Update incoming

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Ozymandias9891

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https://twitter.com/CivGame/status/970720860670713857

Link to youtube video in tweet.

From Ed's mouth to our ears:
- UI updates
- Post-game timeline review
- Balance changes: new effects for entertainment districs
- Balance changes: polders can be placed next to hills
- Balance changes: fixing loopholes in warmonger system
- Balance changes: experience cap for fighting free cities
- Balance changes: tweaks to loyaly system to prevent emergencies from ending when a city flips owners
- Production bonus to city-states to build walls + higher starting defense
- Other features not mentionned

Patch notes to come
 
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City states will get bonus to walls, more initial strength

Cap on experience fighting free cities

Polders can be placed next to hills

A few other things, but those are what stood out to me. I will hold off play on my Netherlands game now. :-)
 
I'm curious to see what are the other fixes that will be implemented that were not mentionned in the video. But I'm super glad to see that CS's won't be beat in the first 15-20 turns of the game.
 
Great news!! Looks like Firaxis has been hard at work to give us a big update. I am particularly pleased to hear about warmonger loopholes being addressed.
 
- Balance changes: new effects for entertainment districs

Hah...I'll still build them to see the stadiums light up! The swimming pool equivalent never seems to :undecide:
 
Moderator Action: threads merged
 
Would this explain the fact that I'm getting "2k server down" and when I load any game (new or saved) that my UI seems screwed up? (Tech/Civic progress not showing in corner 'world status' thingy, forgot the actual term)
 
Hah...I'll still build them to see the stadiums light up! The swimming pool equivalent never seems to :undecide:

Yeah, they definitely seem extremely powerful now. Their river adjacency bonus for districts is insane, but it was made up with a near-useless UI. Now that the UI is good, they should probably tune down the river-district adjacency bonus a tad to compensate.
 
Looks good! Really hopeful for the future of Civ 6. The only problem I have with the loyalty system so far is it makes it really tough to capture a city on your borders if you don't have high pop cities around it. Hopefully they'll tweak the system to add more policy cards or other options for that kind of situation. It should be tough but I also think having military units in/around the city should suppress loyalty pressure.

A few other things, but those are what stood out to me. I will hold off play on my Netherlands game now. :)

I had just started a game as them, seems like I'll delay it too. Glad though since means a lot more polders :)

I think it's going to end up being too much.

Could be, they're in a weird spot now though since you want many adjacent ones but it's so difficult to find good spots.
 
I smell another Netherlands game coming on. I've already played them twice. I love covering the sea and lakes in fisheries and polders.

I'm already addicted to putting fisheries everywhere if anyone seen my screenshot in the addiction thread.
 
Would this explain the fact that I'm getting "2k server down" and when I load any game (new or saved) that my UI seems screwed up? (Tech/Civic progress not showing in corner 'world status' thingy, forgot the actual term)

Yeah, I had that too.

Yeah, they definitely seem extremely powerful now. Their river adjacency bonus for districts is insane, but it was made up with a near-useless UI. Now that the UI is good, they should probably tune down the river-district adjacency bonus a tad to compensate.

Agreed. When I played them I was annoyed at how few I could build; but then how much yields they gave me gave reason to the limitations. Something will have to give...
 
Good, CS's will not fall so easily and emergencies can't be so easily abused.
 
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