Civilization VI Announced

Seems an aircraft carrier armada can still only hold two planes? Well, that was a bit of wasted effort on my part then.
 
Seems an aircraft carrier armada can still only hold two planes? Well, that was a bit of wasted effort on my part then.

If in Civ 5 they also started out with 2 I believe, but you could add more as the unit got upgraded.
 
If in Civ 5 they also started out with 2 I believe, but you could add more as the unit got upgraded.
Well, yes, but by armada I mean three aircraft carriers on the same tile. I just kind of assumed each could hold two.

EDIT: Or maybe you mean there might be promotions for armadas that are say, stronger than fleets and single units? Hadn't thought of that but doesn't look like I'm going to use them enough to find out this game.
 
Well, yes, but by armada I mean three aircraft carriers on the same tile. I just kind of assumed each could hold two.

EDIT: Or maybe you mean there might be promotions for armadas that are say, stronger than fleets and single units? Hadn't thought of that but doesn't look like I'm going to use them enough to find out this game.

Yeah, or it could be a bug...

I too would have expected that would hold 6 of them.
 
I love how AI civs found cities right next to you then immediately complain about you having too big of a military presence near their borders (something I think the AI is too sensitive to to begin with, I can have a whole two units nearby and still get those complaints).
 
I love how AI civs found cities right next to you then immediately complain about you having too big of a military presence near their borders (something I think the AI is too sensitive to to begin with, I can have a whole two units nearby and still get those complaints).

Every single Civ game has had its quirks on launch (except maybe the first two).

Two expansions seems to be the magic number for Civ games in the last couple of releases. Civ 4 really came into its own with it's second expansion Beyond the Sword, as did Civ V with it's second expansion, Brave New World.

I remember being very disappointed with Civ V when it launched. It felt so simple and lacking coming from Civ4 Beyond the Sword. To me Civ VI feels a bit awkward now too, but I'm sure it will eventually come into its own as well.

That theme song though. "Sogne Di Volare" Gets stuck in your head. Apparently it was written by Christopher Tin, the same guy who wrote the theme song for Civ 4 (Baba Yetu) and won the first grammy ever for a video game with it.
 
Either way, I'm done with this game for now until they do some serious patching.

I just ran into a game breaking bug in my first game, that made me quit in frustration. Won't go back until I know it is fixed.
 
Sid Meier's Civilization VI. DX12 is out!
http://steamcommunity.com/games/289070/announcements/detail/646658987742411203

All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews



Civilization VI ‘Fall 2016’ Update Now Live
NOVEMBER 17 - HINKLE2K
CivilizationVI_day30_hero.jpg

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.
 
I'm disappointed that this game is basically Early Access, but they're billing it as a completed game. There isn't even multiplayer. I guess I'll have to continue to wait to buy it.
 
I'm disappointed that this game is basically Early Access, but they're billing it as a completed game. There isn't even multiplayer. I guess I'll have to continue to wait to buy it.

All Civ games are Early Access until an expansion or 2 comes out. :)
 
Sid Meier's Civilization VI. DX12 is out!
http://steamcommunity.com/games/289070/announcements/detail/646658987742411203

All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews



Civilization VI ‘Fall 2016’ Update Now Live
NOVEMBER 17 - HINKLE2K
CivilizationVI_day30_hero.jpg

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.

Seems like they didn't fix the bug that caused me to stop playing :(

I got through to the modern area when suddenly out of nowhere I was pummeled with enemy spies siphoning my gold. I had about 5,000 gold when I got my first message that an enemy spy had siphoned ~1,200 in gold and recommending counter-spies. Took me 12 turns to build a spy, and I placed it in my capitol city center. No effect. Built a second spy placed in my capitol financial district, no effect.

Doesn't look like I can build more than 2 spies, but I have 17 cities

Since then I had 4 more notifications of multi-thousand gold siphoning, and I am down to about 200 gold and its dropping fast. Won't be long before my units start auto-disbanding.

Either this is a bug, or it is just a matter of spy gold siphoning being horribly balanced. There is absolutely no way I can defend my 17 cities with between 2 and 7 districts each with 2 spies that get stuck in the city they are defending for 12 turns.

It ruined the game for me, and I won't play it again until something gets fixed.


Oh and can I mention another pet peeve? Why the hell did they have to go changing key binds from previous versions of Civ? Not having a key for "fortify until healed" (which used to be H) is a major annoyance, as it requires navigating to the bottom corner of the screen with my mouse and clicking the button. It takes much much longer.
 
Wondering if the DX12 support is legit or not. Seems like with some games the DX version the game was built on always performs better than when you patch it in or make it optional. DX11 is faster in some games that have DX12.
 
Wondering if the DX12 support is legit or not. Seems like with some games the DX version the game was built on always performs better than when you patch it in or make it optional. DX11 is faster in some games that have DX12.

Towards the end of this other thread they have been discussing how generally the DX12 patch has lowered framerate, and marginally longer end of turn times.

This pretty much sums it up:

https://forums.civfanatics.com/threads/dx12-comparison.605457/

By a short glimpse it seems that in graphics Maxwell, Pascal, GCN 1.0 and 1.2 is slower in DX12.

For everyone AI turn speed is slower in DX12.
 
All these games that put in DX12 after the fact are doing it just to appease the fanbois who want the latest API. It doesn't benefit. You're going to need a native DX12 game to truly see the benefit.
 
Hey guys (cue Goonies) is there a way to restart your map to get a better location then starting the whole 'choose' options phase?
 
There isn't even multiplayer

There is multiplayer tho... I've played a couple of multiplayer games over the past week and they are pretty fun. Simultaneous turns works surprisingly well and gives a bit of a RTS feel when waging war. Defense/offense modifiers depend on who attacks first. Opponent units are moving during your turn means changing your attack/defense plans as you go. This is only for the "human" players...Any AI opponents/city states move when everyone ends their turn.
 
All Civ games are Early Access until an expansion or 2 comes out. :)

That's really only been the case since 4 and honestly I think 6 is better than vanilla 4. At least it doesn't feel like a big step back from it's predecessor like 4 and 5 did prior to expansions.
 
There is multiplayer tho... I've played a couple of multiplayer games over the past week and they are pretty fun. Simultaneous turns works surprisingly well and gives a bit of a RTS feel when waging war. Defense/offense modifiers depend on who attacks first. Opponent units are moving during your turn means changing your attack/defense plans as you go. This is only for the "human" players...Any AI opponents/city states move when everyone ends their turn.

Did they fix not being able to team with other players? That is what I meant by mulit-player. I really meant multi-player co-op.
 
Did they fix not being able to team with other players? That is what I meant by mulit-player. I really meant multi-player co-op.

You can still play cooperatively, even if you can't fully link your two empires. Might take a while to find each other though, but that can be made easier by looking at each others screens. Then, as soon as alliances are made available by social policies, use them.
 
Did they fix not being able to team with other players? That is what I meant by mulit-player. I really meant multi-player co-op.

I just play cooperatively with people (at least until they stab me in the back!!). Once I get the Civil Service civic, it lets you make alliances.
 
Sid Meier's Civilization VI. DX12 is out!
http://steamcommunity.com/games/289070/announcements/detail/646658987742411203

All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews



Civilization VI ‘Fall 2016’ Update Now Live
NOVEMBER 17 - HINKLE2K
CivilizationVI_day30_hero.jpg

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.


I feel they still have a lot of work to do..

They claim to have fixed the warmonger penalties, but I don't feel that is the case at all.

I tried another game on a huge map. I'm on a continent with 5 other civs. Aztecs keep being annoying and founding cities right up against mine, reducing my space to grow. So I discuss with them make them promise to not found cities near mine, that lasts a few turns, but as soon as the "promise is fulfilled" they build yet another city sandwiched right in between two of mine and really piss me off. I denounce them, and start working on an attack force, a few turns later, I declare formal war via casus belli (moderate warmonger penalty) and as soon as I do all the other civs, (most previously friendly are either denouncing me or very unhappy with me. Whats even more interesting is that I can see from the diplomacy views that they hated the Aztecs too. You'd think at least one of them would be glad that I decided to teach them a lesson...

The civilopedia is also pretty damned bad. Many civilopedia entries are missing lots of detail. (Example, look up the "Spy" unit, and nothing i there tells you what the prerequisite is to build one, or what limits how many you can have, but this plays out throughout the Civilopedia)

Another super obvious bug they didn't fix is that the construction screen in cities will tell you, not what the city just finished building, but what it finished building BEFORE what it just finished building, leading to a lot of time wasted trying to remember what you just built, especially if you have lots of cities, and it is not apparent by a new unit sitting there)

There is still no hot key for "fortify until healed". This used to be H in Civ 5. I don't understand why they just didn't keep all the hotkeys we know and love from previous Civ games, at least the ones that are still relevant.

I've also made many mistakes in unit movement, because when you cycle through units it will briefly highlight a different unit, before highlighting the correct unit. If you are quickly doing things, you get fooled into thinking that is the actual unit you are giving orders to, and sometimes make fatal mistakes.

The above should be simple fixes that should have happened in the first major patch, but didn't. Instead they spent all their time on adding DX12 which just slows the game down without any benefit.
 
I seem to have problems above 400 turns still. Where the game will crash when I change a civic or something. The save games are corrupt also, and I have at least 5 or 6 large/huge map games that just can't move forward due to the crashes. Small maps and short games are fine though in that respect.

The AI not abiding by their promises is ok sometimes, but it is like they actually have no effect on them at all. They can tell you to get troops off their borders, but you can't tell them. The AI is overly aggressive with the damn religious zealots as well, sending wave after wave of missionaries and apostles on almost every play through. Denounce me on a turn, ask me for a favor on the next. etc etc etc....
 
I seem to have problems above 400 turns still. Where the game will crash when I change a civic or something. The save games are corrupt also, and I have at least 5 or 6 large/huge map games that just can't move forward due to the crashes. Small maps and short games are fine though in that respect.

The AI not abiding by their promises is ok sometimes, but it is like they actually have no effect on them at all. They can tell you to get troops off their borders, but you can't tell them. The AI is overly aggressive with the damn religious zealots as well, sending wave after wave of missionaries and apostles on almost every play through. Denounce me on a turn, ask me for a favor on the next. etc etc etc....

Yeah,

Another thing that also bothers me is that they have unrealistic trading expectations, which are more based on the relationship than on their desperation for something.

An AI could be desperate for a luxury resource, but if the relationship (I know this based on seeing barbarians emerge near their cities). They'll even contact me to trade for one or more of them, but if the relationship is even slightly bad they will offer a pittance for the resource it even ask me to give it to them for free or pay for the privilege of me giving it to them.

The whole "trade price" algorithm needs to be rewritten to favor in how desperately they need something as well as supply and demand.

How much you like the other civ shouldn't have as much of an impact, because if our relationship is poor, I'm no more willing to give you a good deal than you are willing to give me one.
 
Civilization VI is in the Humble Bundle Monthly for February which is kind of cool, been debating buying it on and off for the last 6 months. I guess HumbleBundle made up my mind. I'm a yearly subscriber.
 
I'm a lifelong Civilization fan. Been playing the game regularly ever since the original launched in 1991.

I've had Civilization VI since launch. In the year and two months since launch I've only played through it 2.5 times.

I think this is one of the weakest incarnations of the game to date. It just does not suck me in like previous versions did.

By all means though, pick it up if you can get it for cheap.
 
Civilization VI is in the Humble Bundle Monthly for February which is kind of cool, been debating buying it on and off for the last 6 months. I guess HumbleBundle made up my mind. I'm a yearly subscriber.
Is this deal going to be for the weekly bundle or you need to be a subscriber?
 
Civilization VI is in the Humble Bundle Monthly for February which is kind of cool, been debating buying it on and off for the last 6 months. I guess HumbleBundle made up my mind. I'm a yearly subscriber.

How does Humble Bundle work anyway? I've never used them, Do you get keys redeemable through Steam?
 
Is this deal going to be for the weekly bundle or you need to be a subscriber?
It's for the Monthly Bundle, you need to subscribe for 1 month if you want it, then cancel the following month.

How does Humble Bundle work anyway? I've never used them, Do you get keys redeemable through Steam?
Bundles:
The bundles are usually pay what you want for tiered listing of games they are offering. If you want the majority of the bundle you usually need to "beat the average" donation which is usually around $4-5 but you usually end up getting around 5-6 games.

Monthly:
The monthly is a month to month subscription service. $12 a month reoccurring, you can cancel at any time. Or you can pay the yearly fee and have the option to pause your subscription if you don't want to be a part of it that month. You also get access to the HumbleBundle Trove if you get the monthly, which is more games that they update occasionally, that are all DRM free and downloaded from the website. If you are subscribed to the Monthly you get 10% off everything at the HumbleBundle store including things already on sale. I think every game I got off the monthly was redeemable on Steam. Been on the yearly subscription a year, just renewed it this month.

Keys:
Most keys are redeemable on Steam. They will have a Steam logo under the game if it is a Steam Key. If they say DRM free you download it at the HumbleBundle site. Some games include both and you receive 2 keys. Some games will say GOG and are redeemable there, but I think it is just CDPR games.
 
It's for the Monthly Bundle, you need to subscribe for 1 month if you want it, then cancel the following month.


Bundles:
The bundles are usually pay what you want for tiered listing of games they are offering. If you want the majority of the bundle you usually need to "beat the average" donation which is usually around $4-5 but you usually end up getting around 5-6 games.

Monthly:
The monthly is a month to month subscription service. $12 a month reoccurring, you can cancel at any time. Or you can pay the yearly fee and have the option to pause your subscription if you don't want to be a part of it that month. You also get access to the HumbleBundle Trove if you get the monthly, which is more games that they update occasionally, that are all DRM free and downloaded from the website. If you are subscribed to the Monthly you get 10% off everything at the HumbleBundle store including things already on sale. I think every game I got off the monthly was redeemable on Steam. Been on the yearly subscription a year, just renewed it this month.

Keys:
Most keys are redeemable on Steam. They will have a Steam logo under the game if it is a Steam Key. If they say DRM free you download it at the HumbleBundle site. Some games include both and you receive 2 keys. Some games will say GOG and are redeemable there, but I think it is just CDPR games.

Thanks for this. I've been holding out but $12 bucks is worth it.
 
Finally decided that 2K isn't going to make an upgrade path from the regular edition to the deluxe edition, so I fired up the game for the first time tonight. I bought it at launch. Enabled DX12 mode and it was a crash fest. Went to DX11 and everything was fine, but DX12 felt smoother to me. Got over that disappointment and decided to try play the game. Let the computer pick my character and it was off to the races! Well it was a race if you consider being handicapped by only being able to use one leg and one arm.

What do I mean by that? Seems that the game dropped me into the perfect spot with food all around me! Right beside some mountains too! Time to race to the nuclear age right? Nope! Seems that I ended up with 100 food squares and 1 iron deposit. The game got so bad as I fell further and further behind that only the barbarians attacked me. So I'm sitting on all of these luxury goods and nothing to make an army with. Which means no research. Which means that I had Knight units and all of the other leaders had tanks. One leader had nuclear weapons in the 1800's and another was going to space.

Well I cut that shit off. Fuck that game. One and done. ;)
 
I'm a lifelong Civilization fan. Been playing the game regularly ever since the original launched in 1991.

I've had Civilization VI since launch. In the year and two months since launch I've only played through it 2.5 times.

I think this is one of the weakest incarnations of the game to date. It just does not suck me in like previous versions did.

By all means though, pick it up if you can get it for cheap.

I think the problem is the gameplay is getting stale, the AI issues are getting harder and harder to ignore, and other sims (Endless Legend comes to mind) are starting to pass the series by. The problem is any form of change (Remember Hex tiles? Or one unit per title?) upsets lifelong fans because the series has simply been stale for far too long.
 
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