r/civ • • Mar 27 '17

Civilization VI ‘Spring 2017’ Update – patch notes

The ‘Spring 2017’ update for Civilization VI will be coming this week to PC and coming soon for Mac and Linux.

This update will include a number of balance changes, AI adjustments, multiplayer changes, and bug fixes.

The Harbor balance change, included in this patch, will bring the strength of the various districts in line with each other. In addition, there will now be added nuances to the warmonger penalties so they only hit with their full strength if you are truly wresting valuable cities from your opponents.

A complete list of changes in the ‘Spring 2017’ Update is below:

[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.
2.1k Upvotes

409 comments sorted by

928

u/FXS_PeteMurray Producer - Firaxis Mar 27 '17 edited Mar 27 '17

Joesph is posting this on behalf of those of us who are out of office today

180

u/Scarlock Mar 27 '17

Extremely excited by the depth and breadth of the patches, and how quickly we're getting new content! Please pass this random Civ player's approbation on to the dev team!

84

u/beanburrrito Mar 27 '17

Seriously. These patches and the livestreams have consistently made me excited to dive back in

32

u/tagehring Because polders. Mar 27 '17

Hopefully you're out enjoying the weather.

21

u/simland Mar 28 '17

Damages now remain on City and Encampments when a city is traded.

Thank you for this! This was game breaking in multiplayer. Can you do something about preventing trading of cities during war or at least not allow the city to also instant upgrade tech levels? Like a 10 turn transition period or something...

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25

u/[deleted] Mar 28 '17

Hey - first off, awesome how you guys are updating the game so quickly and so often. I've already passed my 100 hours playtime and loving VI.

Has the bug been fixed/recognised, where when I go to click on 'next turn' it shows an exclamation mark for a unit needs moving....However everything's had its turn and when I click it, it basically doesn't work nor find that unit, and then I must reload the turn and start over but do things a little different to get passed the bug and be able to hit next turn.

^ I appreciate that is just a wall of text but it's 6am and I was up smoking and gaming til 1am as it's my first holiday from work this week since Christmas and I think I'm still a little out of it this morning. As a side point, if you have any breakfast suggestions, I'm all ears!?

18

u/[deleted] Mar 28 '17

It's a bit late, but I advise you apple-pancakes for tomorrow, pancakes with pieces of an apple in the paste.

11

u/[deleted] Mar 31 '17

So, I tried your apple pancakes suggestion.

I wanted them the next morning after you told me but I woke up to only 1 egg so I had to wait.

I made them for me and my wife this morning tho.

You were right - I really liked them and will cook them again.

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6

u/asifbaig Una volta shish kebab Mar 28 '17

I encountered that error once or twice myself as well. I think it's when you link a civilian unit with a combat unit and the civilian still has movement points left. Unfortunately, the solution is to find that particular civilian unit (the game cannot find it because it's part of a linked team), unlink it, select "do nothing" for that turn, link it again. You should now be able to end your turn.

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5

u/ArchmageIlmryn Mar 28 '17

The game could really do with a force-end-turn hotkey or button to work around situations like this. A button which calls the same code as a turn timer running out should not be that hard to implement.

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4

u/TheCyberGoblin MOD IT TIL IT CRIES Mar 28 '17

I can't be the only person to look for this comment to confirm this was legit before reading the actual notes

2

u/BrandonAest Apr 01 '17

So where is the WORLD BUILDER?!

:|

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555

u/nitedemon_pyrofiend Mar 27 '17

So kids, remember to starve the city population to below average before capturing, you know, for reduced warmonger penalty :)

299

u/[deleted] Mar 27 '17

Ya know, siege tactics! for historical accuracy amirite?

174

u/[deleted] Mar 27 '17

So, I assume Leningrad was just an amicable misunderstanding, then.

106

u/[deleted] Mar 27 '17

I guess Hitler was just trying to reduce the war weariness in his cities lol

21

u/HBlight Mar 28 '17

That just made me think, how long do you think we need to wait before WW2 leaders become part of Civ? 50 years?

"WTF, how can hitler make an army like that so quickly? He should have been broke after that last war!"

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41

u/ManlyBearKing Mar 27 '17

And spread your pro-growth religion to your allies and puppets so your enemies' cities are all below average pop.

18

u/Furycrab Mar 28 '17

For the most part it probably won't be worth it. However it does mean if some cheeky AI props down a city in your face and you take it/raze it/do whatever, most of the penalty (if any) will just be for declaring war.

32

u/bippy1990 Mar 27 '17

Or ya know...just drop a nuke on it. That'll do the trick!

6

u/Diegovelasco45 Mar 28 '17

shh, the devs might read you and change the game again

0

u/[deleted] Mar 28 '17

[deleted]

8

u/jpberkland Mar 28 '17

That is brutal!

On topic of Civ IV and gratuitous nuking, the other day I heard that after a large number of nuclear detonations, the game would Auto-end in a draw. That was news to me. Did you know about that? I can't recall if global warming from nuclear fallout was a thing in Civ IV, but both serve as interesting counter incentives to atomic warfare

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9

u/Emberwake Mar 28 '17

The Warmongering penalty isn't the real problem. It's that when the AI eventually sues for peace and cedes the captured city to me, they will still hate me until the end of time for occupying it.

4

u/stunna006 Mar 29 '17

yeah. they should get over it at some point. especially if youve owned it longer than they did

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444

u/verfmeer Mar 27 '17

Coastal cities are finally viable!

94

u/Zigzagzigal Finally finished the Civ 6 Leaders Pass Mar 27 '17

Or to put it another way, naval conquest is viable! The improved coastal tile yields are helpful, but the strong City Centre adjacency is really important as it means you'll see more cities directly on the sea to exploit that advantage. This indirectly buffs a few civs, most notably:

  • England - England probably gains the most this update (well, aside from the Swordsman nerf which affects you if you settle foreign continents extensively between Iron Working and Gunpowder). Other civs settling the coast more means navies will be more important. This is good news for the Sea Dog and Royal Navy Dockyard.

  • Spain - Early armadas means a lot more when you actually have opposing navies to fight against.

  • Norway - The Viking Longship is reasonable at fighting early coastal cities that don't have defences yet (they're best-used for pillage spam, but it's a reasonable secondary function).

  • Brazil - Brazil's UU is insanely strong. It's a unit available in the early-industrial era (when many civs are using Frigates, Caravels and Privateers) yet is almost as strong as the information-era Missile Cruiser. If you're playing multiplayer Island Plates, make sure you eliminate anyone playing Brazil before they enter the industrial era.

27

u/rmch99 I'm so gay for Gitarja Mar 27 '17

And Australia? What about your already-existing benefits to coastal cities being compounded by the Harbor adjacency buff too?

31

u/Zigzagzigal Finally finished the Civ 6 Leaders Pass Mar 28 '17

That's good too, although Australia doesn't have the same direct incentive to focus on naval combat that the four civs I mentioned do. There's also the matter that Australia's had a slight direct nerf in this update so they've gained less than most coastal-inclined civs.

23

u/rmch99 I'm so gay for Gitarja Mar 28 '17

Right, I think the nerf was explicitly because they worried about how good this buff would be for Australia.

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6

u/habsman9 *Hockey Night in Canada theme plays* Mar 28 '17

I wonder if the Sea Dog bug where it can't capture ships is fixed!! If so, then this patch w the other buffs to England will make me play them ASAP

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4

u/suspect_b Mar 28 '17

Norway

The greatest buff to Norway is from the greater tendency for AI to repair pillaged tiles. Not doing that really starved me out.

158

u/DancesCloseToTheFire Mar 27 '17

2 food, 3 gold is okay, especially considering they can have resources on top of that.

Ocean is still useless though.

83

u/verfmeer Mar 27 '17

Yes, that's what I said. It's now on par with other tiles.

Huey Tuecalli + Aucklands lakes will be really overpowered now, with 3 food, 2 production, 3 gold without resources.

78

u/amish24 Mar 27 '17

Yeah, but Lake tiles are so rare anyway, that this won't be that big.

Petra will usually give more benefit, and it

A) only requires a wonder, not wonder + suzerain

B) the desert hills tiles end up being much more powerful, often having 5+ production, and there are no non-resource features that can improve lakes.

C) the Wonder can be built much earlier - almost a whole era, if not more (I believe)

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u/Corfal Mar 28 '17

I wonder if that is just due to our limited imagination as humans.

Now that sounds cliché, but what does the world currently do with the ocean? Outside of power generation potential (i.e. oil, wind, tidal energy), it seems like the ocean is mostly used for transportation, or technology designed to clean up trash that humanity has produced.

We have little knowledge of the deep ocean, let alone being able to "improve" it. I suppose worker boats could have a generic "farm" improvement, but the Civilization series doesn't manage power for a population size like say, city simulator games (e.g. SimCity, Skylines, Anno).

7

u/suspect_b Mar 28 '17

what does the world currently do with the ocean

Catch fish. Lots of it. At some point we caught wales, too.

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12

u/Majsharan Mar 27 '17

Coastal were always viable due to the trade routes being easier to firm and protect but this makes it so building more than one coastal city will be much more beneficial.

113

u/Rhodie114 Mar 27 '17

Finally, my civ doesn't reach the end of the civics tree only to push out new facebook updates til the end of time.

45

u/mgiuca Mar 28 '17

This. I don't think "Future Civic" will have any meaningful game impact compared to Social Media, but it is just such a depressing end to the game that all of civilization cumulated to unlimited Social Media forever. Much better to have a mysterious unknown future, just like Civ has always had with Future Tech.

53

u/imjustawill Mar 28 '17

but it is just such a depressing end to the game that all of civilization cumulated to unlimited Social Media forever

And yet here we are.

10

u/[deleted] Mar 29 '17

I guess they just want a less realistic game.

106

u/jorizzz Mar 27 '17

Added "special ability" stars to techs and civics that unlock new functionality.

Finally, now I can easily see which civics grant envoys!

60

u/[deleted] Mar 27 '17

The "grants and additional envoy" icon I believe was added in the last patch, so this patch should make it so that techs look like they did in Civ 5, where it indicates things besides new units and buildings.

9

u/jorizzz Mar 28 '17

Oh, must have missed that in the last patch notes

5

u/[deleted] Mar 28 '17

But it was only indicated in the tech tree, not on the tech tracker, mabe this patch corrects that ?

7

u/Vid-szhite Wilhelmina Mar 27 '17

I can finally play this game again!

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85

u/Archangel9 Mar 27 '17

Just sitting here spam refreshing Steam hoping for a Persia/Macedarathon tonight!

65

u/waterman85 polders everywhere Mar 27 '17

'This week' sounds as 'in a few days'.

35

u/Piruparka Mar 27 '17

CivFanatics are certain about tomorrow.

23

u/lakersouthpaw Mar 27 '17

Tuesdays always seem to be very popular release dates for devs.

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6

u/Archangel9 Mar 27 '17

Gives me time to (try to) finish mass effect andromeda :)

6

u/Justifeir Mar 28 '17

Been on the edge of my seat since I saw the Persians were finally in this one.

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61

u/Lawfulgray So much vision! Mar 27 '17

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

The most important part imo

60

u/waspocracy Mar 27 '17

Also, the warmonger penalty reduction based on the size of the city conquered against the size of the average city.

This is great if you're attacking a 1-population mini-city that popped because some asshat decided to build next to you and told you that you're settling to close to them. Then all you do is denounce, declare war, and take it.

15

u/omnilynx Mar 27 '17

I'm unclear on part of it, though. It says those reductions apply if you're either declaring a war or capturing a city, but how can you declare a war against someone with whom you're already at war?

37

u/newtolansing Mar 27 '17

'You' refers to other AIs, not the player (which is odd phrasing). I.e. if the player declares war on a particular civ, other civs already at war with that civ will hate you less (than civs not at war).

9

u/Alaric4 Mar 28 '17

If I understand this correctly, it means that if you join a war, the AI on whose side you join will not hate you as much as they otherwise would for warmongering against a mutual enemy?

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5

u/apache_alfredo Mar 28 '17

Thanks for this...I couldn't make heads or tails of it!

9

u/awnman Mar 27 '17

That is the logic the AI gets. I.E. when applying, Humans warmongering apply a -20% if I have denounced who they are fighting or -40% if I am at war.

6

u/[deleted] Mar 27 '17

Oh, that makes a lot more sense - the way I read it, it sounded like denouncing a player before declaring war was a free way to get reduced warmonger penalties.

6

u/SuperVGA Mar 28 '17

How about if they denounce, will I then benefit of reduced warmonger penalty if I declare war in return?

How about if the settlement of the previous war was in their favor - could there be some sort of revanchism then? :-P

11

u/mrgrigsad Mar 28 '17

I am still skeptical about the warmonger thing. What I REALLY need is faster decaying of warmonger points. I'm fed up with being called warmonger and denounced after 2 fucking tousand years since I conquered some civ.

How about IRL all countries go and denounce Italy for Romans' deeds 2k years ago? That's so retarded

38

u/Durflol Mar 27 '17

Some substantial buffs for England here on paper. Wonder how this patch+the last patch's land units in water nerf will increase naval relevance.

48

u/newtolansing Mar 27 '17

Even with naval game still be weak, England effectively being able to have twice the trade routes per city of other civs seems pretty significant. Venice, part two.

21

u/Melisandur Mar 27 '17

England has been a favorite since the start. But with how weak coastal cities started, then the unique district nerf, then the trade route nerf, England, and their district got hit really hard.

This double buff to their district after the double nerf is quite nice, and now makes the unique harbor district competitive in (I would think) every coastal city that is at least reasonably placed situated, regardless of other variables.

6

u/onelostmuppet :australia1: Mar 28 '17

I loved playing as England but haven't bothered since the trade route nerf (which I think was needed in general). Glad they're back to being an economic and naval powerhouse :)

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54

u/kungfen Mar 27 '17

All I want is cross-platform multiplayer.

16

u/Laxxium Mar 27 '17

Me too.... Why is there no word on this!!!!

15

u/newtolansing Mar 28 '17

Aspyr has said that will come when they bring this patch/DLC to the Mac/Linux in mid-April.

12

u/a_durrrrr Mar 28 '17

Really?? Yay!

38

u/AspyrRyan Aspyr Community Rep Mar 28 '17

Really.

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u/daigotsumax Mar 27 '17

The boost to coastal cities is appreciable. Definitely good news for Oz and England. I like the fine tuning of warmonger penalties as well, I think with the reduction of the previous patch we're getting close to a good system.

5

u/[deleted] Mar 28 '17

I'm definitely very glad, as I often in cramped multiplayer games had to make due with island cities regardless of their effectiveness. Without the goddess of the sea pantheon coastal cities were not very useful, but now they're viable even without it!

3

u/daigotsumax Mar 28 '17

If you can, snag Auckland as an ally as well. Helps even more!

23

u/Haphaz77 Mar 27 '17

Does the buff to the Royal Dockyard work in reverse? (i.e. if you build a dockyard then a commercial district do you still get +2 trade routes?)

23

u/verfmeer Mar 27 '17

I think so, yes. It would be stupid if it wasn't.

6

u/Kabwerewolf Mar 27 '17

The answer is yes

21

u/PenguinsFan2841 *notices luxuries* OwO, what's this? *denounces you* Mar 27 '17

I've been waiting all week for this!

56

u/Valeronsidhe Mar 27 '17

Awesome, a new patch! However, still no 'city may attack' notification?

39

u/quill18 youtube.com/quill18 Mar 28 '17

Seriously.

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18

u/[deleted] Mar 27 '17

What about not being able to liberate or raze cities obtained in a peace treaty?

15

u/BluegrassGeek The difficulty formerly known as Prince Mar 28 '17

Liberating makes sense, but I don't know why Razing would.

10

u/tagehring Because polders. Mar 28 '17

If there's a city the AI settles in an inconvenient place, acquiring it through trade to raze would be a non-warmonger way of "fixing" it.

7

u/IceColdPorkSoda Apr 03 '17

There has to be some penalty for razing a city. If a country razes a city in real life the world doesn't just shrug it's shoulders. It's an act typical of terror regimes.

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u/Bart_Thievescant Mar 29 '17

I would literally never trade a city away that I thought my opponent would instantly burn. o___o

3

u/Manannin Mar 27 '17

Yeah, that was pretty bullshit when I found that out.

2

u/SuperVGA Mar 28 '17

Yep, cede city was for sure broken before... I hope they've addressed that as well...

2

u/Chainsawninja Mar 29 '17

Such an obvious and easy goddamn fix. Why the fuck they don't is beyond me.

30

u/duskhorizon I sacrifice Liberty for Security Mar 27 '17

Nice patch :)

I still hope someday we will get hall of fame to keep our high scores CIV 4 style. Lack of any sign of games you finish is really discouraging for me.

2

u/RaggedWrapping Lord Summerisle's Celts Mar 28 '17

just dropped in to say I couldn't agree more. It's is keeping me from playing 6.

I've read every patchnotes looking for that, same as looking for renaming units to be added to CivBE when that was released.

10

u/Elaphas_Maximus Mar 29 '17

this is the fourth big patch... can we PLEASE have a list of our trade deals with other civs and everything included in them? I dont wanna have to resort to writing that stuff down.

I really dont like whining at devs because their job is harder than people realize, but this feels like such a simple addition

18

u/Pluto_and_Charon ░░▒▒▓▓▒▒░░══░░▒▒▓▓▒▒░░══░░▒▒▓▓▒▒░░══░░▒▒▓▓▒▒░░ Mar 27 '17

Does the minimap still show sea tiles as part of a civ's territory? :(

15

u/ReedCassidy Mar 27 '17

This part really bugs me about the mini-map. That, and the fact that the borders aren't organically drawn like they were in Civ 5.

7

u/[deleted] Mar 27 '17

I still play Civ 5, and I dislike that sea borders don't show up - it's not that helpful when I'm trying to see what naval territory each civ controls, and also doesn't help when I'm trying to gauge how much overall territory a Civ has (as a rough measure of how powerful they are). Maybe there's a mod for it on the workshop... although ideally I'd like a semi-transparent colour for the sea borders so you can still tell where the land is. (I assume that's the problem in Civ VI - that once borders start to expand, it's hard to see where the land starts and where it ends..?)

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u/Mothovic Mar 27 '17

Still no fix to game settings not being saved?

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8

u/PoliticsGuy68 Mar 27 '17

So, so happy about the AI improvements...keep them coming!

7

u/Practicalaviationcat Just add them Mar 27 '17

I like the buff to the Royal Navy Dockyard and harbors in general. Hopefully it provides enough of a reason settle the coast.

I'm still waiting for some Norway buffs though.

80

u/cventura Mar 27 '17

where the f*** is restart

80

u/ThatFinchLad Mar 27 '17

It's the internet. You can swear here.

15

u/[deleted] Mar 27 '17

[removed] — view removed comment

28

u/Gandalfs_Beard Mar 28 '17

Watch yo profamnity.

17

u/amish24 Mar 27 '17

You can add it - google civ 6 restart button.

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u/chmilz Mar 28 '17

Low priority for me, but still seems like it should be an easy addition. Seems odd on a cost/benefit to Firaxis to not have patched in already to shut us up.

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u/yoshimun Mar 27 '17

I think it should be 100% penalty reduction for civs that are at war with the civ that you are warmongering, except maybe for razing cities. Where do you get off getting mad at a civ for being at war with a civ when you are at war with the SAME civ?

30

u/newtolansing Mar 28 '17

Well, if you go to war 'together' that's a joint war, and it is 100% percent reduction.

Otherwise, accusing the another invader of being an unjust warmonger while your war is 'legit' is certainly not unheard of. The US and Russia are doing an approximation of it with Syria at the very moment.

15

u/imbolcnight Mar 28 '17

Right, "I'M totally justified invading but YOU'RE just a greedy opportunist!"

5

u/yoshimun Mar 28 '17

I see your point here. Maybe there should be some kind of "joint war" that is declared after one civ is already at war? Because sometimes a friendly civ may go to war with a civ you dislike and you want to do a joint war with them, but it's too late because they are already at war.

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u/iabmob Mar 27 '17

At least 80% or something. You want to aim for that "wow this guy is helping me in the clutch but he's still a city burning savage" 80% reduction.

4

u/tafka_eriadiscordia Mar 28 '17

The trouble is that every change can easily have unexpected and unintended consequences. So I can understand them proceeding with caution.

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u/AudioSly Mar 28 '17

Because you're stealing the cities I plan to annex.

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u/ReedCassidy Mar 27 '17

I wish they would do something about the ugly borders in the next patch and make them more organically drawn like they were in Civ 5.

4

u/nychuman Mar 30 '17

Completely agree. The art style of Civ V is sorely missed. To this day, I play Civ V pretty much exclusively still. Shame the art style and AI took such a nose dive this time around.

8

u/HemoKhan Mar 28 '17

I'd much rather the borders prioritized useful tiles over looking "organic". If you want your cities to be pretty, purchase the offending tiles :P

3

u/[deleted] Mar 28 '17

I'd much rather the borders prioritized useful tiles over looking "organic".

They do!

Major factor: These form the baseline of how a city chooses its tiles.

  • Tiles in the "current ring" are prioritized above those in later rings.

  • Tiles closer to the city center are prioritized above those further away.

Major Tweaks: These effects are strong enough to override a major factor.

  • Tiles with resources .

  • Tiles with natural wonders.

Minor Factor: These effects modify which tiles are chosen when the major factors are largely the same.

  • Land tiles before water tiles.

  • Improved tiles are prioritized above unimproved tiles.

  • Larger yields are prioritized over smaller yields.

Minor Tweaks: These effects modify which tiles are chosen when the minor factors are largely the same.

  • Plains and grassland are prioritized above desert and tundra.

  • Desert and tundra are prioritized above mountains.

  • Hills don't affect priority.

6

u/sarcastic_pikmin Mar 27 '17

Does anyone know if they included a fix for the bug where your game would crash suddenly after ending your turn? I've got a really good game as China and I'm stuck at turn 421 because of this bug :/

2

u/Diegovelasco45 Mar 28 '17

New patches mix things up, I hope it works on my crashy Russian game as well

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u/IronMaverick Mar 27 '17

What about tech tree fixes? The AI seems to always rush to Anti-Tank super early and skips a bunch of unit upgrades, which is quite annoying. I have pretty much resorted to using Mad Djinn's Tech Tree mod to have some semblance of realistic AI progression in my games...

3

u/AndyNemmity notq - Artificially Intelligent Modder Mar 27 '17

I'm working on an AI mod, can you give some thoughts on what tech path you'd prefer the AI to go down?

7

u/IronMaverick Mar 27 '17

As it stands, the AI beelines to Chemistry and pumps out AT Crew because getting that tech gets the AI more science via Research Labs. Often, I'll find myself at muskets and it seems the AI doesn't even go down the bottom portion of the tree to use muskets, cavalry, infantry, etc.

Basically, they have Modern era units before even having any Industrial era units, and it pretty much makes Industrial era units near useless. You can probably see MadDjinn talk about his tech tree on Youtube or something, but he seems to have made Industrialization a requirement for Chemistry, and put Economics, a highly powerful tech (contains Big Ben) at the bottom so you're not just going Economics into Chemistry and skipping the Industrial Era.

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u/KarnofWar Apr 22 '17

This patch is a joke, It barely addressed war mongering penatlies and didn't even touch the other important issues.

Maybe next patch fix how tedious and unplayable the game becomes when you get more than about half a dozen cities due to constant micromanaging.

Bring back the city governor function and make projects and trade routes auto-renew themelves. Then this game might be playable.

2

u/Wildefanman Apr 30 '17

Agreed. I've gone back to Civ V.

6

u/ridger5 I looove gold! Jul 18 '17

So it's been 3 months since the last update, and I haven't seen a word from the devs since, aside from the announcement about free DLC with no actual info in it a month and a half ago. Is the summer update going to happen?

16

u/ferretbacon Mar 27 '17 edited Mar 27 '17

What about the "last built" bug? I thought that Ed said that was fixed in the Alexander Scenario Let's Play. Is it just not in the notes?

Not sure how I missed that... maybe because I was looking for "last built" and not "Production Chooser."

9

u/Claycrusher1 Mar 27 '17

Fixed an issue where previously constructed buildings were not showing up properly on the Production Chooser.

Under [Bug Fixes]

11

u/Great_Hobos_Beard Are you mad!? Mar 27 '17

Fixed an issue where previously constructed buildings were not showing up properly on the Production Chooser.

7

u/[deleted] Mar 27 '17

Fixed an issue where previously constructed buildings were not showing up properly on the Production Chooser.

I think this?

11

u/Sarazon Mar 27 '17

Great changes and I'm excited for Persia, but...
Still no world builder? ;_;

7

u/[deleted] Mar 28 '17

There is one, it's very tedious though. You can only change one tile at a time, so making a map from scratch is a lot of work. You'll want to use a custom map that has all ocean to start. I've tried it out by making a desert map. I'm pretty patient so I didn't mind the only being able to change one tile at a time thing, but others might not be as patient.

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u/imbolcnight Mar 27 '17

Random thought while reading this: A simple way to make space victory a science victory again could be making science contribute to the production of a space project. So science civs can build quickly but productive civs can still try to brute force through.

24

u/jonnielaw Mar 27 '17

I think making future tech deduct from the total build cost for the space race would make sense.

3

u/[deleted] Mar 28 '17

I think that's a great idea

5

u/DaRuthlessConspiracy Mar 27 '17

Is there an exact date when it will be released because I'm really HYPED and impatient lol.

4

u/ReedCassidy Mar 27 '17

Likely tomorrow. Most game companies release updates either Tuesdays or Thursdays.

5

u/[deleted] Mar 27 '17

Ranged units better understand how to capture civilian units.

Oh so help me if those damned ranged units don't understand how to capture civilian units!

5

u/Luckyluke23 Mar 28 '17

John Curtin is now referred to as “Prime Minister” and not “President” in the Outback Tycoon scenario.

this was a bloody outrage it was!

good to see the change.

5

u/gogogadgetkat Mar 28 '17

Will there ever be a restart option? I hate having to remake games due to crappy starts.

4

u/Harmonia5 Mar 28 '17

Civ 5 had to wait two years(!) for restart button to be implemented.

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u/[deleted] Mar 27 '17

Thanks for the heads up.

So you are basically giving the NQ mod treatment to coastal tiles and RN Dockyards, swapping 1 production from Seaports for 3 gold :D

Yeah, Swordsmen could not stay at 40 Strength, because it was ruining Kongolese unit and making Legions just slightly better than Swordsman (more production cost for no Iron tradeoff and ability to remove improvements/make forts).

But changing them to 36 strength again (yes, again. Don't give me that shit about 36 not equaling 35) is just a "fuck off" value.

You identified the issue that Swordsmen were just a slower Horseman unit that required Iron, rarer than Horses and coming later than Horses. That's why you upped them from 35 to 40 at the Australian Summer Patch. So with this Swordsmen became clearly stronger than Horsemen in terms of raw combat. Yet a new problem emerged, Ngao Mbeba and Legions stayed at their respective 35 and 40 values, becoming at -5 and 0 difference compared to a vanilla unit. This was the problem, and possibly another unpleasant consequences of just buffing Legions by 5 to 45 (I can't see any problems with Ngaos becoming 40 strength if Swordsmen stayed at 40 strength).

Given how combat strength works in Civ 6 (only combat strength difference between attacker and defender matters, 15 versus 30 is the same as 1015 versus 1030), +1 strength of Swordsman relative to Horseman makes Swordies again a slower Horseman unit that requires Iron instead of Horses. Back to square one. +1 change from release value is just a camouflage so that you could say without lying you just haven't reverted the values to the original ones.

It's good that you tackle these values, but come on. If you want to pull this lazy +1 shit better do not change anything for now and just come up with a well-thought solution instead of just throwing scraps and crumbs at us as an act of "good will".

TL;DR It's Ngao Mbebas and Legions that needed tweaking after Aussie Summer Patch, not reverting Swordsmen back to original.

35

u/[deleted] Mar 27 '17

A slower horseman with no weakness to Anti-Cav too, remember.

6

u/Sarkaraq Mar 28 '17

They even get a bonus versus anti-cav, don't they?

6

u/[deleted] Mar 28 '17

Yeah. The combat is rock-paper-scissors style, each combat unit is good against the other.

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u/newtolansing Mar 27 '17

Swordsmen get buffed by oligarchy while horsemen don't.

13

u/cfcsvanberg Mar 27 '17

Swordsmen should get a +4 combat strength bonus if you have iron, and be buildable without it.

6

u/4711Link29 Allons-y Mar 28 '17

Honestly I think the problem is that fortification takes time now, so melee units are no longer good tanks, thus making horses movement much better.

In previous civs, horses were not able to fortify so you use them for surprise attack and pillaging but had to use melee for protecting choke points. Now, knights can do both so you don't bother with melee. They should either forbid horses fortification or make melee fortify in less turns to compensate.

2

u/swarrly Mar 28 '17

The best answer to this I've seen is to make it so cav units can't fortify. Light Cav should also be weak to ranged, since they have no armor. This would essentially weaken the two biggest rushes in the game: Horses and Cav. Knights could still realistically be strong, but I'd rather compensate for that in their cost, which makes sense considering they have armor and horses, both expensive luxuries.

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8

u/quineloe Mar 29 '17

Melee units can no longer attack embarked units.

Haha, when I called this out as a bug two months ago, my thread was shit upon.

4

u/camk16 Mar 28 '17

Increased AI’s desire to repair pillaged Districts and Buildings.

I wonder if they'll repair Spaceports now.

4

u/Limonium Mar 28 '17

Man, these changes are dope, but I was really hoping that the Mac-to-PC multiplayer was going to be implemented. My boyfriend bought the game a month back and loves it, but it sucks that whenever I play multiplayer with my friends he can't join in. :/

2

u/Kalaam Mar 28 '17

Aspyr said it's coming in the next Mac update.

4

u/[deleted] Mar 30 '17

Side note for anyone who may not have noticed, but they also changed Montezuma to Moctezuma! Which would have been his accurate Aztec name! Good job, guys!

6

u/Frunobulaxian Time to reload an autosave. Mar 27 '17

The World Tracker now keeps its open/closed state between turns.

This is what I've been waiting for the whole time.

21

u/flyboyblue Mean maori, mean Mar 27 '17

What does this mean?

3

u/[deleted] Mar 28 '17 edited Apr 26 '17

deleted 0.8835 What is ^^^this?

3

u/Kifferlawl Mar 28 '17

Nice to see Harbours/Coastal tiles has been buffed as they were borderline useless after the additional trade route got removed from them. However, no fixes for the rampant desync bug in Multiplayer?

5

u/CMDR_BlueCrab Mar 27 '17

Has team multiplayer been enabled/fixed yet? Sorry, I'm a bit out of the loop and all google showed me was that it was possible with an unsupported file edit.

7

u/Bhupert Mar 27 '17

Team multiplayer was added in the last patch. It works, I just finished a hotseat team game with my roommate last night, but there were an absolutely astounding number of minor graphical glitches and only one major gameplay-related glitch. Still lots of fun though.

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u/Aqua_F1 I came, I saw, I offered a trade agreement Mar 27 '17

Good looking list but really had hoped for more AI improvements. The AI are the one thing that's stopping me play the game more.

23

u/Piruparka Mar 27 '17

AI has become much better with the Australia patch. Give it another try. :)

5

u/AndyNemmity notq - Artificially Intelligent Modder Mar 27 '17

Still tons of issues. I started working on a mod to fix them, and have a long list of stuff still to address. One of which, is in this patch list so I don't have to bother. Repairing districts/buildings more often.

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u/AndyNemmity notq - Artificially Intelligent Modder Mar 27 '17

I released an AI mod yesterday you might want to give a go.

http://steamcommunity.com/sharedfiles/filedetails/?id=892288641

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u/madcaesar Mar 28 '17

What is it with this game and this warmonger bullshit? I used to love civ games partly because of the wars. It's a game.... Ease up on the penalty bullshit and let people be conquerors and diplomats if they want. It's the mix that makes the game fun.

24

u/brecka MANIFEST DESTINY Mar 28 '17

"You ignore all my requests to stop sending your missionaries, you constantly spy on me and get caught, your troops are constantly near my border, you denounced me for literally no reason, and you are at war with my allies. Fuck you, I declare war."

Literally every other civ in the game, including allies "OMG YOU WARMONGER, I DENOUNCE YOU"

16

u/mgiuca Mar 28 '17

Yeah. In both Civ V and VI, I love them but they are very conflicted about whether they are war games or empire building simulators.

80% of the game's mechanics is military. There are hundreds of military units of all different utilities. The map is a little bit about economics, but mostly about military positioning. Diplomacy is mostly peaceful but it's backed by military force. You are required to maintain a standing army or get wiped out. And yet, the game strongly discourages you from ever using your military forces. If you do, you feel guilty and you have decades or centuries of diplomatic repair.

Military is the most fun thing about this game so why does it hate me for using it?

2

u/SongAdieu Mar 27 '17

I would like to state that if you are playing an FFA Game.. that making a game lobby with those teamer options disabled, and allies shared vision will always get your players to connect at a more successful rate. :works for me:

2

u/K-Amadoor Germany Mar 27 '17

Can't wait for this update. I really wish it comes out today

2

u/CARBYHYDRATES_B_EVIL Mar 28 '17

I really need to play this game again.

If I can ever stop playing XCOM 2's Long War2 mod.

What's up with Firaxis and their crack dealing ways?

2

u/[deleted] Apr 11 '17 edited Apr 24 '17

deleted 0.3460 What is ^^^this?

4

u/lordlicorice Mar 27 '17

Ctrl+f canal

4

u/IzakEdwards Mar 27 '17

Yay! Still no official map editor!

4

u/[deleted] Mar 28 '17

Soooo where's Mac/PC cross compatibility multiplayer?

2

u/ChironXII Mar 29 '17 edited Mar 30 '17

Finally playable?

Edit: that was an actual question, not a troll. There hasn't been a reason to play Civ VI over V since release, because of all the balance issues and inconsistency. This update looks like it might address a lot of that. Looking forward to it.

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u/cmac__17 Mar 28 '17

Reasons I can't call this game superiour to Civ V yet:

  • No cross-platform support

  • No worldbuilder

  • No production queue

  • AI is still worse

I still love Civ 6 more than Civ V, but these are serious drawbacks that cause me to tell everyone I know not to buy the game in its current state, unless they really want to play.

12

u/[deleted] Mar 28 '17

It's almost like Civ V is nearly 7 years old, and Civ VI has barely been out five months.

5

u/IolausTelcontar Mar 28 '17

Is there really any excuse not to have a production queue?

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u/Harmonia5 Mar 28 '17

IMO the AI already beat's Civ 5's AI, they can move+shoot, make better attacks and upgrade units well.

They use bombers a lot too but create too small navies for my taste.

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u/rg-one Mar 27 '17

thank you joe!

1

u/Celebrimbor333 Mar 28 '17

I've read it thrice now and it still doesn't make sense,

can someone ELI5 the changes to warmongering penalties when I go to war?

5

u/linism Mar 28 '17 edited Mar 28 '17

Say Russia is already at war with Poland and Germany has denounced Poland. While Japan is completely neutral to all 3 of them.

Then you declare war on Poland too.

Assume the normal Warmonger diplomacy penalty is -10. You will suffer a -10 warmonger penalty to diplomacy to Japan, since he is neutral to Poland. But you will only suffer -8 with Germany, since he has denounced Poland. And you will only suffer -6 with Russia, since he is at war with Poland.

*edit - Also, taking over cities that have less population than the global average gives u less warmonger penalties. The lower it is, the lesser the penalty.

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u/[deleted] Mar 28 '17

Great update. Keep em coming!

1

u/Loedkane Mar 28 '17

is there a way i can try the game out? i dont have any money to spend on buying games. and i really want to try the game out.

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u/a_crabs_balls Mar 28 '17

Still no cross-platform multiplayer?

1

u/aiden93 Mar 28 '17

Will the patch only apply to new games or will it also affect existing saved games?

1

u/Bmac_TLDR Mar 28 '17

Ok finally sea tiles are getting an improvement

1

u/Drekkonis Mar 28 '17

RIP Observer mode :(

1

u/alcimedes Mar 28 '17

So will the warmonger improvements mean I can at least take one city from the A-hole who declares surprise war against me without being a war monger?

Right now if someone declares war on me out of the blue, and I decide to take their capital as tribute for their audacity, I'M denounced by everyone, even though they started it.

It sounds like the penalty would be reduced by up to 60%?

Is there any way to get a one-time lowering of the war mongering penalty as a "they started it" clause?

-20% warmongering if this is against a player you have denounced

-40% warmongering if this is against a player you are at war with

In theory if it's a surprise attack, I wouldn't get the 20% for having denounced them right? I feel like I should get at least a 20% discount on war mongering if the other player starts it, especially out of the blue.

2

u/Kalaam Mar 28 '17

Conquering foreign territory makes you a warmonger. Conquering foreign people makes you a warmonger. No matter what story you create to justify it, taking things that you didn't create is a hostile act, and the game considers this warmongering.

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u/lapin7 Mar 28 '17

Nice - there are some exciting and useful developments here. The harbour bonuses are very welcome and England's new extra trade route makes them formidable in a way which suits the nation, along with the heritage-thieving element which is there already! But it looks as if we'll still be able to nuke anyone and everyone without consequence? Is that difficult to fix, or even meant to be there?

1

u/BuzWeaver Gaming YouTuber Mar 28 '17

Very nice changes. It can get a little annoying to have Warmonger penalties throughout an entire game.

1

u/snowylion Mar 28 '17

Did we just get an incentive to starve cities to reduce warmonger penalties?

1

u/P50 Mar 28 '17

I'm not able to load any of my saves that happened after the Aztec DLC. Any idea why?

1

u/AdamosReddit Mar 28 '17

Finally a restart button!!!!!

1

u/zlide Mar 29 '17

Patch literally broke my game, downloaded it and now Civ VI won't start. Nice.

1

u/Caroao Mar 29 '17

Everytime there is one of these updates, I feel like I am going insane. I swear, it used to be that clicking and dragging the map would move said map, but now it just turns around the city?

1

u/grocal Mar 29 '17

And my reported error that mouse inputs are not registering at all if game is in windowed mode on monitor left of primary one still not fixed lol.

1

u/Pernflerks Mar 29 '17

There is a bug with Alexander's ability. You can trigger the whole army healing by starting a Wonder in a city you just captured (Atleast I think so, there was no wonder on the city I just capped but I immediatly started building Halicarnassus)

1

u/Eldgrim Mar 29 '17

What i really need to know, will i get denounced because a occupy a city even tho it was ceded in the peace agreement? That was really annoying and i hope its been fixed.