Spring Patch Info

These are minor but welcome changes. Especially the new religion-loyalty relationship.

I haven't gone back to my (Spain religious) game because... life.
 
Sounds like religion only impacts loyalty if you found a religion. I like they’ve linked religion and loyalty at all, but limiting to where you’ve founded a religion is disappointing.

If it was instead linked to your majority religion it would create three interesting dynamics. First, if you didn’t have a religion, you could deliberately boost your own cities loyalty by ensuring they follow one faith but at the risk of boosting another civ’s religious victory chances. Second, if you found a religion, and successfully spread it to another civ, you might boost their loyalty as a consequence. Third, either way, you could actively undermine another civ’s loyalty by spreading any old religion to them.

Maybe that was too hard to implement.
 
Late to the discussion. A few things:

1. When I read everything on religion and loyalty -- I thought about this not just as a "defensive" tactic to boost loyalty, but to use as an "offensive" weapon to disrupt loyalty to nearby cities.

In looking at the video snippet -- it appears that the boost is only if cities are following your founded religion. I hope that is not the case -- as it will put even more emphasis on founding a religion and will be a handicap for those civs that do not prioritize religion founding (or can't). I would have liked that there was a loyalty mechanic that was focused on your majority religion. This would allow for better -and more strategic- play.

2. Avoiding the England discussion, but certainly can emphasize with the microbuffing.

3. I really hope the patch notes continue to move the ball forward on gameplay and AI. Even if microsteps. But afraid it will be just that -- microsteps.

I'm waiting for final patch notes, but it feels like this was a completely reactive patch.
 
I don't get why everyone thinks England got nerfed so terribly. The new version does suggest, even railroad, a line of play though. If you build a bunch of RNDY and choose the Era option in the Classical for Harbors give Beakers, you will blow past the AI in tech. Slot the +100% adjacency bonus card for Harbors and away you go, Hammers and Beakers and Gold.

The biggest kick in the pants is if your starting location can see two continents then you have to find a third before you get your Pax on.
 
If it was instead linked to your majority religion it would create three interesting dynamics.
I would have liked that there was a loyalty mechanic that was focused on your majority religion
or let us pick which religion is our state religion like in civ 4 and use that for loyalty and a diplo interaction
 
If this option ever makes a comeback (better not), I wish that at least the price for such a stunt would be... more pricy, much more along Civ4 lines than Civ5. In Civ5 this was too much of an exploit.

In Civ 5, you needed the ability to bribe neighbours not to attack you by distracting them with a different target. It should have been very expensive, because it was very, very helpful.

In Civ 6, I'm thinking a fair price to avoid an AI "attack" would be, what? 10 GP per turn in the Ancient Era? 1 GP per turn in the Classical Era? 1 GP total from the Medieval Era on?


A free land unit when building the royal dockyard doesn't make sense. Instead it should be a free naval unit.

A free land melee unit when you found a foreign continent city, a free naval melee unit when you build RND on a foreign continent would, indeed, seem much more flavourful than a free melee unit for both.
 
Founding religion will be negative, since it will reduce the loyalty of your newly-conquered cities(They are not very likely to follow your founded religion when being conquered I guess.), making things even worse.

It will increase the loyalty of already loyal cities around your holy city, this bonus does not have effect actually. +20 and +23 are basically the same.
 
I'm not on the latest patch yet, so I might have missed something - but: are those icons in the trade screen new that show you what the AI is unlikely to trade and what they want/not want of your resources?

Unless I have missed some feature entirely, that sounds new (have not viewed the video).
 
In Civ 5, you needed the ability to bribe neighbours not to attack you by distracting them with a different target. It should have been very expensive, because it was very, very helpful.
Yes, it should have, but it wasn't. And indeed it was superhelpful, but... it felt very cheap... in every sense of the word :)

In Civ 6, I'm thinking a fair price to avoid an AI "attack" would be, what? 10 GP per turn in the Ancient Era? 1 GP per turn in the Classical Era? 1 GP total from the Medieval Era on?

No no, that would be very unfair towards the AI. As things are now, post Classical AI should never ever declare any kind of war on human player, unless the player bribes the AI with an expensive tribute to do so.:lol:
 
Another qa build update a few hours ago, a little over 24 hours from the one previous. This might be the sign I was looking for that the final week of qa has begun. Chances of next week are looking stronger.
 
As if golden ages weren't easy enough to get already... they feel they need to add more points for national parks and finishing all buildings in a district?...
Loyalty penalties only makes founding a religion too much trouble on deity.... (since you need to defend it, and frankly, I'd rather purchase settlers and builders with my faith)...
England? Well I suppose the buff is better than nothing... but still... how about bonus to coastal housing? They still feel underpowered.

Casus belli in joint wars? Since when did the AI ever care about not having Casus Belli (they can just do normal surprise war)? It still doesn't solve the t10+ sudden death surprise war problem. Wish they'd do something about buffing palace guard strength.
 
Joint Wars will require casus belli

does that mean that you can only use a joitn war if you denouced the partner? That would be good no more random joint wars and then ask for peace when they are friendly
 
As if golden ages weren't easy enough to get already...

If it is too easy, adjust numbers ...

Spoiler :

1. Expansion1_GlobalParameters.xml
<GameInfo>
<GlobalParameters>
<Replace Name="DARK_AGE_SCORE_BASE_THRESHOLD" Value="12" />
<Replace Name="GOLDEN_AGE_SCORE_BASE_THRESHOLD" Value="24" />
</GlobalParameters>
</GameInfo>

2. Expansion1_Eras.xml
<GameInfo>
<Eras_XP1>
<Row EraType="ERA_ANCIENT" GameEraMinimumTurns="40" GameEraMaximumTurns="60"/>
<Row EraType="ERA_CLASSICAL" GameEraMinimumTurns="40" GameEraMaximumTurns="60"/>
<Row EraType="ERA_MEDIEVAL" GameEraMinimumTurns="40" GameEraMaximumTurns="60"/>
<Row EraType="ERA_RENAISSANCE" GameEraMinimumTurns="40" GameEraMaximumTurns="60"/>
<Row EraType="ERA_INDUSTRIAL" GameEraMinimumTurns="40" GameEraMaximumTurns="60"/>
<Row EraType="ERA_MODERN" GameEraMinimumTurns="40" GameEraMaximumTurns="60"/>
<Row EraType="ERA_ATOMIC" GameEraMinimumTurns="40" GameEraMaximumTurns="60"/>
</Eras_XP1>
</GameInfo>

3. Sample Code for Mod
Code:
UPDATE Eras_XP1 SET GameEraMinimumTurns = GameEraMinimumTurns*2;
UPDATE Eras_XP1 SET GameEraMaximumTurns = GameEraMaximumTurns*5;

update GlobalParameters set Value = "40" where Name = "DARK_AGE_SCORE_BASE_THRESHOLD";
update GlobalParameters set Value = "80" where Name = "GOLDEN_AGE_SCORE_BASE_THRESHOLD";
 
I don't get why everyone thinks England got nerfed so terribly. The new version does suggest, even railroad, a line of play though. If you build a bunch of RNDY and choose the Era option in the Classical for Harbors give Beakers, you will blow past the AI in tech. Slot the +100% adjacency bonus card for Harbors and away you go, Hammers and Beakers and Gold.
Just waffle. Having tried to play this strategy over 20 times is is just ridiculously pointless.
Sometimes you do not stat on the coast and when you do there is rarely more than 1 good location if that.
good Harbor adjacency is not that common
It forces era point chasing as you need double golden age
When you come out of the double golden age your science drops way off.
It forces a leaf node and additional slot usage for an already weak strategy

It’s a super conditional, luck reliant half game strategy I have desperately been trying to get consistency or longevity from. It just is a weak start that slows you down. Of course you can still win, so what.
 
"We'll have a full list of changes, once the update goes live"
=
"We'll post generic statements about things we changed. But we're not telling you what was changed exactly."

will probably be a note somewhat like: "Base YEILD from palaces changed if your city is a number of tiles away from turtles or an Amanitore religious unit."

/sarcastic
 
Spoiler :
Bildschirmfoto 2018-04-13 um 10.20.11.jpg
 
Any chance this comes out today? I am reluctant to start a new game until the patch comes out.
 
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