Unmentioned Changes (Australian Summer Patch)

I don't remember seeing this in the patch notes, maybe I missed it, but the scoring tabs got a nice little upgrade in that they are sorted now with a nifty gold bracket marking your civilization.

The trade routes seem to be sorted by food then production, but maybe I was imagining that.
 
To those who claimed this was intended all along, I've just recovered XML files pre-patch and I can confirm that the Appeal penalty to mines/quarries is new and not a bug fix but a nerf. (Base > Assets > Gameplay > Data), (Base > Assets > Text > en_US)

Here is the xml code pre-patch:

</Types>
<Improvements>
<Row ImprovementType="IMPROVEMENT_BARBARIAN_CAMP" Name="LOC_IMPROVEMENT_BARBARIAN_CAMP_NAME" Description="LOC_IMPROVEMENT_BARBARIAN_CAMP_DESCRIPTION" Icon="ICON_IMPROVEMENT_BARBARIAN_CAMP" PlunderType="NO_PLUNDER" BarbarianCamp="true" RemoveOnEntry="true" DispersalGold="50" TraitType="TRAIT_BARBARIAN"/>
<Row ImprovementType="IMPROVEMENT_FARM" Name="LOC_IMPROVEMENT_FARM_NAME" Description="LOC_IMPROVEMENT_FARM_DESCRIPTION" Icon="ICON_IMPROVEMENT_FARM" PlunderType="PLUNDER_HEAL" PlunderAmount="100" Buildable="true" Housing="1" TilesRequired="2"/>
<Row ImprovementType="IMPROVEMENT_MINE" Name="LOC_IMPROVEMENT_MINE_NAME" Description="LOC_IMPROVEMENT_MINE_DESCRIPTION" Icon="ICON_IMPROVEMENT_MINE" PlunderType="PLUNDER_SCIENCE" PlunderAmount="25" Buildable="true" PrereqTech="TECH_MINING"/>
<Row ImprovementType="IMPROVEMENT_QUARRY" Name="LOC_IMPROVEMENT_QUARRY_NAME" Description="LOC_IMPROVEMENT_QUARRY_DESCRIPTION" Icon="ICON_IMPROVEMENT_QUARRY" PlunderType="PLUNDER_CULTURE" PlunderAmount="25" Buildable="true" PrereqTech="TECH_MINING"/>

And here it is currently:

</Types>
<Improvements>
<Row ImprovementType="IMPROVEMENT_BARBARIAN_CAMP" Name="LOC_IMPROVEMENT_BARBARIAN_CAMP_NAME" Description="LOC_IMPROVEMENT_BARBARIAN_CAMP_DESCRIPTION" Icon="ICON_IMPROVEMENT_BARBARIAN_CAMP" PlunderType="NO_PLUNDER" BarbarianCamp="true" RemoveOnEntry="true" DispersalGold="50" TraitType="TRAIT_BARBARIAN" Appeal="-1"/>
<Row ImprovementType="IMPROVEMENT_FARM" Name="LOC_IMPROVEMENT_FARM_NAME" Description="LOC_IMPROVEMENT_FARM_DESCRIPTION" Icon="ICON_IMPROVEMENT_FARM" PlunderType="PLUNDER_HEAL" PlunderAmount="100" Buildable="true" Housing="1" TilesRequired="2"/>
<Row ImprovementType="IMPROVEMENT_MINE" Name="LOC_IMPROVEMENT_MINE_NAME" Description="LOC_IMPROVEMENT_MINE_DESCRIPTION" Icon="ICON_IMPROVEMENT_MINE" PlunderType="PLUNDER_SCIENCE" PlunderAmount="25" Buildable="true" PrereqTech="TECH_MINING" Appeal="-1"/>
<Row ImprovementType="IMPROVEMENT_QUARRY" Name="LOC_IMPROVEMENT_QUARRY_NAME" Description="LOC_IMPROVEMENT_QUARRY_DESCRIPTION" Icon="ICON_IMPROVEMENT_QUARRY" PlunderType="PLUNDER_CULTURE" PlunderAmount="25" Buildable="true" PrereqTech="TECH_MINING" Appeal="-1"/>

Also, the Civilopedia Text Pre-patch:

<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_TITLE">
<Text>Neighborhoods and Appeal</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_1">
<Text>Neighborhoods are a special district that allows a city to house more [ICON_Citizen] Population and is affected by Appeal. The term “Appeal” is used to describe a special form of adjacency bonus that just applies to Neighborhoods, and also will affect Culture Victory’s [ICON_Tourism] Tourism system through National Parks and Seaside Resorts.</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_2">
<Text>Breathtaking Neighborhoods provide 6 [ICON_Housing] Housing.</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_3">
<Text>Charming Neighborhoods provide 5 [ICON_Housing] Housing.</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_4">
<Text>Average Neighborhoods provide 4 [ICON_Housing] Housing.</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_5">
<Text>Uninviting Neighborhoods provide 3 [ICON_Housing] Housing.</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_6">
<Text>Disgusting Neighborhoods provide 2 [ICON_Housing] Housing.</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_7">
<Text>Finally, Appeal also affects the ability to place National Parks and Seaside Resorts.</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_8">
<Text>A tile's Appeal can be viewed in its tooltip and is affected by the following:</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_9">
<Text>+2: Each adjacent Natural Wonder</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_10">
<Text>+1: Each adjacent Holy Site, Theater Square, Entertainment Complex, or wonder</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_11">
<Text>+1: Each adjacent Mountain, Coast, Woods or Oasis</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_12">
<Text>+1: If the tile is on a River or Lake</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_13">
<Text>-1: Each adjacent Industrial Zone, Encampment, Airport or Spaceport</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_14">
<Text>-1: Each adjacent Rainforest, Marsh or Floodplain</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_15">
<Text>-1: Each adjacent pillaged tile</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_5_CHAPTER_CONTENT_TITLE">
<Text>Buildings</Text>
</Row>

No mention of Mines and Quarries etc.

Current Civilopedia Text Entry:


<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_TITLE">
<Text>Neighborhoods and Appeal</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_1">
<Text>Neighborhoods are a special district that allows a city to house more [ICON_Citizen] Population and is affected by Appeal. The term “Appeal” is used to describe a special form of adjacency bonus that just applies to Neighborhoods, and also will affect Culture Victory’s [ICON_Tourism] Tourism system through National Parks and Seaside Resorts.</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_2">
<Text>Breathtaking Neighborhoods provide 6 [ICON_Housing] Housing.</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_3">
<Text>Charming Neighborhoods provide 5 [ICON_Housing] Housing.</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_4">
<Text>Average Neighborhoods provide 4 [ICON_Housing] Housing.</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_5">
<Text>Uninviting Neighborhoods provide 3 [ICON_Housing] Housing.</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_6">
<Text>Disgusting Neighborhoods provide 2 [ICON_Housing] Housing.</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_7">
<Text>Finally, Appeal also affects the ability to place National Parks and Seaside Resorts.</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_8">
<Text>A tile's Appeal can be viewed in its tooltip and is affected by the following:</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_9">
<Text>+2: Each adjacent Natural Wonder</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_10">
<Text>+1: Each adjacent Holy Site, Theater Square, Entertainment Complex, or wonder</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_11">
<Text>+1: Each adjacent Mountain, Coast, Woods or Oasis</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_12">
<Text>+1: If the tile is on a River or Lake</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_13">
<Text>+1: Each Château and Sphinx.</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_14">
<Text>-1: Each adjacent Industrial Zone, Encampment, Airport or Spaceport</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_15">
<Text>-1: Each adjacent Rainforest, Marsh or Floodplain</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_16">
<Text>-1: Each adjacent pillaged tile</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_17">
<Text>-1: Mines, Quarries, Oil Wells, Offshore Oil Rigs, and Airstrips</Text>
</Row>


The last row was appended this patch.

You can take a look at it yourself.
 

Attachments

Last edited:
I don't remember seeing this in the patch notes, maybe I missed it, but the scoring tabs got a nice little upgrade in that they are sorted now with a nifty gold bracket marking your civilization.

The trade routes seem to be sorted by food then production, but maybe I was imagining that.

Also, the "score" tab now sorts on score instead of player number.

there's wind in the desert and snow tiles i never seen it before.

Actually a documented change.

On the appeal: Stuff most certainly changed in the xml, or the gameplay wouldn't change. That said, I think it was still a bug fix, with the bug being that they forgot the Appeal="-1" in the xml earlier. This because I'm almost 100% sure (basically as sure as I can be without having put effort into learning the civilopedia by heart and without having screenshots) that it was in the civilopedia before.

That said, the -2 it has currently seems to be incorrect. On the other hand I now have a beautiful -8 appeal on that one Industrial Zone tile I got.
 
If your city walls get damaged (mine were once), there's a project to repair them after 3 turns of no damage (i.e. walls do not heal automatically). I thought it was a bug, but its a feature. Also, seems a bit easier to melee cities (at least without walls)
 
Warmonger penalties were halfed. They are still quite high, but with some careful diplomacy you can actually conquer something without having your diplomacy ruined forever.
That's really good to know, thanks. I was hoping that would happen (along with an option to take one city without penalty if someone DOWs you). This, along with my ini changes to district costs, means the game could be pretty fun now.
 
While it's not necessarily a "undocumented" feature, there's a database "gotcha" that is a potential source of mods from before the patch crashing after the new patch:

When Firaxis updated code for the Commercial District and Harbor trade routes, they didn't just move the trade route bonus over to the Modifier system, they deleted the column "TradeRouteCapacity" from the Districts table entirely. I don't know why they chose to delete it instead of just setting the values in the table to zero. Maybe there were other issues with it. But regardless, it's gone, and any mod that refers to the column will crash.
 
On the appeal: Stuff most certainly changed in the xml, or the gameplay wouldn't change. That said, I think it was still a bug fix, with the bug being that they forgot the Appeal="-1" in the xml earlier. This because I'm almost 100% sure (basically as sure as I can be without having put effort into learning the civilopedia by heart and without having screenshots) that it was in the civilopedia before.

That said, the -2 it has currently seems to be incorrect. On the other hand I now have a beautiful -8 appeal on that one Industrial Zone tile I got.

This is Civilopedia's entry pre-patch:

<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_TITLE">
<Text>Neighborhoods and Appeal</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_1">
<Text>Neighborhoods are a special district that allows a city to house more [ICON_Citizen] Population and is affected by Appeal. The term “Appeal” is used to describe a special form of adjacency bonus that just applies to Neighborhoods, and also will affect Culture Victory’s [ICON_Tourism] Tourism system through National Parks and Seaside Resorts.</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_2">
<Text>Breathtaking Neighborhoods provide 6 [ICON_Housing] Housing.</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_3">
<Text>Charming Neighborhoods provide 5 [ICON_Housing] Housing.</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_4">
<Text>Average Neighborhoods provide 4 [ICON_Housing] Housing.</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_5">
<Text>Uninviting Neighborhoods provide 3 [ICON_Housing] Housing.</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_6">
<Text>Disgusting Neighborhoods provide 2 [ICON_Housing] Housing.</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_7">
<Text>Finally, Appeal also affects the ability to place National Parks and Seaside Resorts.</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_8">
<Text>A tile's Appeal can be viewed in its tooltip and is affected by the following:</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_9">
<Text>+2: Each adjacent Natural Wonder</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_10">
<Text>+1: Each adjacent Holy Site, Theater Square, Entertainment Complex, or wonder</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_11">
<Text>+1: Each adjacent Mountain, Coast, Woods or Oasis</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_12">
<Text>+1: If the tile is on a River or Lake</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_13">
<Text>-1: Each adjacent Industrial Zone, Encampment, Airport or Spaceport</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_14">
<Text>-1: Each adjacent Rainforest, Marsh or Floodplain</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_11_CHAPTER_CONTENT_PARA_15">
<Text>-1: Each adjacent pillaged tile</Text>
</Row>
<Row Tag="LOC_PEDIA_CONCEPTS_PAGE_CITIES_5_CHAPTER_CONTENT_TITLE">
<Text>Buildings</Text>
</Row>


No mention of Mines or Quarries. This was a nerf, not a bug fix.
 
Did the Chateau always add +1 Appeal? It's in the description for the improvement now and I don't remember it from before. I could have just missed it.
 
This is Civilopedia's entry pre-patch:
...
No mention of Mines or Quarries. This was a nerf, not a bug fix.

What was the entry for "Mine" in the pre-patch version? The current version says:

"Unlocks the Builder ability to construct Mines.

+1 Production. -1 Appeal. Can only be build on hills or certain resources.

If built on Luxury or Strategic resources, city will gain use of that resource."

Like others, I am pretty sure the negative appeal had been mentioned in the Civilopedia before the patch.
 
I know they had negative appeal on Industrial Zones, Spaceports, and Encampments. I don't think it was ever mentioned for mines and quarries.
 
I've only played one game since the patch - so to call this a sample size is a stretch - but this was the first time I didn't theme a historical museum with my first archeologist. Each of the three artifacts I dug up was from a different era.


To those who claimed this was intended all along, I've just recovered XML files pre-patch and I can confirm that the Appeal penalty to mines/quarries is new and not a bug fix but a nerf.

It's interesting that they'd take it to that extreme. -2 appeal from a mine or quarry but only -1 from a factory? The only thing I think I'd like to live next to less than a factory is a dump.
 
Noticed 1 undocumented change. Setting land units to heal in water tiles no longer heals them. They must be on land. In the previous versions, I would jump into the water to heal, then back to attack when at full health.

I saw this also. It is not normally something I did, but I click on healing on a Digger while he was on coast just outside a city. Forty turns later I noticed he was still there unhealed. If that is indeed intended, they shouldn't show the button to heal while land units are in water or gray it out with a tooltip saying it doesn't work while embarked.

I've only played one game since the patch - so to call this a sample size is a stretch - but this was the first time I didn't theme a historical museum with my first archeologist. Each of the three artifacts I dug up was from a different era.

I had that happen pre-patch. I've also had it where you get artifacts from the same civilization so can't theme them for that reason until can move them around.
 
If your city walls get damaged (mine were once), there's a project to repair them after 3 turns of no damage (i.e. walls do not heal automatically). I thought it was a bug, but its a feature. Also, seems a bit easier to melee cities (at least without walls)

Thanks for mentioning this. In my last game my ancient walls got slightly damaged in an early war and this apparently makes it impossible to upgrade them to medieval walls until they are restored back to full health - I kinda guessed they had added some kind of method for repairing them, but I didn't think to look under projects :rolleyes: Spent ages messing around with a builder thinking it might be some new thing they could do :lol:
 
Mod:

Include this thread in the sticky about the patch notes as well? Can delete this after reading it.
 
This one is probably just my imagination, but did they change the graphic for the Entertainment Complex? I don't remember there being so few tents and so much pavement in a building-less EC in the modern+ eras.
 
Sorry if this is mentioned earlier, but it seems the AI are now building Neighbourhoods.

20170226193648_1.jpg
 
Regardless of being a nerf or bug fix, to settle the issue of mines reducing appeal, I do believe there were major changes to the mechanic. Here's the Civilopedia entry about appeal:

MEE7en0.jpg


Also, they removed the cliff appeal bonus (adding +2 appeal), which was present before (according to two sources: Gamepedia and Well of Souls).

Lastly, the improvements on the tile itself don't matter, only the surrounding tiles. Look at the screenshot below. The iron mine has +4 appeal, 4 from the coast, 2 from the Eiffel Tower and -2 from the mine adjacent.

R9Pr4Rs.jpg
 
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.
Archery's not a dead end leaf tech anymore. They're just researching it more now. They used to skip it a lot.
 
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