Author Topic: Civilization VI!!?!  (Read 69165 times)

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Offline Martok

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Re: Civilization VI!!?!
« Reply #435 on: March 25, 2017, 04:26:04 AM »
Alex looks like someone's good-natured little brother trying to act "grown-up" like his elders. 
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Offline bbmike

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Re: Civilization VI!!?!
« Reply #436 on: March 25, 2017, 06:38:12 AM »
Alex looks like someone's good-natured little brother trying to act "grown-up" like his elders.

People are saying he looks like surfer Spicoli.
"My life is spent in one long effort to escape from the commonplace of existence."
-Sherlock Holmes

"You know, just once I'd like to meet an alien menace that wasn't immune to bullets."
-Brigadier Lethbridge-Stewart

"There's a horror movie called Alien? That's really offensive. No wonder everyone keeps invading you!"
-The Doctor

“Before Man goes to the stars he should learn how to live on Earth.”
-Clifford D. Simak

Offline solops

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Re: Civilization VI!!?!
« Reply #437 on: March 25, 2017, 10:05:26 AM »
Alex looks like someone's good-natured little brother trying to act "grown-up" like his elders.

People are saying he looks like surfer Spicoli.

Duuuuude!
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Offline Gusington

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Re: Civilization VI!!?!
« Reply #438 on: March 27, 2017, 07:19:47 AM »
Hahaha that is hilarious!!
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Offline FarAway Sooner

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Re: Civilization VI!!?!
« Reply #439 on: March 27, 2017, 11:51:26 AM »
I assumed it was intentional. 

We'll only know for sure if Sean Penn does the voice acting!

Offline bbmike

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Re: Civilization VI!!?!
« Reply #440 on: March 28, 2017, 10:15:30 AM »
Patch and DLC are now live!  O0
"My life is spent in one long effort to escape from the commonplace of existence."
-Sherlock Holmes

"You know, just once I'd like to meet an alien menace that wasn't immune to bullets."
-Brigadier Lethbridge-Stewart

"There's a horror movie called Alien? That's really offensive. No wonder everyone keeps invading you!"
-The Doctor

“Before Man goes to the stars he should learn how to live on Earth.”
-Clifford D. Simak

Offline Barthheart

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Re: Civilization VI!!?!
« Reply #441 on: March 28, 2017, 11:49:38 AM »
WooT!  <:-)

Offline solops

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Re: Civilization VI!!?!
« Reply #442 on: April 05, 2017, 09:17:35 AM »
So, has anyone played with the new patch? Has it helped the brain-dead AI?
"I could have conquered Europe, all of it, but I had women in my life." - King Henry II of England
I may be drunk, Miss, but in the morning I will be sober and you will still be ugly. - Winston Churchill
Wine is sure proof that God loves us and wants us to be happy. - Benjamin Franklin

Offline Barthheart

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Re: Civilization VI!!?!
« Reply #443 on: April 05, 2017, 10:20:05 AM »
Yes, and nope.
Some mods have helped the AI though.

Offline bbmike

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Re: Civilization VI!!?!
« Reply #444 on: July 27, 2017, 02:51:41 PM »
New patch/Nubia DLC just dropped.  O0

Patch notes:

[NEW]

Nubia​

    Civ Unique Ability: +50% Production toward Ranged units. All Ranged units earn promotions 50% faster. Mines over strategic resources are +1 Production. Mines over bonus and luxury resources are +2 Gold.
    Queen Amanitore Unique Ability: Kandake of Meroë - +20% Production on all districts rising to +40% if the city contains a Nubian Pyramid adjacent to the City Center.
    Pitati Archer: Replaces the Archer. Stronger than the Archer with +1 Movement.
    Nubian Pyramid: Improvement. +1 Faith. Receives additional yields from adjacent districts. +1 Food if adjacent to a city center. For all other districts that award adjacency bonuses: +1 of the appropriate yield if that district is adjacent. Desert, Desert Hills, Floodplains.
    Jebel Barkal Wonder
    Unlocked at Iron Working. Awards 2 free Iron and +4 Faith to Cities within 6 tiles.
    ‘Gifts of the Nile’ Scenario
    The Nile River is the life-blood of not one ancient civilization, but two: Egypt and Nubia. Although these neighbors and trade partners shared a common river valley and supreme deity (Amun) they were often in direct competition if not outright war. In this head-to-head competitive scenario, you will take the role of one of these powers to see who can truly become the most worthy disciple of the great god Amun by being the first player to create 7 Temples in his honor.

    Added Restart button to regenerate the map
    Added the saving of game setup configurations to reuse when starting future games

[GENERAL BALANCE CHANGES]

    Reduced the cost of the Aqueduct by 30%, and Sewers by 50%
    Reduced cost of all other districts by 10%
    Increased the discount for districts you have less of from 25% to 40%
    Increased costs of district buildings by 10% (except Aerodrome buildings), and increased per settler cost bump by 50%
    Reduced cost of all spies by 25%
    The Hanging Gardens now provides +2 Housing in city it is built
    Walls now provide Tourism, and do not have Maintenance
    Battering Ram and Siege Tower now upgrade to the Medic support unit, and no longer are functional against a city with Urban Defenses
    Gave St George an additional Charge
    Updated Monarchy's Medieval Wall bonus to: "+50% Production toward defensive buildings. +1 Housing for each level of wall."
    Proselytizer Apostle Promotion only evicts 75% of existing pressure of other religions, not 100%.
    Press Gangs will now unlock with Exploration and Native Conquest with Colonialism.
    Increased Anti-Air strength values by 5 across the board. Increased Destroyer AA strength to match other units of the same era.
    Balance Change to Archer (cost +10) and Maryannu Chariot Archer (cost -20, combat +2, ranged strength +2)
    Increased cost to repair city outer defenses
    Moved “Urban Defenses” from Civil Engineering to Steel

[CIV & LEADER SPECIFIC BALANCE CHANGES]

Norway​

    Thunderbolt of the North gains +50% production of naval melee units
    Stave Church gains +1 Production for all Coastal resources in the city

Spain​

    Treasure Fleet civ ability has its gold for intercontinental trade boosted from +4 to +6.
    Mission: increase from +1 Science to +2 Science if next to a Campus.

    Scythia’s heal down from 50 to 30.
    Kongo: 50% more Great People points rather than double.
    Greece: Award an envoy whenever they complete an Acropolis.
    France: Catherine’s Flying Squadron now awards a free Spy when the extra capacity is earned at Castles. All spies start as Agents with a free promotion.

[MAP GENERATION]

    Aluminum may now appear on Plains
    Increased Lake generation
    Updated Bonus and Strategic Sea resource generation
    Fixed river generation on Inland Sea maps

[UI ENHANCEMENTS]

    Combat Preview UI has received multiple improvements
    The Civilopedia now shows the number of spies/envoys granted by a civic
    Multi-turn unit movement paths shown when unit reselected
    Add Relationships tab to city state Intel Reports which displays that city state's at war status with other civs and city states
    A popup box is now used to modify deal item values
    Added leader dialog for Gifts and Demands
    Scenarios no longer display extraneous UI screens
    Reports now displays great works, adjacency, and districts information
    Trade Route chooser automatically selects previously completed trade route
    Additional improvements to the Trade Route chooser
    Added a turn blocker notification when city ranged attack is available
    Tech and Civic Boosts now additionally appear in the notification panel above the turn advancer.
    A Toggle Strategic View keybinding has been added

[DIPLOMACY ENHANCEMENTS]

    Added tooltips explaining why you can or cannot declare each kind of war or undertake another diplomatic action.
    “Are you sure you want to denounce?” confirmation added
    Liberation changes:
    - Liberating cities can now occur even if you got the city in a deal (peace deals are the most common case of this).
    - A case where the Persian player didn't see "(cede)" or "(return)" besides cities on the peace deal screen has been fixed.
    - When you liberate a city-state your military units are only kicked back from the first ring of hexes around the city; you aren't ejected from their territory entirely.

[AI TUNING]

    Improved AI ability to move great works around to get theming
    AI will now better handle air attacks
    - Bombers will attack Districts, Improvements, and then Units in that preference
    - Fighters will prefer to attack other air units
    Improved desire to pillage cities
    Improved city planning with regard to adjacency bonuses
    During city attacks, concentrate unit attacks on more threatening units rather than spreading out
    Fixed a bug that resulted in the AI overestimating the value of demand tribute
    Adjust AI acceptance of embassies to be a bit more like what they already do for delegations
    Specifically, they probably will reject it if they're unfriendly, will accept at neutral unless they have any other reason against it (close balance) and will generally accept it at friendly unless they have a strong reason against.
    In evaluating deals, the AI will mark elements that are unacceptable at any price, and expose that to the player
    Improve ability to utilize city-states, beyond just suzerainty
    As a player approaches victory, AI will become less friendly and more aggressive

[MULTIPLAYER]

    Improved stability after receiving a multiplayer join error
    Fixed unnecessary host migration when exiting a LAN game
    Fixed an occasional hang during wars in dynamic turn mode
    Miscellaneous UI fixes and stability improvements

[BUG FIXES]

    Fixed an issue where plot tooltips would show when we didn’t want them to
    Fixed multiple issues with Air combat
    City Banners were not reacting to population changed events
    Barbarian camp art will now update as the game progresses into later eras
    Fixed an issue where pillaged improvements lost their pantheon bonuses forever
    District repair costs now computed properly based on both game speed and start era. Will always be 25% of the cost of creating a new district of that type.
    Correct Alexander’s “To the World’s End” healing ability so it only triggers if the city has a COMPLETED wonder in it.
    Wonders should always be repairable after they have been hit by a nuclear blast
    Fixed issues with Reports screen totals not adding correctly
    Additional bug fixes.

[MISC]

    Added new visualization for desert mountains

"My life is spent in one long effort to escape from the commonplace of existence."
-Sherlock Holmes

"You know, just once I'd like to meet an alien menace that wasn't immune to bullets."
-Brigadier Lethbridge-Stewart

"There's a horror movie called Alien? That's really offensive. No wonder everyone keeps invading you!"
-The Doctor

“Before Man goes to the stars he should learn how to live on Earth.”
-Clifford D. Simak

Offline glen55

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Re: Civilization VI!!?!
« Reply #445 on: July 27, 2017, 04:58:40 PM »
ADDED RESTART BUTTON TO REGENERATE THE MAP!!!!!
 \m/ :smitten: :notworthy: <:-)

Been waitin' for that one since Civ I!!! I want to restart until I get a map I like, gosh darn it all to heck, and Sid has always made me jump through about 52 hoops to do it.

Pardon me, I'm going to go buy some fine champagne.  :D :D :D
Things are more like they are now than they have ever been before.
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Offline bbmike

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Re: Civilization VI!!?!
« Reply #446 on: July 27, 2017, 05:44:07 PM »
^+1. That's been missing for far too long.
"My life is spent in one long effort to escape from the commonplace of existence."
-Sherlock Holmes

"You know, just once I'd like to meet an alien menace that wasn't immune to bullets."
-Brigadier Lethbridge-Stewart

"There's a horror movie called Alien? That's really offensive. No wonder everyone keeps invading you!"
-The Doctor

“Before Man goes to the stars he should learn how to live on Earth.”
-Clifford D. Simak

Offline Barthheart

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Re: Civilization VI!!?!
« Reply #447 on: July 27, 2017, 05:45:05 PM »
 <:-)  :bd:

Offline bbmike

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Re: Civilization VI!!?!
« Reply #448 on: October 19, 2017, 12:30:39 PM »
New fall patch and DLC released today!

Change Log:

[NEW]
Khmer
Civ Unique Ability: Grand Barays - Farms provide +2 Food if adjacent to an Aqueduct. +3 Faith and +1 Amenity to each city with an Aqueduct.
Jayavarman VII Unique Ability: Monasteries of the King - Holy Sites provide +2 Food and +1 Housing if placed on a river. Holy Sites provide a culture bomb.
Domrey: Unlocks with Military Engineering technology. Unique Medieval era siege unit. Can move and shoot in the same turn and exerts zone of control.
Prasat: Same yield as Temple. Missionaries purchased in this city receive the Martyr promotion. +1 Relic slot.
Indonesia
Civ Unique Ability: Great Nusantara - Minor Adjacency for Coastal tiles to Holy Site, Campus, Industrial Zone, and Theater Square. +1 Amenity to each Entertainment Complex adjacent to a coastal tile.
Gitarja Unique Ability: Exalted Goddess of the Three Worlds - Naval units can be purchased with Faith. Religious units pay no movement to embark or disembark. +2 Faith to City Centers that are adjacent to Coast.
Jong: Replaces Frigate. Unlocks with Mercenaries civic. +1 Movement.  All units in formation inherit movement speed. +5 to combat when in a formation.
Kampung: Unique improvement placed on Coastal tiles that are adjacent to a sea resource. +1 Housing. +1 Production. +1 Food for each adjacent Fishing Boat. More Housing, Production, and Tourism as you advance through the game.
Angkor Wat Wonder
+1 Population in all Current Cities when built. +1 Housing in all cities. Must be built adjacent to an Aqueduct district.
Ha Long Bay Natural Wonder
Two tile natural wonder that can be found on coastal terrain and provides +3 Food, +1 Production, and +1 Culture. +15 Combat Strength when defending in this tile.
‘Path to Nirvana’ Scenario
The lands around the Indian Ocean flourish with many religions and many people. Heaven has chosen you to bring the light to all these lands. Is your faith up to the challenge? Can you convince the people of Southeast Asia to follow your religion? In this 50 turn scenario, compete to have the most followers of your religion, the most faith per turn, and the most foreign cities following your religion.
 

[RELIGION UPDATE]
Overhauled “Religion Lens”
All religious units move on their own layer (similar to Trade Units and Spies)
Switched to unique unit flag backing for religious units
Display religion (if applicable) for a unit to be purchased with Faith
Added the ‘Condemn Heretic’ unit action to allow military units to eliminate religious units in their tile, similar to pillaging a trade route
Added Religion indicators to unit flags
Religious units now exert Zone of Control and receive Flank and Support bonuses in religious combat
Added two new Pantheons, two new Founder Beliefs, two new Follower Beliefs, two new Enhancer Beliefs, and two new Worship Beliefs (with new buildings)
Follower Belief “Warrior Monks” unlocks the new Warrior Monk unit, a medieval land combat unit with its own promotion tree that is purchased with Faith
Added the Guru religious support unit, which can heal nearby religious units
Improved long-term usefulness of Missionaries by giving their spread religion ability 10% eviction of all other religions
Gave nine existing leaders the LOW_RELIGIOUS_PREFERENCE trait so they are unlikely to push hard for a religion, making it easier for players to get one on high difficulties
Added Unit Action tooltip to show you how many followers you’ll have in a city after you spread religion there
Adding religious pressure to both ends of a trade route:
Destination city gets 1 pressure per turn of the origin city's majority religion (if it has one). This is the same amount as if that city was close by.
Origin city gets 0.5 pressure per turn of the destination city's majority religion (if it has one)
Added 8 new Relics
 

[UI ENHANCEMENTS]
Updated Diplomacy screens to improve readability and usability
Trade Overview: Available Routes tab will now show all possible routes between two cities regardless if the origin city has a trader located at it
New medallion style art for Great People
Capital icons now appear on city banners in espionage chooser menu
Rest & Repair actions inform you if you can’t heal due to a missing Strategic Resource
Changed sort order for gossip so most recent messages are shown first
Ensure plot tooltips show up after mousing over 2D icons in same plot
Trade route chooser now sorts routes when filtered by a yield
Lots of changes to make assorted UI screens more moddable/extensible
 

[AI TUNING]
Improved AI’s naval gameplay, including protection and healing of naval units, building a proper navy, and assaulting coastal cities
AI will attempt to re-convert its holy cities
AI will no longer commit to battles they cannot win
Improve AI city and district placement
Improved AI’s valuation of great works
Improved Scout’s drive to explore Tribal Villages
Improved siege attacks
Adjusted religious strategies, preventing large hordes of units going to the same, distant city
New AI support for Religious Heal and Condemn Heretic actions
Improve AI use of Inquisitors
Money Grubber agenda is no longer as sensitive to fluctuations in income
 

[MULTIPLAYER]
Ongoing stability improvements
 

[BALANCE CHANGES]
Removed some of the least useful Gossip messages to improve signal to noise:
Buildings constructed if from 2 eras earlier than the constructing player's current era
Civic cultivated if from 1 era earlier than developing player's current era
Influenced city-state if not tied or higher than all other players
Land unit promoted if only to Level 2
Naval unit promoted if only to Level 2
Policy slotted if unlocked from a Civic that is 2 eras earlier than slotting player's current era
Tech researched if from 1 era earlier than researching player's current era
Move +1 embark speed from Cartography to Square Rigging
Allow friendly or allied spies to escape just before a nuke is detonated on a city they are in. All other spies are still killed.
Add Guilds as a prereq for Humanism so you have Theater Square before Museums
Change the Civic prereqs between Industrial and Modern so Zoo is required before Stadiums
Religious Idols Pantheon belief is now +2 Faith per mine instead of +1
Persian Immortal unit now behaves primarily as a melee unit with a ranged attack ability
 

[BUG FIXES]
AI will now recruit Great People when they take control of a human's game in MP
Fixed an issue where AI would trade invalid items
Fixed issues where AI appears to refuse their own deal proposals
Corrected an error that made the AI very unlikely to agree to alliances
Added missing description text for Broadway (+20% Culture for the city)
Fixed Colonial Taxes to be the listed 25% boost
Fix player being able to make peace with city states while at war with the suzerain
Pillaged districts no longer provide adjacency yields and they drop adjacent Appeal
Fixed the Hanging Gardens not granting Appeal
Archery tech boost earned by a Slinger on defense
Unique districts don’t count twice for Mathematics tech boost
Fix Housing from Monarchy to properly be +1 for each level of Wall
Culture Bombs can no longer steal National Park tiles
Conquering a city with a spaceport under sabotage no longer redirects that mission at yourself
Captured spies are immediately returned when a player is defeated
Gold costs of delegations is correct at all game speeds
Properly compute foreign followers of a religion for beliefs that use this stat. Followers from cities that didn’t have this religion as a majority were not counted previously
Embarked combat units can no longer capture enemy embarked civilians
Additional bug fixes
 

[MISC]
Changed Jakarta City-State to Bandar Brunei
Added Motion Blur to leaders

"My life is spent in one long effort to escape from the commonplace of existence."
-Sherlock Holmes

"You know, just once I'd like to meet an alien menace that wasn't immune to bullets."
-Brigadier Lethbridge-Stewart

"There's a horror movie called Alien? That's really offensive. No wonder everyone keeps invading you!"
-The Doctor

“Before Man goes to the stars he should learn how to live on Earth.”
-Clifford D. Simak

Offline Gusington

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Re: Civilization VI!!?!
« Reply #449 on: October 19, 2017, 12:47:14 PM »
Ooh Khmer...sexy
"I'm not even dead and I'm rolling over in my grave."

- Toonces