Spring Patch notes

But capitalism is all about "the chop". Chop, chop, chop...until nothing is left. Am I right? :p

If you got stuff left to chop by the time you get capitalism, you ain't doing it right. :nono:
 
Making Magnus less powerful does not improve the others... I'd rather have seen a buff to the others.

It always feels like they're afraid to make changes. Like, I understand that sometimes you don't want to go too crazy changing every bonus from 20 to 25, But there's a ton of policy cards in the game and they only changed 3 of them total? No change to the horrible food market or other late game buildings? You have time, feels like it shouldn't take more than a couple days to run a balance pass over the policies and have at least a couple more tweaks.
 
It always feels like they're afraid to make changes. Like, I understand that sometimes you don't want to go too crazy changing every bonus from 20 to 25, But there's a ton of policy cards in the game and they only changed 3 of them total? No change to the horrible food market or other late game buildings? You have time, feels like it shouldn't take more than a couple days to run a balance pass over the policies and have at least a couple more tweaks.

Overshooting is a risk, so I get the tendency towards incremental nerfs/buffs. Play balancing is tough when you're also developing the game, so I also get why they look to the community to give them feedback on what's most egregiously in need of a fix. Perhaps the onus should be on us to form some type of consensus on which policies should be adjusted and why and publicize that loudly.

As for the food market and tier 3 buildings, my hope is they've left these alone until a broader pass at the late game balance can be made. If the next expansion has a late game focus, maybe these buildings get a new treatment then. Just buffing their current bland and underwhelming effects might be better than the status quo, but there's so many interesting things that could be done with these buildings, I hope they're just holding off until they can explore other alternatives.
 
Lots of solid changes there. Nothing game-changing, but enough there that things will change. I won't finish my current game before the patch barring a really lengthy session tonight - wonder how it's going to break my game in progress.
If using Steam you can always go offline till you finish your current game.
 
Religious loyalty is a huge buff to Spain (which I am currently plying in my hotseat game... I hope it gets through the patvh okay).

It's a nice synergy but no longer being able to link religious units to your Conquistadors makes the whole thing a bit cumbersum.
Edit: remembered it wrong, don't need a religious unit near for the conversion, only for the combat bonus.
 
BUG FIXES

  • Addressed audio issues with large and mod-expanded map sizes
that's welcome, but still no mention of the DLC load order bug here or on other social medias ?
 
Biggest disappointment: No change concerning the mass destruction of city states by the AI in the first 50 rounds of a game.
I really would like to play WITH city states again.
 
I'm definitely excited to try the patch.

I think the most interesting question is how the AI handles these new joint wars and what new opportunities do I have as a player?
Loyalty flipping with a religion might be fun too.
The changes to tier3 governments are also very welcome and finally the AI won't prioritize Monarchy anymore. Other AI bug fixes are also appreciated

Magnus however, oh dear. Overflow chopping is still broken. This doesn't fix anything but it was the most predictable change. So I'm disappointed but not surprised. At least, it's a step in the right direction.
 
Nothing really objectionable here but nothing I feel makes any substantive difference either. The one change I do strongly dislike is tying religion to loyalty - at least it's done on a 'founded religion' rather than a 'majority religion' basis, but that just further disincentivises founding a religion. AI religion spam makes this change an active liability for a religious civ.

Most of all I wonder why they were sitting on this for so long, given that the main features were leaked some time ago and nothing much extra seems to have been added. There's also no accompanying DLC release they needed to wait on, somewhat surprisingly.
 
None of the nerfs are bad at all. I expected Magnus to go from 100-50%, so it could've been a lot worse. Korea's nerf wasn't that bad either.
The Unique Unit Elimination Thread owes the Immortal a recount.
I didn't realize Georgia's awful Walls could sometimes be unaffected by the Limes policy. I knew they were bad but...wow.
Welcomed buffs to the Military Tactics Units, but the no upgrade thing is still an issue. Still, they're trying.
Nice balance to the tier three governments...but what about tier 2?
 
Biggest disappointment: No change concerning the mass destruction of city states by the AI in the first 50 rounds of a game.
I really would like to play WITH city states again.

I thought they addressed that in the previous patch?
 
I thought they addressed that in the previous patch?

Yeah, my last game I think all the city-states lasted. The current one I've seen a few more fall, but they've been spread out over the first 100+ turns of the game, not all falling before turn 25.
 
I'd like there to be an indicator for captured city states to make them more obvious, so you don't have to memorize the whole name list and scan the map to find them all if you're interested in freeing them. There should be like a big colorful shape next to their names at all times no matter who is in control.
 
I wonder if we'll be able to abuse the change in AI consideration of districts from other cities with regards to encampments.
 
If I start a new game with no mods enabled do you think the patch will be applied when released but the save not broken? Never had a patch applied without also having mods installed.

Kind of sour because I have a good Nubia game going now and know it will be unusable because of mods (CQUI especially)
 
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