Stream June 6

As for Diplomatic Victory, I did a thread back in my first GS game saying I wouldn't play a Diplo victory again into they changed it drastically. I can't say how good it's now without trying but pretty much every complaint I had on that thread was answered. They added a lot more sources of points, there's more variety on how you can approach the victory, hoarding favors won't feel like something you have to do anymore, you want to spend it. the AI still go for your jugular when you're winning but now you have ways to deal with it and play around the diplomatic gang bang, even turn it to your favor. I'm intrigued.
 
Agreed, the new diplo victory sounds great.

And I retract my earlier statement about Holy Sites, my brain apparently was not braining well for a minute there.
 
I must say seas having names is a nice touch.

On the UI side the devs have made strides in improving it thanks to the mods that sparked the inspiration for them to be included officially.

Also kudos to the ever-vocal and constructive community and their patience while our devs improve this game.
 
Stunned. Just stunned.

I think I need to collect my thoughts a bit, maybe wait for the patch, before I say too much.

I’m thrilled FXS have made so much effort and have tackled so many gaps and problems. They’re really great guys. Honestly, I hope we get more expansions and patches and whatever just so we can keep hanging out with these guys.

There is a lot in this patch which isn’t just rebalancing or QOL. No, there are things in this patch that really rework the game entirely.

Diplomatic Victory is obvious and was probably needed rework. I’ve no idea how this will play out.

But the changes to IZ and production are equally game changing - from the looks of it, production may become almost independent of terrain - pretty much any city can have hammers. Indeed, the main adjacencies for IZ appear to now be infrastructure not really terrain.

Likewise Lumber Mills don’t have any real placement rules anymore - now everyone gets +1 regardless if they’re next to a river or not. And they come earlier so you don’t have to factor in the delay to get them. That seems ... less interesting?

I may really be wrong about that and we really need to see how it all plays out. But while I’m thrilled we’re getting more hammers - more hammers EVERYWHERE FOR EVERYONE is maybe not a good change... the game is meant to be challenging. You are meant to play the map.

How the IZ will work for various Civs I can’t guess. England can throw down Dams and Canals. Khmer and Rome love aqueducts. Netherlands could learn to love aqueducts too and have some absolutely God Tier IZs. Crikey. Even Coastal Cites may have got a back door production boost because they’re more likely to have canals.

Holy Sites granting even more faith could be seriously nuts. Faith was already crazy powerful.

I am excited. Promise. I’m just a little apprehensive for all these reworks still result in playing the map and interesting choices. I’m a little worried some of this plays into @Trav'ling Canuck ”play your way” criticism. I hadn’t really seen that as being such an issue, but some of these changes feel so “everything is awesome” that I’m not sure there will still be meaningful choices.

That said. At this point in the cycle, I’m thinking FXS have a good sense of balance, so I’m not that worried. But there are so many massive changes I could see us needing a balance patch for the balance patch.
 
Last edited:
From a mechanical viewpoint, attached abilities function differently from class abilities. All UU abilities are class abilities. It's unlikely that these will be retained, if that wasn't clarified in the video.
 
There is a lot in this patch which isn’t just rebalancing or QOL. No, there are things in this patch that really rework the game entirely.

Diplomatic Victory is obvious and was probably needed rework. I’ve no idea how this will play out.

But the changes to IZ and production are equally game changing - from the looks of it, production may become almost independent of terrain - pretty much any city can have hammers. Indeed, the main adjacencies for IZ appear to now be infrastructure not really terrain. But I may really be wrong about that and we really need to see how it all plays out.

How the IZ will work for various Civs I can’t guess. England can throw down Dams and Canals. Khmer and Rome love aqueducts. Netherlands could learn to live aqueducts and have some absolutely God Tier IZs. Cricket. Even Coastal Cites may have got a back door production boost because they’re more likely to have canals.

Holy Sites granting even more faith could be seriously nuts. Faith was already crazy powerful.

To say nothing of the heavy pass they did on pantheons.
 
Gosh.. i just hope they made the tall Banner of Civ-Stats -- optional!


EDIT == Yep -- optional. Pheeeww.

Even better you can set an option so it only displays when moused over, which will be the setting I use. Because otherwise it will be too cluttered when I have like 16 opponents in the game.

so how good will hansa be now that standard IZ has so much adjacency?

I'm still not impressed. He said that mines used to be minor adjacency, but that's not correct. Mines gave major adjacency meaning 1 mine gave +1. This is actually a nerf. It takes 2 mines to get +1 now. Sure you can get bonuses from more things, but I wasn't overly impressed with them only having a +4 IZ. Don't get me wrong, +4 is nice, and it's easier to get +2's or +3's for sure. But +6 IZ's look much harder to get.
 
Major adjacency is +2. Standard is +1. Minor is 1/2.

A significant problem with minor adjacencies is that they don't stack across types (e.g. 1 mine and 1 district is 0 adjacency).

I consider this an overall nerf to IZ. Aqueducts are extremely restricted and dams are unbelievably expensive.
 
stopping rockbands with policy card is for single player i assume ,

Why would you assume that? I'm sure it's for MP as well.

I consider this an overall nerf to IZ.

I'm inclined to agree. While it will be easier to get mid range IZ's, the ultra awesome ones will be more difficult and even more map dependent than before.

As for battering ram, a welcome change. I admit to being an abuser of them. Still would be nice if it only affected the unit stacked on top of it, but the engine may not support that. Because presumably if you are breaching the wall, you are only breaching a small portion of it.
 
Not really a nerf, as before you were limited by hills to get the mines, but at some point you can plant forest and compensate the lack of them. Sure, those sweet spots surrounded by 5-6 hills will no longer be as powerful, but it's definitely way more flexible than before, and you can get better results overall on very different types of terrains.

So a bit of a nerf on big hills terrain, definitely a buff on flat land/coastal cities. Just looking at the stream, the site they showed would have been a +2, with no way of increasing it. With this system, +4 would be very common.

A pity that minor adjacency doesn't stack, though.
 
Not really a nerf, as before you were limited by hills to get the mines, but at some point you can plant forest and compensate the lack of them. Sure, those sweet spots surrounded by 5-6 hills will no longer be as powerful, but it's definitely way more flexible than before, and you can get better results overall on very different types of terrains.

So a bit of a nerf on big hills terrain, definitely a buff on flat land/coastal cities. Just looking at the stream, the site they showed would have been a +2, with no way of increasing it. With this system, +4 would be very common.

A pity that minor adjacency doesn't stack, though.

It is going to be a pretty painful nerf for desert cities though.
 
It is going to be a pretty painful nerf for desert cities though.

Yeah, if it's without water sources it would be. You can get +2 from an aqueduct, and try to line it with a couple of hills or strategic resource like oil or niter.
 
Looks like a great patch ! Just got around to watching the video... Is it just me, or does the lumbermill on rainforest change suddenly makes Pedro scary strong ?

I think everyone will be scary strong after this patch.
 
The video also mentioned fixing aircraft LOS issues. I'm unsure what these are unless they are talking about Victoria's tests involving LOS of various units including aircraft. What were the other aircraft changes mentioned?
 
Back
Top Bottom