Author Topic: Civilization VI - Districts and Dictators  (Read 11251 times)

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benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #120 on: October 21, 2016, 01:30:06 AM »
just go around the tribal village u stupid scout :maf
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benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #121 on: October 21, 2016, 01:59:40 AM »
my trader, guido has discovered that china is trading with me :omg
salad

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #122 on: October 21, 2016, 02:35:44 AM »
wtf china taking rome wtf this is settler bro why they have ten thousand units declare war on me i don't even :maf :maf :maf :maf

trump was right
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Madrun Badrun

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Re: Civilization VI - Districts and Dictators
« Reply #123 on: October 21, 2016, 04:07:00 AM »
just took Aleppo!  knocking arabia out.
NtGay

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #124 on: October 21, 2016, 06:09:10 AM »
game runs well

even near the end game here the turns don't take any longer than Civ V, i recall that being an issue with Civ V at launch/early vs. IV, turns just seemed to take forever in comparison on the same hardware and still do sorta

this might even be a little speedier and certainly feels more polished in a lot ways than IV and V ever got to even after expansions

spies are still weird, they're never going to figure them out i don't think...i do like sending captured ones back for stuff though

there's a lot here to dig into which should be fun, i'm mostly just going through the motions to lose this game after china wrecked my shit and derailed everything, Kongo tried to do the same thing but i became a hermit kingdom so they wrecked like half their military trying to get into my borders before i got bored of it and asked for peace (it seems that if they refuse peace when they should be accepting it you can make a crazy offer like demanding all their cities, then remove that and they agree to peace, i remember this being a bug in Civs past) diplomacy as a whole seems a little odd to manage to start

like the districts it's got a lot of new components i think you'll just have to kinda tinker with with each game rather than on the fly

i kinda like the cute art in the strategic view, civ v's was so garbage lol, i'm still not exactly sure what makes it strategic

does seem to be some UI stuff that it seems like there's placeholders that'll be patched to fill it in down the road

also what's with not letting me sort my available trade routes, that's worse than what china did to me

other than that so far i give it a score of i like even numbered civ games
salad

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #125 on: October 21, 2016, 06:15:53 AM »
huge map seems a bit small

apparently the manual has info like this, i forgot they still made them lol:
spoiler (click to show/hide)
salad

Brehvolution

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Re: Civilization VI - Districts and Dictators
« Reply #126 on: October 21, 2016, 11:39:06 AM »
©ZH

Dennis

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Re: Civilization VI - Districts and Dictators
« Reply #127 on: October 21, 2016, 11:45:17 AM »
President Trump DLC when?

eleuin

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Re: Civilization VI - Districts and Dictators
« Reply #128 on: October 21, 2016, 11:56:24 AM »
I'm playing as self control because I can't afford to flunk this semester 

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #129 on: October 21, 2016, 09:10:59 PM »
"eleuin has lost his capital to an unmet player"
salad

TakingBackSunday

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Re: Civilization VI - Districts and Dictators
« Reply #130 on: October 21, 2016, 09:13:13 PM »
what's a good civ game to pick up and play as a newbie to the series?
püp

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #131 on: October 21, 2016, 09:30:53 PM »
all of them are fine except maybe III because of its citizen management needs

I'd probably just say to get Civ V Complete, it gets down to like $12.50 during sales. But either IV or V are great.

Civ IV Complete is $5 a lot, including right now: https://isthereanydeal.gamesrepublic.com/game/strategy,sid-meiers-civilization-iv-the-complete-editi,11039.html

Right now also you can get III, IV and V Complete plus some other stuff for $23: https://www.bundlestars.com/en/bundle/sid-meiers-bundle-platinum

EDIT: oh, here's V: Complete for $12.50: http://www.dlgamer.us/download-civilization_5_the_complete-pc_games-p-22569.html

EDIT2: there's also Civ Revolution on consoles

and FreeCiv
« Last Edit: October 21, 2016, 09:36:54 PM by benjipwns »
salad

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #132 on: October 21, 2016, 09:34:43 PM »
oh! i have keys for two copies of Civ III Complete and one for Civ IV Complete if you want that

and if anyone wants one of the Civ III copies
salad

TakingBackSunday

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Re: Civilization VI - Districts and Dictators
« Reply #133 on: October 21, 2016, 10:11:25 PM »
YES PLS
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jakefromstatefarm

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Re: Civilization VI - Districts and Dictators
« Reply #134 on: October 22, 2016, 01:56:59 AM »
just went through one playthrough on Chieftain. It's BNW but with a smarter civics system and more sensitivity to terrain. It's good.

archie4208

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Re: Civilization VI - Districts and Dictators
« Reply #135 on: October 22, 2016, 07:11:33 AM »
The AI is pretty fucking dumb (at least on Warlord).  Victoria had over a dozen units stations at my borders that were from the ancient and classical era while I'm in the modern era (and she's in the industrial era ???)

what's a good civ game to pick up and play as a newbie to the series?

Honestly the Civ Revolution games are probably the best for someone brand new to the series.  They have the same framework as the main games, but streamline a lot of mechanics so you don't get overwhelmed.  The original is on PS3 and 360 and there is a sequel on mobile, but I have no clue how good it is.

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #136 on: October 22, 2016, 08:17:55 AM »
after watching the nearby AI more closely after that China debacle, I don't think they get rid of or upgrade units so much as they just produce new ones, that's why they have what seems like waves of them always, especially if you look at a trader when he goes through their territory they'll be everywhere but only really a handful of modern troops

i watched fucking Saladin during the Renaissance Era send about 15 fucking warriors and five chariots to grab some city state and just smash it to hell by putting it under siege and just mass kamikazing the admittingly weak defenses

when i turtled and held against both China and Kongo trying to eliminate my last city it was with three crossbowman and a musketeer because the strongest thing ever sent was a handful of knights by Kongo and i just had to make them come along the coast so i could barrage until whatever it was retreated or died

the musketeer wound up like level 5 or something because he was just fortified healing unless i used him to finish off the nearby enemy

Civ V actually somewhat had this AI "tactic" too, if you were far enough ahead tech-wise you could quickly buy a more powerful military according to the game with far fewer units and instantly scare off the AI even if their relentlessly shuffling lower class waves would actually give you a rough time

i'm not sure where this game outlines your relative military strength without having it up to look at, V had the "number of troops" metric which was really just some power rating because like 5 infantry = 500 archers
salad

jakefromstatefarm

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Re: Civilization VI - Districts and Dictators
« Reply #137 on: October 22, 2016, 11:46:49 AM »
huge map seems a bit small
huge hasn't really felt huge since beyond the sword

TakingBackSunday

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Re: Civilization VI - Districts and Dictators
« Reply #138 on: October 22, 2016, 05:01:31 PM »
thanks for the key benji!
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Madrun Badrun

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Re: Civilization VI - Districts and Dictators
« Reply #139 on: October 22, 2016, 08:19:51 PM »
Finished my first game.  Culture vic with sparta.  There is a lot to like here.  Mechanically all the new features are stellar.  The starting game is a lot harder, which I like. 

Some issues.  Production is really low.  All though the middle, industrial ages I basically couldn't build anything at my current science level just because by the time I had built something I was like 4 techs ahead of it.  Other major issue is UI is janky as fuck.  I'm hoping for a patch soon and I found out you can turn of auto focus in the config.txt, which might help.
NtGay

TakingBackSunday

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Re: Civilization VI - Districts and Dictators
« Reply #140 on: October 22, 2016, 09:24:42 PM »
uh, I booted up IV and I'm confused as fuck
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Madrun Badrun

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Re: Civilization VI - Districts and Dictators
« Reply #141 on: October 22, 2016, 09:28:30 PM »
Don't worry.  Just play for 30 hours then ask some questions. 
NtGay

zomgee

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Re: Civilization VI - Districts and Dictators
« Reply #142 on: October 23, 2016, 03:37:32 AM »
I have to get out of my IV:BTS mentality too. I didn't play enough V, and I played too much IV.
rub

Madrun Badrun

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Re: Civilization VI - Districts and Dictators
« Reply #143 on: October 23, 2016, 11:00:54 AM »
went up to emperor and getting my ass kicked. I think I need more cities and not to worry about what the city will grow to but more worry about what the first 8 tiles will look like otherwise they become stagnant with either production or food and don't grow out to what they would be in civ v. 
NtGay

Re: Civilization VI - Districts and Dictators
« Reply #144 on: October 23, 2016, 11:22:47 AM »
uh, I booted up IV and I'm confused as fuck

The learning curve is steep, but follow the in game guide and have fun exploring and fighting. Eventually, like a week or two from now, the game will start to make sense.

Madrun Badrun

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Re: Civilization VI - Districts and Dictators
« Reply #145 on: October 23, 2016, 03:21:47 PM »
O I just figured out religious combat - that is so damn cool
NtGay

archie4208

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Re: Civilization VI - Districts and Dictators
« Reply #146 on: October 23, 2016, 04:24:18 PM »
I was trying to spread the good word of Jesus to the unrefined savages when Gandhi has a dozen apostates standing outside a city I was trying to convert.  :maf

Madrun Badrun

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Re: Civilization VI - Districts and Dictators
« Reply #147 on: October 23, 2016, 10:43:57 PM »
That's when you got to make your religious cold war hot. 
NtGay

zomgee

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Re: Civilization VI - Districts and Dictators
« Reply #148 on: October 24, 2016, 12:53:22 AM »
I was trying to spread the good word of Jesus to the unrefined savages when Gandhi has a dozen apostates standing outside a city I was trying to convert.  :maf

What a weird set of orders that would be.

Hey, preachers - stand in line, right there.
rub

pilonv1

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Re: Civilization VI - Districts and Dictators
« Reply #149 on: October 24, 2016, 02:58:17 AM »
UI needs work, some important bits of info are hidden or too hard to find. Music is great though
itm

archie4208

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Re: Civilization VI - Districts and Dictators
« Reply #150 on: October 24, 2016, 08:33:23 AM »
Fuck yer religion Gandhi.  I don't need your fairy tales anyway.  *tips fedora*

Brehvolution

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Re: Civilization VI - Districts and Dictators
« Reply #151 on: October 24, 2016, 11:31:34 AM »
Having a decent military early looks like a must. Barbs and people will fuck with you. My northern neighbor declared war for no reason and then 15 turns later my southern neighbor declared war. He brought 6 heavy chariots to my capital, but never attacked the city or any of my units. I just pounded them to death or they flee'd back to his city. He eventually wanted peace. The northern lady hasn't sent any units at me for 20 turns yet doesn't want peace. :shrug
©ZH

Madrun Badrun

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Re: Civilization VI - Districts and Dictators
« Reply #152 on: October 24, 2016, 04:12:12 PM »
Wrecked Japan so hard India declared war on them.  No its a race to the capital. 
NtGay

Madrun Badrun

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Re: Civilization VI - Districts and Dictators
« Reply #153 on: October 24, 2016, 04:16:00 PM »
I should mention that this war was caused by Japan having a roving gang of apostles in the hills between our lands and they kept on fucking with my missionaries I was sending to India.   
NtGay

Madrun Badrun

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Re: Civilization VI - Districts and Dictators
« Reply #154 on: October 24, 2016, 04:23:50 PM »
Also i didn't fully explore like 4 tiles off of my capital until 200 turns in.  Turns out the Galapagos are there :dead

I could have been rolling in science with my second city :(
NtGay

Premium Lager

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Re: Civilization VI - Districts and Dictators
« Reply #155 on: October 25, 2016, 08:13:00 AM »
The AI is pretty fucking dumb (at least on Warlord).  Victoria had over a dozen units stations at my borders that were from the ancient and classical era while I'm in the modern era (and she's in the industrial era ???)

what's a good civ game to pick up and play as a newbie to the series?

Honestly the Civ Revolution games are probably the best for someone brand new to the series.  They have the same framework as the main games, but streamline a lot of mechanics so you don't get overwhelmed.  The original is on PS3 and 360 and there is a sequel on mobile, but I have no clue how good it is.

Serquel is trash  :-X

Original Revolution is very nice though.

Edit: I see BrandNew jumped in with Civ4  :o

Madrun Badrun

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Re: Civilization VI - Districts and Dictators
« Reply #156 on: October 25, 2016, 08:33:09 AM »
Got the religious victory. which was easy because the AI didn't even try to stop my swarm of 30 apostles and missionaries converting the last continent.  Getting the initial continent all on my religion was actually kind of hard and very fun though. 
NtGay

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Re: Civilization VI - Districts and Dictators
« Reply #157 on: October 25, 2016, 08:53:21 AM »
You should be ashamed of your actions

Religious victory  :-X :-X :-X :-X

Esch

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Re: Civilization VI - Districts and Dictators
« Reply #158 on: October 25, 2016, 10:27:02 AM »
Game is incredible so far. Districts mechanic is great.

However,
  Production is really low.  All though the middle, industrial ages I basically couldn't build anything at my current science level just because by the time I had built something I was like 4 techs ahead of it.

Yep. It's making it near impossible for me to build wonders as well :(

archie4208

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Re: Civilization VI - Districts and Dictators
« Reply #159 on: October 25, 2016, 06:28:09 PM »


Brazil themes stay winning.  :lawd

zomgee

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Re: Civilization VI - Districts and Dictators
« Reply #160 on: October 25, 2016, 11:35:28 PM »
Victoria is very mean.
rub

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #161 on: October 27, 2016, 06:55:28 PM »
i love the wonder building montage, it splits ties on what to build next

especially if you have time of day turned on and it cycles through again after with the shadows

 :uguu
salad

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #162 on: October 27, 2016, 06:57:08 PM »
has anybody found an option or command for scouts and stuff to automatically enter the tribal villages?
salad

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #163 on: October 27, 2016, 07:01:21 PM »
surprise wars when someone has used open borders to put a bunch of units in your territory is more realistic and fun than kicking them all out like in V, but i still feel like there should be some kind of penalty, like reduced defense or healing for three turns or something to represent that they wouldn't have supply lines and such in place, nor any kind of long term defenses

i take so much pity on the other civs after they pull it and i obliterate 80% of their military when i probably could just smash right through the stragglers and take their cities :lol
salad

Madrun Badrun

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Re: Civilization VI - Districts and Dictators
« Reply #164 on: October 29, 2016, 01:00:07 PM »
Was doing awesome with 5 cities at turn 60, then 2 fucking AIs declare surprise wars on me even though I have a bigger army than either of them :(

Pretty sure this game is lost
NtGay

archie4208

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Re: Civilization VI - Districts and Dictators
« Reply #165 on: October 29, 2016, 02:57:17 PM »
I just set off my first nuke.  It was awesome.

Was doing awesome with 5 cities at turn 60, then 2 fucking AIs declare surprise wars on me even though I have a bigger army than either of them :(

Pretty sure this game is lost

Just build some walls around the outer cities.  The AI is dumb as bricks when declaring war and you can fend them off with 3-4 units and walls.

Brehvolution

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Re: Civilization VI - Districts and Dictators
« Reply #166 on: October 31, 2016, 10:10:00 AM »
Fucking Ghandi declares friendship and 10 turns later declares war.  :lol

But i'm an island nation and repels the attack. Did you know that a land unit can attack an embarked land unit next to your coast?  :o  Very helpful.
©ZH

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #167 on: October 31, 2016, 03:49:46 PM »
mod to sort trade routes, see potential ones, etc.: http://forums.civfanatics.com/resources/better-trade-screen.25406/
just drop in the mods folder in my documents/my games/sid meier's civilization vi

a modder said that there's a lot of literal "todo" placeholder hooks in the code, to me there are plenty of spots that looked like this was the case, like there were places for where the UI functionality would go but they papered over it to hit release

you also don't need to go into a separate split-off mode for every mod this time, this one activates in the regular game mode and just shows pre-existing data, hopefully this is the case for mods that don't mess with the game functionality, hated with V having to go into the mod mode just for InfoAddict and Diplomacy UI changes
« Last Edit: October 31, 2016, 03:59:30 PM by benjipwns »
salad

Re: Civilization VI - Districts and Dictators
« Reply #168 on: November 01, 2016, 01:28:19 AM »
America declared war on me.  He was still in the rennaisance era while I had machine guns and tanks.  8)
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Brehvolution

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Re: Civilization VI - Districts and Dictators
« Reply #169 on: November 01, 2016, 10:09:39 AM »
It's pretty safe to say that every civ will declare war on you at some point in your game. Even a couple at the same time. Get those ancient walls up.

Last night, England declared war on me 3 times only to be pounded back and begging for peace. 10-20 turns later they were declaring war again.
©ZH

Madrun Badrun

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Re: Civilization VI - Districts and Dictators
« Reply #170 on: November 01, 2016, 11:51:06 AM »
I honestly don't know how to make the AIs happy other than the ones that like to be cuckled. 
NtGay

Brehvolution

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Re: Civilization VI - Districts and Dictators
« Reply #172 on: November 02, 2016, 12:20:48 AM »
Is there a way to get rid of the warmonger penalty or does it go away on its own if ever?
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213372bu

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Re: Civilization VI - Districts and Dictators
« Reply #173 on: November 02, 2016, 01:15:13 AM »
 *Haven't played more than 1.5 games on launch week*

 I wish the AI weren't so braindead and faith so busted.

 I can own only one or two soldiers just to clear camps and fund entire wars and siege units by switching to Theocracy and using my Science Civ (with religious bonuses (despite not owning a religion  :()) to dominate aggressive war-focused civs.

 It also goes for units too, most enemy soldiers rather run to a tile where my ranged unit can still kill them than attack my soldiers and weaken them.

Rufus

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Re: Civilization VI - Districts and Dictators
« Reply #174 on: November 02, 2016, 07:22:35 AM »
I honestly don't know how to make the AIs happy other than the ones that like to be cuckled.
:leon
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Madrun Badrun

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Re: Civilization VI - Districts and Dictators
« Reply #175 on: November 02, 2016, 03:30:56 PM »
Some of the Ais like it when you put them in their place; like Peter the Great who is great only in cucking. 
NtGay

Madrun Badrun

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Re: Civilization VI - Districts and Dictators
« Reply #176 on: November 05, 2016, 10:01:10 AM »
was up till 4am :(
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benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #177 on: November 17, 2016, 10:02:35 PM »
http://steamcommunity.com/games/289070/announcements/detail/646658987742411203
Quote
A new update is available for Sid Meier’s Civilization VI today. The “Fall 2016 Update” will automatically install when starting the Steam client; if it doesn’t install automatically, please restart Steam.

This update adds DirectX 12[en.wikipedia.org] support to Civilization VI, starting with AMD cards and NVIDIA Maxwell-series-or-later cards; please make sure your drivers are up-to-date. Support has also been added for Logitech ARX[gaming.logitech.com]. For more information on each of these, please click their respective link.

Today you’re also able to play a whole new scenario called “Cavalry and Cannonades,” and settle on two new map types, “Four-Leaf Clover” and “Six-Armed Snowflake.” These maps are playable both online and off, and were designed to encourage more conflict by forcing players to move toward the center. For the full list of what’s in this latest update, please see below.

Firaxis Games and 2K are committed to making Civilization VI the best experience possible and will continue to support the title. If you have any feedback on this update or just the game in general, please let us know in the 2K Forums[forums.2k.com] or here on Steam. Stay civilized!

[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.
salad

benjipwns

  • I suggest you educate yourself on this matter.
  • Senior Member
Re: Civilization VI - Districts and Dictators
« Reply #178 on: November 17, 2016, 10:02:58 PM »
Quote
Kamala 3 minutes ago
"Adjusted AI understanding of declared friendship." Such a sad out of context statement
salad

Brehvolution

  • Until at last, I threw down my enemy and smote his ruin upon the mountainside.
  • Senior Member
Re: Civilization VI - Districts and Dictators
« Reply #179 on: November 18, 2016, 03:07:53 PM »
:rejoice
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