Spring 2017 patch notes

Here they are.

Spoiler :

The ‘Spring 2017’ update for Civilization VI will be coming this week to PC and coming soon for Mac and Linux.

This update will include a number of balance changes, AI adjustments, multiplayer changes, and bug fixes.

The Harbor balance change, included in this patch, will bring the strength of the various districts in line with each other. In addition, there will now be added nuances to the warmonger penalties so they only hit with their full strength if you are truly wresting valuable cities from your opponents.

A complete list of changes in the ‘Spring 2017’ Update is below:

[BALANCE CHANGES]

  • Harbors now give a major adjacency bonus with the City Center, +1 Food to all Coast tiles when the Lighthouse is built, and +2 Gold to all Coast tiles when the Seaport is built.
  • Australia now gets +1 for Charming/+3 for Breathtaking on the four affected districts (had been +2/+4) to compensate for the Harbor boost above
  • Royal Navy Dockyard now always provides +1 Trade Route capacity, even if the city already has a Commercial Hub. This makes it more useful, even when England builds it on its home continent.
  • Added “Future Civic” to the end of the Civics Tree, a repeatable Civic to research and add to the player score.
  • Bomber units are now more effective against cities.
  • Swordsman are now reduced to 36 combat strength.
  • Damages now remain on City and Encampments when a city is traded.
  • Siege units with bonus movement (e.g. from Great Generals or Persian surprise war) can still shoot after moving as long as they still have 2 MP.
  • Adjusted Warmonger penalties for Diplomatic status:
    • When applying a warmonger diplomatic penalty for EITHER declaring war or capturing a city, reduce that penalty if you are enemies with the target of that warmongering as follows:
      • -20% warmongering if this is against a player you have denounced
      • -40% warmongering if this is against a player you are at war with
    • NOTE: This is not used in situations where you are fighting a Joint War against the target power or when Sumeria joins as ally in war (in both those cases the penalty is still zero).
    • EXAMPLE: Macedon is at war with Persia. If India goes to war with Persia sometime in the middle of this Macedonian/Persian War and captures a Persian city, Macedon will reduce its warmonger penalty against India by 40%.
  • Adjusted Warmonger penalties for City Population:
    • When applying a warmonger diplomatic penalty for capturing a city, reduce that penalty if the city is smaller than the average city in the game as follows:
      • If the city’s population after conquest is below the average population of all the cities in the game, reduce the warmonger penalty by the percentage that city’s population is below the average.
    • EXAMPLE: Persepolis is conquered and its population after conquest is 6. But the average size of a city in the game is 8. So this city is 2 / 8 = 25% below the size of the average city in the game. Therefore the warmonger penalty is reduced by 25%.
[AI TUNING]

  • Improved coordination for multiple attacking units.
  • Ranged units better understand how to capture civilian units.
  • AI should now generally accept embassies when neutral, and reject when unfriendly.
  • When asking an AI to equalize a deal that has elements on both sides of the deal, it will consider a gold-only change before looking at other possibilities.
  • Increased AI’s desire to repair pillaged Districts and Buildings.
  • Minor civs will no longer go after policies that give them extra influence they can never use.
  • Made it easier to meet the positive side of the environmentalist agenda
  • AI will now build multiple Neighborhoods.
[BUG FIXES]

  • The Great Works tooltip in the deal now shows extended information.
  • Melee units can no longer attack embarked units.
  • Pillaged improvements no longer provide Pantheon bonuses.
  • Fixed double-counting of Appeal from Improvements.
  • Fixed broken gossip message about Seaside Resorts that made them always mention a "lost city".
  • John Curtin is now referred to as “Prime Minister” and not “President” in the Outback Tycoon scenario.
  • Fixed an issue where previously constructed buildings were not showing up properly on the Production Chooser.
  • The World Tracker now keeps its open/closed state between turns.
  • Additional bug fixes.
[MULTIPLAYER]

  • Updating Global Thermonuclear War scenario's Proxy War victory condition to support team play.
  • Expanded internet games list to show results from additional regions
  • Games list was frequently not showing all available games due to UI bug.
[MISC]

  • Added more civs to the True Start Location Earth map.
  • Separated war/peace notifications into major civs vs. city-state.
  • Added additional information to Defeat/Victory screens, so players will be clearer on why they have lost the game.
  • Added "special ability" stars to techs and civics that unlock new functionality.
  • Added invasion warnings to Poland scenario
  • Added new Capabilities data base table to disable select game systems for scenarios and mods.
  • ARX functionality updates for scenarios.
  • Added text labels differentiating Official and Community content in the Lobby screen.
[ADDITONAL CONTENT]

  • In Game
    • Fixed issues in the Additional Content menu with mods that contained very long strings.
    • The "ImportFiles" modding action now works as a Frontend action.
    • The "UpdateIcons" action now supports SQL files in addition to XML files.
    • Multiple files can now be specified in the "AddGameplayScripts" Ingame action.
    • Added a "DoNothing" Frontend action and Ingame action. This action is useful as a placeholder or as a container that includes other actions.
    • The localization database is now written out to the cache folder.
  • Development Tools
    • The SDK launcher will now close after the user has clicked on an application to launch.
    • ModBuddy will no longer display a 'Parameter "escapedValue" cannot be null.' error when the Development Assets are not installed.
    • Added SQL syntax coloring to ModBuddy.
 
Thanks, for posting the full text.

Warmonger changes look solid, I like the small city reduction in penalty, and the currently at war reduction.

Harbor change is a pretty significant buff, but I know that's been a long term complaint.

Last production bug not actually listed - I guess it's in 'additional fixes'.

No restart button.
 
Last production bug not actually listed - I guess it's in 'additional fixes'.

"Fixed an issue where previously constructed buildings were not showing up properly on the Production Chooser."

I somehow missed it too over on reddit. Had a couple of people point it out for me. Not sure how we both missed it!
 
"Fixed an issue where previously constructed buildings were not showing up properly on the Production Chooser."

I somehow missed it too over on reddit. Had a couple of people point it out for me. Not sure how we both missed it!

Oh, I didn't even understand that was the last production bug from the phrasing!
 
Added more civs to the True Start Location Earth map

I wonder if these means we can have more then eight players in a TLS or they enabled more civs to have TSL, such as Persia and Macedon.
 
Is there still nothing on viewing trade deals and turns to expiry? This is really annoying because I just eliminated China from the game on T72 and was about to invade Japan when I realised I had declared friendship at some point in the past and I really need to know when this is going to expire because they have nice things that I want. Also Japan has just started putting walls up and I can't hang around forever...
 
I really like the harbor buff. Harbors were pretty useless after the last patch, but now they look like a serious alternative to commercial hubs. The adjacency bonus to the City Center is a really nice way to reward coastal cities.
 
Awesome harbor buffs - especially the Royal Navy Dockyard. That was the literally the first buff that occurred to me when they decided to nerf the trade route stacking of hubs/harbors - to allow the British to still be able to do it. Imo, that makes their UD significantly more powerful, especially combined with the buffs to the base district. Good news for England.
 
Very glad to see the City Center added as an adjacency bonus for Harbors. That was a big obvious improvement target, and showed up in several balance mods. It means placing a city right on the coast has some tactile advantages. The Harbor improving gold/food output of other tiles is pretty nice. It makes sea resources somewhat better at least, since you get +2 Gold + 1 Food from them in addition to their extra yield, athough to be honest the Seaport still comes kind of late and these resources still aren't great. Better than nothing I suppose.
 
I wonder if these means we can have more then eight players in a TLS or they enabled more civs to have TSL, such as Persia and Macedon.

That's a good question. I assumed the latter, but the former would be awesome. The latter could just be implied.
 
Shipyards can now mean +6 gold and +4 Production quite often due to 3 adjacent resources + City Center. Or ist the City Center even +2?
 
That's a good question. I assumed the latter, but the former would be awesome. The latter could just be implied.

If that is the case where more (i.e. more TSL locations are enabled) civs can be played on TSL Earth, the Middle East and the Balkans area just got more crowded.
 
Is the harbour adjacency boost to the city centre seperate to +1 food from lighthouses and +2 food from seaports?

Will you get +4 gold when placing a harbour next to a city centre for example?
 
Is the harbour adjacency boost to the city centre seperate to +1 food from lighthouses and +2 food from seaports?

Will you get +4 gold when placing a harbour next to a city centre for example?

That's the implication. I'm not sure if it's +4 though.
 
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