Civilization - Civilization VI ‘Spring 2017’ Update – patch notes


Civilization VI ‘Spring 2017’ Update – patch notes

Posted: 27 Mar 2017 12:08 PM PDT

The 'Spring 2017' update for Civilization VI will be coming this week to PC and coming soon for Mac and Linux.

This update will include a number of balance changes, AI adjustments, multiplayer changes, and bug fixes.

The Harbor balance change, included in this patch, will bring the strength of the various districts in line with each other. In addition, there will now be added nuances to the warmonger penalties so they only hit with their full strength if you are truly wresting valuable cities from your opponents.

A complete list of changes in the 'Spring 2017' Update is below:

[BALANCE CHANGES]

  • Harbors now give a major adjacency bonus with the City Center, +1 Food to all Coast tiles when the Lighthouse is built, and +2 Gold to all Coast tiles when the Seaport is built.
  • Australia now gets +1 for Charming/+3 for Breathtaking on the four affected districts (had been +2/+4) to compensate for the Harbor boost above
  • Royal Navy Dockyard now always provides +1 Trade Route capacity, even if the city already has a Commercial Hub. This makes it more useful, even when England builds it on its home continent.
  • Added "Future Civic" to the end of the Civics Tree, a repeatable Civic to research and add to the player score.
  • Bomber units are now more effective against cities.
  • Swordsman are now reduced to 36 combat strength.
  • Damages now remain on City and Encampments when a city is traded.
  • Siege units with bonus movement (e.g. from Great Generals or Persian surprise war) can still shoot after moving as long as they still have 2 MP.
  • Adjusted Warmonger penalties for Diplomatic status:
    • When applying a warmonger diplomatic penalty for EITHER declaring war or capturing a city, reduce that penalty if you are enemies with the target of that warmongering as follows:
      • -20% warmongering if this is against a player you have denounced
      • -40% warmongering if this is against a player you are at war with
    • NOTE: This is not used in situations where you are fighting a Joint War against the target power or when Sumeria joins as ally in war (in both those cases the penalty is still zero).
    • EXAMPLE: Macedon is at war with Persia. If India goes to war with Persia sometime in the middle of this Macedonian/Persian War and captures a Persian city, Macedon will reduce its warmonger penalty against India by 40%.
  • Adjusted Warmonger penalties for City Population:
    • When applying a warmonger diplomatic penalty for capturing a city, reduce that penalty if the city is smaller than the average city in the game as follows:
      • If the city's population after conquest is below the average population of all the cities in the game, reduce the warmonger penalty by the percentage that city's population is below the average.
    • EXAMPLE: Persepolis is conquered and its population after conquest is 6. But the average size of a city in the game is 8. So this city is 2 / 8 = 25% below the size of the average city in the game. Therefore the warmonger penalty is reduced by 25%.

[AI TUNING]

  • Improved coordination for multiple attacking units.
  • Ranged units better understand how to capture civilian units.
  • AI should now generally accept embassies when neutral, and reject when unfriendly.
  • When asking an AI to equalize a deal that has elements on both sides of the deal, it will consider a gold-only change before looking at other possibilities.
  • Increased AI's desire to repair pillaged Districts and Buildings.
  • Minor civs will no longer go after policies that give them extra influence they can never use.
  • Made it easier to meet the positive side of the environmentalist agenda
  • AI will now build multiple Neighborhoods.

[BUG FIXES]

  • The Great Works tooltip in the deal now shows extended information.
  • Melee units can no longer attack embarked units.
  • Pillaged improvements no longer provide Pantheon bonuses.
  • Fixed double-counting of Appeal from Improvements.
  • Fixed broken gossip message about Seaside Resorts that made them always mention a "lost city".
  • John Curtin is now referred to as "Prime Minister" and not "President" in the Outback Tycoon scenario.
  • Fixed an issue where previously constructed buildings were not showing up properly on the Production Chooser.
  • The World Tracker now keeps its open/closed state between turns.
  • Additional bug fixes.

[MULTIPLAYER]

  • Updating Global Thermonuclear War scenario's Proxy War victory condition to support team play.
  • Expanded internet games list to show results from additional regions
  • Games list was frequently not showing all available games due to UI bug.

[MISC]

  • Added more civs to the True Start Location Earth map.
  • Separated war/peace notifications into major civs vs. city-state.
  • Added additional information to Defeat/Victory screens, so players will be clearer on why they have lost the game.
  • Added "special ability" stars to techs and civics that unlock new functionality.
  • Added invasion warnings to Poland scenario
  • Added new Capabilities data base table to disable select game systems for scenarios and mods.
  • ARX functionality updates for scenarios.
  • Added text labels differentiating Official and Community content in the Lobby screen.

[ADDITONAL CONTENT]

  • In Game

    • Fixed issues in the Additional Content menu with mods that contained very long strings.
    • The "ImportFiles" modding action now works as a Frontend action.
    • The "UpdateIcons" action now supports SQL files in addition to XML files.
    • Multiple files can now be specified in the "AddGameplayScripts" Ingame action.
    • Added a "DoNothing" Frontend action and Ingame action. This action is useful as a placeholder or as a container that includes other actions.
    • The localization database is now written out to the cache folder.
  • Development Tools

    • The SDK launcher will now close after the user has clicked on an application to launch.
    • ModBuddy will no longer display a 'Parameter "escapedValue" cannot be null.' error when the Development Assets are not installed.
    • Added SQL syntax coloring to ModBuddy.
submitted by /u/JosephB2K
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Why is a Canal District tile improvment not a thing?

Posted: 27 Mar 2017 04:28 AM PDT

In my most recent Civ6 game, the central continent extends to the top and bottom of the map, making it impossible to cross with ships.

For something as historically important as the Suez and Panama canals, im supprised this isnt in the base game. I am even more surprised that it hasnt been modded.

In its simplest form, this could just be a tile improvment / city district.

It would be unlocked at around the time Suez/Panama canals were built. I guess it would behave as a tile with no yeild which just allows passage of both land and sea units.

Taken a step further, it could be a district that can be improved throughout the ages to accomadate later era ships. Past a certain time it may even be possible to extend to 2 or 3 tiles. The ammount of movement required to cross could also decrease. A gold bonus to trade ships using the canal may be an idea.

So my question: Is there a reason why this doesnt exist as a mod? It seems like a great idea, but i have no modding experience, so i dont know if it is possible.

submitted by /u/they_callme_maverick
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Civilization VI in a nutshell 5

Posted: 27 Mar 2017 09:35 AM PDT

No Quitters. Deity Players. Warmongers. Newbies. Come join the best Multiplayer Community!

Posted: 27 Mar 2017 02:59 AM PDT

Hello. My name is Favalava and I want you to join the Civilzation 6 Player's League. We're always looking for new members who are seeking a better multiplayer environment. If you are competitive you will enjoy our community. If you believe in No Quitters you will enjoy our community. If you want to learn how to play in multiplayer. JOIN!

The easiest way to join the League is in our Discord.

Also if you need help joining please check out my video I made. https://www.youtube.com/watch?v=PIF7BzdE2DA

Hope to see you in some games. Ban Scythia!

submitted by /u/Google_Favalava
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I want spring update now! I want it! I want it! I want it!

Posted: 27 Mar 2017 11:24 AM PDT

Just casually throwing a tantrum.

submitted by /u/Orzislaw
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Mod request: A "random leader, but not x" option

Posted: 27 Mar 2017 02:43 AM PDT

If the title didn't give it away: I would like an option when starting a new game to choose random leader, but select a few that can't be chosen

submitted by /u/Krostark
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My Stannis Baratheon mod for Civ V!

Posted: 27 Mar 2017 01:40 PM PDT

A word of encouragement about the developers' progress - OR "At least it's not Weedwick."

Posted: 27 Mar 2017 07:04 PM PDT

Whenever a patch comes out, there is much rejoicing about some features, but a lot of complaining, too! "Why didn't they add canals yet? Why is the AI still mentally deficient? Why are Horsemen still better than everything?"

And these are valid concerns. But the fact that Firaxis is deliberate and iterative in their development process is a huge blessing.

In the League of Legends community, we have a term. "Olaf'd." Olaf is a viking berserker character who, for a long time, proved unbalanceable for Riot - either he was far too strong or too weak to be useful. So, for a long time, Riot nerfed all of Olaf's stats, and all of the items that he could use. He was "Olaf'd." Any time Riot changes multiple facets of the game at the same time, all to multiplicatively nerf a champion, we call it getting "Olaf'd" and champions who get Olaf'd can be borderline useless - sometimes for years at a time.

This isn't limited to nerfs either. When they want a particular champion back in the meta, Riot will just as happily heap small buffs on them and the items and game elements that reward their playstyle, leading to awful situations where they are pick or ban for months and everyone is sick to death of them. In the worst recorded case, the werewolf Warwick became so strong in patch 4.20 that he could kill anyone in moments while having enough health and resistances to function as a frontline fighter.

Firaxis does not do this to us. Each patch, we can count on most things to stay the same, and a few things - just a few - to get better. But nothing gets worse.

So I love playing League of Legends and I'm happy a company as wacky as Riot exists to make it. But I think I'm happier with Firaxis' way of developing their game. Thanks Firaxis :)

submitted by /u/DragonHeretic
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Hello and welcome to the third annual SettlerCon!

Posted: 27 Mar 2017 01:51 PM PDT

Inca on Highlands with Kilimanjaro and the Fountain of Youth

Posted: 27 Mar 2017 04:17 PM PDT

When Is It Best To Settle A New City?

Posted: 27 Mar 2017 06:22 PM PDT

Evening everyone! Fingers crossed the Spring Update drops tomorrow!

Anyway, as the title says. I am slowly getting the hang of building a 'Wide' empire, Civ V was my first game in this genre and I very much focused on 'Tall' gameplay so settling regularly still feels pretty alien to me.

At present, I tend to produce my next Settler under two conditions A) My newest city is past the initial period of taking a century to produce a Monument B) The producing city cannot produce something else critical to my Victory Strategy (in a reasonable amount of time)

I'm not entirely sure that is the best strategy so any simple guidelines would be appreciated!

As a note, I'm currently at Prince and tend to play Huge Marathon games.

submitted by /u/InfernoxCJC
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Civ V: What is the difference between being polite and impolite towards the AI?

Posted: 27 Mar 2017 03:25 AM PDT

Whenever they're angry or disappointed in me, I can choose to say "Get over it." or "We're sorry this has caused a divide between us." Does it make any difference which one I choose?

submitted by /u/all_agape
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Sid Meiers Civilization IV: The Complete Edition [£3.75 ~ $ 4.71]

Posted: 27 Mar 2017 09:31 AM PDT

Civ 6: Breaking News (Sketch)

Posted: 27 Mar 2017 02:40 PM PDT

Kin Shee Huang

Posted: 27 Mar 2017 02:32 PM PDT

Finally got around to playing as Qin Shi Huang and was listening to the intro, only to hear Sean Bean pronounce his name as Emperor "Kin Shee Huang". Seriously Firaxis? You couldn't even take one second to look up how to pronounce the name of one of like 20 leaders? (it's somewhat like "Cheen Shir Huang", but definitely not the way it's pronounced currently.) I know it sounds small and stupid, but I feel like it's kind of disrespectful and shows a lack care or concern for correct information in the game.

submitted by /u/yoshimun
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I think I found New Zealand.

Posted: 27 Mar 2017 01:45 PM PDT

How come there hasn't been a new monthly challenge since December?

Posted: 27 Mar 2017 07:22 AM PDT

Just picked up Civ 5 for cheap - is anyone still online?

Posted: 27 Mar 2017 06:27 AM PDT

The whole package was so cheap on Steam I couldn't say no - I dabbled a long time ago but I'm basically new at this point. Are there any pickup games online with diverse levels of friendly players? I literally saw one empty game up in pitboss and that was it.

edit: my bad - didn't even know there was an r/civ5 for just such a purpose

submitted by /u/SweetJaques
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Sea Dogs now working correctly, England viable.

Posted: 27 Mar 2017 08:00 PM PDT

They are capturing ships now. Couple of things about this: you have to be adjacent to the ship when performing the killing blow. You can't capture barbarian ships. There is a percentage that displays in the combat window. It seems the % chance has something to do with the relative combat strength, similar to the Eagle Warrior's chance of creating a builder (more testing needs to be done on this).

after discovering this, I fired up a new game on the YNAMP Greatest Earth map with the idea of culture-rushing to Mercantilism, will report on how that goes...

submitted by /u/maximusPlatypus_
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Who else is waiting for the expansion to ship before playing another game?

Posted: 27 Mar 2017 08:42 AM PDT

I've started waiting to play any more games until the new expansion ships. I'm extremely impatient to play with the Apadana and whatever the new balance changes are.

submitted by /u/DragonHeretic
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Just lost to a snowballed England (King) after 530 turns

Posted: 27 Mar 2017 04:52 PM PDT

What are the best ways to inflict war weariness on your opponent while avoiding war weariness yourself?

Posted: 27 Mar 2017 11:58 AM PDT

I'm curious on how you could use war weariness specifically as a weapon to cripple an enemy without actually taking their cities and getting those warmonger penalties.

submitted by /u/Caprikel-
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