Now increases Food and Science in the capital by 30% but reduces those yields in all other cities by 10%. Aztec bonus increased to +50% production to compensate. Builders can now add +20% production instantly towards building a district for a builder charge. Housing - Starting city housing in non-fertile land increased by +1
Civ 6 patch news free#
This is to prevent randomness from playing such a big part in the start of the game when the first person to meet gets a free envoy and therefore a huge bonus. Natural Wonders - Increased tile yields slightly for all Natural Wonders Tech / Era speeds - Increased tech and civic costs based on era. Tech / Era speeds - Reduced Tech and Civic boosts (Eureka, inspirations) to now increase tech by 30%, was 50%. Added many new buildings with unique effects Policies are now far more strategic and have big implications to play-style. Resolving under-powered sea-tiles / coastal cities. Adding new buildings to plug the gap in buildings that occurs in the mid-game and to make the game more enjoyable Creating more meaningful choices though a major overhaul of policies. Addressing tech research going too fast in mid-late game.
Making the game more interesting and fun, particularly in the bland early and late game. And perhaps modding tools will be part of the next major update, so the creation of new scenarios and conversions can begin in earnest.Civ 6 Improvements Patch makes general changes aimed at making Civ 6 more fun while keeping the essence of the game the same. Our look at Civ 6 multiplayer suggested that strong scenarios might be the key to its future, so hopefully Cavalry and Cannonades is a good addition.
Civ 6 patch news full#
For the full list of what’s in this latest update, please see below. Today you’re also able to play a whole new scenario called “Cavalry and Cannonades,” and settle on two new map types, “Four-Leaf Clover” and “Six-Armed Snowflake.” These maps are playable both online and off, and were designed to encourage more conflict by forcing players to move toward the center. As well as the UI and AI changes, there's support for DirectX 12, a new scenario and two new map types. It all sounds good though one of those patches that is a response to the issues people have been raising rather than the kind that seems to have been created in a vacuum. I'm happy to do that but I haven't done it yet - I'm reporting what Firaxis have done rather than applauding the results. With this kind of patch, it's impossible to know how the game will be improved by the changes without playing for another forty hours. Improved the ability of city-states to maintain a strong military.Tuned AI usage of units that cannot move and shoot, like Catapults.Increased AI competitiveness in building a more advanced military.Ědjusted the AI approach to beginning and ending a war based on potential gain and loss.Ědjusted AI understanding of declared friendship.Ědjusted AI victory condition focus to increase their competitiveness in Science and Tourism.The changes come in several categories and since we're already on AI, here's the full list of changes in that department: The closest you'll get to a laugh here is "Adjusted AI understanding of declared friendship" because it sounds like precisely the sort of thing a scientist would say right before taking his new Terminator to a dinner party. You have to go elsewhere for that sort of thing. There's nothing about cities occupied by enemy forces no longer being able to kill their own nephew, or plagues now killing people even if they have beards. Sadly, these patch notes are quite serious. The full changelist is here, and I've picked out some highlights below.
There are loads of things that I'd like to see changed in Civilization 6, even though I think it's a fantastic game, and a new patch looks like it addresses at least some of my quibbles, including clearer tracking of amenities. Thank whichever god is at the head of your current pantheon for that. Let's get the important thing out of the way first: YES, YOU CAN NOW RENAME YOUR CITIES.