2kqa_b updated today, so that's one update to each of the usual test branches in the week since the patch. This is normal behavior if they're planning another patch sometime in the next two months or so.
they can actually fix trade route yields. they were close with the water tile efficiency thing, but they blew it by limiting it to international routes and making trade posts increase efficiency as well, so that you actually don't need to care about the ocean after all as long as you have a few of the posts
Isn't a hotfix a type of patch?I don't think they would've started on QA tests so soon. I suspect it is a hotfix.
Isn't a hotfix a type of patch?They're QA testing *something*.
Good point.Yeah, a hotfix is typically just 2 or 3 line items, not 12 pages. I'm moderating expectations here.
Yeah, a hotfix is typically just 2 or 3 line items, not 12 pages. I'm moderating expectations here.
I read the change as removing "for iOS version" from the description.Another interesting development: Aspyrlegacy was updated and the description changed to include IOS platforms.
Absolutely. Just eliminate the resource requirements for the naval raider line. Gives us the ability to create SOME sort of modern fleet when we are resource poor. Resource-poor nations need some sort of way to project military power to be able to acquire more resources. Eliminating Infantry resource requirements (or at least maintenance) would help as well.I still think modern era+ naval units need some tweaking too. I'm very happy to have nuke subs not need resources, at least we have a usable ship to spam at the end of the tech tree - but why not make subs themselves oil free too? At least that would make the naval raider line always resource free. (I would actually rather it be destroyer who don't need resources but maybe i'm an armchair fleet admiral who lives in the past)
The ideal solution would, of course, be some kind of world resource market, where you can get at minimum peace time access for a price, but that may be a civ7 solution.Absolutely. Just eliminate the resource requirements for the naval raider line. Gives us the ability to create SOME sort of modern fleet when we are resource poor. Resource-poor nations need some sort of way to project military power to be able to acquire more resources. Eliminating Infantry resource requirements (or at least maintenance) would help as well.
it never gets old... Wait... I was wrong - it does. And especially so after the problems have been acknowledged by FXS.Ed's teaser probably means they will nerf coastal civs and coastal cities while increasing the damage from hurricanes and increasing the speed at which sea levels rise. Hurricanes will also be removed from the slider that controls disaster intensity.
Wouldn't it be appropriate to look into the fact that Subs can attack land units and cities also?I still think modern era+ naval units need some tweaking too. I'm very happy to have nuke subs not need resources, at least we have a usable ship to spam at the end of the tech tree - but why not make subs themselves oil free too? At least that would make the naval raider line always resource free. (I would actually rather it be destroyer who don't need resources but maybe i'm an armchair fleet admiral who lives in the past)
My idea was that destroyers can take coastal cities, so making naval melee resource free would preserve the most capability (kill naval units, see subs, take cities.) And at the time, nuke subs needed uranium so it seemed like a smaller change. But then I thought, subs are great bang for your buck, and it would be the smallest change since ironclads still need coal.Wouldn't it be appropriate to look into the fact that Subs can attack land units and cities also?
It's awful. I really wish they would bring back the Galleass. Quads just show why ranged units almost all have melee strength 10 lower than ranged strength, which itself is usually 5 below a melee attacking unit's strength in that era. Quads being able to get a free hit at 25In fact, I think the whole naval unit system needs a serious balance check. Am I the only one who think that Galley vs. Quadrireme is completely off, for instance? I was having an England game the other day, figured I'd spam some early galleys to send out. Two galleys encounter one barb quadrireme. Both end up deep in red health before that one quadrireme is taken care off. And can't heal outside friendly territory. Have to use 10 turns to sail them back home and hope no barb archer/galley/quadrireme passes by, or both ships will be dead.
Of course there's also the issue of Ironclads effectively ending the melee unit upgrade line at Caravels, because running one or two Ironclads will basically cause entire global warming by themself.