Author Topic: Civilization VI - Districts and Dictators  (Read 31363 times)

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Madrun Badrun

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Re: Civilization VI - Districts and Dictators
« Reply #120 on: October 22, 2016, 09:28:30 PM »
Don't worry.  Just play for 30 hours then ask some questions. 

zomgee

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Re: Civilization VI - Districts and Dictators
« Reply #121 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 #122 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. 

Re: Civilization VI - Districts and Dictators
« Reply #123 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 #124 on: October 23, 2016, 03:21:47 PM »
O I just figured out religious combat - that is so damn cool

archie4208

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Re: Civilization VI - Districts and Dictators
« Reply #125 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 #126 on: October 23, 2016, 10:43:57 PM »
That's when you got to make your religious cold war hot. 

zomgee

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Re: Civilization VI - Districts and Dictators
« Reply #127 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 #128 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 #129 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 #130 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
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Madrun Badrun

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Re: Civilization VI - Districts and Dictators
« Reply #131 on: October 24, 2016, 04:12:12 PM »
Wrecked Japan so hard India declared war on them.  No its a race to the capital. 

Madrun Badrun

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Re: Civilization VI - Districts and Dictators
« Reply #132 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.   

Madrun Badrun

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Re: Civilization VI - Districts and Dictators
« Reply #133 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 :(

Cerveza mas fina

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Re: Civilization VI - Districts and Dictators
« Reply #134 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 #135 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. 

Cerveza mas fina

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Re: Civilization VI - Districts and Dictators
« Reply #136 on: October 25, 2016, 08:53:21 AM »
You should be ashamed of your actions

Religious victory  :-X :-X :-X :-X

archie4208

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Re: Civilization VI - Districts and Dictators
« Reply #137 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 #138 on: October 25, 2016, 11:35:28 PM »
Victoria is very mean.
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benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #139 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

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #140 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?

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #141 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

Madrun Badrun

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Re: Civilization VI - Districts and Dictators
« Reply #142 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

archie4208

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Re: Civilization VI - Districts and Dictators
« Reply #143 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 #144 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 #145 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 »

Re: Civilization VI - Districts and Dictators
« Reply #146 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)
😈

Brehvolution

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Re: Civilization VI - Districts and Dictators
« Reply #147 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.
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Madrun Badrun

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Re: Civilization VI - Districts and Dictators
« Reply #148 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. 

Brehvolution

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Re: Civilization VI - Districts and Dictators
« Reply #150 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?
😈

Rufus

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Re: Civilization VI - Districts and Dictators
« Reply #151 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

Madrun Badrun

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Re: Civilization VI - Districts and Dictators
« Reply #152 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. 

Madrun Badrun

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Re: Civilization VI - Districts and Dictators
« Reply #153 on: November 05, 2016, 10:01:10 AM »
was up till 4am :(

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #154 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.

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #155 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

Brehvolution

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Re: Civilization VI - Districts and Dictators
« Reply #156 on: November 18, 2016, 03:07:53 PM »
:rejoice
©ZH

pilonv1

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Re: Civilization VI - Districts and Dictators
« Reply #157 on: November 18, 2016, 09:43:02 PM »
Quote
  Increased AI usage of Inquisitors. Especially Phillip.

 :itagaki

itm

Madrun Badrun

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Re: Civilization VI - Districts and Dictators
« Reply #158 on: November 19, 2016, 11:25:59 AM »
YESSS

Brehvolution

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Re: Civilization VI - Districts and Dictators
« Reply #159 on: November 21, 2016, 04:37:27 PM »
One thing I'm noticing is how many more cities the other civs throw out. By time I get to my 3rd, others will have 5 or more plus a bigger army.

Does it make sense to get 2 more cities out early to get extra unit producers? What are your strategies in this new Civ?
©ZH

Madrun Badrun

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Re: Civilization VI - Districts and Dictators
« Reply #160 on: November 22, 2016, 04:42:01 PM »
Strategy is more cities soon and bigger army soon.  I plan it so that each city will make one district and if its gets more than one that's a bonus. 

pilonv1

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Re: Civilization VI - Districts and Dictators
« Reply #161 on: November 23, 2016, 06:55:25 AM »
Production is everything as well. No longer is science the key
itm

a slime appears

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Brehvolution

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Re: Civilization VI - Districts and Dictators
« Reply #163 on: November 28, 2016, 11:21:14 AM »
 Finally figured out how to make a missionary. :duh
©ZH

Madrun Badrun

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Re: Civilization VI - Districts and Dictators
« Reply #164 on: November 28, 2016, 01:23:32 PM »
lol

Brehvolution

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Re: Civilization VI - Districts and Dictators
« Reply #165 on: November 28, 2016, 03:56:12 PM »
Why did they take it out of the religion panel though?
©ZH

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #166 on: December 13, 2016, 10:10:34 PM »
i can't seem to figure out my old tactic back to the original game of when i have a bunch of gold and someone declares war on me paying off the neighbors to declare war on them

only thing seems to be joint wars, against civs that i'm not at war with

Brehvolution

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Re: Civilization VI - Districts and Dictators
« Reply #167 on: December 16, 2016, 11:40:50 AM »
Some resources are weird. Even when I check 'Abundant' I rarely see 2 iron and if I do, I won't have any horses. Or if I have horses I won't get any iron.
©ZH

benjipwns

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Re: Civilization VI - Districts and Dictators
« Reply #168 on: December 16, 2016, 04:58:47 PM »
I think there must be some kind of bug in how it distributes the resources that pop up later. It never seems like enough so everyone is running around with old units until they get over the hump to not needing Niter and shit.

But man if you like rice...

Optimus

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Re: Civilization VI - Districts and Dictators
« Reply #169 on: December 16, 2016, 06:19:48 PM »
I don't care that diplomacy wasn't that good in the previous one, no diplomacy makes late game gameplay far less interesting. Also you heal Apostles by sleeping on a Holy Site. Why doesn't the game make this clear with a heal button? Such a strange design choice, I keep forgetting sleeping Apostles on Holy Sites.

a slime appears

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Re: Civilization VI - Districts and Dictators
« Reply #170 on: December 19, 2016, 07:27:12 PM »
Is this a better game than 5?

archie4208

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Re: Civilization VI - Districts and Dictators
« Reply #171 on: December 19, 2016, 08:53:00 PM »
Not right now.  It has the potential to be the best game and is in a better state than vanilla 5.

pilonv1

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Re: Civilization VI - Districts and Dictators
« Reply #172 on: December 20, 2016, 07:02:30 AM »
I've stopped playing because I need some mods to fix things. The mechanics are there, they just either don't work or are poorly documented.
itm

jakefromstatefarm

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Re: Civilization VI - Districts and Dictators
« Reply #173 on: December 20, 2016, 06:15:46 PM »
It feels like building tall isn't encouraged in this game and I miss it :(((
on the other hand, building wide is back in a big way and it feels great

zomgee

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Re: Civilization VI - Districts and Dictators
« Reply #174 on: December 20, 2016, 07:41:21 PM »
We’ve released a new update to Sid Meier’s Civilization VI today. The “Winter 2016 Update” will automatically install when starting the Steam client; if it doesn’t install automatically, please restart Steam.

Here are the full list of changes in this new update:

[NEW]

Added Earth map (Standard size)
Added “Alert” action for units
Put a unit to sleep until they spot an enemy unit
Scenario setup menu
Jump into Scenarios more easily within the Single Player menu. This only shows up when a single player scenario is available and enabled (as can be found in both of the new DLCs!)
Added new replay option to Wonder completion movies

[GAMEPLAY UPDATES]

Religious units may now Fortify Until Healed
Coastal Raids can now pillage districts in addition to the buildings within
Great Admirals are no longer allowed to spawn on wonders in water tiles (ex. Huey, Great Lighthouse) so they cannot become stranded in lakes

[BALANCE CHANGES]

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)
Decreased production costs of Wonders progressively
From the Industrial era (about -10%) to the Atomic era (about -40%).
Decreased production costs of all Space Race Projects by 40%.
Increased research costs of Technologies and Civics progressively
From the Industrial era (about +5%) to the Information era (about +20%).
Increased Faith from Mission
Increased Culture from Chateau
Lowered the minimum unit upgrade cost
Improved clarity on Warmongering penalties associated with taking a civ’s final city
Most Civilization unique districts now require population to construct (like normal districts)
Spaceport district no longer requires population to construct

[AI TUNING]

Improved AI Deal negotiations and analysis
Improved AI handling of Promises; including that they are more likely to agree if they like you, and also will consider how trustworthy a civ is by whether they’ve kept previous promises
Improved tactical handling of Great Admirals and Great Generals
Improved AI interest in Terracotta Army
Improved handling of leaf techs
Improved building of Forts
Improved resource grabbing in late game
Improved Last Viking King agenda’s analysis for who is in bottom percentage of navies
Improved handling of several complaint or kudo messages from AI
Rebalanced Catherine’s evaluation of the ‘no spying’ Promise
AI will not try to convert unconvertible cities

[BUG FIXES]

Fixed several unique buildings that weren’t getting their yields increased by various game effects (ex. Policies)
Fixed an issue that allowed the Goddess of the Harvest pantheon bonus to stack
Fixed it so loading screens now show the correct text and play matching VO
Fixed an issue that blocked certain relationship-based diplomatic actions
Fixed an issue where incomplete Encampment districts were able to attack
Fixed an issue where you could declare war on friends or allies by moving units
Fixed an issue where AI could declare war on a civ with whom they were already at war
Fixed an issue that caused a Multiplayer lobby to require joining players to have Additional Content that wasn’t actually needed
Fixed a bug that caused Apostles to run out of promotions
Fixed a bug where gaining policy slots mid-turn could block progression
Fixed issues caused by trading lots of Great Works at the same time
Fixed an issue where turn timers weren’t loading correctly from a save
Fixed an issue where Rome’s roads would connect to too many adjacent roads
Fixed issue where civs could get another civ’s exclusive agenda
Fixed multiple links to the Civilopedia
Fixed issue that could cause menu music to play twice and overlap itself
Fixed an issue that could cause private MP games to become public
Fixed multiple text & grammatical issues
Fixed multiple crashes

[VISUALS]

Added new art for National Parks
Updated Mines for several eras
Updated Swordsman
Improved city fading during combat

[MULTIPLAYER]

Hallowed Ground scenario is no playable on huge maps
VO now plays correctly when loading a save

[UI]

Resource Report now correctly shows resources from several sources:
Great People abilities
Diplomatic Deals
Checkboxes for toggle yields and grid now stay in sync with hotkeys
Improved differentiation in Government Lens hex colors
Added Defeat icon to the End Game Results screen

[AUDIO]

Added sound effect for Quick Save hotkey
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pilonv1

  • I love you just the way I am
  • Senior Member
Re: Civilization VI - Districts and Dictators
« Reply #175 on: December 21, 2016, 02:58:45 AM »
Quote
Put a unit to sleep until they spot an enemy unit

:rejoice
itm

Madrun Badrun

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  • Senior Member
Re: Civilization VI - Districts and Dictators
« Reply #176 on: December 21, 2016, 11:21:19 PM »
Sounds like they have addressed the production being outpaced by science issue,  Nice. 

pilonv1

  • I love you just the way I am
  • Senior Member
Re: Civilization VI - Districts and Dictators
« Reply #177 on: December 21, 2016, 11:37:14 PM »
I've sold about $3 worth of cards from that 30 game $1 bundle the other week so I can almost afford Poland too
itm

a slime appears

  • retro king
  • Senior Member
Re: Civilization VI - Districts and Dictators
« Reply #178 on: December 26, 2016, 02:47:09 PM »
IT'S SO GOOD.

Glad I got the Digital Deluxe as part of GMG winter sale.

a slime appears

  • retro king
  • Senior Member
Re: Civilization VI - Districts and Dictators
« Reply #179 on: December 28, 2016, 10:59:33 AM »
IT'S SO GOOD.

Glad I got the Digital Deluxe as part of GMG winter sale.

I played 10 hours straight yesterday! :lol :'(

Someone has to eradicate the Norwegians.