Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Summer 2017 Update - Patch Notes
The summer patch has landed! Here are the patch notes. They include details related to Nubia and the rest of that DLC - these only apply if you have the DLC. The DLC is included in the Deluxe Edition, anyone without the Deluxe will need to buy it separate if they want the goodies.

Everything not related to the Nubia DLC is a patch for everyone

Cross-platform MP will not happen until the patch is on other platforms - if it will happen then. I have no information to confirm that it will, but here's hoping.

You can expect the patch to break many mods. Its impact on saves is unclear, but I wouldn't be optimistic, personally.

If you experience problems after deactivating mods, removing mods, or not having had any mods in the first place, two things to try are:
  • Verifying files in the Steam client. Sometimes Steam fails to apply updates cleanly.
  • Moving the "documents\my games\sid meier's civilization vi" folder elsewhere while the game isn't running, then starting it up again so the directory is rebuilt. Make sure all mods are deactivated before doing this. You can move configs and saves back from the old folder to the new one afterwards, if it works.
    [\list]

    Feel free to discuss changes and stuff in this thread.

    [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.
    Not just Nubia
    • Added Restart button to regenerate the map
    • Added the saving of game setup configurations to reuse when starting future games
    WATCH our First Look video on Nubia below:

    https://www.youtube.com/watch?v=lmYH3G0DIUQ

    SUBSCRIBE to Civilization on YouTube ➜ http://2kgam.es/CivilizationYT

    [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.
    Others
    • 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
Naposledy upravil SamBC; 28. čvc. 2017 v 0.36
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Since installing the patch the AI in this game is going absolutly beserk. I'm playing currently on prince difficulty and by round 40 I'm at war with all the Civs I've met so far.
mcollin5 původně napsal:
For me, disabling all mods and starting a new gam allowed me to at least play a new game. My old game seems a lost cause.
It might be playable once the mods in question are updated for the new patch. New update breaks mods, mods are required to continue modded game.
mfly6148 původně napsal:
Have any of the Wonders been nerfed in the new update? Specifically, I'm wondering about the Terracotta Army. I just built it in a new game (no mods, BTW), but no new units appeared. (I've always gotten spearmen, or pikemen, depending on the era.). Sorry if I missed this in the release notes.
Terracotta Army never gave you new units. It gives a level to existing units and lets your archaeologists go where they like.
chestotoys původně napsal:
Does anyone have any negative effects on mods? More specifically ones by JFD and sukrikat.
Major update means mods break.
SamBC původně napsal:
mcollin5 původně napsal:
For me, disabling all mods and starting a new gam allowed me to at least play a new game. My old game seems a lost cause.
It might be playable once the mods in question are updated for the new patch. New update breaks mods, mods are required to continue modded game.
mfly6148 původně napsal:
Have any of the Wonders been nerfed in the new update? Specifically, I'm wondering about the Terracotta Army. I just built it in a new game (no mods, BTW), but no new units appeared. (I've always gotten spearmen, or pikemen, depending on the era.). Sorry if I missed this in the release notes.
Terracotta Army never gave you new units. It gives a level to existing units and lets your archaeologists go where they like.
chestotoys původně napsal:
Does anyone have any negative effects on mods? More specifically ones by JFD and sukrikat.
Major update means mods break.
Thanks for the clarification, SamBC! I'm guessing in that case that I must have gotten used to a tweaked version of that wonder, thanks to a mod I'm not currently using. Ah, well. It's a very nice tweak, to be sure. Especially if you're going for domination. :)
AI leaders sell me their Art for 1 Gold. I assume this was not intended.

Though they won't sell me some of Artifacts even for 1000 Gold.

Current Deal mechanics are broken. Leaders sometimes propose me a deal and simultaneously tell me they are not satisfied with it and won't accept the terms. "Make the deal more equitable" does not work.
Naposledy upravil Strawberry Fields; 29. čvc. 2017 v 4.08
The Government/Policy Menu won't open, so I am stuck after playing just 7 rounds...
I have deactivated every mod, but it is still buggy... any tips?
Saint Beter původně napsal:
The Government/Policy Menu won't open, so I am stuck after playing just 7 rounds...
I have deactivated every mod, but it is still buggy... any tips?
Some mods need to be completely removed, not just deactivated, and you have to start a new game with no mods, not load an existing one.
CRASH AFTER START, TESTERS OVERSLEPT !!!!!
Ever since the patch, I cannot chance civics. So basically I cannot get another government ever. Nice.

Also the option to safe the 'play now settings' are a joke. If loaded, you load the ** EXACT** same map as before. Because guess what, map and game seed are safed too! Hurray! Now you have to manually change that every time you use the feature. By that time you are basically better off just manually using setting everything up the way you did before.

All in all this patch is a step backwards.
Cannot change governments/policy too
I can build districts but I can't improve them anymore. I only can build a monument but no granary, water mill, shrine, library, etc ...

I started a new party (no mods, I don't use any) and same problem
MMStingray4 původně napsal:
I updated too, now everything I can see as the game starts is logo "civ 6" with NO START MENU buttons (single player, quit game etc). can anyone help me with this?
me too need an issue to fix plz :c
mfly6148 původně napsal:
Have any of the Wonders been nerfed in the new update? Specifically, I'm wondering about the Terracotta Army. I just built it in a new game (no mods, BTW), but no new units appeared. (I've always gotten spearmen, or pikemen, depending on the era.). Sorry if I missed this in the release notes.
You are mistaken. Terracotta never gave free units. Only promotions on all your current units.
Only wonder I know for sure that was nerfed was ruhl valley. The overall production boost got changed to 20% down from 30%
Can't decide if the patch landed like a bomb or an egg...
MMStingray4 původně napsal:
I updated too, now everything I can see as the game starts is logo "civ 6" with NO START MENU buttons (single player, quit game etc). can anyone help me with this?
Same for me. Fixed after unsubscribing from NQ modes.
Naposledy upravil mydogtom; 29. čvc. 2017 v 9.12
What are "NQ modes?"
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Datum zveřejnění: 27. čvc. 2017 v 12.45
Počet příspěvků: 426