Civilization VI

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Quineloe

Ahn'Qiraj Raider
6,978
4,463
When the AI combines the infinite money bug with the "can buy multiple ships per turn in a non-coastal city with a harbor" bug

 

DickTrickle

Definitely NOT Furor Planedefiler
12,757
14,589
When the AI combines the infinite money bug with the "can buy multiple ships per turn in a non-coastal city with a harbor" bug


No worries, AI will just reposition itself constantly until you've shot it down to about five units. Easy XP farm!
 

moontayle

Golden Squire
4,302
165
AI suing for peace is the opposite end of the retarded spectrum from previous versions. Last night I declared on Arabia, wiped out like 10 units that had been stationed on my border, then had barely entered the territory of the nearest city before they sued for peace and backed up the Brinks truck.
 

DickTrickle

Definitely NOT Furor Planedefiler
12,757
14,589
Huge patch just dropped. I haven't played it and might not for a bit but based on what they say (versus how it actually plays out in the game), this looks like a really good patch that addressed a lot of issues. I think they might have went overboard in a few cases (absolutely no gold for deleting units seems overly harsh, for example), but it seems like a lot of good work for the past month. Looking forward to reading the reactions from it.

[NEW]

  • Maps
    • Added a balanced six player map.
    • Added a balanced four player map.
  • ‘Cavalry and Cannonades’ Scenario Added
    • Combat scenario with reduced unit maintenance costs and no strategic resource requirement for units.
    • Larger starting army and additional starting techs.
    • Time limit: 50 turns.
    • Goal: Possess the largest territory.
  • DX12 Support
  • Complete Logitech ARX Support
[GAMEPLAY UPDATES]

  • Added additional notifications.
  • Added a “time defeat” for running out of time. This is always disabled if a Score Victory is available.
  • Added additional Hotkey support (next unit, next city).
  • Added the ability to rename cities.
  • Added UI to show the next tile a city will grow to.
  • Added a visual cue for Barbarian Scouts that are alerted to your city.
  • Changed Dan Quayle rankings.
[BALANCE CHANGES]

  • Added prerequisite project (Manhattan Project) for Operation Ivy.
  • Added Metal Casting as a prerequisite for Economics tech.
  • Adjusted religious pressure when a religion is first founded to give them more resilience and convert the city.
  • Adjusted relationship decay rates.
  • Reduced the effectiveness of cavalry production policies.
  • Reduced Warmonger penalties in most instances, and adjusted how this reacts to returning versus keeping a city. The last city conquered from a player now provides a heavy warmonger penalty, even if you have a Casus Belli against this player, because you are wiping out a civilization.
  • Reduced border incursion warnings if the troops are within their own borders.
  • Increased the number of Great Works of Writing slots in the Amphitheater to 2.
  • Increased Counterspy operation time.
  • Increased the cost of Religious units and applied additional charges.
  • Units may no longer be deleted when they are damaged.
  • Deleting a unit no longer provides gold.
  • Updated Island Plates map to have more hills and mountains.
  • Units may no longer remove features from tiles that are not owned by that player.
  • Fallout now prevents resource harvesting.
  • Barbarian camps must spawn further away from low-difficulty players’ cities.
[AI TUNING]

  • Adjusted AI victory condition focus to increase their competitiveness in Science and Tourism.
  • Adjusted AI understanding of declared friendship.
  • Adjusted the AI approach to beginning and ending a war based on potential gain and loss.
  • Increased AI competitiveness in building a more advanced military.
  • Increased AI usage of Inquisitors. Especially Phillip.
  • Increased AI value of upgrading units.
  • Increased AI use of Settler escorts.
  • Tuned AI usage of units that cannot move and shoot, like Catapults.
  • Tuned AI city and unit build planning.
  • Improved the ability of city-states to maintain a strong military.
[BUG FIXES]

  • Fixed some production Social Policies, Great People, and Pantheon bonuses that were not applying correctly.
  • Fixed Royal Navy Dockyard not getting the right adjacency bonuses.
  • Fixed some issues with how the Great Wall was built by players and AI, including proper connection to mountains and removing other players’ Great Walls as potential connection points.
  • Fixed a unit cycling error with formations.
  • Fixed a bug where the first military levy that expired would return all levied units (including those levied from other city-states) to that city-state. Now it should only return the levied units that actually originally belonged to the one city-state.
  • Fixed several issues when Airstrips and Aerodromes are occupied, including forced rebasing of enemy units and UI updates.
  • Fixed an exploit that allowed ranged and bombard units to gain experience when attacking a district with 0 hit points.
  • Fixed an issue with wonders when transferring city ownership – conquering a city with a wonder would not track that wonder, and could lead to problems when attempting to use Gustave Eiffel.
  • Fixed an issue where the Settler lens would not always show the right information to the player.
  • Fixed an issue where AI would counter gold changes with the change desired, rather than the total amount of gold desired.
  • Fixed an issue where the Tutorial intro and outro videos would appear off-center in certain resolutions.
  • Fixed some crashes with units.
  • Fixed an issue where multiple leaders of the same civilization would frequently show up in a game.
  • Fixed an issue where Trade Route yields were doubling in some instances.
  • Units in formations now break formation before teleporting between cities.
  • The achievement ‘For Queen and Country’ was unlocking too frequently.
  • AI with neutral relationships should accept delegations barring exceptional circumstances.
  • Can no longer declare a Joint War if it is invalid for either party.
  • Save game files should no longer be case sensitive.
  • Certain wonders were sending extra notifications.
  • Players will no longer receive any warmongering penalties from a joint war partner for actions in that joint war.
  • Liberating a civilization back to life will now bring them back into the game properly.
  • Observation Balloon range bonus was being incorrectly applied when stacked.
  • Text and grammar fixes.
[VISUALS]

  • Buildings on snow will now have snow on them.
  • Added an Industrial Barbarian Encampment.
  • Added a ranger tower to National Parks.
  • Fixed some issues with buildings not culling around other world items properly.
  • Fixed an issue with some Districts not showing properly.
  • Miscellaneous polish applied to multiple improvements, districts, and buildings.
[MULTIPLAYER]

  • Turn timers are always disabled on the first turn of a new game. This happens regardless of the advanced start or turn timer type selected.
  • Allow multiplayer lobby’s private game status to be toggled once the lobby has been created.
  • Cap the max players to 12.
  • Added LAN player name option to options screen.
[UI]

  • Added the number of specialists working a tile.
  • Added some additional icons for espionage, promotions, etc.
  • Added additional Civilopedia shortcuts, including right clicking a unit portrait.
  • Added the signature to the diplomacy action view/deal view so that we can differentiate between duplicate players. Also added multiplayer screenname in diplomacy.
  • Added Trade Route yields to the Reports screen.
  • Added City Center to the City Breakdown panel.
  • Added rewards and consequences to mission completed popups.
  • Updated the leader-chooser when beginning a new game.
  • Updated the end game Victory screen.
  • Updated the multiplayer staging room.
  • Updated city banners.
  • Updated Espionage mission chooser flow.
  • Updated to display what cities are getting amenities from each resource.
  • Changed resource icon backings to reflect the type of resource it is.
  • Auto-scroll to the first Great Person that can be claimed.
  • Improved search functionality in the Civilopedia.
  • Removed Barbarian data from player replay graphs.
  • ESC now closes the Tech, Civic, and Eureka popups.
  • When loading a game, the era blurb will be the current era of the saved game, rather than the starting era of the game.
[AUDIO]

  • Added some missing mouseover sounds.
  • Fixed the Oracle quote.
  • Fixed an issue where the Advisor voice was not playing in some languages.
  • Fixed compatibility issues with some sound cards, especially those set to high playback rates.
[MISC]

  • Added a setup option “No Duplicate Leaders” that is enabled by default. This option prevents multiple players from selecting the same leader.
  • Updated leader screen to support enabling/disabling bloom according to the ‘Enable Bloom’ graphics option.
  • Plot Tooltip Delay is now available in the Options menu.
  • Auto Cycle Units is now available in the Options menu.
  • Benchmark updates.
  • Credits updated.
 

Funkor

Molten Core Raider
733
618
Patch addressed a lot of concerns I've run across in multiplayer games. Some things they didn't fix though are scaling still being too high at faster game speeds for things like chopping forest for bonus production, production overflow still being uncapped, and they didn't explicitly say if they fixed God of the Forge pantheon from accidentally applying to all cities in the game instead of just the cities with the pantheon.
 

Quineloe

Ahn'Qiraj Raider
6,978
4,463
I wonder how many people who chopped forests 20 tiles away from their cities are super fucking butthurt now.
 

DickTrickle

Definitely NOT Furor Planedefiler
12,757
14,589
Super close cities for overlapping district bonus still a thing?

Haven't played but nothing in the notes would indicate that and no complaints on the Civ forums about it so I'm sure it's still there. Like Quineloe said, I think it's intended and is kind of a fundamental consideration in the game now, so I don't see them making big changes to that except maybe in an expansion.
 

Haka

N00b
121
16
New patch is good.

One question though, have other people found their starting city spots been pretty shitty since the patch? Maybe I'm not used to Civ6 yet, but sometimes I don't even have a luxury.
 

TheBeagle

JunkiesNetwork Donor
8,443
28,973
I was waiting for that first big patch, I will now definitely pick it up for the long Thanksgiving weekend.
 

DickTrickle

Definitely NOT Furor Planedefiler
12,757
14,589
New patch out, and among other things...:

  • Cities can no longer receive yields from more than one regional building per type; they take the highest (ex. production from multiple Factories)
  • Cities can no longer receive amenities from more than one regional building per type; they take the highest (ex. amenities from multiple Stadiums)

So, the whole factory overlap thing is completely dead now, it seems. It also seems clear that it was originally an intentional design they never properly played out if they didn't realize the implications of it. This should have a pretty huge effect on how the game is played now, I would think. Kinda think it sucks and seems like a big kneejerk reaction. They could have done something with a little more finesse or gradual decrease in benefits, but they just decided to remove it completely.
 

Funkor

Molten Core Raider
733
618
New patch out, and among other things...:



So, the whole factory overlap thing is completely dead now, it seems. It also seems clear that it was originally an intentional design they never properly played out if they didn't realize the implications of it. This should have a pretty huge effect on how the game is played now, I would think. Kinda think it sucks and seems like a big kneejerk reaction. They could have done something with a little more finesse or gradual decrease in benefits, but they just decided to remove it completely.
I agree, now there is way less thought required for where you want to plant future cities. Previously I'd sit and brainstorm out my first 4 or 5 cities with map pins trying to maximize overlap as much as possible. Still useful to do this but not nearly as good anymore.
 

calhoonjugganaut

Trakanon Raider
1,447
1,411
I picked up the Vikings DLC for $6...it's kind of fun, but I was hoping to be able to really start with just a settler or one city. You get 3 cities with each Viking state that you choose. I played it quite a bit yesterday, so I guess I got my moneys worth but I wish it would've been a little more to it.
 

turbo

Molten Core Raider
1,237
106
So I finally sat down and played this after buying it on release over the last week or so. I've been playing civ games since the NES/SNES civ 1 and always enjoyed them. For this one though it seems abit easier or at least trying to dominate. I play all my games the same, epic pace, 1 large land mass, 8 players. My first game ever I played on prince and won way early in BC, same with king. Then I went to emperoror and tried a different civ and that was still easy but took abit longer. So I went to immortal (4th game ever) and just won that on 250 AD.....at least in the past it seemed like you needed to learn some of the micro game to win at the higher levels but this time it hasn't even been a challenge.

Going to try the hardest difficulty this time...kind of want to try a Chinese rush getting some key wonders but i'd imagine with the huge advantage out there I might not be able to pull that off. Any suggestions on civ's for the hardest level? I've been running Tomyris and its just been a joke.

My only major complaint is it seems that building things take fucking forever, just doesn't seem to flow at a decent pace.
 

Haka

N00b
121
16
Saw they issued a new patch and added the Australians as a DLC. Anyone played lately and checked it out
 

Brand

Molten Core Raider
1,159
313
Aussies are pretty fun. Their war triggered ability is rarely used. but the coastal/appeal ones are really strong.