Sid Meier's Civilization VI

Sid Meier's Civilization VI

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SamBC May 9, 2018 @ 10:54am
Spring Update 2018 Patch Notes (patch released!)
Well, finally there's news on the Spring Update. It's out now (on Windows) and will be downloaded and applied automatically by Steam. Below are the patch notes, as taken from the news post at https://steamcommunity.com/games/289070/announcements/detail/1657765746056678422

Particularly note the advice regarding mods:
For the best gameplay experience, we recommend disabling mods until they have been updated by the mod creators to be compatible with this latest update. Loading an old save or configuration that was created using mods will re-enable those mods. To our modding community, the below update may require you to update your mods.

ADDITIONS
  • Joint Wars/Third Party War Update
    • Players can now ask other players or AI to join wars they are already in.
    • Trade screen allows Casus Belli to be chosen when declaring a Joint War.
    • Joint War now requires one party to have denounced the enemy for 5 turns.
    • Leader screen makes it clear that war declaration is part of a joint war.
  • Adding 12 new Historic Moments, focused on mid to late game.
    • First Shipwreck Excavated (+2 Era score)
    • World's First Shipwreck Excavated (+3 Era score)
    • First Aerodrome Fully Developed with all buildings (+3 Era score)
    • First Encampment Fully Developed with all buildings (+3 Era score)
    • First Entertainment Complex Fully Developed with all buildings (+3 Era score)
    • First Water Park Fully Developed with all buildings (+3 Era score)
    • First City with 25 Population (+1 Era score)
    • World's First City with 25 Population (+2 Era score)
    • First Seaside Resort (+2 Era score)
    • World's First Seaside Resort (+3 Era score)
    • National Park Founded (+3 Era score)
    • World's First National Park Founded (+4 Era score)
  • Game Summary Screen
    • Added 3 new graphs for Rise and Fall games; Era Score, Total Governors, and Total Governor Titles.

BALANCE
  • Governors:
    • Pingala's Librarian ability now provides +15% Science and Culture in the city (was +20%).
    • Governor Magnus Groundbreaker ability reduced from +100% to +50%.
  • Government Balance Pass – Rise & Fall
    • Communism: Bonus Production per population from .4 to .6. Overall Production bonus from 10% to 15%.
    • Democracy: Production per district from 2 to 1.
    • Fascism: Combat Strength from 4 to 5. Bonus unit production from 20% to 50%.
  • Government Balance Pass – Base Game
    • Fascism: Combat Strength from 4 to 5.
  • Policy Rebalance:
    • Military Research gives +2 Science from Military Academies, Seaports, and Renaissance
    • Walls (was +1 and did not include Renaissance Walls).
    • Public Transport gives 100 Gold per Appeal when replacing a Farm with a Neighborhood (was 50).
    • Ecommerce gives +2 Production and +5 Gold for all your Trade Routes (was +5 and +10 but only for international Trade Routes).
  • Civ Balance:
    • Victoria’s Pax Britannica ability now additionally awards a free melee class unit when constructing a Royal Navy Dockyard in a city founded on a foreign continent.
    • Lautaro's unique ability Swift Hawk has been updated to have an additional effect: Pillaging an enemy city plot now causes that city to lose 5 loyalty
    • Rebalancing Seondeok's Hwarang ability. Governors established in a city provide +3% Culture and Science for each Promotion they have earned, including their first (was +10% Culture and Science for any Governor regardless of Promotions).
    • Norwegian Berserker - Production cost reduced from 180 to 160. Combat Strength buff when attacking increased from +7 to +10. Combat Strength de-buff when defending reduced from -7 to -5.
    • Japanese Samurai – Production cost reduced from 180 to 160. Combat Strength increased from 45 to 48.
    • Georgian Khevsur – Production cost reduced from 180 to 160. Combat Strength increased from 40 to 45.
  • Eras:
    • Made it so when somebody wins the game in the Information Era, it reset all players to be in a Normal Age and take away all Dedication bonuses. This puts everyone on a level playing field for "One More Turn" mode. (If somebody wins in an earlier era, continue the progression of eras and Ages as normal.)
    • Rebalancing Era Score of historic moments related to late game city projects:
      • Manhattan Project and Operation Ivy now worth 2 (was 1)
      • Satellite launch, Moon landing, and first Mars component are now worth 4 if world first and 2 otherwise (was 1 in both cases)
    • Monasticism dark policy now provides +75% Science in cities with Holy Sites (was +100%).
  • Map Generation:
    • Made Turtles Luxury Resource more common.
  • Miscellaneous:
    • Religion can now affect the Loyalty of a city. For players who founded a religion, cities get +3 Loyalty for following that religion, but -3 Loyalty per turn if following another player's religion.
    • Updated Foreign Ministry (Government building): Unit combat bonus now applies to City-State units even when they are not levied.
    • Number of envoys received from Liberating City-States is boosted as you progress through the game.
    • Commandos’ Melee unit promotion now grants +1 movement

MODDABILITY UPDATES
  • Governors and Governor Promotions now use 'Promotion Sets' which allows more than one governor type to be associated with a promotion and vice versa

BUG FIXES
  • Only show the "Capital Lost" when a player loses their original capital city (was also showing when a player lost their new capital city that also happened to be the original capital city of a different player).
  • Fixed for Priority Target highlighting invalid hexes.
  • Districts that cannot be repaired because the player is missing their pre-requisite Tech or Civic (ex. in a conquered city) will now say this in the city production UI.
  • For Great People that activate over luxury resources, a tile with a district belonging to another player is no longer treated as a valid activation tile (and it will not end up highlighted)
  • Frederick Barbarossa's UA no longer gives a combat bonus against Free Cities.
  • Liberating a city will now make that city immune against your Loyalty pressure, as was the design intent.
  • Correctly display when a Wonder needs an adjacent district. Clarified that the adjacent district requirement also must be a district owned by this city.
  • Fixed the combined arms boost by changing it to be “Have 3 Armies or Armadas.”
  • Fixed Victoria's Pax Britannica ability in the base game.
  • Enforced that cities cannot be founded on tiles with districts. It was possible before with the relaxed minimum city distance present in island situations.
  • Fixed an edge case where the historic moments for creating a Trading Post in another civ could be repeated and exploited
  • Made it so Abu al-Qasim al-Zahrawi only heals land units.
  • Fixed Bugs related to expelling units out of a City's or Civilization's borders when applicable.
  • Units should no longer be expelled from a Free City when it flips due to Loyalty unless the city flips to a major civ and rules require it.
  • Fixed an issue with not counting armadas and Fleets for the Triple Seven achievement.
  • Ensure proper display of National Parks after a save is loaded.
  • Don't show Paradrop unit action if unit cannot move.
  • Fixed a bug preventing the Hetairoi Great General bonus from being applied when in the same hex as a general.
  • Fixed a bug preventing the Persian Immortal from using melee as its default attack.
  • Fixed a bug where Renaissance walls and Georgian unique walls were not being affected by the Limes Policy.
  • Addressed audio issues with large and mod-expanded map sizes

TEXT FIXES
  • Corrected the bonus text for the Zoning Commissioner Governor promotion (it said 30% but it is actually 20 %.)
  • Updated Rise and Fall Agenda descriptions to include what that leader dislikes.
  • Clarified Kilwa's description to show that it increases the type bonus from city states instead of the yield.
  • Removed a redundant font icon in the name of a city-state quest.
  • Updated Civilopedia text for Anarchy, since Anarchy does not affect Era Score.
  • Clarified text for Georgia's Unique Ability.
  • Clarified text for first sea/air unit Historic Moments.
  • Added information to technology descriptions about what resources are unlocked for harvesting (some were missing).
  • Document that Patron Saint Governor Promotion also helps Warrior Monks.
  • Removed "doubling" and "tripling" in description of effects for tourism. Use +100% or +200% instead.
  • Added Housing info to Polder description
  • Fixed the Fascism combat bonus description being incorrect in base game.
  • Updated wording for Religious Alliance to indicate that it refers to cities dominated by the player's religion.
  • Changed some text that was incorrectly referring to "Identity" instead of "Loyalty.”

GRAPHIC FIXES
  • Reduced the amount of snow on the Arena building so that it doesn't blow out as much at night.
  • Don't play Paradrop animation if the destination tile is not visible to the current observer.

AI
  • AI respects and uses new rules for joint wars and third party wars
  • AI evaluates joint and third party wars based on the chosen casus belli, and applies casus belli to its own offers
  • In trading cities, AI considers resources and great works it will gain or lose in the deal
  • As part of a city attack, will not pillage a separate city’s districts
  • AI will prioritize a city over units if it can capture or nearly capture the city
  • Fixed issues with AI strategies, including yield priorities and era strategies (as reported on community forums, thanks!).
  • Fixed government bonus analysis problem. AI will no longer focus entirely on monarchy.
  • Fixed issues regarding embarking units near enemy warships, evaluation now takes proper account of that.
  • AI can modify a deal with just gold when asked what would you give.
  • Germany (or anyone favoring minor civ war) won't care about their relationship to a minor civ suzerain unless it's them.
  • Give Greece and Pericles some preferences for culture and envoys.
  • Fix round off problem that was giving low threat values in duel maps (or with only 2 Civs left).
  • Free cities units that are not involved in attacking other units will stay within their own territory.
  • Improved city defense unit management.

MULTIPLAYER
  • Auto End Turn is now disabled for the remainder of a player's turn if they unready their turn.
  • Fixed multiplayer stall related to players disconnecting while the host was loading into a game.
  • Fixed zombie connection issue that was preventing some players from joining multiplayer games after a previous join.
  • Players should not be able to unready their turns after their turn timer elapses.
  • Dead civilizations are no longer selectable after loading a save in multiplayer.
  • Multiplayer quick saves now go in the proper save folder for the current game mode.
  • Fixed default multiplayer handicap for third player in the Jadwiga's Legacy scenario.

UI
  • Changes to the way Governor Title notifications are handled.
    • The Governor Title notifications turn blocking no longer requires players to use the Governor Title to be dismissed.
    • Appoint Governor Notification will not appear if the player does not yet have a city to assign one.
  • Updated the window style of the Dedication screen and Era Rollover screen, emphasizing Era / Age types.
  • Added food needed for population growth in City Details Panel.
  • Made sure we only show the Emergency row and tab if there are emergencies involving both the selected player and the local player.
  • Fixed an issue where players could have duplicate city names, all names have to be unique now.
  • Espionage mission history for failed missions will now show loot information if provided in the mission info
  • Tech Tree - Ensure we update the live data for a tech when it's boosted.
Last edited by SamBC; May 10, 2018 @ 12:35pm
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Showing 76-90 of 99 comments
SimpleSiren May 13, 2018 @ 9:07pm 
I have to give them Props Most crashes are gone except theDisplay Driver one but thats late into playing.
Kurnn May 14, 2018 @ 12:28am 
This patch is fantastic! I have always used the mod AI+ but with this patch I dont have to anymore =)
RJ Dork Bard May 14, 2018 @ 4:05am 
everytime i become suzrain of a city state i suddenly get the ally map reveal and unlock about 20-30 pts worth of golden age points and historic moments.. i dont mind but its kinda amusing.
edmartin54 May 16, 2018 @ 7:47am 
Originally posted by Frelach:
I can't play after the update... keeps crashing when I load or start a new game.
Any word on this?

Mine crashes occasionally also. I just started a new game and, so far, it crashes every time my warrior unit tries to take the same tribal village.
Last edited by edmartin54; May 16, 2018 @ 7:53am
Bouncer May 18, 2018 @ 5:45am 
Originally posted by Don Vincenzoo 57:
do we have the update in balance and everything even if we don't buy the new DLC ???
or correction in gameplay and bug fix is only apply if we buy the new DLC ???

Cant confirm atm but adjustments to the base game should be in the base game. Id expect things like the joint war fix and buffs to samurai and berserkers to be in vanilla.
pitonsnaboca May 18, 2018 @ 7:35am 
Originally posted by Don Vincenzoo 57:
do we have the update in balance and everything even if we don't buy the new DLC ???
or correction in gameplay and bug fix is only apply if we buy the new DLC ???

If I understood your question correctly:

Patches are free and automatically applied to the part of the game it belongs to.
Meaning, if the patch has a specific fix/update for a part of the vanilla game, you don't need the latest (or any) "DLC" to get it.
As soon as you first login, he patch is automatically applied to your account/game.
rsorrell May 18, 2018 @ 11:58am 
Originally posted by SimpleSiren:
I have to give them Props Most crashes are gone except theDisplay Driver one but thats late into playing.
are you using an NVIDIA or AMD graphics card and are you on Windows 10?
edmartin54 May 18, 2018 @ 2:58pm 
Originally posted by edmartin54:
Originally posted by Frelach:
I can't play after the update... keeps crashing when I load or start a new game.
Any word on this?

Mine crashes occasionally also. I just started a new game and, so far, it crashes every time my warrior unit tries to take the same tribal village.

I avoided the tribal village for one turn and it didn't crash - weird.
Jason H May 18, 2018 @ 7:33pm 
played 2 games to turn 300 since the update, using a few mods i never had an issue with. now the game crashes at turn 300 and i have no idea which mod or if its the size of the ludicrous map. i swear, 2 best games i've ever played and i don't even want to try again and end on turn 300 when it just starts being fun. why can't they make something that tells us if a mod isn't compatible after an update, i don't want to play just the base game, want some add ons.
Lupal Fillyus May 21, 2018 @ 11:50am 
Faulty string:
"Fascism: Combat Strength from 4 to 5."
> Get fascism, then buildt govt building for Fascist Legacy. When attacking with a unit, it's counted correctly as +5 power, but the description when hovering over an enemy unit still says "+4 from Fascist Legacy".

If there's a better place to post this point me to it, but I don't see a bug forum, and this was the patch that introduced this.
Kurnn May 24, 2018 @ 8:43am 
Is it just me, or did this patch make AI much smart, and made them research stuff faster?

Im getting my butt kicked in Immortal!
edmartin54 Jun 1, 2018 @ 7:39am 
Has anyone else noticed an issue when attempting to click on a unit on the map when it's between the mini-map and the World Tracker? It's like the area is a dead zone; I can't select the unit. Wasn't that way before the latest update.
Last edited by edmartin54; Jun 1, 2018 @ 7:52am
Tommy Vercetti Jun 4, 2018 @ 3:29am 
i cant play rise and fall civ 6, my question is, is just me or we still have to wait for this patch be avaible?
AikenAidan Jun 16, 2018 @ 4:49am 
Any more patches to come ? CIV 6 needs it.
Last edited by AikenAidan; Jun 16, 2018 @ 4:49am
Tianka Jun 24, 2018 @ 1:27pm 
do AIs still declare you a war mongerer and team up against the player after you as mush as take a city in a defensive war?
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Date Posted: May 9, 2018 @ 10:54am
Posts: 99