Unmentioned Changes (Australian Summer Patch)

Kyro

King
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Dec 2, 2014
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Please do post to add to this list if you encountered anything else.

1: Appeal Nerf
a) Mines/Quarries now reduce surrounding appeal for tiles by -2 each. (Previously 0)
b) +2 Appeal from Cliffs removed

2: Rampaging Scouts will now capture civilian units.

3. Luxury deals are more favorable early game. You can charge up to 160 gold for one instead of 130 early on.

4. Captured Potala Palace/Big Ben/Alhambra Wonders now award players their respective policy card slots.

5. Swordsman Melee strength buffed. Bombers/Jet Bombers melee strength nerfed, bombard strength buffed, production costs increased.

6. Warmongering Penalties Halved.

7. You can no longer heal land units in the water.

8. Mbanza (Kongo unique Neighbourhood District) is no longer removed when city is captured.
 
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I believe basic swordsmen had a strength increase.
 
About the mine/quarry thing, I'm pretty sure that was the intended way. But I always thought they were behaving normally. It's probably under the "general bug fix" thing.
 
Mines and Quarries did so before. Look up Neighborhood and Appeal for the civilopedia entry about it. I remember reading it before and being like "oh wait, that kind of stuff changes appeal".

That said, when I was taking a glance at appeal in my empire this morning I thought that they were bugged to give -2 instead of the supposed -1. But I'm not 100% sure of that.
 
Mines and Quarries did so before. Look up Neighborhood and Appeal for the civilopedia entry about it. I remember reading it before and being like "oh wait, that kind of stuff changes appeal".

That said, when I was taking a glance at appeal in my empire this morning I thought that they were bugged to give -2 instead of the supposed -1. But I'm not 100% sure of that.

Well the wiki that quoted from the civilopedia doesn't have that entry so either they updated the Civilopedia in game or the Wiki got it wrong.
 
Well the wiki that quoted from the civilopedia doesn't have that entry so either they updated the Civilopedia in game or the Wiki got it wrong.


This implies that it always did and I know I read it previously in game somewhere. Unless this was just updated of course.

http://civ6.gamepedia.com/Appeal

+2: Each adjacent Natural Wonder.
+1: Each adjacent Holy Site, Theater Square, Entertainment Complex or Wonder
+1: Each adjacent Mountain, Coast, Woods or Oasis.
+1: If the tile is on a River or Lake.
-1: Each adjacent Industrial Zone, Encampment, Aerodrome or Spaceport.
-1: Each adjacent Rainforests, Marsh or Floodplains.
-1: Each adjacent pillaged tile.
-2: Each adjacent Mine or Quarry.
 
This implies that it always did and I know I read it previously in game somewhere. Unless this was just updated of course.

http://civ6.gamepedia.com/Appeal

+2: Each adjacent Natural Wonder.
+1: Each adjacent Holy Site, Theater Square, Entertainment Complex or Wonder
+1: Each adjacent Mountain, Coast, Woods or Oasis.
+1: If the tile is on a River or Lake.
-1: Each adjacent Industrial Zone, Encampment, Aerodrome or Spaceport.
-1: Each adjacent Rainforests, Marsh or Floodplains.
-1: Each adjacent pillaged tile.
-2: Each adjacent Mine or Quarry.

Weird. My civilopedia says -1 for mines and quarries. That said, it does apply -2. The "Coal Valley" I have (Industrial Zone on flat land flanked by a city center and 4 mines on hills, one of them with coal) does have a nice red look when I have the appeal lens on though...
 
I've never really looked at appeal through the lens, but I definitely looked at the relevant entries in the Civilopedia and I do not remember it saying anything about mines or quarries. Negatives were from rain forest, marshes, and floodplains, Industrial Zones, Aerodromes, Spaceports, Encampments, and pillaged tiles. So either mines and quarries affecting appeal was just implemented, it always was the case and just wasn't documented, or my short term memory isn't as sharp as it used to be.
 
I believe this is new and not documented. Techs in the tech tree that award envoys have a blue icon with the number of envoys awarded. Other abilities that were just in the description like gaining embarkation don't have icons still.
 
I captured Portola Palace today and then received an additional political card slot. I believe that is different than before the patch where wonders that gave government slots only did so for the person that built them.

Yup I can confirm this as well, just captured one the extra policy card pops right up

I've never really looked at appeal through the lens, but I definitely looked at the relevant entries in the Civilopedia and I do not remember it saying anything about mines or quarries. Negatives were from rain forest, marshes, and floodplains, Industrial Zones, Aerodromes, Spaceports, Encampments, and pillaged tiles. So either mines and quarries affecting appeal was just implemented, it always was the case and just wasn't documented, or my short term memory isn't as sharp as it used to be.

Had the same thoughts as well. Don't remember seeing that from the beginning.
 
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I have noticed the AI now seems to decline every promise I try to get them to make rather than agree to them (and then break them). So... baby steps?

It's possible they won't decline every promise since my dataset is fairly limited, but even my 100+ turn declared friend Norway refused to stop spying on me when I captured their spy, and I've made a lot of requests and had them all refused so that's my initial impression.
 
I captured Portola Palace today and then received an additional political card slot. I believe that is different than before the patch where wonders that gave government slots only did so for the person that built them.

I wonder...does it remove it from the other civ?
 
I've had two civs so far give me the negative modifier for being ahead of them in exploration. Pre-patch I would always get the snide, "leave the exploring to me" comment, when I knew I had revealed far more of the map than anyone. Nice to see it working correctly.
 
I have noticed the AI now seems to decline every promise I try to get them to make rather than agree to them (and then break them). So... baby steps?

Baby steps backwards. The Ai more often than not kept their promises to me. When they agreed to not convert my cities, they'd still send religious units through my lands on their way to other cities, and Apostles would still attack everything they could, but that's more of an issue with religious combat in general.


I just started the first game, and they seem to have "fixed" the AI with more blatant cheating on King difficulty. Cleopara had her first Archer by turn 18, then called me weak because I didn't cheat.
 
Baby steps backwards. The Ai more often than not kept their promises to me. When they agreed to not convert my cities, they'd still send religious units through my lands on their way to other cities, and Apostles would still attack everything they could, but that's more of an issue with religious combat in general.


I just started the first game, and they seem to have "fixed" the AI with more blatant cheating on King difficulty. Cleopara had her first Archer by turn 18, then called me weak because I didn't cheat.

That's nothing new.
 
I've never seen Archers this early in a King game. Slingers, sure, but not Archers.
Rushed her anyway after she threw half of her army away trying to conquer Preslav.
Also, the AI now appears to be more unpredictable. First Cleopatra calls me weak, than she offers to declare friendship. Barbarossa complains to me that I settle too close (which I did, five tiles from his capital) and the very next turn gives me the paranoid praise that he's happy I pose no threat to him.
 
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