Your Experience Starting New Game with Spring 2017 Patch

If you are not playing a game towards a cultural victory, it is usually nearly impossible to stop another civ from winning that way without waging war. Before patch, you could easily manipulate space ports to stop a science victory. Stealing Great Works was always too slow to stop someone from winning. When going for war, you still can prevent a science victory by conquering two or three cities. For culture, this is again different - you need to attack on a larger scale.

@Leyrann in your equation Y is 200. I don't know what X is though.
Are you talking about spies and sabotaging space ports? AI still don't care about repairing them...
 
I still get the lock up on exit fairly often, but maybe because I mostly do long sessions. Lately I've been able to alt tab out, ctrl alt delete, and exit the process. Saves having to log out. But logging out is still pretty fast, and much better than restarting.

My game is starting to come around. China was starting to drop to a 1 to 4 ratio on tourism, but they are creeping up to 1 to 3 ratio now, but I'm in a position now that I'll most likely surpass them on tourism. And I may even win the space race before then. I'm aiming for both victories, we'll see which one comes first. I could have attacked them, but I wanted a peaceful game after my last game of complete world conquest of every single AI city (except city-states). I did make the mistake of building too many cities this game, which really upped my district costs. And dumb me, I forgot about the Aztec ability to rush districts with worker charges. That would have helped me earlier in the game. I also made the mistake of not getting my industrial zones up earlier. That put me back and behind my normal curve. I make too many mistakes in my games mostly due to going fast, it's why I can't be a deity player.
 
AI leader demanded stuff from me first time in Civ 6, "My demands must be met!", he wanted some gold and luxury. When I declined he replied something like "I will find other way's to get my need" etc.

Maybe it has been added in the patch.
 
When I change policies, I notice a very long loading time and freezing.
+1 one the first things I noticed actually =P

Also, we can't deploy fighters in the ocean from a carrier anymore... I think that prevents the bugs with movement but how odd is that a carrier full of fighters can't defend itself from air attacks?
 
I still get the lock up on exit fairly often, but maybe because I mostly do long sessions. Lately I've been able to alt tab out, ctrl alt delete, and exit the process. Saves having to log out. But logging out is still pretty fast, and much better than restarting.

My game is starting to come around. China was starting to drop to a 1 to 4 ratio on tourism, but they are creeping up to 1 to 3 ratio now, but I'm in a position now that I'll most likely surpass them on tourism. And I may even win the space race before then. I'm aiming for both victories, we'll see which one comes first. I could have attacked them, but I wanted a peaceful game after my last game of complete world conquest of every single AI city (except city-states). I did make the mistake of building too many cities this game, which really upped my district costs. And dumb me, I forgot about the Aztec ability to rush districts with worker charges. That would have helped me earlier in the game. I also made the mistake of not getting my industrial zones up earlier. That put me back and behind my normal curve. I make too many mistakes in my games mostly due to going fast, it's why I can't be a deity player.

District cost scales with techs and civics researched only. Amount of districts or cities you have doesn't matter.
 
Only time anything freezes up on me is when I've clicked next turn and if I click the reports option before the turn finishes. Has anyone have the issues verified the Steam cache or reinstalled the game?

This issue started worrying me since yesterday. Game freezes in between 2 turns. I`ll check if it is because i`m clicking on tabs during turns. Its only about 10 seconds but very noticable/annoying.

Just a couple of minutes ago. I`ve experienced the exit crash again. Did not happen since many months for me.
 
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Also, we can't deploy fighters in the ocean from a carrier anymore... I think that prevents the bugs with movement but how odd is that a carrier full of fighters can't defend itself from air attacks?

That's no solution :sad:
 
What can reduce a warmongering penalty? I mean why does one civ suddenly become friendly to me and we can become allies when others still have a high negative warmongering value with me? When a civ A goes at war with civ B and I was at war with civ B and got warmongering penalty for it then is the penalty value reduced for my relations with civ A? In my Persia diety game Poland suddenly became friendly for no reason I can think of (warmongering penalty reduced in comparison to other civs) and I still don't get why. We became allies till the end of the game...
 
What can reduce a warmongering penalty? I mean why does one civ suddenly become friendly to me and we can become allies when others still have a high negative warmongering value with me? When a civ A goes at war with civ B and I was at war with civ B and got warmongering penalty for it then is the penalty value reduced for my relations with civ A? In my Persia diety game Poland suddenly became friendly for no reason I can think of (warmongering penalty reduced in comparison to other civs) and I still don't get why. We became allies till the end of the game...

You get less warmonger penalty with civilizations that have denounced or are at war with the civilization you're fighting.
 
I am more than halfway through my first game, and the difference is quite apparent. The AI seems to build a lot more units and is putting up quite the resistance. I am still thinking I might lose and the game is still interesting. Emperor is starting to feel about like it did for Civ V.

Is anyone else seeing a ghost barracks in the middle of the ocean? I have a feeling this is some kind of CGUI related bug as it was not fixed by the Spring patch. I have seen it every game since the Aussie Summer patch, but I also started using CGUI at that point since mods where available at that point via Steam.
 
You get less warmonger penalty with civilizations that have denounced or are at war with the civilization you're fighting.
Ok, thx. But does it give reduction? I mean if you first get warmonger penalty for relations with civ 'A' (and others) and you stop warmongering from now on and then civ 'A' starts a war against or denounce a civ you was at war earlier? Also does denouncing work here for entire game?
 
First game: AI Saladin turned into a runaway taking out Germany, Poland and Brazil. Completely. I declared war to stop him but I cant make any headway with my infantry corps against his inf/tank armies.

It will be interesting to see how it ends.

Emp, small, fractal +2 ai, no mods.

Just wanted to update my post. Saladin went through America (and 3 CS) afterwards leaving Teddy with one city. Then he went after the aztecs but didn't make it to their capital. In the end Saladin had 30 cities. About 15-20 of those were from conquest. I saw him use bombers and battleships as well as the usual units.

I eventually won through science with my most pitiful score yet. Around 550. Fun game, quite nervewracking.
 
AI leader demanded stuff from me first time in Civ 6, "My demands must be met!", he wanted some gold and luxury. When I declined he replied something like "I will find other way's to get my need" etc.

Maybe it has been added in the patch.

This is new for me as well with this patch. Only happen when I was EXTREMELY hated with my war mongering penalty being very high when I had my game where I conquered every single civilization city on the map. I gave America their demand as it wasn't too unreasonable, and I wanted to keep them from attacking me until I took out the Aztecs. I refused the Aztec demand, but he didn't attack me. I still had to declare on him.

District cost scales with techs and civics researched only. Amount of districts or cities you have doesn't matter.

Thanks. One more question, is that techs and civics you researched, or everyone? District costs seem really high this past game for me. And the AI was researching much better than usual (I had barbarians turned off, and that may be why). Australia was above me, and so was China for much of the game.
 
Ok, thx. But does it give reduction? I mean if you first get warmonger penalty for relations with civ 'A' (and others) and you stop warmongering from now on and then civ 'A' starts a war against or denounce a civ you was at war earlier? Also does denouncing work here for entire game?

Warmongering penalty degrades (on standard speed) with 1 point every 2 turns, so if you get a -10 penalty it's gone after 20 turns. Nothing else influences it after it's there. Also remember that the modifiers are the change per turn, so in above example your relationship takes a total hit of 55 (1+2+3+...+10). I don't know what the minimum and maximum numbers in a relationship are though.

Thanks. One more question, is that techs and civics you researched, or everyone? District costs seem really high this past game for me. And the AI was researching much better than usual (I had barbarians turned off, and that may be why). Australia was above me, and so was China for much of the game.

It only depends on your own techs and civics, and to be precise the one that you researched more of.

A tip if you want cheaper districts: You can simply modify the game files to reduce the scaling or the base cost (scaling is a percentage of the base cost). I've done it too, reducing the scaling by a fifth. So instead of 1060 I'd need 860 production.
 
Played much of this weekend - the AI seems to be capable of taking other AI cities even fairly late in the game; for the first time I've seen, one civ was completely destroyed by another AI. Somehow the same civ doing much of this conquering just stood outside my city getting shot without attacking, giving me time to get walls up.

Diplomatic relationships also seem much more consistent over the course of the game and actually vary across civs - though I haven't played enough to know whether individual civs are sufficiently consistent across playthroughs (e.g. whether Jadwiga really is excessively aggressive) to develop the personality they were so sorely lacking before. I've seen modifiers for being friendly with their friend or with their enemy that didn't seem apparent before, which is welcome. On the downside, many of these relationships are as inexplicable as their hostility was in past games - Cleopatra wanted to be my friend as soon as we met, for instance (perhaps because she was weak? Though she never asked for assistance such as a joint war) and other civs became friendly with a mix of positive and negative modifiers that amounted to a lower overall total than some civs that disliked me.

Meanwhile, Harald still hates landlocked civs for having no navy (warning them that their coasts are easy to raid, of course), Saladin accused me of heresy a turn before offering me friendship, and Teddy thanked me for keeping peace on the continent the turn after I'd declared a war on said continent. So there's still some way to go to make these characters feel actually plausible or self-consistent even within the same game.
 
Over the weekend I completed one Imm continents game with Pericles, and started another, Imm Pangaea with Cyrus.

In the first one I've seen France having a lot of trouble with barbs. There was a barb camp at some distance to the north of Paris which must have been on continuous spawn mode, because I've seen Paris' walls and health staying reduced to zero for ages. And Catherine never had any gold surplus for trade. Nor luxuries. Her barb troubles ended only when my scout finally reached the camp and sneaked in, when it was left unguarded. But soon after, the neighbouring Australia declared on them and conquered completely.

Despite all his peaceful talks, J. Curtin seems to be quite aggressive. He went to war with pretty much everyone in the game, including me (and for such a trivial thing as innocent religious conversion of a couple of his cities :blush:). I have somehow defended against his Diggers and Mech infantry with some musketmen and field cannons. AI never bombarded or attacked the target city directly, but it did wreck all the districts and other terrain around it, that was a real ouch.

By the way, the negative production bug is still in, you repair a district and the next building would take many turns to repair. But it is enough to sacrifice one turn on switching to something useless, such as a spearman, then the next turn switch back to repairing buildings and production is back to normal, no need even to buy anything.

I've also seen Kongo use a thermonuke on Kabul, which was somewhat in the middle of my territory. :eek: Kongo was at war with his new neighbour Australia which was Kabul's suzerain. Lucky thing, there were at least two tiles around Kabul's city centre and my territory. I wonder, what would've happened if I had a tile within the blast radius? Would that automatically put me in war with Kongo or Kongo just wouldn't have used the thermo at all in that case? Anyway, there were a few of my trade routes running through the fallout and two or three of my traders died horribly from the exposure. Mvemba, you're such a SOB.

From the second game I can only tell, that Cyrus' ability rocks! As him, you want close neighbours who would forward settle you. The archer blitz with him is really awesome. Climb the hills and shoot all opposition on the same turn! I got so much land, I doubt I'll ever build enough builders to garden it all :D

And one more thing I noticed: if a suzerain of some city state declares war on me, now I can make peace with that city state immediately, on the same turn. That happened in both of my post spring-patch games. Before, it was a ten turn 'peace blocked' period. Is this a new bug or what?
 
Are you talking about spies and sabotaging space ports? AI still don't care about repairing them...
Umm yes it does... no all the time but it certainly does repair them

now I can make peace with that city state immediately
yeah... me too, report it as a bug

Playing Deity cultural... its just so much harder than it was to get ahead turn 150 in one game Peter was +200 culture and +200 tourism
 
May I just ask what the current version/built number after the Sping Update is?
I didn't notice an update via Steam for this update like I did, indeed, for Australian Summer.
In other words: how do I know that I installed this update?
 
Anyone else notice you can peak through undiscovered territory with the 'combat preview'? Just select a military unit and move the cursor over unrevealed territory.

I noticed it by chance. But it told me where Texcoco was as well as a few knights. It is a bit tricky to mouse over the correct spot though.
 
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