert.

Not sure about Tundra.
Most strategic resources can spawn in the desert or tundra, but I don't see any of that or Petra/St. Basil's raise them to the level of being "much too valuable", or failing to be "categorically worse", or would lead the Sahei to be the most populous city in the world.

Sometimes in these forums there seems to be this weird notion that somehow the game would be well-served by having dead, garbage areas that a player can't do squat with. Not very interesting from a gameplay standpoint.
 
Oil, aluminum, and iron can all spawn in the desert, but I don't see any of that or Petra raise them to the level of being "much too valuable", or failing to be "categorically worse", or would lead the Sahei to be the most populous city in the world.

Sometimes in these forums there seems to be this weird notion that somehow the game would be well-served by having dead, garbage areas that a player can't do squat with. Not very interesting from a gameplay standpoint.

Snow, Ice, Mountains?
 
Snow, Ice, Mountains?
That's kinda my point. How interesting is ice in an average Civ game?

But mountains shouldn't be in that list. Mountains make for the best settles in the game, because you can leverage them in quite a many ways.
 
September Update
Announcement video - Tuesday September 3
Dev Livestream - ???
Update released - ???


Leif mentioned this in the GotM forums asking if the community wants to delay the next Game of the Month (which would usually start on the 15th) by 5 days so
it can get played with the new patch. I don't know how he knows that the patch will be on the 20th though.

edit) well, maybe it isn't gonna be on the 20th after all and it was just a misunderstanding (it's kinda funny maybe (look into the thread for more info (and also maybe start to play GotMs too) ;) )).
 
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I could see them bringing back the Fountain of Youth or El Dorado as mythical (un)Natural Wonders to go with the Terra mapscript. Perhaps that is what "mystery" means.
 
Most strategic resources can spawn in the desert or tundra, but I don't see any of that or Petra/St. Basil's raise them to the level of being "much too valuable", or failing to be "categorically worse", or would lead the Sahei to be the most populous city in the world.

Sometimes in these forums there seems to be this weird notion that somehow the game would be well-served by having dead, garbage areas that a player can't do squat with. Not very interesting from a gameplay standpoint.

In a game that rewards inifinite city sprawl certain areas should be garbage, yes. With the current game mechanics every inch of the world consists of somewhat large cities. Which is not very interesting from a gameplay standpoint. And unrealistic.
 
Most strategic resources can spawn in the desert or tundra, but I don't see any of that or Petra/St. Basil's raise them to the level of being "much too valuable", or failing to be "categorically worse", or would lead the Sahei to be the most populous city in the world.

Sometimes in these forums there seems to be this weird notion that somehow the game would be well-served by having dead, garbage areas that a player can't do squat with. Not very interesting from a gameplay standpoint.

Yeah, that's the case where gameplay has to trump reality. I mean, in civ, if I started in South America for every civ but Brazil I'm totally clearcutting the entire Amazon to both grow my cities and provide "usable" land. But in reality, as much as they try, you simply can't destroy the entire Amazon and create usable land from it.

And I mean, I think having dead areas that you could do very little or nothing with actually would make for some very interesting cases. But you'd need to have a map roughly double the current size for there to be both enough land to use and have those "dead" spots as a sort of "neutral" territory.
 
I don't know how he knows that the patch will be on the 20th though.

edit) well, maybe it isn't gonna be on the 20th after all and it was just a misunderstanding.
At this point, I doubt if even FXS knows for sure what day the update will be released. :lol:
 
At this point, I doubt if even FXS knows for sure what day the update will be released. :lol:

My expectations of firaxis learning from its past mistakes is low.
I’ll just continue with the current build untill the set date new patch is more specific.
 
Sometimes in these forums there seems to be this weird notion that somehow the game would be well-served by having dead, garbage areas that a player can't do squat with. Not very interesting from a gameplay standpoint.

I agree that dead areas aren't fun, but that's not equivalent to yields. The Ice example is a good one. We should be able to send Scientific Expeditions to the Ice Tiles starting in the Atomic Era. They would work a bit like Rock Bands, but provide Science boosts, for instance. Or make it so that you've got to establish a Scientific Outpost on Ice as a step towards a Scientific Victory. There's not much you can do with Ice atm, other than watch it melt, but that's just wasted potential.

I really don't like Petra. I find it consistently useful, like the Great Library in Civ 5, which makes it dull and repetitive. But instead of yields these tiles could instead have a much higher chance of spawning unique strategic resources. E.g. If most Oil was on Desert and Tundra, those tiles would be worthy it, even if you were unable to grow large cities in them.

Desert tiles should be dependent on Oasis, not Petra. Oasis should also give better adjacency bonuses to certain Districts. These Desert cities should work as a mid-post linking two Cities settled on terrain with better yields. There should be something unique about them. Bonuses to trade routes passing through a City Centre adjacent to an Oasis; Solar farm bonuses when adjacent to each other, etc.
 
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