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Civ 6 Release and Update Discussion Thread

A new patch is up. Here are the patch notes from the reddit post:

[BALANCE CHANGES]
  • Harbors now give a major adjacency bonus with the City Center, +1 Food to all Coast tiles when the Lighthouse is built, and +2 Gold to all Coast tiles when the Seaport is built.
  • Australia now gets +1 for Charming/+3 for Breathtaking on the four affected districts (had been +2/+4) to compensate for the Harbor boost above
  • Royal Navy Dockyard now always provides +1 Trade Route capacity, even if the city already has a Commercial Hub. This makes it more useful, even when England builds it on its home continent.
  • Added “Future Civic” to the end of the Civics Tree, a repeatable Civic to research and add to the player score.
  • Bomber units are now more effective against cities.
  • Swordsman are now reduced to 36 combat strength.
  • Damages now remain on City and Encampments when a city is traded.
  • Siege units with bonus movement (e.g. from Great Generals or Persian surprise war) can still shoot after moving as long as they still have 2 MP.
  • Adjusted Warmonger penalties for Diplomatic status:
    • When applying a warmonger diplomatic penalty for EITHER declaring war or capturing a city, reduce that penalty if you are enemies with the target of that warmongering as follows:
      • -20% warmongering if this is against a player you have denounced
      • -40% warmongering if this is against a player you are at war with
    • NOTE: This is not used in situations where you are fighting a Joint War against the target power or when Sumeria joins as ally in war (in both those cases the penalty is still zero).
    • EXAMPLE: Macedon is at war with Persia. If India goes to war with Persia sometime in the middle of this Macedonian/Persian War and captures a Persian city, Macedon will reduce its warmonger penalty against India by 40%.
  • Adjusted Warmonger penalties for City Population:
    • When applying a warmonger diplomatic penalty for capturing a city, reduce that penalty if the city is smaller than the average city in the game as follows:
      • If the city’s population after conquest is below the average population of all the cities in the game, reduce the warmonger penalty by the percentage that city’s population is below the average.
    • EXAMPLE: Persepolis is conquered and its population after conquest is 6. But the average size of a city in the game is 8. So this city is 2 / 8 = 25% below the size of the average city in the game. Therefore the warmonger penalty is reduced by 25%.
[AI TUNING]
  • Improved coordination for multiple attacking units.
  • Ranged units better understand how to capture civilian units.
  • AI should now generally accept embassies when neutral, and reject when unfriendly.
  • When asking an AI to equalize a deal that has elements on both sides of the deal, it will consider a gold-only change before looking at other possibilities.
  • Increased AI’s desire to repair pillaged Districts and Buildings.
  • Minor civs will no longer go after policies that give them extra influence they can never use.
  • Made it easier to meet the positive side of the environmentalist agenda
  • AI will now build multiple Neighborhoods.
[BUG FIXES]
  • The Great Works tooltip in the deal now shows extended information.
  • Melee units can no longer attack embarked units.
  • Pillaged improvements no longer provide Pantheon bonuses.
  • Fixed double-counting of Appeal from Improvements.
  • Fixed broken gossip message about Seaside Resorts that made them always mention a "lost city".
  • John Curtin is now referred to as “Prime Minister” and not “President” in the Outback Tycoon scenario.
  • Fixed an issue where previously constructed buildings were not showing up properly on the Production Chooser.
  • The World Tracker now keeps its open/closed state between turns.
  • Additional bug fixes.
[MULTIPLAYER]
  • Updating Global Thermonuclear War scenario's Proxy War victory condition to support team play.
  • Expanded internet games list to show results from additional regions
  • Games list was frequently not showing all available games due to UI bug.
[MISC]
  • Added more civs to the True Start Location Earth map.
  • Separated war/peace notifications into major civs vs. city-state.
  • Added additional information to Defeat/Victory screens, so players will be clearer on why they have lost the game.
  • Added "special ability" stars to techs and civics that unlock new functionality.
  • Added invasion warnings to Poland scenario
  • Added new Capabilities data base table to disable select game systems for scenarios and mods.
  • ARX functionality updates for scenarios.
  • Added text labels differentiating Official and Community content in the Lobby screen.
[ADDITONAL CONTENT]
  • In Game
    • Fixed issues in the Additional Content menu with mods that contained very long strings.
    • The "ImportFiles" modding action now works as a Frontend action.
    • The "UpdateIcons" action now supports SQL files in addition to XML files.
    • Multiple files can now be specified in the "AddGameplayScripts" Ingame action.
    • Added a "DoNothing" Frontend action and Ingame action. This action is useful as a placeholder or as a container that includes other actions.
    • The localization database is now written out to the cache folder.
  • Development Tools
    • The SDK launcher will now close after the user has clicked on an application to launch.
    • ModBuddy will no longer display a 'Parameter "escapedValue" cannot be null.' error when the Development Assets are not installed.
    • Added SQL syntax coloring to ModBuddy.

I like the harbor changes a lot - they were much needed, especially after the nerf to the trade route capacity. Sea resources are definitely worth working with a citizen after a lighthouse and seaport (+1 food and +2 gold, so crabs would be 3f5g, fish would be 4f3g and whales would be 4f4g). The adjacency bonus for being next to a city center is also a nice addition - I'm not sure if it will be enough to incentivize settling on the coast, but at least now that brings a bonus compared to settling 1 off the coast.
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I also like the harbour changes, they might make coast worthwhile. I also like the interface change that sounds like it will show things like the mine yield boost at apprenticeship, it's one of the biggest early boosts and yet is hidden at first glance. On the other hand, Australia needed more of a nerf. The yields from the districts is not the problem, the problem is their capacity to get insane food and production from their unique improvement and their inability to be attacked through their doubled production when declared on.
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Wow, that patch was a lot faster than I expected. I guess they wanted to get their DLC civs out quickly... Anyway, the changes to Habor districts are excellent. Water tiles are now finally worth working again, and the scaling from lighthouses/seaports feels just about right from a balance perspective. Good stuff here. smile
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Well, let me correct my earlier statement, the patch is not up but they said it will be coming this week. But yes, it seems like they wanted to get it out quickly. No complaints from me there. nod
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No complaints here (well, aside from the profuse DLC civ name-dropping), this is the sort of quality patch I wish they'd been issuing to begin with.
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Harbours useful, wow, that is actually the right call here.
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So the harbor bonus is +2 next to a city center. So if you can get a city center, harbor, commercial hub triangle (with the commercial hub on a river), that nets a total of 6 gold (4 from CH, 2 from harbor) even before any other potential neighboring sea resources. Also, the shipyard grants a bonus production equal to the adjacency bonus of the harbor, so a city on the coast could have a production bonus of +3 or +4 if it gets lucky with the sea resources in addition to the gold bonus. In the coastal places where the industrial zone might not be suitable or where there are not many hills, going commercial hub -> harbor seems better than commercial hub -> industrial zone. I really like the changes here.
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Great changes overall.

I don't know about the paid civs and city states, there lies obvious balances problems, but the harbor update is great, love it. toning down warmongering penalties and updates of the AI are good too (even if I doubt the AI is anywhere near the "satisfying" level yet).

Seems to be going in the right direction, and I think the game is already very good, so that's good news !
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Yeah harbor update is probably the way to go. Now you have some incentive to settle on the coast (beyond the bonus for sailing), while coast tiles are still not overpowered.
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I tried this new patch and I have to say, the AI is a lot better than at initial release. I tried a AW game on standard Pangaea on immortal and got defeated early on. I will try again on emperor but it is no longer a piece of cake.
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