Civilization - Fall 2017 Bug Report Megathread


Fall 2017 Bug Report Megathread

Posted: 19 Oct 2017 09:53 PM PDT

Hey Everyone!

 

It seems like the previous Megathread post was an overall success! I made sure to title this post as a bug megathread since I forgot last time.

 

I've seen the recent post of the ridiculously close spawns to another civ or City State, and I can assure you that the admins over on CivPlayers League (CPL) have already been in contact with the firaxis team and have since posted an official bug report. There seems to be a change with the lua code and additions to the checks for a suitable spawn were altered slightly. It forced the game to lower the major civs (AI or other players) and minor civs (city states) spawn distance, causing these extremely close spawns.

 

Please note that this is just a megathread to help bring exposure to the r/civ community. Always report these bugs to the 2k support site.

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When reporting a bug, please accompany the report with a screenshot, video or gif. This helps identify the problem and bring credibility to your report. Also, please keep the top comments to bugs only.

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Format when reporting a Bug: When reporting a bug, please provide as much information as you can about your computer.

  • Type of Bug: Client Bug, In Game Bug etc

  • Game Type: Singleplayer, Multiplay, Scenario, All.

  • Description: Describe what was the bug that occurred.

  • Video / Screenshot: Insert screenshot (F12 in-game) or Video of the bug occurring.

  • Reproduction rate: If you try to recreate the bug how successful are you in causing it to occur? (1/10 : Occurs once every 10 tries, 5/10 : Occurs 5 times out of 10, 10/10 : Happens every single time)

  • Steps to reproduce: Provide the steps necessary if someone else had to reproduce the bug.

  • Expected result: What should have been the result when you follow the steps mentioned above.

  • Observed result: What was the result you obtained when you followed the steps mentioned above.

  • Mods used: did you use any mods? If so, which mods?

  • System specs: Processor, Video card, Ram, HDD/SSD, everything you can provide, even drivers, and which DX version (11 or 12)

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Example Bug:

  • Type of Bug: In Game Bug

  • Game Type: All

  • Description: Nubia - chopping bonus resources on a hill and then putting a mine on it that hill always gives +2 gold for that mine.

  • Insert Video / Screenshot of the incident

  • Reproduction rate: 10/10 (happened 10 out of 10 times)

  • Steps to reproduce:

Play as Nubia
1. Chop a bonus resource on a hill

  1. Chop forest or Jungle if also on hill

  2. Build a mine on that hill

  3. Observe the result.

  • Expected result: The mine should be a standard mine without the added gold.

  • Observed result: Always grants +2 gold yields on that mine

  • Mods used: none

  • System Specs: Intel i5 Processor, Windows 7, Nvidia Graphics card (insert model number), DX12, etc.

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Please use the suggested format as shown below.

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  • Type of Bug:
  • Game Type:
  • Description:
  • Video / Screenshot:
  • Reproduction rate:
  • Steps to reproduce:
  • Expected result:
  • Observed result:
  • Mods Used:
  • System specs:

Copy paste the above code and fill in your details.

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Again, this is the first megathread. If you have any suggestions or comments on how to improve this thread, please reply to my comment below.

 

Edit: formatting and added "Mods used"

submitted by /u/CPL_Yoshi
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All the Casus Belli's (Belli, Belly's??) from the Civilopedia :-)

Posted: 25 Jan 2018 05:38 AM PST

Tier 2 Alliances

Posted: 25 Jan 2018 11:33 AM PST

Peaches Lamb has done it again, lads! Scotland's GORGEOUS Atomic Era Theme!!

Posted: 25 Jan 2018 01:31 PM PST

Level 3 Alliance bonuses look really, really good

Posted: 25 Jan 2018 05:38 PM PST

When has Galapagos islands ever been useful?

Posted: 25 Jan 2018 11:08 AM PST

ALLIANCES DEEP DIVE: DEVS PLAY SCOTLAND

Posted: 25 Jan 2018 10:52 AM PST

Is it still a city state?

Posted: 25 Jan 2018 01:18 PM PST

Changes to Rationalism, Simultaneum, and Free Market

Posted: 25 Jan 2018 03:34 PM PST

In today's dev livestream (at 00:54) Ed Beach talked about 3 popular policy cards that will be changing in Rise & Fall: Rationalism, Simultaneum, and Free Market.

Rather than simply doubling the (respectively) science, faith, and gold output of district buildings, the policies in R&F are going to be a little more interesting.

  • Rationalism +50% science from Campus buildings in cities with pop 10 or higher, +50% science if district has adjacency bonus of 3 or more
  • Simultaneum +50% faith from Holy Site buildings in cities with pop 10 or higher, +50% faith if district has adjacency bonus of 3 or more
  • Free Market +50% gold from Commercial Hub buildings in cities with pop 10 or higher, +50% gold if district has adjacency bonus of 3 or more

What does everyone think about these changes?

submitted by /u/whylom
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Civ6: Unique improvements destroyed upon city capture?

Posted: 25 Jan 2018 08:05 AM PST

Are civ-specific unique improvements destroyed when a city is captured? This seems like a crazy decision. What if you capture your city back, do you really have to rebuild your UIs? That makes them a huge liability.

submitted by /u/dontnormally
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Let's talk about how Rise and Fall is improving tall play

Posted: 25 Jan 2018 03:24 PM PST

Back in Civ V BNW tall was insanely good, while vanilla Civ VI swung the pendulum back in favor of wide play. Now Rise and Fall seems to improve tall play without nerfing wide play, making this an arguable compromise.

So, what changes are there to improve tall play? I'll cover a few:

  • Governor system

Governors are one of the biggest changes for R&F. Each improves your cities in different ways ranging from production to diplomatic bonuses. Most crucially for tall play, however, is that governor titles are limited for the main game; you only have seven to choose from (pending future mods), and you can't maximize all your governors all at once until Future Civic (which is practically a victory lap anyway). Thus the player is incentivized to build up a small, loyal core to maximize their governors.

  • Policy Card changes

Changes to cards like Simultaneum or Rationalism mean that you only get the maximum benefit in larger cities, unlike the base game where a small city would get those bonuses. That said, cards like Natural History should still be of use to wide play.

  • Introduction of more percentage based uniques

One of the reasons wide is so strong in VI is because well placed specialty districts provided a flat bonus regardless of city size. However, with civs like Scotland, who get 5%/10% production and science if Happy and Ecstatic respectively, there's more of an incentive to make larger cities.

Any other buffs to tall I missed? What are your thoughts on these changes?

submitted by /u/rattatatouille
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Why does this city only have 3 housing total?

Posted: 25 Jan 2018 03:13 PM PST

Winning a culture victory - an in depth guide

Posted: 25 Jan 2018 03:02 AM PST

So after many hours of grinding away at civ 6, playing my favourite civilizations, and neglecting the ones I deemed poor, I took a friends advice and played a cultural game as France. I fell in love immediately, and found some great little things that contribute to winning the perfect cultural victory.

This is the product of my many hours of labour playing cultural victories now, across a number of civs. A guide to winning a cultural victory. I'm sure I've missed some cool tip or trick, so do point them out if you see them missing, but this is my strategy for a cultural game.

The early game

The early game as always should be played a little defensively, and the popular first 20 turn production queue that is most popular is Slinger-Slinger-Slinger-Builder-Settler, or some variation of those. In playing a cultural victory, it is important to discover new civilizations to project your tourism attractions to. To do this, my favoured first 20 turn production queue is usually Monument-Scout-Slinger-Slinger-Settler. I choose this queue because the early game monument gets me a little advantage on the civics tree, which is important for getting towards the Theatre Square, and a number of wonders. Usually one scout is good for the first bit of exploration and then a slinger once you find those first few pesky barbarian camps, the second is for defense (if you are close to someone like the Aztecs or Scythia, or are having barbarian troubles). By then, you should have found at least one other civ and a good spot for a second, high population city, as well as some goody huts for the extras they provide. After this production queue, or before the settler, try and either get up Stonehenge or a holy site, preferably Stonehenge for the later game tourism. Then, try and rush towards getting the Drama and Poetry civic and build as many theatre squares as you can in your cities. Then, grab the Theology civic and try and build the Mahabodhi Temple (2 free apostles, +4 faith), using those two apostles to evangelize your religion. Also, try and build the Terracotta Army (+2 G General points PT, all units gain a promotion, archaeologist can move through other civs territories) as it will help later on when you reach the Natural History civic (reveals antiquity sites)

Your religion

What you choose for your religion is very important, as it can greatly determine your religious tourism output later in the game. Of course this requires you to found a religion early to make sure other civilizations don't nab the beliefs from you. For starters, your pantheon should reflect your games starting location, but centre around culture or production. For example. if you have many Plantation requiring resources, Oral Tradition could be beneficial (+1 culture from plantations), whilst having many horses, cattle and sheep nearby would better suit God of the Open Sky (+1 culture from pastures). If none of these are available, something such as Fertility Rites (10% city growth bonus) or Monument of the Gods (15% bonus production to ancient and classical wonders) would be more beneficial.

As for your actual religion, your follower belief should almost definitely be Reliquaries (x3 Tourism and Faith from relics), and in only some bizarre circumstance should it be otherwise. If reliquaries is already taken, Choral Music (shrines and temples provide culture) or Jesuit Education (Able to buy campus and theatre square building with faith) are the next best options. Your worship belief once again is almost set in stone at Cathedrals, as later on the extra relic slot becomes very handy. Otherwise Gurdwaras or Pagodas are the next best options if Cathedrals are taken. Your founder belief is a bit more flexible, with your primary options being Lay Ministry (Holy Site/Theatre Squares provide +1 Faith/Culture respectively) or World Church (+1 culture for every 5 followers of the religion in other civs). However these benefits are generally minor and can be changed at will (Tithe is also good). Finally your enhancer belief is also flexible, but I find that choosing Holy Order (Missionaries + Apostles 30% cheaper) or Scripture (Religious pressure 25% stronger, 50% at printing) are the best for playing a defensive religious game.

As previously mentioned, it is important to build the Mahabodhi Temple, but the other most crucial wonder to build is Mont St Michel (All apostles get Martyr, +2 faith, +2 relic slots). Once you build Mont St Michel, slowly purchase apostles and send them other civilizations who are likely to have many religious combat units (Such as Spain or Arabia). Let the apostles die, and take the free relic. If you convert their city, thats some bonus religious tourism for you. If you don't, it doesn't matter. This technique allows for a player gaining a lot of faith per turn to grind out 1 relic about every 4-6 turns (this is why it is important to take the Holy Order belief and the Reliquaries Belief).

Middle Game

During the middle of the game your aim is to settle as many cities as possible, and build as many wonders as possible. During the middle of the game you also reach espionage (or early on if playing France). If not playing as France, aim for Diplomatic Service (Grants a spy, gives some Casus Belli, allows resident embassies) and make a spy ASAP. Establish resident embassies with as many other civs as possible and try to be friendly with all of them, using the good trade negotiations from the embassy to try and give each other open borders (provides a +25% overall tourism boost). Wonders to go for in the middle of the game include Alhambra (+1 military policy slot, +2 amenities, +1 G general point PT), Mont St Michel (as previously mentioned), Forbidden City (+1 Wildcard policy slot), Potala Palace (+1 Diplomatic policy slot, +2 faith, +2 culture), Hermitage (+3 G Artist point PT, 4 art slots), Bolshoi Theatre (2 free random civics, +2 G Writer/Musician points PT, 1 music 1 writing slot), and Big Ben (+1 economic policy slot, +6 gold, +3 G merchant points PT). Having the extra policy slots is super useful for any civilization, so having them not only means that we get to have a much more expanded government, but the other civs don't. Otherwise the extra G People points and G work slots are also very handy. It is during this time of the game that you will see in the victory panel if there is another civilization attempting a cultural victory, or happening to be coming close to one. If there is, they should be the primary target of your espionage, and in a worse case scenario, the target of a war. If you must declare war, try and wait for a Casus Belli that has the lowest warmonger penalty, as it is important you maintain good trade relations with the other civilizations and attempt to barter for their great works. It is also during this time that archaeologists become available, and it is important to spam as many of these as possible to try and grab as many artifacts as you can. The Terracotta army is great for stealing artifacts from civs that haven't progressed that far through the civics tree yet. Also try and keep your economy afloat and build many traders by creating many Commercial Hubs, which will help in earning great merchants.

Policies

Your government policies are important, but not the deciding factor of the game. There are not many cards that directly affect your tourism, but there are few. Heritage Tourism (+100% tourism from artifacts and great works), Satellite Broadcasts (+200% tourism from G music), and Online Communities (+50% tourism to any civ you have a trade route to). These 3 should be in your government by the end of the game at least. Your other cards should be revolving around espionage, including Machiavellianism (50% production to spies, espionage 25% quicker) and Cryptography (enemy spy -2 levels, your spies +1 level). Filling your wildcard policy slot should be either Frescoes, Literary Tradition, Symphonies (+2 G Artist/Writer/Musician points PT respectively) or Travelling Merchants (+2 G merchant points PT). It is important to gain great merchant points because many of the great merchants boost tourism or have tourism effects. Also look out for the great scientist Mary Leakey who provides +200% tourism from artifacts as well. As well as those, grab the cards that give bonus production to wonders.

Late Game

If you haven't won by now it's probably because the Kongo built up a huge population and you can't reach the visiting tourists cap fast enough before they grow in population again. I get it. I've been there. Late game is the prime time for espionage, you have a spy cap of 5 (6 if France) allowing you to heist all of the great works other civilizations have. As for the civics tree aim for Cultural Heritage (reveals Shipwrecks, allows Opera House) and Conservation (Allows Naturalists, able to plant woods). Once you get these civics you want to spam builders to remove unnecessary tile improvements to make way for national parks, and to build seaside resorts. The first wonder you want to shoot for is the Eiffel Tower (+2 appeal to all tiles in your civ). This helps greatly with making national parks, boosting their tourism, and boosting the tourism of your seaside resorts. Then, grab Christo Redentor (x2 tourism from seaside resorts, stops the penalty from enlightenment, +4 culture). Also worth taking are the Opera House and Broadway, each providing G cultural people points and slots. If there are wonders that haven't been built yet from long ago, it is worth founding new cities to try and meet their requirements to build them. Also, if you haven't already, try and theme your museums. You can do this by going into the great works screen and dragging around the works themselves.

General Tips

  • Build the goddam Mont St Michel. That thing wins games
  • Play religion slightly aggressively. Your not aiming for a religious victory, but we want its tourism
  • Wonder spam. Wonders are great tourism outputs
  • Build the Mont St Michel. I cannot stress enough how good that thing is
  • Steal Great works. Stops others from winning, makes you win
  • Maintain a high population. Increases the cap for other civs to win cultural victories
  • Don't chop down woods tiles for production. At conservation all old-growth woods get +1 appeal, helps for national parks
  • Build districts in the order Theatre Square, Commercial Hub, Industrial zone/encampment. (encampments provide culture)
  • Take open borders with other civs, and send trade routes, whilst maintaining good diplomatic relations
  • Keep promises to stop spying on civs until it is fulfilled. This helps relations

EDIT: What about science?

So in the comments everyone spammed "Hur, what about science you'll die instantly lol". For science I build a campus in about 1/2 to 1/3 of my cities, only if it has really good adjacency bonuses. Then I try and build science specific wonders such as Oxford University and Great Library. Most of my science comes from stealing boosts with spies, which ultimately cuts down about half of the tech tree after the Renaissance era (60% playing as China)(after medieval playing as France). In a Russia game once I stayed just behind everyone else in science to get the boost from the trade routes which also provide slight tourism bonuses.

Conclusion

Thanks for reading, it just reached 10 pm while i'm writing this so i'm getting tired. This guide has won me cultural games with flying colours. If you want me to make more guides like this just tell me in the comments. Also don't forget to tell me anything I forgot. Happy settling!

submitted by /u/pygmyrhino990
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My first Emperor difficulty win after playing on nothing but Prince and King.

Posted: 25 Jan 2018 01:39 PM PST

Looking forward playing France in R&F

Posted: 25 Jan 2018 11:14 AM PST

With France's bonus to spies and the 2 new spy missions I was wondering if a loyalty "attack" can be viable.

The new missions are the governor scandal which removes the governor from a city and another one that lowers the loyalty in the city.

Does the city gains loyalty immediately when the governor is assigned? or until it's established in the city?

submitted by /u/weirdmarine
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Do you finish all your games?

Posted: 25 Jan 2018 09:31 AM PST

If a game is pretty much lost or if its just a matter of turns before you win. Do you stay in the game till the end or do you call it a day and start a new one?

submitted by /u/Zokas1992
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Rate the new Civs

Posted: 25 Jan 2018 02:24 AM PST

There are 14 days to go until Rise & Fall comes out. Everybody is excited to try out the new Civs.  

Which new civs you're most excited to play with?  

My list is:  

1- Mongols  

2- Korea  

3- The Netherlands  

4- Cree  

5- Scotland  

6- Georgia  

7- India (Chandra)

submitted by /u/K-Amadoor
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If they were still going to do DLC (which I hope they do), what civs would you want?

Posted: 25 Jan 2018 08:07 AM PST

My top 5 right now are:

-Iroquois led by Jigohnsashee

-Haiti led by Toussaint Louverture

-Denmark led by Queen Margaret

-Ethiopia led by Empress Taytu Betul

-Hawaii led by Queen Liliuokalani

submitted by /u/ConspicuousFlower
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Is city spamming the only valid way in Civ 6 ?

Posted: 25 Jan 2018 03:53 AM PST

Hey there, got a stupid question.

Nearly every screenshot i see on this reddit shows every nation building lots of citys. is this normal in 6 ? I played mostly Civ 5 and normally tried to avoid having more than 4 Citys. (Conquering more in the lategame was still unavoidable though.) (and i actually allways tried to have only something about 3 or 4 citys the whole game because i don t like having so many small shitty cities)

I played only some Singleplayer games in 6 and never really continued them after 200 rounds or so (speed: Epic).

Just curious of other opinions there.

submitted by /u/Salatmander
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If you get an apostle with the 75% reduction in other religions perk, or the spread is 3x as strong perk, which is better?

Posted: 25 Jan 2018 06:30 PM PST

What happens if I steal/trade for Great Works but I don't have slots for them?

Posted: 25 Jan 2018 11:14 AM PST

I did some searching on the sub and with Google, but I've not found any conclusive answers. Right now I'm stealing and trading for a ton of Great Works, but I don't have enough slots for them. I can't even deploy some of the Great People I have sitting around. Am I just wasting resources going after the Great Works? Are they being destroyed? Anyone have a definite answer?

submitted by /u/Dracobolt
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Manila has some issues :D

Posted: 25 Jan 2018 01:58 PM PST

Marbozir - Civ 6: Rise & Fall - Mongolia Livestream Gameplay - Part 1

Posted: 25 Jan 2018 07:28 AM PST

What's the point of alliances in Civ 6?

Posted: 25 Jan 2018 06:48 AM PST

Other than obvious stuff like automatic open borders, having line of sight through the allies borders. Is there any other benefit?

submitted by /u/BadAzzJackAzz
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