Civilization VI

Soldato
Joined
14 Aug 2007
Posts
4,109
That mod does sound nice.

Yeah agree on the loosing thing, I lost a game unexpectedly, though I guess I should have been keeping a closer eye on things. It annoyed me that it didn't say why I lost, so had to click one more turn just to find out.

Was playing a game last night and heading for a science victory, figured I had that in the bag so thought I'd start playing with religion as haven't done much of that. Managed to convert half the civs, wouldn't have had time to convert them all as I started trying late, and although it was okay I'm thinking going for a religious victory could be pretty boring.
 
Associate
Joined
11 Apr 2006
Posts
504
I'm enjoying the game, but messing around with the religion mechanic. I can't seem to find a way to spread my own religion, as it's not the dominant religion in any of my cities. Any ideas?
 
Man of Honour
Joined
17 Aug 2007
Posts
29,186
I'm enjoying the game, but messing around with the religion mechanic. I can't seem to find a way to spread my own religion, as it's not the dominant religion in any of my cities. Any ideas?

I just use missionaries and apostles , run them to the cities and click the Spread Religion icon.
 
Man of Honour
Joined
17 Aug 2007
Posts
29,186
I tried that, but when I build them, they don't spread my religion, they spread my opponents' (I'm guessing because mine has fewer followers in that particular city).

Ah yes, thats a good point, when you make a missionary/apostle its created with the religion that is dominant in the city you created it in, so you need to build them in a city which has your religion as dominant, then they will be missionaries/apostles of that religion and can spread it
 
Associate
Joined
9 Oct 2013
Posts
2,282
Yep you'll need to build them in a city where your city is strongest.

That threw me the first few times, I ended up helping the other religion spread, I also noticed that it works the other way so other civs that have your religion spread it when the create missionaries etc
 
Associate
Joined
11 Apr 2006
Posts
504
That threw me the first few times, I ended up helping the other religion spread, I also noticed that it works the other way so other civs that have your religion spread it when the create missionaries etc

Thanks both - I guess I've missed my chance as Ghandi sent over a bunch of apostles to me and I no longer have a city where my religion is stronger.
 
Associate
Joined
18 Feb 2013
Posts
1,124
Location
Perth
Quick question. I've got an absolute ton of unexploited antiquity sites and shipwrecks around, but no more space in museums. What happens if I reclaim them? Do they go into storage, or is it impossible? I don't want to waste time recruiting an archaeologist now before I build more museums if I can't keep them!

Ta.
 
Soldato
OP
Joined
17 Dec 2006
Posts
8,190
First patch! Some nice things \o/

Nutshell overview
  • DirectX 12 Support introduced
  • Two new maps (4 and 6 player respectively)
  • Can rename cities now
  • UI shows culture growth tile that it's expanding too
  • Warmonger penalties reduced
  • Science bee-line is less easy
  • Horses nerfed via civic card reductions
  • AI won't tell you to move troops from their border if you are in your border
  • Ampitheatre has two slots for Great Writing now
  • Deleting a unit no longer gives gold and can't delete a damaged unit
  • Can't chop forest for hammers outside of borders
  • Lots of AI improvments towards better playstyles and diplomacy
  • You don't get denouced by an AI when you join them in a joint war
  • Buildings in tundra/snow will have snow on them!
  • Lots of new improvement for micro/macro management
  • Escape key closes tech/civic pop-ups
  • Leader selection screen is much easier to use
  • Barb scouts show a visual "!" when they find you before they run back to a camp and spawn units

A new update is available for Sid Meier’s Civilization VI today. The “Fall 2016 Update” will automatically install when starting the Steam client; if it doesn’t install automatically, please restart Steam.

This update adds DirectX 12 support to Civilization VI, starting with AMD cards and NVIDIA Maxwell-series-or-later cards - please make sure your drivers are up to date. Support has also been added for Logitech ARX.

Today you’re also able to play a whole new multiplayer scenario called “Cavalry and Cannonades,” and settle on two new map types, “Four-Leaf Clover” and “Six-Armed *********.” These maps are playable both online and off, and were designed to encourage more conflict by forcing players to move toward the center. For the full list of what’s in this latest update, please see below.

Firaxis Games and 2K are committed to making Civilization VI the best experience possible and will continue to support the title. If you have any feedback on this update or just the game in general, please let us know in the 2K Forums. Stay civilized!

[NEW]
Added a balanced six player map.
Added a balanced four player map.
Cavalry and Cannonades’Scenario Added
DX12 Support
Complete Logitech ARX Support

[GAMEPLAY UPDATES]

Added additional notifications.
Added a “time defeat” for running out of time. This is always disabled if a Score Victory is available.
Added additional Hotkey support (next unit, next city).
Added the ability to rename cities.
Added UI to show the next tile a city will grow to.
Added a visual cue for Barbarian Scouts that are alerted to your city.
Changed Dan Quayle rankings.

[BALANCE CHANGES]

Added prerequisite project (Manhattan Project) for Operation Ivy.
Added Metal Casting as a prerequisite for Economics tech.
Adjusted religious pressure when a religion is first founded to give them more resilience and convert the city.
Adjusted relationship decay rates.
Reduced the effectiveness of cavalry production policies.
Reduced Warmonger penalties in most instances, and adjusted how this reacts to returning versus keeping a city. The last city conquered from a player now provides a heavy warmonger penalty, even if you have a Casus Belli against this player, because you are wiping out a civilization.
Reduced border incursion warnings if the troops are within their own borders.
Increased the number of Great Works of Writing slots in the Amphitheater to 2.
Increased Counterspy operation time.
Increased the cost of Religious units and applied additional charges.
Units may no longer be deleted when they are damaged.
Deleting a unit no longer provides gold.
Updated Island Plates map to have more hills and mountains.
Units may no longer remove features from tiles that are not owned by that player.
Fallout now prevents resource harvesting.
Barbarian camps must spawn further away from low-difficulty players’ cities.

[AI TUNING]

Adjusted AI victory condition focus to increase their competitiveness in Science and Tourism.
Adjusted AI understanding of declared friendship.
Adjusted the AI approach to beginning and ending a war based on potential gain and loss.
Increased AI competitiveness in building a more advanced military.
Increased AI usage of Inquisitors. Especially Phillip.
Increased AI value of upgrading units.
Increased AI use of Settler escorts.
Tuned AI usage of units that cannot move and shoot, like Catapults.
Tuned AI city and unit build planning.
Improved the ability of city-states to maintain a strong military.

[BUG FIXES]

Fixed some production Social Policies, Great People, and Pantheon bonuses that were not applying correctly.
Fixed Royal Navy Dockyard not getting the right adjacency bonuses.
Fixed some issues with how the Great Wall was built by players and AI, including proper connection to mountains and removing other players’ Great Walls as potential connection points.
Fixed a unit cycling error with formations.
Fixed a bug where the first military levy that expired would return all levied units (including those levied from other city-states) to that city-state. Now it should only return the levied units that actually originally belonged to the one city-state.
Fixed several issues when Airstrips and Aerodromes are occupied, including forced rebasing of enemy units and UI updates.
Fixed an exploit that allowed ranged and bombard units to gain experience when attacking a district with 0 hit points.
Fixed an issue with wonders when transferring city ownership – conquering a city with a wonder would not track that wonder, and could lead to problems when attempting to use Gustave Eiffel.
Fixed an issue where the Settler lens would not always show the right information to the player.
Fixed an issue where AI would counter gold changes with the change desired, rather than the total amount of gold desired.
Fixed an issue where the Tutorial intro and outro videos would appear off-center in certain resolutions.
Fixed some crashes with units.
Fixed an issue where multiple leaders of the same civilization would frequently show up in a game.
Fixed an issue where Trade Route yields were doubling in some instances.
Units in formations now break formation before teleporting between cities.
The achievement ‘For Queen and Country’ was unlocking too frequently.
AI with neutral relationships should accept delegations barring exceptional circumstances.
Can no longer declare a Joint War if it is invalid for either party.
Save game files should no longer be case sensitive.
Certain wonders were sending extra notifications.
Players will no longer receive any warmongering penalties from a joint war partner for actions in that joint war.
Liberating a civilization back to life will now bring them back into the game properly.
Observation Balloon range bonus was being incorrectly applied when stacked.
Text and grammar fixes.

[VISUALS]

Buildings on snow will now have snow on them.
Added an Industrial Barbarian Encampment.
Added a ranger tower to National Parks.
Fixed some issues with buildings not culling around other world items properly.
Fixed an issue with some Districts not showing properly.
Miscellaneous polish applied to multiple improvements, districts, and buildings.

[MULTIPLAYER]

Turn timers are always disabled on the first turn of a new game. This happens regardless of the advanced start or turn timer type selected.
Allow multiplayer lobby's private game status to be toggled once the lobby has been created.
Cap the max players to 12.
Added LAN player name option to options screen.

[UI]

Added the number of specialists working a tile.
Added some additional icons for espionage, promotions, etc.
Added additional Civilopedia shortcuts, including right clicking a unit portrait.
Added the signature to the diplomacy action view/deal view so that we can differentiate between duplicate players. Also added multiplayer screenname in diplomacy.
Added Trade Route yields to the Reports screen.
Added City Center to the City Breakdown panel.
Added rewards and consequences to mission completed popups.
Updated the leader-chooser when beginning a new game.
Updated the end game Victory screen.
Updated the multiplayer staging room.
Updated city banners.
Updated Espionage mission chooser flow.
Updated to display what cities are getting amenities from each resource.
Changed resource icon backings to reflect the type of resource it is.
Auto-scroll to the first Great Person that can be claimed.
Improved search functionality in the Civilopedia.
Removed Barbarian data from player replay graphs.
ESC now closes the Tech, Civic, and Eureka popups.
When loading a game, the era blurb will be the current era of the saved game, rather than the starting era of the game.

[AUDIO]

Added some missing mouseover sounds.
Fixed the Oracle quote.
Fixed an issue where the Advisor voice was not playing in some languages.
Fixed compatibility issues with some sound cards, especially those set to high playback rates.

[MISC]

Added a setup option "No Duplicate Leaders" that is enabled by default. This option prevents multiple players from selecting the same leader.
Updated leader screen to support enabling/disabling bloom according to the 'Enable Bloom' graphics option.
Plot Tooltip Delay is now available in the Options menu.
Auto Cycle Units is now available in the Options menu.
Benchmark updates.
Credits updated.
 
Last edited:
Man of Honour
Joined
17 Aug 2007
Posts
29,186
First patch! Some nice things \o/

Nutshell overview
  • DirectX 12 Support introduced
  • Two new maps (4 and 6 player respectively)
  • Can rename cities now
  • UI shows culture growth tile that it's expanding too
  • Warmonger penalties reduced
  • Science bee-line is less easy
  • Horses nerfed via civic card reductions
  • AI won't tell you to move troops from their border if you are in your border
  • Ampitheatre has two slots for Great Writing now
  • Deleting a unit no longer gives gold and can't delete a damaged unit
  • Can't chop forest for hammers outside of borders
  • Lots of AI improvments towards better playstyles and diplomacy
  • You don't get denouced by an AI when you join them in a joint war
  • Buildings in tundra/snow will have snow on them!
  • Lots of new improvement for micro/macro management
  • Escape key closes tech/civic pop-ups
  • Leader selection screen is much easier to use
  • Barb scouts show a visual "!" when they find you before they run back to a camp and spawn units

A new update is available for Sid Meier’s Civilization VI today. The “Fall 2016 Update” will automatically install when starting the Steam client; if it doesn’t install automatically, please restart Steam.

This update adds DirectX 12 support to Civilization VI, starting with AMD cards and NVIDIA Maxwell-series-or-later cards - please make sure your drivers are up to date. Support has also been added for Logitech ARX.

Today you’re also able to play a whole new multiplayer scenario called “Cavalry and Cannonades,” and settle on two new map types, “Four-Leaf Clover” and “Six-Armed *********.” These maps are playable both online and off, and were designed to encourage more conflict by forcing players to move toward the center. For the full list of what’s in this latest update, please see below.

Firaxis Games and 2K are committed to making Civilization VI the best experience possible and will continue to support the title. If you have any feedback on this update or just the game in general, please let us know in the 2K Forums. Stay civilized!

[NEW]
Added a balanced six player map.
Added a balanced four player map.
Cavalry and Cannonades’Scenario Added
DX12 Support
Complete Logitech ARX Support

[GAMEPLAY UPDATES]

Added additional notifications.
Added a “time defeat” for running out of time. This is always disabled if a Score Victory is available.
Added additional Hotkey support (next unit, next city).
Added the ability to rename cities.
Added UI to show the next tile a city will grow to.
Added a visual cue for Barbarian Scouts that are alerted to your city.
Changed Dan Quayle rankings.

[BALANCE CHANGES]

Added prerequisite project (Manhattan Project) for Operation Ivy.
Added Metal Casting as a prerequisite for Economics tech.
Adjusted religious pressure when a religion is first founded to give them more resilience and convert the city.
Adjusted relationship decay rates.
Reduced the effectiveness of cavalry production policies.
Reduced Warmonger penalties in most instances, and adjusted how this reacts to returning versus keeping a city. The last city conquered from a player now provides a heavy warmonger penalty, even if you have a Casus Belli against this player, because you are wiping out a civilization.
Reduced border incursion warnings if the troops are within their own borders.
Increased the number of Great Works of Writing slots in the Amphitheater to 2.
Increased Counterspy operation time.
Increased the cost of Religious units and applied additional charges.
Units may no longer be deleted when they are damaged.
Deleting a unit no longer provides gold.
Updated Island Plates map to have more hills and mountains.
Units may no longer remove features from tiles that are not owned by that player.
Fallout now prevents resource harvesting.
Barbarian camps must spawn further away from low-difficulty players’ cities.

[AI TUNING]

Adjusted AI victory condition focus to increase their competitiveness in Science and Tourism.
Adjusted AI understanding of declared friendship.
Adjusted the AI approach to beginning and ending a war based on potential gain and loss.
Increased AI competitiveness in building a more advanced military.
Increased AI usage of Inquisitors. Especially Phillip.
Increased AI value of upgrading units.
Increased AI use of Settler escorts.
Tuned AI usage of units that cannot move and shoot, like Catapults.
Tuned AI city and unit build planning.
Improved the ability of city-states to maintain a strong military.

[BUG FIXES]

Fixed some production Social Policies, Great People, and Pantheon bonuses that were not applying correctly.
Fixed Royal Navy Dockyard not getting the right adjacency bonuses.
Fixed some issues with how the Great Wall was built by players and AI, including proper connection to mountains and removing other players’ Great Walls as potential connection points.
Fixed a unit cycling error with formations.
Fixed a bug where the first military levy that expired would return all levied units (including those levied from other city-states) to that city-state. Now it should only return the levied units that actually originally belonged to the one city-state.
Fixed several issues when Airstrips and Aerodromes are occupied, including forced rebasing of enemy units and UI updates.
Fixed an exploit that allowed ranged and bombard units to gain experience when attacking a district with 0 hit points.
Fixed an issue with wonders when transferring city ownership – conquering a city with a wonder would not track that wonder, and could lead to problems when attempting to use Gustave Eiffel.
Fixed an issue where the Settler lens would not always show the right information to the player.
Fixed an issue where AI would counter gold changes with the change desired, rather than the total amount of gold desired.
Fixed an issue where the Tutorial intro and outro videos would appear off-center in certain resolutions.
Fixed some crashes with units.
Fixed an issue where multiple leaders of the same civilization would frequently show up in a game.
Fixed an issue where Trade Route yields were doubling in some instances.
Units in formations now break formation before teleporting between cities.
The achievement ‘For Queen and Country’ was unlocking too frequently.
AI with neutral relationships should accept delegations barring exceptional circumstances.
Can no longer declare a Joint War if it is invalid for either party.
Save game files should no longer be case sensitive.
Certain wonders were sending extra notifications.
Players will no longer receive any warmongering penalties from a joint war partner for actions in that joint war.
Liberating a civilization back to life will now bring them back into the game properly.
Observation Balloon range bonus was being incorrectly applied when stacked.
Text and grammar fixes.

[VISUALS]

Buildings on snow will now have snow on them.
Added an Industrial Barbarian Encampment.
Added a ranger tower to National Parks.
Fixed some issues with buildings not culling around other world items properly.
Fixed an issue with some Districts not showing properly.
Miscellaneous polish applied to multiple improvements, districts, and buildings.

[MULTIPLAYER]

Turn timers are always disabled on the first turn of a new game. This happens regardless of the advanced start or turn timer type selected.
Allow multiplayer lobby's private game status to be toggled once the lobby has been created.
Cap the max players to 12.
Added LAN player name option to options screen.

[UI]

Added the number of specialists working a tile.
Added some additional icons for espionage, promotions, etc.
Added additional Civilopedia shortcuts, including right clicking a unit portrait.
Added the signature to the diplomacy action view/deal view so that we can differentiate between duplicate players. Also added multiplayer screenname in diplomacy.
Added Trade Route yields to the Reports screen.
Added City Center to the City Breakdown panel.
Added rewards and consequences to mission completed popups.
Updated the leader-chooser when beginning a new game.
Updated the end game Victory screen.
Updated the multiplayer staging room.
Updated city banners.
Updated Espionage mission chooser flow.
Updated to display what cities are getting amenities from each resource.
Changed resource icon backings to reflect the type of resource it is.
Auto-scroll to the first Great Person that can be claimed.
Improved search functionality in the Civilopedia.
Removed Barbarian data from player replay graphs.
ESC now closes the Tech, Civic, and Eureka popups.
When loading a game, the era blurb will be the current era of the saved game, rather than the starting era of the game.

[AUDIO]

Added some missing mouseover sounds.
Fixed the Oracle quote.
Fixed an issue where the Advisor voice was not playing in some languages.
Fixed compatibility issues with some sound cards, especially those set to high playback rates.

[MISC]

Added a setup option "No Duplicate Leaders" that is enabled by default. This option prevents multiple players from selecting the same leader.
Updated leader screen to support enabling/disabling bloom according to the 'Enable Bloom' graphics option.
Plot Tooltip Delay is now available in the Options menu.
Auto Cycle Units is now available in the Options menu.
Benchmark updates.
Credits updated.

Some nice stuff in there, not sure about the 12 player multiplayer cap though, hopefully that doesnt include AI
 
Soldato
Joined
14 Aug 2007
Posts
4,109
Nice, not gonna have time to play this for a while now but that's a nice looking patch, seem to have addressed a lot if the issues people had.
 
Associate
Joined
18 Feb 2013
Posts
1,124
Location
Perth
Has anyone managed to change the name ofa city yet? I've tried and can't see any way to do it. Not sure whether that's because I'm using the CQUI mod though?
 
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