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Civ 6 Release and Update Discussion Thread

I agree it's opaque as it exists in Civ4, but think it could've developed into something more user-friendly, but still leaving room for tiles to change ownership. Mostly because I think capturing a city shouldn't immediately give the captor control of all its tiles
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(October 17th, 2017, 09:18)T-hawk Wrote: Civ 4's culture battle for tile control is incredibly opaque to understand.  It has a whole extra subsystem of "tile ownership culture" that isn't city culture but interacts with it and with overlapping cities and with great artists in weird and counterintuitive ways.  I much prefer Civ 5's much simpler model of first-mover-gets-it with one precisely defined way to steal it.

I agree with this. I really hated Civ4's culture tile battles. 

I don't actually think that Khmer or Poland's tile claiming abilities are that big of a deal. In practice, its likely to be something you do only 2-3 times per game, and is more likely to be used to grab a bunch of unclaimed tiles for your cities rather than steal tiles from opponents. 

If you steal from an opponent, they're likely to declare war on you over it, so there's counter play there.
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And Indonesia revealed today.

Again, from reddit:

Quote:Indonesia - [Gitarja (Tribhuwana Wijayatunggadewi)](https://en.wikipedia.org/wiki/Tribhuwana...tunggadewi)

National Ability - Great Nusantara - Coastal tiles provide minor (+0.5) adjacency bonuses to Holy Sites, Campuses, Industrial Zones, and Theatre Squares. Entertainment Complexes provide +1 Amenities, but we're not entirely sure when; One part says only when on non-lake coastal tiles, another says coastal or lake tiles.

Leader Ability - Exalted Goddess of the Three Worlds
- Naval Units can be purchased with faith. Religious units do not suffer movement penalties when embarking or disembarking. +3 Faith to City Centers that are coastal or adjacent to lakes.

Unique Unit - Jong
- Frigate replacement with 6 movement rather than the Frigate's 4. It gives its movement speed to any units that are in its formation. It gains +5 combat power when in formation.

Unique Infrastructure - Kampung
- Unique improvement that is built in coastal tiles adjacent to water resources (does not have to be adjacent to land!). Provides +1 housing, +1 Production, and +1 Food for each adjacent fishing boat. Will be improved later in the game with additional techs.

Patch tomorrow?
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Depending on when the Kampung unlocks it could make Indonesian coastal cities really good
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There's a Firaxis stream up previewing the new civs and patch.

Notable information: 

-AIs now no longer prioritize religion strongly unless they have a reason to - either religious Civ bonuses or strong Faith generation near their start.
-One of the new pantheons gives +1 faith from all tiles with Charming or better appeal. 
-Ha Long Bay, a two-tile aquatic Natural Wonder that gives a defense bonus and whose tile yields are 3f1p1c.
-Kampung comes at Shipbuilding. Civilopedia page gets shown around 32 minutes in. +1p+1housing; +1food for each adjacent fishing boat; +1p at Civil Engineering; apparently tourism sometime but I'm not sure from what.
-Religious units have a new banner shape and are on their own layer.
-Religious View has more information, including "turns until passively converted". See ~34 minutes.
-Two new beliefs of each type. Shown off:
- - Follower: Warrior Monks, which lets you faithbuy a medieval combat unit with its own promotion tree. (135 faith cost on Quick, 3 move, 35 cs)
- - - Promo tree (shown ~42 min): Left side x2 flanking bonus -> +10 CS always -> +1 attack per turn; right side submarine-style stealth -> winning melee combat spreads religion like a theological combat win -> +1 movement. Fourth-tier promo is +15 CS always. Free swapping between the lanes (eg. submarine stealth lets you take the +10 CS promo)
- - Building: The Dar-e Mehr gives bonus faith for each era that has passed since it was built.
-Diplomacy UI has changed (~26 minutes in)
-Military units can "Condemn Heretic" on the same tile as an enemy religious unit, much like plundering a trade route.
-Trade screen slightly redesigned, trade routes now cause religious pressure (twice as strong out as in.) Shown ~39 min.
-Jayavarman's agenda: large city populations and Holy Sites in many cities.
-There's a new religious unit, the Guru, which can be used to heal.
-Gitarja's agenda: she likes you if your cities are on large continents, gets angry if you have cities on small islands.

The new scenario is set in Southeast Asia and is almost exclusively religion based; each civ starts with their own partly pre-set religion.
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Stealthy warrior monks? What's next, an yarr-pirate civ?
DL: PB12 | Playing: PB13
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(October 18th, 2017, 07:20)Bacchus Wrote: Stealthy warrior monks? What's next, an yarr-pirate civ?

lol
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Patch notes of fall 2017 patch

Khmer
-Civ Unique Ability: Grand Barays - Farms provide +2 Food if adjacent to an Aqueduct. +3 Faith and +1 Amenity to each city with an Aqueduct.
-Jayavarman VII Unique Ability: Monasteries of the King - Holy Sites provide +2 Food and +1 Housing if placed on a river. Holy Sites provide a culture bomb.
-Domrey: Unlocks with Military Engineering technology. Unique Medieval era siege unit. Can move and shoot in the same turn and exerts zone of control.
-Prasat: Same yield as Temple. Missionaries purchased in this city receive the Martyr promotion. +1 Relic slot.

Indonesia
-Civ Unique Ability: Great Nusantara - Minor Adjacency for Coastal tiles to Holy Site, Campus, Industrial Zone, and Theater Square. +1 Amenity to each Entertainment Complex adjacent to a coastal tile.
-Gitarja Unique Ability: Exalted Goddess of the Three Worlds - Naval units can be purchased with Faith. Religious units pay no movement to embark or disembark. +2 Faith to City Centers that are adjacent to Coast.
-Jong: Replaces Frigate. Unlocks with Mercenaries civic. +1 Movement.  All units in formation inherit movement speed. +5 to combat when in a formation.
-Kampung: Unique improvement placed on Coastal tiles that are adjacent to a sea resource. +1 Housing. +1 Production. +1 Food for each adjacent Fishing Boat. More Housing, Production, and Tourism as you advance through the game.

Angkor Wat Wonder
+1 Population in all Current Cities when built. +1 Housing in all cities. Must be built adjacent to an Aqueduct district.

Ha Long Bay Natural Wonder
Two tile natural wonder that can be found on coastal terrain and provides +3 Food, +1 Production, and +1 Culture. +15 Combat Strength when defending in this tile.

‘Path to Nirvana’ Scenario
The lands around the Indian Ocean flourish with many religions and many people. Heaven has chosen you to bring the light to all these lands. Is your faith up to the challenge? Can you convince the people of Southeast Asia to follow your religion? In this 50 turn scenario, compete to have the most followers of your religion, the most faith per turn, and the most foreign cities following your religion.
 

[RELIGION UPDATE]
-Overhauled “Religion Lens”
-All religious units move on their own layer (similar to Trade Units and Spies)
-Switched to unique unit flag backing for religious units
-Display religion (if applicable) for a unit to be purchased with Faith
-Added the ‘Condemn Heretic’ unit action to allow military units to eliminate religious units in their tile, similar to pillaging a trade route
-Added Religion indicators to unit flags
-Religious units now exert Zone of Control and receive Flank and Support bonuses in religious combat
-Added two new Pantheons, two new Founder Beliefs, two new Follower Beliefs, two new Enhancer Beliefs, and two new Worship Beliefs (with new buildings)
-Follower Belief “Warrior Monks” unlocks the new Warrior Monk unit, a medieval land combat unit with its own promotion tree that is purchased with Faith
-Added the Guru religious support unit, which can heal nearby religious units
-Improved long-term usefulness of Missionaries by giving their spread religion ability 10% eviction of all other religions
-Gave nine existing leaders the LOW_RELIGIOUS_PREFERENCE trait so they are unlikely to push hard for a religion, making it easier for players to get one on high difficulties
-Added Unit Action tooltip to show you how many followers you’ll have in a city after you spread religion there
-Adding religious pressure to both ends of a trade route:
-Destination city gets 1 pressure per turn of the origin city's majority religion (if it has one). This is the same amount as if that city was close by.
-Origin city gets 0.5 pressure per turn of the destination city's majority religion (if it has one)
-Added 8 new Relics
 

[UI ENHANCEMENTS]
-Updated Diplomacy screens to improve readability and usability
-Trade Overview: Available Routes tab will now show all possible routes between two cities regardless if the origin city has a trader located at it
-New medallion style art for Great People
-Capital icons now appear on city banners in espionage chooser menu
-Rest & Repair actions inform you if you can’t heal due to a missing Strategic Resource
-Changed sort order for gossip so most recent messages are shown first
-Ensure plot tooltips show up after mousing over 2D icons in same plot
-Trade route chooser now sorts routes when filtered by a yield
-Lots of changes to make assorted UI screens more moddable/extensible
 

[AI TUNING]
-Improved AI’s naval gameplay, including protection and healing of naval units, building a proper navy, and assaulting coastal cities
-AI will attempt to re-convert its holy cities
-AI will no longer commit to battles they cannot win
-Improve AI city and district placement
-Improved AI’s valuation of great works
-Improved Scout’s drive to explore Tribal Villages
-Improved siege attacks
-Adjusted religious strategies, preventing large hordes of units going to the same, distant city
-New AI support for Religious Heal and Condemn Heretic actions
-Improve AI use of Inquisitors
-Money Grubber agenda is no longer as sensitive to fluctuations in income
 

[MULTIPLAYER]
-Ongoing stability improvements
 

[BALANCE CHANGES]
-Removed some of the least useful Gossip messages to improve signal to noise:
Buildings constructed if from 2 eras earlier than the constructing player's current era
Civic cultivated if from 1 era earlier than developing player's current era
Influenced city-state if not tied or higher than all other players
Land unit promoted if only to Level 2
Naval unit promoted if only to Level 2
Policy slotted if unlocked from a Civic that is 2 eras earlier than slotting player's current era
Tech researched if from 1 era earlier than researching player's current era

-Move +1 embark speed from Cartography to Square Rigging
-Allow friendly or allied spies to escape just before a nuke is detonated on a city they are in. All other spies are still killed.
-Add Guilds as a prereq for Humanism so you have Theater Square before Museums
-Change the Civic prereqs between Industrial and Modern so Zoo is required before Stadiums
-Religious Idols Pantheon belief is now +2 Faith per mine instead of +1
-Persian Immortal unit now behaves primarily as a melee unit with a ranged attack ability
 

[BUG FIXES]
-AI will now recruit Great People when they take control of a human's game in MP
-Fixed an issue where AI would trade invalid items
-Fixed issues where AI appears to refuse their own deal proposals
-Corrected an error that made the AI very unlikely to agree to alliances
-Added missing description text for Broadway (+20% Culture for the city)
-Fixed Colonial Taxes to be the listed 25% boost
-Fix player being able to make peace with city states while at war with the suzerain
-Pillaged districts no longer provide adjacency yields and they drop adjacent Appeal
-Fixed the Hanging Gardens not granting Appeal
-Archery tech boost earned by a Slinger on defense
-Unique districts don’t count twice for Mathematics tech boost
-Fix Housing from Monarchy to properly be +1 for each level of Wall
-Culture Bombs can no longer steal National Park tiles
-Conquering a city with a spaceport under sabotage no longer redirects that mission at yourself
-Captured spies are immediately returned when a player is defeated
-Gold costs of delegations is correct at all game speeds
-Properly compute foreign followers of a religion for beliefs that use this stat. Followers from cities that didn’t have this religion as a majority were not counted previously
-Embarked combat units can no longer capture enemy embarked civilians
-Additional bug fixes
 

[MISC]
-Changed Jakarta City-State to Bandar Brunei
-Added Motion Blur to leaders
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Civfanatics thread has ppl discussing what other bugs were fixed but not expressly mentioned. Seems like the infinite occupation bug is fixed.

They also have the new beliefs listed:

Quote:New beliefs for those that have asked:

Pantheon: City Patron Goddes- +25% Production toward districts in cities without a specialty district.
Pantheon: Earth Goddess- +1 Faith from tiles with Charming or better Appeal.
Pantheon: Religious Idols (changed)- +2 Faith from Mines over Luxury or Bonus resources (was +1)

Worship Building: Der-e Mehr- +3 Faith, +1 additional faith for each era since constructed or last repaired
Worship Building: Stupia- +3 Faith, +1 Amenity

Follower Belief: Choral Music- Shrines and Temples provide Culture equal to their intrinsic Faith output
Follower Belief: Warrior Monks- Allows spending Faith to train Warrior Monks, medieval land combat units with a unique promotion tree. May only be purchased in a city with a Temple in its Holy Site.

Founder Belief: Cross-Cultural Dialogue- +1 Science for every 5 followers of this Religion in other civilizations.
Founder Belief: Religious Unity- +1 Envoy at each city-state when it first adopts this religion, in addition to any envoy from a city-state quest.

Enhancer Belief: Burial Grounds- Culture Bomb adjacent tiles when completing a Holy Site
Enhancer Belief: Religious Colonization- Cities start with this religion in place if founded by a player who has this as their majority religion.

Thread at civfanatics: https://forums.civfanatics.com/threads/a...on.623539/


Edit: oh boy, anybody can culture bomb now
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(October 19th, 2017, 13:47)pindicator Wrote: Enhancer Belief: Burial Grounds- Culture Bomb adjacent tiles when completing a Holy Site

This means that in theory every playable civilization is able to do a culture bomb.

EDIT: Ninja-ed by Pindicator
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