Spring Patch notes

I was just thinking about this. I don't usually chop, but a lot of people who do seem to think it's overpowered (not just Magnus' bonus). I was wondering if dropping it from 100% to 50% was enough of a nerf - or if they should have nerfed ALL chopping in general.
im not go out of my way chopper like a lot of people, but i don't think this will nerf him too much. You can still stack all the multipliers and get some really high production numbers.

if they removed the ability for polices or other multipliers to stack with his, so all he gave was say 75 production instead of 50 as an example(rather than several hundred) then that would of been a more noticeable nerf. one i would not be against having. problem is there are a lot of civs that kinda need the current chop to make them relevant.

ill probably mod the unit costs again when the patch comes out to be a lot cheaper in the mid to late game. i think the pacing between production and science could be a little better. (either slow tech speed down a little, lower production costs, or boost production in general)
 
I think they should have gone with all chopping. Chopping was too powerful even before Magnus.

It's a good point. Chopping resources is totally unnecessary as a game mechanism. Chopping old growth forests could work the same way as chopping new growth forests does now: no production bonus. You'd only do it if you wanted the space for a farm or similar improvement. Maybe make it a free action for Builders, like repairing a damaged improvement.
 
  • Fascism: Combat Strength from 4 to 5. Bonus unit production from 20% to 50%.
Given the plentitude of unit production boost cards this could indeed create a war machine.
 
This looks pretty good - they do seem to be addressing some of the more significant issues now like worthless UU and AI city capture (definitely going to run some tests on this one). My first game will definitely be with Mapuche - they look even better now and were already one of my favorites. I was hoping overflow would get a bit of a nerf but at least they downgraded Magnus though he will still be very strong. I would have liked to see a few more balance changes to make some of the other governors more relevant. In general though I'm pleased with changes as proposed (except for the public transit change - I'm not sure what they were thinking there. I'll continue to ignore that one).
 
So what is that religion and loyalty issue going to mean. Even less reason to do religion since it may be hard to keep your cities loyal if you expand?
 
So what is that religion and loyalty issue going to mean. Even less reason to do religion since it may be hard to keep your cities loyal if you expand?

It means you have more leverage to flip your neighbor's cities if you spread your religion there (if your neighbor also founded a religion).
 
So what is that religion and loyalty issue going to mean. Even less reason to do religion since it may be hard to keep your cities loyal if you expand?

Actually, I think it could encourage players to get a religion. Having a religion will now give you an extra way to boost your own loyalty as well as a new way to flip neighboring cities.
 
Commandos might end up being more than they bargained for

Having +1 movement on a level 2 promotion definitely seems very strong. I can definitely imagine trying to get a few early warriors/swords up to the first promotion by killing barbs and then rushing out to get the Terracotta Army might be a great 3-move sword rush tactic.
 
Some good stuff here, especially the joint war changes which were sorely needed. More Historic Moments are also appreciated.

Still wish they would do more with the era mechanic and make Dark Ages more punishing to make it a real decision whether it's really worth going for that Heroic Age. I suspect we may need to wait for another expansion to see a revamp on that level though.
 
Happy with the notes.

Particularly: joint war changes, sound issue, and ai targeting cities more.
 
Public Transport buff: ummm, this card was already so powerful I avoided it as an "exploit". And they doubled it? More surprising than a true negative, I suppose.

My guess is that this policy isn't used by most players, so they are buffing it to make it more interesting. Personally I don't use it, it's one of those things that I can't find room for it, there's too much going on for me to remember to check if I'll replace farms with neighborhoods and plan to swap for this policy. When I remember it's either too late or I can't really afford to give it a slot.

I think they should have gone with all chopping. Chopping was too powerful even before Magnus.

I agree but deep down I like to use this OP broken mechanic and I will be really sad if they give it the nerf it deserve.
 
My guess is that this policy isn't used by most players, so they are buffing it to make it more interesting. Personally I don't use it, it's one of those things that I can't find room for it, there's too much going on for me to remember to check if I'll replace farms with neighborhoods and plan to swap for this policy. When I remember it's either too late or I can't really afford to give it a slot.

I never use Public Transportation because my regular income is usually well above 100g/turn at that point in the game, I only build a handful of Neighborhoods, and the policy slot is better utilized for other policies.
 
Nationalism civic is still bugged (can't form corps)? Even such blatant bugs they can't fix.
 
My guess is that this policy isn't used by most players, so they are buffing it to make it more interesting. Personally I don't use it, it's one of those things that I can't find room for it, there's too much going on for me to remember to check if I'll replace farms with neighborhoods and plan to swap for this policy. When I remember it's either too late or I can't really afford to give it a slot.

Probably true. Card could really do with a rethink, frankly. What does a metro/bus system have to do with former farms? And since when did public transport system generate money for a government?? Anyway, not really fussed by this, as I can continue to ignore the card. If they matched it up with only getting the bonus after the neighbourhood was complete, then at least it would only be situationally fabulous.
 
I really hope the summer patch focuses on endgame.
 
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