Spring Patch Info

Has anyone seen any rebels since R&F?
I just ran 100 turns without either myself or the AI getting any rebels.... my city was on -17 happiness
Surely disabling rebels because of free cities is a bit crazy?
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I did run across a few around Persia while I was exploring the map (this would have been Medieval, so doubtful an early spy from intel agency or France caused it). They’re still there...
 
I was just reviewing the teaser. Would changing the AI yield table have major implications to the patch, or is it fairly simple to change? I am just wondering if that might be what is causing the delay. Unless there are changes not yet disclosed, I can’t see how many of these additions, which seem basic in nature, could have caused such a disruption.
 
I was just reviewing the teaser. Would changing the AI yield table have major implications to the patch, or is it fairly simple to change? I am just wondering if that might be what is causing the delay. Unless there are changes not yet disclosed, I can’t see how many of these additions, which seem basic in nature, could have caused such a disruption.

It's my understanding that some people have already put out mods just fixing the YEILD thing and there haven't been any problems with it. I haven't tried it myself only b/c I'm against using mods on principle (and out of laziness). So it must be something else.
 
It's my understanding that some people have already put out mods just fixing the YEILD thing and there haven't been any problems with it. I haven't tried it myself only b/c I'm against using mods on principle (and out of laziness). So it must be something else.

Could anyone tell me what the effects are on the AI’s strenght when this fault in yield tables have been dealth with. On these mods. Could it be one difficulty level or is this way to optimistic? (Just grabbing the whole hand, not just one finger over here)
 
I was just reviewing the teaser. Would changing the AI yield table have major implications to the patch, or is it fairly simple to change? I am just wondering if that might be what is causing the delay. Unless there are changes not yet disclosed, I can’t see how many of these additions, which seem basic in nature, could have caused such a disruption.

As Stringer1313 said it's an extremely simple change that has already been fixed via mods. The devs are just making it an official fix for the patch. This shouldn't be what's causing the delay.

Could anyone tell me what the effects are on the AI’s strenght when this fault in yield tables have been dealth with. On these mods. Could it be one difficulty level or is this way to optimistic? (Just grabbing the whole hand, not just one finger over here)

From my experience it depends on each individual AI civ. Some of them are going to play the way they do regardless of how they view yields (Alexander/Shaka for example), but it will impact the districts they consider useful to them as well. I don't know if I'd say it brings the difficulty up an entire level, but the improved yield considerations are noticeable in the way the AI is building out their cities.
 
I am thinking the delay probably has more to do with an unforeseen problem with one of the big changes like the inclusion of religion in the loyalty system. If loyalty is affected by the founding religion, rather than the majority religion, what happens when a holy city gets captured or razed or a religion gets wiped out? There are a lot of scenarios that could cause the new religion-loyalty system to mess up if not looked at properly.
 
Now that you mention it, I am sure I have not seen any rebels (unless incited by spies) since R&F. For myself, I try very hard to keep the likelihood of revolt down, but I am sure I have not seen rebels in other civs either.

Had an annoying situation with rebels caused by spies the other day. The neighborhood where they came from was from my next door neighbor and ally. All my trade routes went through that area for ally bonuses and every 8 turns those rebels spawned and immediately took out one or two traders before I could do anything, they spawn on the spying civ's turn and become active in the barbarian's turn, just before it's my turn again so there was nothing I could do.
 
Had an annoying situation with rebels caused by spies the other day. The neighborhood where they came from was from my next door neighbor and ally. All my trade routes went through that area for ally bonuses and every 8 turns those rebels spawned and immediately took out one or two traders before I could do anything, they spawn on the spying civ's turn and become active in the barbarian's turn, just before it's my turn again so there was nothing I could do.

Put a counterspy in the neighborhood?

Edit: Nevermind, just realized it was your ally, not you.
 
Heh. Someone at Firaxis has a sense of humor. The latest QA build update happened at 4:20 on 4/20.

(okay, it was actually 3 minutes after 4:20, but still)
 
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Could anyone tell me what the effects are on the AI’s strenght when this fault in yield tables have been dealth with. On these mods. Could it be one difficulty level or is this way to optimistic? (Just grabbing the whole hand, not just one finger over here)

I've been using a yield mod fix in the last few games. I haven't noticed that much of a difference honestly - they seem to have slightly higher science and culture early in the game but it's not a night and day difference. Difficulty seemed about the same for me.
 
Could anyone tell me what the effects are on the AI’s strenght when this fault in yield tables have been dealth with. On these mods. Could it be one difficulty level or is this way to optimistic? (Just grabbing the whole hand, not just one finger over here)

From my experience it depends on each individual AI civ. Some of them are going to play the way they do regardless of how they view yields (Alexander/Shaka for example), but it will impact the districts they consider useful to them as well. I don't know if I'd say it brings the difficulty up an entire level, but the improved yield considerations are noticeable in the way the AI is building out their cities.

Expect a very modest impact. Certainly nothing to change difficulty levels. Fixing this - and the possibly even more impactful Medieval era problem - is mostly about getting the AI to behave as intended, which is kind of the first step to getting it to behave efficiently.

There's a thread specifically on this topic from a few weeks back if you want to learn more, but essentially it will only change AI behavior in certain circumstances, and it won't be game changing, but at least it's a step towards more efficient AI prioritization.

Are you sure that conquest in Information Age is "political correct"? Modern conquest of other nations is "evil", while conquest in ancient times is "heroic".

This is an INCREDIBLY good point and well said!

Heroic to who? The winner? I doubt the victims ever enjoyed the experience, regardless of when in history it occurred.
 
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Spring update looks good. I like the direction the game continues to take. Such a breath of fresh air. :)
 
Waiting for this patch is very tedious. Moreso when you're on Mac and an unhappy England blowhard. ...

I wonder if Firaxis officially released the video way earlier than planned because of the original accidental video post, and then this is (partly) why this is taking so long.

I also get the feeling that getting R&F out and working has been more challenging than it might seem. Some of the new mechanics are so stripped back - particularly loyalty - perhaps between the actual gameplay design and coding these new mechanics have been really hard to implement.

I'm also starting to think maybe the next expansion could be a really, really big deal. Vanilla had so, so much stuff in it, and then very solid DLC. In contrast, R&F seems really undercooked in places, almost beta, and lots of obvious stuff is still not in the game. My guess is resources are more focused on the last expansion, and indeed lots of stuff has been deliberately held back. Or is that wishful thinking / tin-foil hat stuff?
 
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