[Wiki]Civilization VI : Gathering Storm (2nde extension)

Répondre
Partager Rechercher
Gathering Storm a apporté un upgrade graphique non négligeable. C'est frappant de détails quand on compare aux images du jeu à sa sortie. Reste à supporter le design cartoon des leaders de factions.
Citation :
Publié par Peitzner Fritz
J'arrive pas à accrocher à civ 6, ce design, ce système de quartier, c'est toujours le cas avec l’extension ? J'adore le 5 mais le 6 serieux...
Pareil, pourtant grand fan de la série, le système de quartier a scellé le destin de cette franchise pour moi, adieu.
Citation :
Publié par Pervx
Pareil, pourtant grand fan de la série, le système de quartier a scellé le destin de cette franchise pour moi, adieu.
Perso j'aime bien ce système de quartier. C'est un peu extrême de faire une croix sur la licence à cause d'un petit élément de gameplay. Ca ne change absolument pas la façon de jouer à un Civilization d'une manière générale. Je dirais même que le système de quartier te pousse à mieux choisir l'emplacement de ta ville, ça donnerait même une dimension tactique supérieure que les opus précédents n'avaient pas.

Pour moi ce qui va sceller la franchise, c'est la stupidité de l'IA, je ne peux concevoir de devoir faire tricher l'IA pour avoir un peu de challenge, et compenser l'incompétence des développeurs (en early, car en late game, ça ne change rien, une fois que t'es en place c'est juste une question de temps)
Assez rapidement dans les précédents Civ, tu pouvais construire tout et partout (à coup d'or et de prod folle). Ce système t'oblige à mieux spécialiser tes villes. Je le trouve vraiment bon perso.
Patch Antartic game spécialement contre moi :/

Citation :
Please note: Items listed below are for Gathering Storm’s ruleset only unless otherwise specified.

[FEATURES]
  • [ALL GAME VERSIONS] New and improved version of Map Pins (now called Map Tacks) that includes pin icons for many new specific markers (Districts, etc.), in addition to a new grouped scrollable list of pins that were placed. Thanks to Bradd Szonye for his Mod inclusion!
  • [ALL GAME VERSIONS] Map text search: Located on the mini-map tool bar. Players can now search for map items via text search and have them highlight on the map. For example, type “Iron”, or “Knight”. Includes search history, search suggestions, and “go to” buttons.

[BALANCE/POLISH]
  • Civs
    • Canada: Receives +1 Production from mines on Snow and Tundra (Including hills).
    • China: Great Wall can only be pillaged (never removed) by natural disasters. +2 Gold for improvement itself. Add +1 Gold and +1 Culture to that received for each adjacent Great Wall.
    • Egypt: Update the Egyptian Chariot Archer to not replace the Heavy Chariot.
    • Egypt: Sphinx now provides +1 Culture if built on Flood Plains. Cannot be built on Snow, Snow Hills, Tundra, or Tundra Hills. +2 Appeal (since they are encouraged to build on Flood Plains). Cannot be built next to another Sphinx.
    • France: Château now provides 1 Culture for each adjacent wonder. 1 Gold for each adjacent Luxury Resource.
    • Hungary: Mathias ability now only 75% resource and Gold discount to upgrading levied units (instead of 100%).
    • India: Cities gain an Amenity for every Religion with at least 1 Follower. Missionaries have +2 spreads. +100% Religious pressure from your Trade Routes.
    • India: Varu ability no longer stacks but maintenance reduced to 2.
    • Mali: Nerf the Mali + City-State + Democracy Combo/Exploit. Democracy is now a 15% discount on purchases with Gold.
    • Mali: Increase Mali desert weighting.
    • Maori: Toa ability no longer stacks, and Strength is reduced to 36.
    • Maori: Reduce the Marae ability to +1 of each bonus yield, instead of +2.
    • Netherlands: Add a Production bonus towards Flood Barriers and Dams.
    • Norway: Allow Norway (only) to receive Science and Culture from pillaging improvements in addition to Gold or Faith.
    • Spain: Mission: +2 Faith; +1 Food, and +1 Production if on different continent than your capital. +1 Science for every adjacent Campus and Holy Site.
    • [ALL GAME VERSIONS] Improve leader victory preference weighting.
  • Environment Systems and Climate Change
    • Reduce Dust storm yields by 33%. Add some Food yields from Blizzards. Reduce damage to population and structures from Blizzards by about a third.
    • Detach climate change progress from Natural Disaster Intensity slider.
    • Move percentage of coastal tiles that can flood from 35% to 45%.
    • Halve carbon emissions from units to slow down climate change to just over half the previous rate.
    • Reduce unit CO2 emissions for a player by 50% if they research Advanced Power Cells.
    • Increased chance of Storms and Droughts per degree of temperature rise is no longer 20% for all events. Now it does not increase chance of weaker type of each storm/drought at all but instead boosts stronger type by 50%.
    • From Phase IV on Floods and Storms will not add fertility.
    • At Phases V and above yields previously added to the map can be stripped off as Storms and Droughts pass over (chances increase as you move to later phases).
    • Allow a single player's CO2 footprint to go negative (if they have run the Carbon Recapture project but never generated much carbon). Hence one player can clean up the other players' mess.
  • World Congress
    • Provide a one-time cap on each player receiving Favor for reviving each other major player.
    • Adding tooltip to tiebreaker scenarios so players can understand why a player won a tiebreaker.
    • Adding Favor Per Turn and Request for Aid score penalties for excessive Grievances and CO2 emissions.
    • Climate Accords competition now enables projects for decommissioning Power Plants.
    • Reducing the lockout timer on hostile emergencies so that they can show up slightly more often.
    • Reduce time between deals during Request for Aid emergencies so AI can give multiple gifts if desired.
  • Districts/District Buildings
    • Reducing power of Royal Society Government District Building (reducing percentage-per-builder-charge from 3 to 2).
    • Nuclear Accidents of any severity will now always pillage the Nuclear Power Plant.
  • Pillaging
    • [ALL GAME VERSIONS] Convert Science and Culture from pillaging improvements to Gold or Faith.
    • Reduce effectiveness of Raid and Total War policies so they are only +50% instead of +100% to pillaging
    • Dam districts now provides healing if plundered.
    • Pillaged Reactors cannot trigger a nuclear accident. Completing the 'Recommission Nuclear Reactor' project will also 'un-pillage' it.
  • Improvements
    • Seastead: Cannot be placed adjacent to another Seastead.
  • Wonders
    • Panama Canal wonder now gives +10 Gold to its city.
    • Mahabodhi Temple and Statue of Liberty now award Diplomatic victory points.
  • Units
    • Increase the cost of upgrading units (about 33%).
    • Reduce base cost of Naturalists from 800 to 600 to make them compete better with Rock Bands.
    • Update certain Great Generals and Admirals to provide strategic resources.
    • Make sure Barbarians can't spawn GDRs.
    • Unsuccessful WMD attacks now consume the WMD.
    • [ALL GAME VERSIONS] Increase the Destroyer’s sight range to 3.
    • [ALL GAME VERSIONS] Air unit and Anti-Air unit combat strength balance changes propagated to base game.
  • City States
    • Add Walls to City States on Diety and Immortal games.
    • Add additional melee units to City States at higher difficulties.
  • Misc
    • Grievances/Warmongering: Changing Grievance calculation (and Warmonger in base and XP1) to treat cities taken offensively during a Defensive Pact/Suzerain War/Emergency War as if taken during a Formal War (now generates Grievances)
    • Setup: For advanced starts, add extra Faith and scale it.
    • [XP1, XP2] Track barbarian camp placement throughout the game (much like we do storms & droughts) and shy away from camp locations that are close to previously used spots. Should distribute camps across the continents better.

[MULTIPLAYER]
  • Play By Cloud
    • Hide full games on Lobby list.
    • Adding Remember My Choice option for what happens after a client readies up.
    • Adding automatic ready up countdown.
    • Activating an in-game notification for a Your Turn event to display a popup that will allow the user to go straight into that match.
    • The Upper case " i ", lower case " L", and number 1 all look identical when observing the Join Code in the Game Summary of the Play By Cloud Staging Room. - Increased size of the font so unique aspects of gylphs can be determined.
  • Misc
    • Relationship pip icons would fail to display when progress with other Human Players during a Multiplayer game (Allied, etc.).
    • Staging Room countdowns should reset when a new session is joined. Countdowns should persist even if the screen is simply hidden, which happens if the Game Settings tab is pressed.
    • In-game chat panel should not display dead players.
    • Additional general bug fixes and polish.

[SCENARIOS]
  • You can now play the Black Death scenario in hotseat/PlayByCloud.

[SYSTEMS]
  • Add secondary color to jersey selection color collision detection. Now jerseys are only considered to have collided if BOTH primary color and secondary color collide. Jerseys with similar or identical primary colors are now allowed if the secondary colors are very different

[UI]
  • Great Works UI: Converted system to Drag and Drop.
  • Climate Overview: Add icon, tooltip for fertilized tiles lost due to weather events.
  • Civilopedia: Pillaging Yields are now database driven in the Civilopedia.
  • [ALL GAME VERSIONS] World Resource Report: Add sorting on resources and on the leaders in a row.
  • Additional general bug fixes and polish.

[AI]
  • Trade
    • Increase value of Diplomatic Favor. Limit number of items desired in a trade. Set minimum value for traded items.
    • Don't try to trade more of a Luxury resource than the human is already importing.
    • Correctly value maintenance resources when calculating trades. Reduces possible exploits with resource for gold trades with the AI.
    • Fixes to trades for strategic resources - Stop paying full value for them when you've got a decent stockpile, not just at the stockpile cap. Reduces possible exploits with resource for gold trades with the AI.
    • AI will not pay for banned resources
    • Reduce the chance that the AI offers only a single strategic resource in a trade deal unless they are padding out a larger deal.
    • Improvements to AI Deal management with Gold.
    • [XP1, XP2] Fix an issue where AI was overvaluing Great Works on the turn they are created (causing lots of trade requests).
  • Victory Strategies and Agendas
    • Boost Wonder Obsessed AI's desire for Wonders in later eras.
    • Improve victory strategies, including Diplomatic victory.
  • Combat
    • Improve AI ability to successfully complete the capture of a city during a Military Emergency they are taking part in.
    • Embarked units know they are under threat from naval units - Improve protection of units while on city assault.
    • [XP1] Improve ability for AI to use Warrior Monks militarily - Add additional war footing condition.
    • [XP1, XP2] Fix an issue where an AI unit garrisoning a city would occasionally leave the protection of the city when they didn’t need to, exposing them to attack.
    • [ALL GAME VERSIONS] AI more strongly prefers attacking with aircraft to deploying to districts.
  • Misc
    • Fixed an issue that was making the AI less likely to improve strategic resources.
    • Avoid advancing your Power Plant if you don't have resources for it.
    • Increase odds of aggressive civs making encampments.
    • [XP1, XP2] Reduce value of supply convoys, they were heavily overvalued by AI.
    • [ALL GAME VERSIONS] Minor Civs will no longer make aircraft carriers (since they can't make aircraft)

[PERF]
  • Additional AI and rendering performance improvements.
[BUGS]
  • Civs
    • Phoenicia: Fix non-capital continent bonuses moving properly for Phoenicia (additional checks).
    • Cree: Poundmaker's Trade Route UA (which is based on tile improvements at the destination city) now works like it used to back in XP1.
    • Maori: Mana ability was incorrectly being applied to all units.
    • Ottomans: Ibrahim in some situations was not able to be moved to another capital.
    • Kongo: Now correctly is awarded benefits from Founder beliefs. Mvemba now cannot get the Intolerant Agenda.
  • Policies: Check for obsolete policies after awarding free civics (Bolshoi).
  • Many fixes to code that controls what is expelled during city flips, capture, trade, etc.
    • On city transfer, all air-units that do not belong to the new owner that are based in a district or improvement, are immediately re-based, prior to any other expelling of other units.
    • If the city is flipped to a new culture, default placement rules apply, no units are booted out, except stationed air-units, unless they can't be in the new owner's territory.
    • If the city is transferred in a deal, only friendly units (non-air), traders and spies can stay.
  • Units, Movement, and Combat
    • Fixed a bug caused when trying to form an Army with a unit that has no movement remaining.
    • [ALL GAME VERSIONS] Don't factor in embarked and amphibious combat penalties for air units.
    • Don't let the player select other player's air units.
    • Fix an issue that was causing the unit cycling to pull camera away from user when they were doing things like changing citizen assignments in the city.
    • Don't add Mountain Tunnel entrances/exits on water tiles.
    • Don't let an embarked builder/engineer create an adjacent improvement on a land tile.
    • Remove mountain tunnel entrance/exit if the tile submerges.
    • Don't let naval units use Tunnels.
  • Carriers/Air Units/Rebasing
    • Added additional checks to rebasing aircraft to make sure they are properly paired in cases where a carrier unit exists in a city center.
    • Correct some visualization issues with air-unit rebasing.
    • When a tile is annexed by a player and it is trying to kick out any other players that shouldn't be there, don't assume that all the air units can't be there, they might be able to stay.
    • Also do the kick out in two stages so that if the units do have to leave, any parent objects are moved first, then child objects, so the child objects can just go to where the parent is (aircraft carrier) if appropriate.
  • Civilopedia
    • Removing a page from the Civilopedia's Trade Route game concepts, which referred to a base benefit that was removed in XP1 and XP2 and made into a governor bonus instead.
    • Update Sweden's capitals in the Civilopedia to be Swedish instead of Norwegian.
  • UI
    • Golden Age UI will fail to display on the Status bar when transitioning into the Future Era during a Gathering Storm gameplay.
    • Fix an extremely large amount of space being added for tooltips from point.
    • UI now properly updates upon completion of the Recommission Nuclear Reactor project.
    • [ALL GAME VERSIONS] Several color systems fixes and corrections. Improved default colors for several civs that were difficult to read.
    • Multiple misc UI fixes and updates.
    • Front End: 'Teams Share Visibility' is now disabled/0 when 'No Teams' is checked and reset when unchecked.
  • Trade
    • Treat incoming gifts as incoming demands; don't allow the user to modify them.
  • Resources
    • Player Resources are now updated before Player Units in the turn order. This is to fix the issue where the insufficient resource combat debuff was not being removed until the following turn, even though the player had sufficient resources at the beginning of the turn.
  • World Congress
    • Fixing multiple World Congress issues that could cause mis-matched or blank proposal choices to show up on the review and results screens.
    • Adding in filtering for the Migration Treaty, so that players cannot target unmet players.
    • Fixing an issue that would allow a Special Session to be called before the World Congress properly unlocked.
  • Wonders
    • Fixed an overflow that some players noticed when they had large amounts of gold and completed Big Ben, which gives a 50% gold bonus.
    • Fixed an issues with Apadana where the user was not granted 2 Envoys when completed.
    • Fixed Panama sometimes not lining up with its neighbor canals.
  • Grievances
    • Grievances now decay between dead civilizations. Prevents negative Loyalty modifier from hanging around after defeating the city's original owner.
    • Fixing Grievance notifications doing nothing when clicked.
  • Districts
    • Fixed a bug preventing nuclear reactors from being removed from the game when a city is razed. Changed the identification of nuclear reactor buildings to use a database parameter instead of a game tag. Added fail checks when searching for a reactor type building.
    • District modifiers should now properly reattach when the district was pillaged but has been successfully repaired (was staying inactive; ex. a pillaged Suguba district that was then repaired).
    • Districts that are over strategic resources are now correctly represented in the Reports screen. Resources are shown as from that city as opposed to 'Gameplay Bonuses'.
  • Misc
    • Hall of Fame: Improved performance of aggregate updates. Also fixed a crash that would occur if one of the Hall of Fame aggregate queries was bad (typically from a mod).
    • Map Gen: Make is so that there is a chance that Zhangye Danxia and Mount Roraima can appear. Before there was 0% chance of them showing up.
    • Map Gen: Make sure coastal lowlands don't appear inland near lakes
    • Scenarios: Plantations should not show up as a potential build in the Black Death Scenario.
    • Achievements: Fix “Peacekeeper” achievement to require that the end-user be Laurier winning an emergency.
    • Achievements: Ensure that the player has actually won the Nobel Prizes for achievement
    • [ALL GAME VERSIONS] Multiplayer: Fixing progress blocker that was occurring if a player was defeated during their turn in hotseat.
    • Road Vis: Fixing issues with Road and Railroad “spaghetti”.
    • Tile improvement modifiers should now properly detach from an old city when the tile is swapped to another city (was staying active; ex. Power from green energy improvements)
    • [ALL GAME VERSIONS] Espionage: Fix espionage funds being siphoned not showing for negative amounts
    • City-States: When sending your first real Envoy to a city-state, but you already have Amani in that city-state giving you "virtual" Envoys there, correctly award a second bonus Envoy from the Diplomatic League policy

[CRASH]
  • Multiple crash fixes as reported by the public crash reporting system

[EXPLOITS]
  • [ALL GAME VERSIONS] Re-enable SHIFT+ENTER to force end turn. Make sure that production overflow is lost if this is used.
  • Coastal Raids can no longer target Impassable plots. In Gathering Storm, this loophole allowed naval units to raid a mountain improvement (ex. Mountain Tunnel) without actually pillaging it, allowing continuous gold.
  • Great Generals that transform a military unit into a Corps or Army can no longer do so for the GDR, which is not allowed to be a Corps or Army.
  • Correct exploit where player could receive duplicate Luxuries by trading it away, removing the improvement, then rebuilding it for a duplicate copy.

[MODDING]
  • ModBuddy
    • ModBuddy now supports XP1, XP2, and shared pantries in art tools.
    • Misc polish and debugging.
  • WorldBuilder Editor (unsupported)
    • Allow Forge tuner panel to work in WorldBuilder.
    • Add “Basic mode” for creating simple hand-crafted location maps with random start positions. Separate out scenario tools to “Advanced Mode”, which is very much still in development.
    • Add ability to “paint” with different brush sizes.
    • Assign a default continent value when “painting” any terrain (Africa).
    • Scatter Resources button added.
    • Settings
      • Disable Generate New ID button in Basic mode.
      • Make Generate ID button do something in Advanced mode.
      • When updating text strings, the text in the left column did not update to reflect the changes.
      • Now, text options are locked for name, descript, and map name, map descript (they are required). These were able to be deleted before.
    • Misc
      • Don't allow selection of resource amounts for non-strategic resources in the Plot and Placement editors.
      • Fix an issue where an already saved WorldBuilder map, when loaded back into WorldBuilder, would lose continent data.
      • Erase any improvements on a plot when changing the owner to NONE.
      • Erase improvements and features on a tile if you change the terrain type to something incompatible in the Placement mode.
      • Allow changing the Pillaged state of improvements on tiles.
      • First pass at status message system to give feedback like "Library requires a Campus district" or "Placed Shrine successfully" instead of silently doing nothing.
      • Show correct civ icons in World Builder Player Editor.
    • World Builder Front-End
      • Additional Content
        • New maps created in WorldBuilder are now automatically found and enabled when returning to the main menu. No more required restart.
        • Updated mods UI to show a different icon if the mod came from a map.
        • If a mod has a 'Created' property, show the date the mod was created. * Expansion 2 and Expansion 1 are now always shown at the top of the mods listing.
        • Map-loaded mods are always considered compatible.
        • Additional fixes for compatibility, etc.
      • Game Setup
        • Maps now display properly in the in-game map-lists if you are in the correct rule-set, and the map mod is enabled.
        • Maps created in the “Standard” ruleset now will show as playable in both Rise and Fall and Gathering Storm.
      • World Builder Menus
        • Change front-end menus to reflect only items necessary for WorldBuilder. Update text strings. Update in-game pause menu to reflect only items necessary for WorldBuilder.
        • Add World Wrap toggle to Advanced Setup.

[ART]
  • Fixing hotseat Rock Band colors.
  • Fixing the unit colors for the Fez city state.
  • Tweaking the unit colors for Japan and Mapuche to match their civ jersey's a bit better
  • Pass on the "Player Colors" which are the jerseys that are picked when we run out of other reasonable jersey selections. We have enough to cover over the max number of players picking the same civ.
  • Add beards to all remaining leaders that did not previously have beards.
  • Tweak to the civ Icon backing texture that is used in the Character selection screen. Show more representative color scheme so that players will be able to make more informed readability decisions in the main menu.
  • Editing Gorgo/Greece civ symbol placement and size so it matches all the other civs.
Bon ça me saoule.
Quand on construit l'Académie des Sciences on est censé pouvoir utiliser les bâtisseurs pour accélérer la production d'un projet (les trucs tout en bas de la liste de construction style spatiaux).

Je vois rien dans les icônes des bâtisseurs, je vois rien dans la ville pour lancer tout ça. Et je trouve rien sur le net, comme si ça n'existait pas Un protip ? Thx
Le patch note donc, trois fois rien :

Citation :

[FEATURES]

  • World Congress
    • 3 New World Congress Proposals
      • Public Relations: Target Player generates 100% more Grievances, and other players generate 100% more Grievances with the Target Player OR the Target Player generates 50% fewer Grievances, and other players generate 50% fewer Grievances toward the Target Player.
      • Espionage Pact: All Spies function +2 levels higher for the Target Operation OR Target Operation is unavailable (later game)
      • Military Advisory: Target unit promotion class gains +5 Combat Strength OR loses 5 Combat Strength
    • 1 New Request for Aid Type
      • Military Aid Request: If a civ that you have at least 200 Grievances against declares war on you, a Military Aid Request becomes available. This uses the gifting system (gold and/or project).
    • [ALL RULESETS ON PC] WorldBuilder Basic Mode is now “on” by default. Click on Additional Content from the main menu, and you will see the button on the upper-right.
      • Additional bugs and polish are listed in the WorldBuilder section below.
    • [ALL RULESETS ON PC] Unit Abilities
      • Added Unit Abilities tooltip to the Unit panel. Mouse over a unit portrait to see Unit Abilities that were previously hidden. Note that this will not include temporary or situational Abilities.
    • [ALL RULESETS ON PC] Diplomacy Ribbon Yields
      • We now have an interface option in settings to turn on all the player yields on the Diplomacy Ribbon. They are: Always Off, On via Mouse-Over, Always on.
      • Many thanks to modders for inspiring this change! We like it better this way as well.
    • Power Lens
      • Add a Power Lens when on the Power Tab of city-view with area highlights to easily see what is powered and what is not.
    • Body of Water Labeling
      • Add Map Labels to any body of water over a certain size (oceans, bays, lakes, etc.)

[BALANCE/POLISH]

  • Civs
    • England
      • Iron and Coal Mines accumulate 2 more resources per turn. +100% Production towards Military Engineers. Military Engineers receive +2 charges. Buildings that provide additional yields when powered receive +4 of their respective yield. +20% production towards Industrial Zone buildings. Harbor buildings increase Strategic Resource Stockpiles by +10.
    • Canada
      • Last Best West: Add +1 Production to Tundra/Tundra Hills/Snow/Snow Hills Lumber Mills and +1 Food to Camp in these terrains.
    • France
      • Château's adjacency for each wonder doubles at Flight.
    • World Congress
      • Increase Diplomatic Victory requirement to 25 Diplomatic Victory Points (DVP), and increase ability to gain DVP in-game.
        • Players gain 1 DVP when voting for the winning option/target combo of any Resolution.
        • Statue of Liberty gives 4 DVP (doubled).
        • Potala Palace Gives 1 DVP.
        • Mahabodhi Temple Gives 2 DVP.
        • Aid Requests (including new Military Aid Request) grant 2 DVP (doubled).
        • Non-Emergency Scored Competitions grant 1 DVP to first place.
      • Change current DVP Resolution to +2/-3 DVP for the Target Player.
      • Buffing starting DVP for existing saves and late starts.
        • Saves from “the wild” should now double their DVP upon load, making the victory more achievable with existing saves.
        • Advanced starts now have a more reasonable number of starting DVP.
      • Scored Competitions now end one turn before World Congress meets again (to lower the noise threshold by all of it happening on the same turn).
      • Update to vote tie breaking for World Congress – Now, instead of awarding the win by player ID once all other values are calculated, determine it based on player with LEAST remaining favor.
      • Send Aid Project now sends Gold to all accepting ongoing Emergencies
    • Eras
      • Add light scaling to Era Score by game speed.
      • Dedications for later eras:
        • Sky and Stars Golden Age (updated): Unlocks the Eurekas for Satellites, Nuclear Fusion, and Nanotechnology if in the Information Era. When chosen in the Future Era the Eurekas for Smart Materials, Predictive Systems, and Offworld Mission are unlocked. +100% XP earned for all Air Units. Aluminum mines accumulate +2 more resources per turn.
        • Automaton Warfare Golden Age (new): Gain a Giant Death Robot. Receive 3 Uranium per turn. Uranium mines accumulate +1 more resource per turn.
        • Automaton Warfare Normal and Dark Age (new): Gain +1 Era Score for each non-Barbarian unit killed with a GDR.
      • New Dark Age Policies for later eras
        • Cyber Warfare: +10 Combat Strength against units from the Information and Future Eras. BUT: Grievances against you do not decay.
        • Automated Workforce: Your cities get +20% Production towards city projects. BUT: -1 Amenity and -5 Loyalty per turn in your cities.
        • Disinformation Campaign: +3 Favor per turn for each Broadcast Center. BUT: -10% Science and Culture in all cities.
      • Great People
        • Great Works of Writing are now +2 Culture and +2 Tourism.
        • If a player cannot earn a Great Person of a class (ex. Great Prophet after they already have one or after they run out), Great People points are converted into Faith at a 1 to 1 ratio.
          • Great Person points from the Holy Site Prayers project (and other city projects) now count as excess points and generate Faith if no GP of that type can be earned.
        • Map Gen
          • New Maps
            • 7 Seas
            • Small Continents
          • Generation
            • Decreased the number of one-tile mountains on XP2 Archipelago maps by about 15%.
            • Generate more Woods on Tundra.
            • Allow Coal to be on Woods and Aluminum to be on Rainforest.
          • Building/Improvements (tied to the Tech Tree rebalance)
            • Building production cost balancing. Decreasing costs of later game buildings and their civ unique variants by roughly 20%.
              • Medieval Walls: 220 (was 225)
              • Renaissance Walls: 300 (was 305)
              • Tsikhe: 260 (was 265)
              • Factory, Electronics Factory, Stock Exchange, Military Academy: 330 (was 390)
              • Zoo, Thermal Bath, Aquarium, Oil Power Plant: 360 (was 445)
              • Hangar, Food Market: 380 (was 465)
              • Seaport, Broadcast Center, Film Studio, Research Lab, Tier 3 Government buildings, Shopping Mall, Hydroelectric Dam: 440 (was 580)
              • Nuclear Power Plant, Airport: 480 (was 600)
              • Stadium, Aquatics Center: 480 (was 660)
            • Buffing the yields and amenities of certain mid and late game buildings to make them more worth the production cost investment. Adding small Power requirements to some buildings as well.
              • Workshop: 3 Production (was 2).
              • Armory: 3 Production (was 2).
              • Ferris Wheel: 3 Culture (was none).
              • Factory: 3 regional Production, 6 when powered (was 2, 5).
              • Electronics Factory: 3 regional Production, 8 when powered (was 2, 6).
              • Military Academy: 4 Production (was 3).
              • Food Market: Adds 1 to city power requirements (was none). 4 Food, 6 when powered (was 3).
              • Shopping Mall: Adds 1 to city power requirements (was none). 1 Amenity, 2 when powered (was 1). 2 Gold, 4 when powered (was none).
              • Airport: Adds 1 to city power requirements (was none). 4 Production, 6 when powered (was 3).
              • Stadium: Adds 2 to city power requirements (was 3).
              • Aquatics Center: Adds 2 to city power requirements (was 3).
            • Tier 3 buildings in districts that can support worker citizens ("specialists") now increase the yields for each citizen working that in that district tile.
              • Coal Power Plant, Oil Power Plant, Nuclear Power Plant: +1 Production per citizen
              • Stock Exchange: +2 Gold per citizen
              • Military Academy: +1 Production per citizen
              • Seaport: +1 Food per citizen
              • Broadcast Tower, Film Studio: +1 Culture per citizen
              • Research Lab: +1 Science per citizen
              • Religion-specific buildings: +1 Faith per citizen
              • These values are all viewable in the Civilopedia
            • [ALL RULESETS ON PC] Changing the yields of citizens working district tiles ("specialists") to better fit the balance and flavor of certain districts.
              • Harbor, Royal Navy Dockyard, Cothon: 2 Gold and 1 Food (was 2 Gold and 1 Science).
              • Encampment, Ikanda: 2 Gold and 1 Production (was 1 Culture and 1 Production).
            • Change Industrial Zone adjacency bonus
              • +1 Production for every 2 adjacent districts; +1 Production for every 2 adjacent Lumber Mill; +1 for every 2 adjacent Mine (Minor adjacency).
              • +1 Production for the Strategic Resource, Government Plaza and Quarries. (Standard adjacency).
              • +2 Production for Aqueducts, Canals, Dams, and Bath Districts. (Major adjacency).
            • Increase value of Quarries, Pastures, and Lumber Mills (to have similar output to Mines, which are dominant right now)
              • Lumber Mill (unlocked with construction, classical): +2 Production. +1 Production from Steel (Steel), +1 Production from Cybernetics (Future).
              • Allow Lumber Mills on Rainforest tiles (Unlocked with Mercantilism)
              • Remove River adjacency.
              • Pasture (unlocked with Animal Husbandry, Ancient): +1 Production and 0.5 housing. +1 Food from Exploration (Renaissance), +1 Production with Replaceable Parts, +1 Food from Robotics (Information).
              • Quarry (unlocked with Mining, Ancient Era): +1 Production, +1 Production with Gunpower (Renaissance), +1 Production with Rocketry (Atomic), +1 Production Predictive Systems (Future).
            • Misc
              • Hansa: Add +2 Production for Aqueducts, Canals, and Dams. (Major adjacency)
            • Religion/Pantheon
              • Remove Goddess of the Harvest.
              • Add Goddess of Fire which gives +2 Faith for every Volcanic Soil and Geothermal tile.
              • Divine Spark: +1 Great Person Points from Holy Sites (Prophet), Campuses with a Library (Scientist), and Theater Squares with an Amphitheater (Writer). (Before just the Great Scientist and Great Writer facet didn't require buildings)
              • Craftsmen: +1 Production and +1 Faith from improved strategic resources. (Before just +1 Production on Mined improvements)
              • Earth Goddess: +2 Faith from tiles with Breathtaking Appeal. (Before +1 Faith from tiles with Charming or better Appeal)
              • Goddess of the Hunt: +1 Food and +1 Production from camps. (Before just +1 Food)
              • Remove Oral Tradition.
              • Goddess of Festivals: +1 Culture from Plantation. (Before Goddess of the Festival was +1 Food to half of the Plantation types and Oral Tradition was the other half of plantation improvements +1 Culture)
              • Religious Settlements: When chosen and you have at least 1 city receive a Settler in your capital. Border expansion rate is 15% faster. (Before just 15% Expansion)
              • Fertility Rites: When chosen and you have at least 1 city receive a Builder in your capital. City growth rate is 10% higher. (Before just 10% Growth)
              • River Goddess: +2 Amenities and +2 Housing to cities if they have a Holy Site district adjacent to a River. (Before just +1 Amenity)
              • Initiation Rites: When a Barbarian Outpost is cleared receive +50 Faith and the unit that cleared the Barbarian Outpost heals +100 HP. (Before just +50 Faith)
            • Technologies and Civics
              • [ALL RULESETS ON PC] Rebalance Antananarivo suzerain bonus to have a maximum bonus of +30% Culture (was no limit).
              • Additional Tech prerequisites
                • Stirrups requires Apprenticeship
                • Chemistry requires Replaceable Parts
              • Tech cost increases
                • Early Renaissance costs 600 (was 540)
                • Late Renaissance costs 730 (was 660)
                • Early Industrial costs 930 (was 845)
                • Late Industrial costs 1070 (was 970)
                • Early Modern costs 1250 (was 1140)
                • Late Modern costs 1370 (was 1250)
                • Early Atomic costs 1480 (was 1410)
                • Late Atomic costs 1660 (was 1580)
              • Civic cost increases
                • Early Medieval branch costs 220 (was 200)
                • Early Medieval trunk costs 300 (was 275)
                • Late Medieval branch costs 340 (was 290)
                • Late Medieval trunk costs 420 (was 385)
                • Early Renaissance branch costs 440 (was 400)
                • Early Renaissance trunk costs 600 (was 540)
                • Late Renaissance trunk costs 720 (was 655)
                • Early Industrial branch costs 800 (was 725)
                • Early Industrial trunk costs 1010 (was 920)
                • Late Industrial branch costs 1050 (was 870)
                • Late Industrial trunk costs 1210 (was 1060)
                • Early Modern branch costs 1540 (was 1255)
                • Early Modern trunk costs 1540 (was 1410)
                • Middle Modern branch costs 1580 (was 1560)
                • Middle Modern Ideology costs 1640 (was 1500)
                • Late Modern government branch costs 1640 (was 1500)
                • Late Modern Nuclear Program costs 1715 (unchanged)
              • Units
                • Increased Anti-Air strength of naval units to be on par with increases made on land AA units.
                • Several strategic resources required unit changes:
                  • Cuirassier changed from Niter to Iron.
                  • Cavalry changed from Niter to Horses.
                  • Cossack changed from Niter to Horses.
                  • Huszar changed from Niter to Horses.
                  • Nuclear Submarine no longer requires Uranium per turn.
                • Reduced upfront resource cost of remaining unique units from 20 to 10. Mamluk, Conquistador, Redcoat, Black Army, Huszar, Cossack, Mandekalu Cavalry, Legion, and Janissary.
                • [ALL RULESETS ON PC] Corps and Army Gold purchase costs now take into account the 25% Production discount awarded by building the Military Academy. Upfront resource costs also consider the 25% discount.
                • [ALL RULESETS ON PC] Increased movement ranges of some late game units from 2 to 3. (Modern AT, Mobile SAM, Rocket Artillery).
                • Military Engineers can contribute production to Flood Barriers and Aqueducts.
                • Update Battering Rams and Siege Towers to only work with Melee and Anti-Cavalry units.
                • Medieval and Renaissance Walls are immune to Battering Rams. Renaissance Walls are immune to Siege Towers. Battering Rams upgrade into Siege Towers.
              • Policies
                • Policy: Music Censorship: Rock Bands from other players may not enter your territory. BUT -1 Amenity in all your cities with 10 or more Population.

[UI]

  • [ALL RULESETS ON PC] Gossip and Combat Status UI
    • Reduced size of gossip messages that appear during AI turns and gave them their own column of screen space to the right of combat status messages.
    • Reduced size of combat status messages.
  • [ALL RULESETS ON PC] Reports
    • Added new Gossip Report to reports menu.
  • [ALL RULESETS ON PC] Front-End
    • Added toggle for drag-and-drop functionality.
    • Add mini-map preview to saves so you can see what your game looks like before loading. Only works for new saves created post patch.
    • Hot-Key text fields in the Options menu now have tool-tips on each item.
  • [ALL RULESETS ON PC] City Recommendations UI
    • Refactor recommended Settlement location system to take more factors into account aside from growth.
    • Added easy-to-read Settler recommendation tooltip (with thumbs up/down icons) that reflects why the game is recommending a given location (growth potential, presence of new resources, distance from friendly cities, etc.).
    • Increase number of recommendations and spread them out based on the players explored area.
    • Back port settling recommendations changes to base and XP1.
  • World Congress
    • Adding notification for when the player earns DVP.
    • Implementing "Previous Results" for resolutions in the World Congress (tooltips added to resolutions where the same resolution has come through the World Congress in the past. Gives the player an idea of how everyone voted the last time the resolution was up for a vote).
  • [ALL RULESETS ON PC] Production Queue
    • Add user interface option to always open to the production queue even if the queue is empty.
    • Open directly to the production queue if a city has any items currently queued.
  • [ALL RULESETS ON PC] Religion
    • New Pantheon Chooser (left side of screen instead of center of screen). Now the player can see the map when choosing what Pantheon will apply to their civ.
    • Religion Screen style update designed to show more data and waste less space.
  • Misc
    • Floating text for Power Plants when a turn ends will now only show the amount of Power that is actually used, rather than the total amount it generated from the resources.
    • [ALL RULESETS ON PC] Add espionage missions to the Spy Civilopedia page.
    • [ALL RULESETS ON PC] Add Terrain and Feature defense modifier to the Civilopedia. Also include the movement change in the terrain section of the Civilopedia .
    • [ALL RULESETS ON PC] Fix overlays not being cleared unless the map updated, enabled map search results on the mini-map and full map.
    • [ALL RULESETS ON PC] Right click to close full screen movie-based popups, and Historic Moments.
    • [ALL RULESETS ON PC] There is now a notification that appears when a new Barbarian Camp appears in the mid-fog near the player. Unique notification icon added.
    • [ALL RULESETS ON PC] Policy Panel: We are now using slightly wider cards to allow more room for text to avoid as many text overflows.
    • Units: Allow GDR to be namable
    • [ALL RULESETS ON PC] Colors: Change Gitarja (Indonesia) colors to not conflict with Kupe (Maori).
    • [ALL RULESETS ON PC] Notifications are now properly serialized/localized. If 2 individuals with different language settings are playing Play-By-Cloud, they will no longer see notifications in the opponent language.

[AI]

  • Civs
    • Give Matthias additional alliance favoritism to support the Huszar unit
    • Correct issue in Eleanor's alliance favoritism.
    • Allow Kupe to settle further from his own cities to stop him from getting island locked.
    • John Curtin now favors liberating cities.
  • World Congress
    • AI support added for new Resolutions.
    • AI Aid requests: AI now offers aid every 10 turns, at 3 times previous value. This won't change existing saves/running emergencies.
    • Improve AI vote prioritization, looking at all resolutions available in a given World Congress.
    • Adjust AI so it doesn’t regularly overvalue some resolutions.
    • Don't choose Great People for Patronage resolution if they're no longer available (Great Prophet for example).
  • Combat and Operations
    • [ALL RULESETS ON PC] Korean Hwacha - Remove siege designations from unit so that AI uses them properly
    • [ALL RULESETS ON PC] Improvements to city defense tree when trying to get units into defensive positions.
    • Improve religious units understanding to retreat from stronger opposing religious units.
    • [ALL RULESETS ON PC] Fix bug in tactical (non-coordinated) ranged units with attacking unguarded combat districts.
    • Improvements to operational movements around mountains and other terrain.
    • [ALL RULESETS ON PC] Barbarians: Fix bug stopping raids from starting.
  • Trade
    • Use correct stockpile limits when deciding how much of a resource to trade. AI could have offered 0 if they were over their stockpile limit, even if the person they're trading to was not.
    • When the AI does not have a good enough reserve of a strategic resource they want, they won't trade it away rather than undervaluing it.
    • Trade for strategics up to double what is needed, then stop. Makes for consistent valuation.
    • [ALL RULESETS ON PC] Fix problem putting together peace deals where they want to return a city.
    • Don't let AI try to trade resources that would take either side beyond their stockpile caps.
    • Don't count both sides of the deal against the amount, this was causing deal amounts to go negative in some situations.
  • Misc
    • [ALL RULESETS ON PC] Inner ring and total yield scoring changed to use all yields (previously only production and food) - This makes the AI a bit more aggressive and expand more quickly.
    • [ALL RULESETS ON PC] Unit combat analyzers only check for hostile major powers. Makes oligarchy less favored when not at war with majors.
    • [ALL RULESETS ON PC] Don’t send non-combat Great People to scout the civilization they are at war with during gameplay (they’re gonna have a bad time).

[MODDING]

  • [ALL RULESETS ON PC] Worldbuilder Editor Basic Mode
    • UI
      • New UI on WorldBuilder HUD (left-hand tool panel, right hand info panel with icon-driven placement).
      • Show resources in the plot tooltip in World Builder even if the plot has no owner assigned.
      • Don't allow loading or saving World Builder maps to the cloud, it's not supported.
      • Additional error messages for successful and failed placement (Basic Mode), and for setting visibility (Advanced Mode).
      • Impose a delay so the UI can breathe in between instances of the resource scatter. This prevents the scatter code from getting jammed and showing resources that don't exist.
      • 'Restart' disabled when in WorldBuilder.
      • Show results for resource placement in UI.
      • Properly sort out input states so left and right clicks and drags work as documented.
      • Update the cursor color immediately when placing or removing an item to show the hex's new status.
      • Save and restore brush size when entering and exiting a mode where it's not valid and show it as "small" when in the invalid mode.
      • Sort all the lists of items alphabetically in Place Mode.
      • Chunk undo/redo (previously, when you used a large brush to paint, it would only undo a single hex at a time).
      • Full screen map support to easily preview your continent shapes.
      • Place/Plot
        • Re-enabled allowing user to place Natural Wonders on tile types outside of gameplay rules.
        • Fix and issue causing Bananas and other valid resources to be missing from placement lists.
        • Lock start position editing completely out in Basic mode.
        • Fix an issue that was preventing you from selecting a strategic resource tile when in “Plot” mode.
        • Don't allow plot selector to set improvements that aren't valid for the tile.
        • Plot editor now ignores existing resources and features when deciding what you're allowed to place.
        • Only coastal tiles are shown in green now for Cliff placement.
        • Don't show resources that can't be placed, such as Toys.
      • Front-End
        • For WorldBuilder map mods, show the filename in the details view.
        • Tiled map importer improvements: Support CSV format for tile layers & do something with transparent tiles, plus register World Builder in Standard rules games for Game Core side scripts to match XP1/XP2 behavior.
        • Tiled maps now import from the saves/worldbuilder directory.
      • Front End
        • When deleting a WorldBuilder map, refresh available mods.
        • 'Restore Defaults' will no longer clear the WorldBuilder editor flag.
        • 'Restore Defaults' for WorldBuilder will default to Standard Rules rather than the latest expansion.
        • When importing a map, the setup screen will no longer be missing options if the user backs out and goes to create a standard game.
      • Misc
        • Fix an issue that was preventing City States from spawning on World Builder maps.
        • Allow custom text tags to be edited outside of Advance Mode.
      • Crash
        • Fix an issue that would cause the game to crash when valid starting positions could not be found.
      • [ALL RULESETS ON PC] Worldbuilder Editor Advanced Mode (Unsupported)
        • UI
          • City States are now a slider starting at 0 rather than fixed for most world builder maps.
          • Remove cities, improvements, and units from the map when their owning civ is changed.
          • Editing a city's population in the Player Editor now works.
          • Improved status reporting for player editor building placement.
          • Better status/error reporting for Unit placement, and a special message for the Spy.
          • Don't allow editing gold/faith for barbarians.
          • Show a red placement cursor for Districts and Buildings on plots that aren't part of the selected city.
          • Show more accurate errors when unable to place districts and buildings and turn off workarounds.
          • Remove Projects from buildings list.
        • Configuration
          • City states can now be chosen at random based on their starting positions, allowing several city states to be defined while only using a few.
          • Mods can now add starting positions for worldbuilder maps such as TSL earth by populating the MapStartingPositions tables located either in Config or Gameplay database.
          • Instead of just merging mods that do not affect saved games (UI mods, normally), merge mods that only have active components AND do not affect saved games. This will remove map mods from being included in saves.
          • Added extra validation before attempting to set improvement type.
          • Do not place goody huts if 'GAME_NO_GOODY_HUTS' is set.
          • Do not place barbarian camps if 'GAME_NO_BARBARIANS' is set
        • Perf
          • Back-port an XP1/XP2 requirement into base game to allow certain popular mods to write significantly faster implementations of their natural wonder modifiers.

[PERF]

  • [ALL RULESETS ON PC] Multiple misc check-ins to reduce memory allocations.
  • [ALL RULESETS ON PC] Additional graphics performance improvements.

[BUGS]

  • Civs
    • [ALL RULESETS ON PC] Changed Royal Navy Dockyard to apply the +1 naval unit movement bonus as an ability so that it carries through when upgrading.
    • Environmentalist agenda modifiers were reversed. This is now corrected.
  • [ALL RULESETS ON PC] Aircraft
    • Air units are now correctly using their standard movement range instead of embarked movement range when based on Aircraft Carriers.
    • Fix rebasing air units if the rebase target is the current base of the air unit. If the base was full, it would think it couldn't rebase there. Rebasing to the same base is done when an air unit is requested to return to base.
    • Add very simple concept of a parent/child relationship to the app side Unit System. This is to fix the ugly look of an aircraft carrier moving with air units as cargo.
    • Air units now properly have an unobstructed view (added ability for units to be able to see 'through' terrain as well as features).
    • Units marked as DOMAIN_AIR no longer increase city strength values.
    • Fixed a bug preventing aircraft from deploying if based in an airstrip.
  • [ALL RULESETS ON PC] Units
    • Fixed issue with Hungarian Huszar not correctly requiring Horses for production.
    • Removed CLASS_MELEE tag from GDR. It was incorrectly giving the GDR a bonus vs. anti-cavalry units.
    • Fix an issue with the Jong not working properly with Press Gangs and International Waters.
    • Fixing the Naturalist model staying behind after the unit is destroyed by creating a park.
    • Update the text for Rockefeller so that it states that strategics do not need to be improved.
  • Climate
    • Make sure all unit layers (including the Spy Layer) are checked for units that need to be displaced from a submerged tile.
    • Make sure you can't start a new wonder on a tile suffering from coastal flooding.
    • Make sure submerging tiles properly wipes out Great Wall tiles.
    • When sea level rise consumed a wonder or district, sometime the incorrect wonder or district would be removed from the map, leaving the submerged version in place (for example, a neighborhood was submerged, but a completely different neighborhood in your empire was removed).
  • UI
    • [ALL RULESETS ON PC] Fixing an issue that could cause a black screen to appear when human player was defeated while multiple pop-ups were present (user could “ESC” out of it).
    • [ALL RULESETS ON PC] Unit Panel: Disable the settler lens if a selected settler is killed.
    • [ALL RULESETS ON PC] Production Panel: Made failure text for damaged walls. We now display text explaining that the prerequisite wall type must be repaired and the number of turns before the walls can be repaired.
    • Diplo Trade
      • [ALL RULESETS ON PC] In a peace deal, can add a return or cede city, as well as right-clicking existing cities in trade deal, to switch them out.
    • World Congress
      • Some fixes to prevent players with negative score from gaining rewards in Scored Competitions
      • Fix an issue where players were being injected into ongoing Emergencies
    • Governors
      • Governor Liang's "Reinforced Materials" promotion now also prevents damage to city HP and walls HP from natural disasters.
    • Power
      • Changing the rules for which Power Plant resources are used first. Uranium, as the most power-efficient resource (16 power per unit), will now always be used before Oil (4 Power) and Coal (4 Power), if it is available.
    • Scenarios
      • When playing the Black Death scenario in Hotseat, a new plague icon appears on a City Banner every turn the city has plague.
      • If a scenario has no historical rankings information, do not show the rankings tab. This makes historic rankings an optional feature for scenarios.
    • Map Search
      • Slow down the map search to do at most 35 tiles per frame instead of 128. This prevents us from hitting worst-case map search times that can make the game unplayable, at the expense of slower search results. Modders can always turn it back up if they want to.
      • Disable auto-updating the map search, make progress bar more visible. Was causing CPU issues on lower-end hardware. Will not only update when the user performs a search.
    • Misc
      • Liberated players who return to the game no longer have to build their own Palace.
      • Fixing an issue where Civic boost amounts were not accounting for era bonuses or penalties (Civics can be cheaper or more expensive when they are outside the current game era). Tech boosts were doing this already, as intended. This led to a case where earning the boost for the Near Future Governance civic (a 90% boost) would grant the whole Civic, even when the proper prerequisites had not been obtained.
      • [ALL RULESETS ON PC] Make Demand Tribute work for human whether they view the AI as Friendly, Neutral or Unfriendly.
      • [ALL RULESETS ON PC] Fix city-state clumping problems when generating the map.
      • [ALL RULESETS ON PC] Fixing an issue where large amounts of Culture overflow (ex. from Moon Landing project) could apply more than once to increase domestic tourists if it was used to complete more than one Civic. Culture only converts into domestic tourists when applied to researching a particular Civic, and now that amount is capped to the cost of the Civic itself. This means that overflow will no longer be counted more than once towards tourists, but also that the increase in tourists may be spread across several turns as the overflow is applied piece by piece.
      • [ALL RULESETS ON PC] Removing Norway's palace for the Viking scenario so that all three Viking civs will have the Ancient Viking palace

[CRASH]

  • [ALL RULESETS ON PC] Stop circular rivers from crashing the game on load.
  • [ALL RULESETS ON PC] Fix multi-GPU bug that could cause the game to crash.
  • [ALL RULESETS ON PC] Misc crashes reported in the wild via bug collector.

[EXPLOITS]

  • Exploit: Fix a trading issue which would allow you to give a gift of negative resources to an AI, essentially giving a gift that grants their stuff back to you.

[ART]

  • Fixing the Panama Canal movie not going through the time of day cycle.
Cool, Colonies religieuses et Rites de fertilité ont enfin un (vrai) intérêt : le premier octroi un colon gratuit instantanément, le second un bâtisseur.
Edit : WTF les barbares peuvent détruire les villes maintenant xD o_O

Dernière modification par THX ; 24/06/2019 à 20h15.
Patch september (c'est pas mal de faire évoluer le jeu régulièrement)

Gros boost admiral et cités cotières. C'est pas plus mal car il fallait parfois mieux être à coté d'un désert (qu'on bllidait de districts/merveille) que de la mer.

Nerf Rock Band Indie, qui, avec Eleanor, permettait de faire tomber n'importe quelle cité adjacent avec deux rockbands indie.

Enfin les rapport d'activité ennemie sont regroupés en pages.


Citation :
[FEATURES]
  • [ALL GAME VERSIONS] Red Death Multiplayer Scenario
    • General notes
      • If you still have a Civilian unit, then you are still in the game. Once your last Civilian is killed, you will have been eliminated. Be the last remaining player with a Civilian to win.
      • The Red Death is the radioactive mass that is consuming the planet. A Safe Zone ring will appear on the map. Periodically this ring will shrink. Keep your units inside the ring to avoid the Red Death.
      • On the top-left on the in-game screen is the Red Death tracker. The left portion tells the player how many turns until the ring shrinks, and the right-hand portion tells the player how much damage units will take if they end their turn inside the Red Death.
        • Red Death damage increases as the game progresses.
        • When the ring shrinks, the Red Death will advance each turn until it reaches the ring. This gives units caught outside of the ring some time to reach the safe zone.
        • Units cannot heal in the Red Death.
      • You can gain new units and supplies in the following ways:
        • Find and clear City Ruins to gain equipment. These appear as war-torn cities with stacks of crates and flares around them. A Ruined City can grant experience points, an Infantry, a Machine Gunner, an AT crew, or another Civilian.
        • Clearing a Raider Camp grants either a Helicopter Gunship, an AT Crew, or a Thermonuclear device (once you receive one, any of your combat units can use it).
        • Once the “Red Death” ring starts to advance, Supply Drops can appear near the ring edge (also has a notification so you can find them). These lucrative drops can grant either a Tank, a Mobile Artillery, or a Thermonuclear device.
      • Oceans and Lakes are corrosive and will damage your units each turn as you cross, so be quick!
      • Global heal rate increased from normal for fast-paced gameplay.
      • Units have unique promotion trees. Promoting units heals only 25 HP.
      • Raiders are random opponents that wander the map, making opportunity attacks on players from their camps. Raider units take no damage from the Red Death.
      • A typical match will take anywhere from 15-50 minutes depending on the number of players, and skill of play.
    • Factions:
      • Cultists: “Observing The End,” All units have +3 sight.
      • Doomsday Preppers: “Always Prepare for The Worst,” All units have +100% experience bonus.
      • Borderlords: “Living On The Edge,” +10 Combat Strength when 3 hexes or closer to the Safe Zone border.
      • Jocks: “Witness Perfection,” +5 Combat Strength.
      • Mad Scientists: “This Will Only Hurt A Bit,” All units heal 2x faster.
      • Mutants: “Radiant Personalities,” -50 Red Death damage. “Radioactive Movement,” +3 Movement for all units in the Red Death.
      • Pirates: “Water Logged,” All units take 50% less water damage and ignore additional movement cost from embarking and disembarking.
      • Wanderers: “See You Later,” Infantry and Machine Gunners, as well as Civilians in formation with them, have faster Movement on Woods, Rainforest, and Hill terrain.
    • UI:
      • Quick-join matchmaking added to front-end menu
      • “How to Play” section added to front-end menu.
      • Safe Zone displayed as a blue area on the map and mini map. Red Death displayed as a red area on the map and mini map.
      • Changed mini map tooltips to be more useful for the scenario. Tooltip displays whether tiles are in the Safe Zone or the Red Death.
      • Added mini map icons for the City Ruins, Supply Drops, and Raider Camps.
    • New Maps
      • [ALL GAME VERSIONS] Mirror Map: Randomly generated, balanced four-player map ideal for competitive multiplayer matches. Has option to mirror start positions as well.
      • [ALL GAME VERSIONS] Terra: A continents map where all major civilizations start on the largest continent.
      • Primordial: A map from an early time with unpredictable continents and islands. More volatile conditions exist with extra coastal lowlands and volcanoes. Try it on Disaster 4!
      • Tilted Axis: A polar projection of a continents map.
      • Splintered Fractal: A highly random map that will often form thin, snaky continents and islands.
      • Continents and Islands: Continents with more islands.
      • [ALL GAME VERSIONS] Add Lakes map to all rulesets
        • Add more small lakes to the Lakes map.
      • [ALL GAME VERSIONS] Move Seven Seas and Small Continents to all rule sets (before it was Gathering Storm only).
[BALANCE/POLISH]
  • Civs
    • [ALL GAME VERSIONS] Exploitive Agenda: Adjusted some of the parameters on the Exploitative Agenda to make it care more about how many tiles are improved. Also bumped up the threshold for "sparsely improved".
    • Maori Civ Ability: Change the production from Unimproved Rainforest and Woods. Before it read "Unimproved Woods and Rainforest are +1 Production, becoming +2 once the Conservation civic is unlocked." Now it reads "Unimproved Woods and Rainforest are +1 Production. Additional +1 Production from Mercantilism and +2 Production from Conservation.
    • [XP1, XP2] Georgia Civ Ability Addition: +50% Production towards defensive buildings.
  • Governments
    • Added an extra policy card slot for each of the Tier 4 Governments: 3 Military for Corporate Libertarianism (was 2), 3 Diplomatic for Digital Democracy (was 2), 3 Economic for Synthetic Technocracy (was 2).
  • Great People
    • Great Admirals
      • Themistocles: Instantly creates a Quadrireme unit. +20% Production towards units of the Naval Ranged promotion class.
      • Leif Erikson: +1 Sight Range for all naval units. Allows all naval units to move over ocean tiles without the required technology.
      • Rajendra Chola: +3 Combat Strength for all naval units.
      • Zheng He: Grants a free Trader unit in this city and increases Trade Route capacity by 1. Foreign Trade Routes to this city provides +2 Gold to both cities.
      • Francis Drake: Instantly creates a Privateer with 1 promotion level. Military units get +50% rewards for plundering sea Trade Routes.
      • Ferdinand Magellan: Grants 1 free copy of the Luxury resource on this tile to your Capital city. Gain 300 gold (on Standard speed).
      • Ching Shih: Gain 500 Gold (on Standard speed). Military units get +60% rewards for plundering sea Trade Routes.
      • Horatio Nelson: Instantly builds a Lighthouse and Shipyard in this district. +50% flanking bonus for all naval units.
      • Chester Nimitz: Instantly creates a Submarine unit with 1 promotion level. Grants 1 Oil per turn. +20% Production towards units of the Naval Raider promotion class.
      • Grace Hopper: Unlocks 2 random technologies.
    • Improvements, Buildings, and Wonders
      • [ALL GAME VERSIONS] Mausoleum at Halicarnassus: +1 Science, +1 Faith, and +1 Culture on all Coast tiles for this city. Great Engineers have an additional charge. Must be built adjacent to a Harbor district.
      • Lighthouse: Now also provides +2 Housing if Harbor is adjacent to City Center.
      • Fishery: Now also provides 0.5 Housing.
      • Shipyard: Now also provides +1 Production to all unimproved coastal tiles in this city.
      • Camp: Now provides +2 Gold. Synthetic Materials also provides additional gold.
      • Plantation: Feudalism now increases Plantation yield by +1 Food.
      • Fishing Boats: Colonialism increases Fishing Boats yield by +1 Production.
    • Districts
      • Campuses now also receive a major adjacency for Reefs.
    • Map Gen
      • Increase the Water Luxuries on Splintered Fractal.
      • Reefs are no longer placed adjacent to Rivers.
    • Rock Bands
      • Promotions
        • Album Cover Art: Performs as if 1 level more experienced on Wonder tiles (Reduced from 2 levels).
        • Indie: Performing a concert causes that city to lose 40 loyalty (Reduced from 50 loyalty).
        • Music Festival: Can now also perform concerts on National Wonders.
        • Pop Star: Earn Gold equal to 25% of the Tourism generated (Was 50% Gold).
        • Space Rock: Performs at Spaceports and Campuses for +500 Tourism and 1 level more experienced (Can play at Campuses w/ no Uni for 500 or with Uni for 1000) (Was 1000 tourism at Spaceports and 1 Level).
        • Surf Band: Performs at Seaside Resorts and Harbors for +500 Tourism and 1 level more experienced (Can play at Harbors w/ no Shipyard for 500 or with Shipyard for 1000) (Was 500 tourism at Seaside Resorts and 1 Level).
      • World Congress
        • Nobel Prize in Physics: (Gold tier gets the Silver tier as well which is the same for all scored competitions)
          • Gold Tier: 1 Tech boost, Increases the accumulation of resources in cities with a University by 1 (Updated).
          • Silver Tier: 1 Tech boost, Increases the accumulation of resources in cities with a Research Lab by 1 (Updated).
          • Bronze Tier: 1 Tech boost (same).
        • Diplomacy
          • [ALL GAME VERSIONS] Protectorate War no longer triggers a Betrayal Emergency.
        • [ALL GAME VERSIONS] Unit Abilities UI Exposures
          • Multiple Leader and Civ assigned unit modifiers have been converted to unit abilities so they can be tracked in the UI.
          • Units with Anti-Air strength now have unit ability text describing its function.
          • Added abilities and text descriptions for Ranged and Bombard unit buffs/debuffs.
          • Unit modifiers granted by retiring Great Generals and Great Admirals are now applied as unit abilities so they can be displayed in the unit abilities UI list.
        • Natural Disasters
          • Reduce the likelihood of most damage effects from Hurricanes by a third.
          • The Veterancy Military Policy (unlocked by Military Training a Classical Civic) now includes Harbors and Harbor buildings.
[UI] [ALL GAME VERSIONS]
  • Front End
    • Change "Additional Content" to be a sub-menu that hosts "MODS, Hall of Fame, and Credits". This reduces the main menu from 10 items (information overload) to 8 items.
    • New Map Type UI when starting a new game that features filtering and icon visualizations for the different maps. Only on “Create Game” and “Advanced Setup” menus in single player.
    • Single Player “Jersey” Support: Setup/Advanced Setup now allows the player to select their civilization color (jersey).
    • Leader list is now alphabetical, rather than grouped by release.
  • End Game
    • Add quick fade up of leader portrait (without a movie it looked jarring to snap from hide to show).
    • Fix ESC restarting end game movie.
  • Pantheon Chooser
    • Selected pantheon can now be cleared by clicking the button in the top panel.
    • Chooser now plays its slide animation when opening.
    • Adjusted button working/style to match other Chooser screens.
    • The Religion keybinding will now properly open/close the Pantheon Chooser.
  • Misc
    • Government Screen: Government card policy slot icons will squish together if they overflow the Government card to avoid overlap.
    • Pagination for Gossip Report added.
    • Added hotkey for the Power Lens.
    • Add a confirmation dialog box for when you are going to remove a feature by settling.


[AI]
  • Domination
    • Improve ability to use GDR's (or other mixed melee/range) to take cities.
    • [ALL GAME VERSIONS] Allow units to move out of threatened areas when endangered, even on neutral territory. This manifested in AI units staying still and fortified while being attacked by ranged or air until they were dead.
    • [ALL GAME VERSIONS] Some bias adjustments to improve attacks on enemy cities.
    • [ALL GAME VERSIONS] Improve range/bombard garrisoning and improve melee garrison logic to attack when it is safe.
    • [ALL GAME VERSIONS] Don't try to assemble city attacks for target cities that have an unclear or hidden path. Improve ability to protect embarked units.
  • World Congress
    • Favor Trades: Adjust some favor trade values to make deals more viable.
    • Normalize evaluation of emergency projects (Send Aid was especially overvalued).
    • Mercenary Companies: AI no longer always chooses choice B, "Faith."
  • Great Works
    • [ALL GAME VERSIONS] Rework of how AI arranges and places Great Works to maximize culture generation. Corrected an issue that could cause the AI to “throw away” a Great Work.
  • Misc
    • [ALL GAME VERSIONS] Ensure AI finds rally points that are on the map.
    • [ALL GAME VERSIONS] Try to improve culture civ's race for Theater Squares.
    [PERF]
    • Significant optimization and improvements to Volcano VFX.
    • [ALL GAME VERSIONS] Perf optimizations to both Shaka and Mansu Musa.
    • [ALL GAME VERSIONS] Reduced memory usage.
    • [ALL GAME VERSIONS] Additional graphics performance improvements.
    [BUGS]
    • Production Overflow
      • Add the concept of 'salvage' production to the Build Queue. Previously, when salvaging production from a lost Wonder build, the production was added directly back to the build queue. This caused problems of not knowing where the extra overflow came from as well as causing build production to happen when the player's turn was not active.
        • e. Player A and B are making the same Wonder. Player A takes their turn, then Player B takes their turn and finishes the Wonder. The salvage production would be added to Player A's build queue immediately, possibly causing something to complete if the player had multiple things in their build queue.
      • Now, when the salvage production is given to player A, it is stored and then applied to player A's production overflow when player A becomes turn active again. This also fixes the issue of losing legitimate overflow, where we force clear production overflow on turn end to prevent a user from 'banking' overflow by force-ending their turn when a city has no production.
      • Fixed an issue where production on a unit could be transferred to something else by removing that unit from the production queue.
    • UI
      • When purchasing something in a city, make sure that if it was already in the build queue, it goes through the motions of removing the item in the build queue as if it were complete, so that if it was the first item, the next item in the build queue starts building properly.
      • The user was able to open but was unable to close the World Congress screen while the game is paused in multiplayer.
      • Fixed multiple Gossip reports issues.
      • Fix usable scroll area and logo clipping for various resolutions.
      • Remove the rank border designating a score tier while participating in a non-scored Emergency during gameplay.
      • A misleading "Location Pin" icon was present for Projects, Competitions, and Emergencies when the player views the Active Effects menu in the World Congress.
      • The “previous results” icon was appearing in low resolution when voting on a Resolution that has appeared before in the World Congress.
      • The target civ icon was appearing low resolution when viewing a Military Emergency.
      • The Alliance Points appeared with a zero denominator when viewed after an Alliance expires during expansion gameplay.
      • Climate Screen - Use the territory name as a fallback for continent name for climate events which will usually give us names for bodies of water.
      • Production/Gold/Faith production buttons will now be highlighted properly based on which production panel is currently selected.
    • Gameplay
      • Fixed a bug where pillaged districts in a conquered city would cost the full production price to repair. Now they cost 25% as intended.
      • Fixed a bug where pillaged districts would not regain applied bonuses upon repair.
      • Changed Mapuche’s Toqui experience bonus ability to be permanent on units so that it remains even after the governor is removed from the city.
      • Pillaged dams no longer prevent flooding.
      • The Swap Units operation was ignoring the ZoC state of the units, giving you the possibility of an extra move for a unit in the ZoC.
      • Fixed an issue that was preventing units that have the appropriate ability from attacking twice in a single turn.
      • Don't apply Grievances if a player conquers a City-State you have never met.
      • Prevent Laurier from taking the Exploitative random agenda
      • Eject rock bands from a player's territory when they adopt the Music Censorship policy.
      • [ALL GAME VERSIONS] Tomyris’ heal after kill ability was incorrectly being applied multiple times.
      • [ALL GAME VERSIONS] Polish Hussar pushback ability was not working correctly.
      • [ALL GAME VERSIONS] Air units can no longer attack plots marked as impassable.
      • [ALL GAME VERSIONS] Fixed an issue with military buildings not applying their XP bonus correctly.
      • [ALL GAME VERSIONS] Fixed incorrect modifier being applied by Royal Navy Dockyard.
      • [ALL GAME VERSIONS] Fix the Colossal Heads not providing faith with every 2 adjacent woods.
    • Unit Abilities
      • Fixed missing text description for Drone unit bonus ability. Changed Drone unit Civilopedia description text to be more accurate.
      • Fixed missing unit ability description for Observation Balloon range bonus. Changed Observation Balloon Civilopedia description to be more accurate.
      • Fixed text description for Supply Convoy movement bonus ability.
    • Misc
      • Mountain Tunnels, Qhapaq Nan, and Ski Resorts (improvements on Mountains) can no longer be destroyed (or pillaged) by natural disasters.
      • Transfer canal navigation properties on city capture.
    • Crash
      • Multiple crash fixes as seen in the public bug collector.
      • Fix a crash in the Australia scenario that could occur after a random event.
    [ART]
    • Adding a low-quality version of the volcano that gets used if the VFX quality setting is low.
    • Apply FOW blending in river overlay pass.
    • the game camera on the Ski Resort will now shake the snow. Why? Just ‘cuz.
    • Adjusted volcano visuals to feel more volumetric and rolling/boiling.
    [MODDING]
    • [ALL GAME VERSIONS] World Builder
      • Added first pass at hand-drawn river flooding.
        • Edge case notes:
          • Only works for floodplains at least 3-long.
          • Only works for hand-created maps, not adjusted map-script created maps.
          • There are a couple places where a user may place a floodplain where it will never flood (like sharing a plain with another river branch, for example).
        • Use our own custom overlay type for Continent mode with more vibrant colors.
        • Normalize order of tool hotkeys and added them to the tooltips for user discoverability.
        • Integrate World Builder properly into the main menu flow instead of hanging off a weird button in the mods screen.
        • Fix several usability issues in Map Editor.
        • Add tooltips to the placement and plot mode buttons.
        • Stop the placement panel from eating the mouse around it.
        • Expose wonder distance check to Lua and wire up specific error message.
        • Fix many bugs related to changing terrain type and having resources/features/improvements go away when they're no longer compatible.
        • Show different continents in different colors when in Continent mode.
        • Only show spawn location icons in Advanced Mode.
        • Hide the tools palette when the Player Editor or Map Editor are up. This is necessary for 1024x768 screens.
        • Don't show labels options in World Builder that don't work.
        • Allow brush usage in Continent mode.
        • Fix some flipped tests that were locking out improvements unnecessarily.
        • Fixed text for rivers and cliffs to distinguish between placing and removing.
        • Split feature and Natural Wonder placement modes.
        • Fixup Natural Wonder undo when dealing with multi-tile features, especially ones that also modify the terrain as well. i.e. Lake NWs changing the terrain to coast.
        • Advanced Mode
          • Don't show spurious "Wonder" district in Player Editor anymore.
          • Add labels to all the items in the General tab of the player editor.
          • Don't create any units alongside a barbarian camp in the WB editor.
          • We don't support Garrison strength editing so don't even show it.
          • Districts are now placeable through the Plot Editor Districts can now be pillaged by the Placement Tool or Plot Editor.
          • Delete units when a player is edited.
          • Fix case where capital city would have no name if you changed a civ's leader to not match (Should help with mod civs too).
          • Fixed issues with the Plot Editor Improvement Pillaged checkbox. Fixed null error which prevented the Placement tool from placing improvements. Pillaged checkbox for Improvements now works with the Placement tool.
        • Tiled Map Importer
          • Fix additional crashes seen in the wild when importing maps from Tiled editor.
        • Misc
          • [ALL GAME VERSIONS] Removed constraint on map start positions that only allowed 1 entry for map/plot, as it was too restrictive for modders.
          • [ALL GAME VERSIONS] Looking up localized text in mods will now fall-back to other languages before failing.
Unhappy
Académie des sciences
Citation :
Publié par THX
Merci !
Ecoute j'ai le même soucis. Je ne comprend pas comment faut-il utiliser les charges de bâtisseurs afin de accélérer les projet d'un quartier. Est-que ca te dérange de me filler l'astuce? Et c vrai que sur le net tu trouve rien. C'est une galère....
https://jolstatic.fr/forums/jol/images/icons/icon9.gif//jolstatic.fr/forums/jol/images/icons/icon9.gif//jolstatic.fr/forums/jol/images/icons/icon9.gif
Je fais dans la nécromancie de sujet.

Civilization VI viennent de rajouter deux nouvelles civilisations :


Les Maya de la Dame Six Cieux

Citation :
Le règne de Dame Six Cieux sur l'empire maya a permis à ce peuple d'établir une dynastie à la volonté de fer. Grâce à sa grande intelligence politique et à son implacable stratégie militaire, elle est parvenue à ramener l'ordre parmi les cités-États dissidentes.

  • Mayab (Compétence maya) : L'installation à côté des cases d'eau douce et côtières n'octroie pas d'habitations supplémentaires, mais chaque ferme octroie Habitations +1 et Or +1. Activités +1 pour chaque ressource de luxe adjacente au centre-ville.
  • Hul-Che (Unité maya) : Unité de l'Antiquité exclusive aux Mayas remplaçant l'archer et dotée d'une puissante attaque à distance. Puissance de combat +5 contre les unités blessées.
  • Observatoire (Quartier maya) : Quartier exclusive aux Mayas pour leurs recherches scientifiques. Remplace le campus à moindre coût.
    • Science +2 pour chaque plantation adjacente.
    • Science +1 pour toutes les deux cases de fermes ou de quartiers adjacentes.
  • Ix Mutal Ahaw (Compétence de la Dame Six Cieux) : Rendements des villes dans un rayon de moins de 6 cases de la capitale +10%. Rendements des autres villes -15%. Puissance de combat +5 pour les unités dans un rayon de moins de 6 cases de la capitale.
Commentaire personnels : Les Mayas semblent assez atypiques. Les débuts vont être difficiles : sans eau douce, les villes sont limitées à 2 Habitations, et subissent déjà une réduction de la croissance. Il va être très important de produire rapidement des Bâtisseurs pour créer des Fermes qui donneront +1,5 Habitation chacune, sans oublier le petit bonus d'Or. Étonnamment, les Aqueducs donnent +6 Habitations : le problème d'Habitation sera vite réglé au point de permettre aux Mayas d'atteindre des villes très peuplées.
D'un autre côté, les Hul-Che sont très efficaces : ils n'ont certes que +3 de Puissance à distance par rapport aux Archers, mais peuvent s'ajouter jusqu'à +10 Puissance de Combat s'ils se battent proches de la capitale face à une unité blessée, ce qui est gigantesque. Au moins, les Mayas ont les moyens de se défendre malgré un début difficile, ce qui dissuadera les autres civilisations de tenter un affrontement armé en début de partie.
L'Observatoire est, finalement, pas si mal. Le Campus est déjà le quartier le plus important et rien que le fait qu'il coûte moitié Production est déjà un gros atout. Il perd les bonus de proximité des montagnes, des forêts tropicales ou des fissures géothermiques des Campus normaux mais les nouveaux bonus de proximité lui permet d'atteindre et de dépasser facilement le seuil des +3 Science en bonus de proximité. Le départ difficile est rattrapé par une ascension exceptionnelle dans l'arbre des technologies.
La modulation du rendement à +10%/-15% est plus un désavantage qu'un avantage car la méthode la plus rapide de gagner reste de s'étendre indéfiniment donc plus de ville vont faire face au malus qu'au bonus.
Au final, même si la civilisation semble assez douce-amère dans son fonctionnement, les maigres bonus qu'elle possède sont finalement très biens car ils renforcent deux points déjà très puissants : la Science et les Archers. Les débuts vont peut-être plus lents mais les Mayas peuvent se défendre et rattraper leur retard via des Campus géniaux et bon marché.


La Grande Colombie de Simón Bolívar
Citation :
Au cours d'une série d'extraordinaires campagnes, Bolívar est parvenu à libérer une grande partie de l'Amérique du Sud du joug espagnol et a ainsi façonné un nouvel avenir pour le continent tout entier.

  • Ejército Patriota (Compétence de la Grande Colombie) : PM +1 pour toutes les unités. La promotion d'une unité ne met pas fin à son tour.
  • Llanero (Unité de la Grande Colombie) : Unité exclusive à l'ère industrielle de la Grande Colombie remplaçant la Cavalerie. Coût d'entretien réduit. Puissance de combat +4 pour chaque Llanero adjacent. Se soigne entière si elle est proche d'un Comandante General qui active sa compétence de retraite.
  • Hacienda (Aménagement de la Grande Colombie) : Constructible sur toutes les cases de plaines et prairies.
    • Or +2, Production +1 et Habitations +1.
    • Nourriture +1 toutes les 2 cases de plantations adjacentes (ou pour chaque plantation après la découverte des 'Pièces Détachées').
    • Production +1 pour les plantations et les haciendas lorsqu'elles sont adjacentes à deux haciendas (ou adjacente à une hacienda après la découverte du 'Déploiement Rapide').
  • Campagne Admirable (Compétence de Simón Bolívar) : Obtenez un Comandante General quand le jeu entre dans une nouvelle ère.
    • Comandante General : Personnage illustre spécial exclusive à Simón Bolívar. Chacun a ses propres compétences, notamment un effet passif et un effet de retraite.
Commentaires personnels : La Grande Colombie semble extrêmement prometteuse. Étonnamment, l'élément qui m'intéresse le plus est le PM +1. Rien que ça veut dire que l'exploration des Éclaireurs sera très efficace, permettant de rencontrer en premier les Cités-États et les Villages Tribaux, les Bâtisseurs et les Colons se déplaceront plus vites, permettant de profiter des bonus / rendements ainsi que de fonder des villes plus tôt, et ce gain de quelques tours par-ci et par-là vont donner, sans s'en rendre compte, un énorme avantage. Surtout : c'est très confortable de pouvoir se déplacer rapidement. La promotion non-bloquante est une souplesse sympathique, car ça permet de se soigner et d'attaquer, permettant d'ouvrir plus d'opportunités de combats.
Les Llaneros sont des unités industrielles. Elles n'ont pas l'air mauvaises, et a priori elles peuvent rouler sur les ennemis lorsqu'elles sont produites en masse. Au final, elles sont prometteuses, c'est juste que le jeu est fait de telle sorte que les unités exclusives au delà de l'ère médiévale sont, sauf abusées (Conquistador, Janissaires), plus aussi indispensable.
Les Haciendas ont l'air d'être assez similaires aux Outback Stations australiennes, à la nuance qu'elles ne génèrent pas tant de Nourriture (donc pas forcément auto-suffisantes), ni constructibles sur les déserts, mais ne sont pas bloquées par les Collines. Au final, je trouve les Haciendas supérieures : +1 Habitation reste dingue, et il n'y a pas vraiment d'intérêt à ne pas en mettre en masse. Pourquoi garder une forêt alors qu'en la rasant on y gagne un gros bonus de production, y gagne en Habitation / Or, possiblement de la Nourriture vori même donner autant de Production. Finalement, moi qui pensait que l'aménagement était assez "ouais" je me retrouve à la trouver presque surpuissante maintenant.
Les Comandantes Generales sont juste des Généraux illustres, mais mieux, cumulables entre-eux, permettant de donner +2 PM (en plus du +1 PM de la compétence de la civilisation), et +10 en Puissance de Combat. Ça veut juste dire que la Grande Colombie peut taper vite et fort.
En bref, la Grande Colombie me semble très très puissante. Le bonus au mouvement est génial, apportant beaucoup de souplesse de jeu, les villes vont pouvoir se développer et produire en masse grâce aux Haciendas qui donnent des bonus délirants, et le cumul Général + Comandante General va rendre une armée tant puissante que rapide. Bref, une civilisation souple qui se développe sans difficulté et qui peut conquérir facilement.


L'équipe semble se diriger vers une approche plus épisodique que de faire des réels extensions, via un Season Pass. Tous les 2 mois environ pendant 1 an, 1 à 2 nouvelles civilisations et/ou dirigeants vont apparaître avec un nouveau mode de jeu et quelques nouvelles mécaniques.

CIV_NEW_FRONTIER_PACKS_3840x2160_FIN.jpg

Là ils ont rajoutés les deux civilisations citées ci-dessus, des nouvelles cités-états (Vatican par exemple, y'en a 6 je crois), 3 nouvelles merveilles naturelles et 2 nouvelles catastrophes naturelles (pluie de météore et incendie de forêt).

Ils ont rajouté un mode de jeu nommé "Mode Apocalypse". Les catastrophes naturelles sont plus fréquentes et dangereuses et on peut créer une unité qui peut en déclencher à volonté (seulement dans ce mode). Si le réchauffement climatique arrive au dernier stade, des nouvelles catastrophes peuvent arriver qui peuvent rayer de la carte des villes entières, ou saboter des unités mécaniques / quartiers. Mise à part, les règles sont standard : remporter la partie en réalisant l'une des victoires, sauf que c'est le bordel partout.

Dernière modification par Aurelesk ; 24/05/2020 à 02h27.
Citation :
Publié par Panzerjo MILKS
Meme si je suppose que la plus part des lecteur de ce fil ont déjà le jeu, il est en ce moment gratuite sur l'Epic store pour encore 4 jours.
Non je ne l'avais pas. Je te remercie de l'information.

Je suis plus un joueur crusader king / EU IV mais ça fait longtemps que je voulais tester civilisation VI
Il y a aussi le mode Apocalypse qui introduit le devin, un déclencheur de désastres (selon la case où il est activé).
Petit exploit : Grand Bains + devin sur la rivère = multiples bonus de foi sur les cases inondables, il n'y a pas de limite.
(humour un peu spécial dans la vidéo)
J'ai voulu innocemment abuser du bug des Grands Bains, et pour cela, une ch'tite promo gratuite sur les devins m'aurait bien arrangé.
Puis je me retrouve dans cette situation où Cléopatre ne choppe pas le sliver ?
Est ce que quelqu'un à fouiller jusqu'à connaitre connaitre les mécanismes précis de calcul ? @Aurelesk ?

Capture.PNG


edit : j'ai repris une sauvegarde auto et je comprend de moins en moins :
Capture 2.PNG

Dernière modification par Kikako ; 30/05/2020 à 12h26.
Je ne sais pas trop. J'imagine que ça vient de la façon donc la Puissance de Combat est calculée. En faisant les calculs, tu devrais avoir l'Argent avec 60. Je vais détailler le fonctionnement de la Puissance de Combat, peut-être que quelqu'un trouvera la réponse.

Le score est proportionnel à la somme de la Puissance de Combat des unités sacrifiées. Mais la formule de la Puissance de Combat n'est pas linéaire : une unité d'Infanterie Mécanisée (85 Combat rapproché) n'est pas seulement 4 fois plus puissant qu'un Guerrier (20 Combat rapproché) mais beaucoup plus (genre 25 fois plus). C'est pour ça qu'on compare la différence de Puissance de Combat sur Civilization VI (20 vs 10 donnera le même résultat que 90 vs 80) contrairement à Civilization V où l'on regarde plutôt le quotient (20 vs 10 donnera le même résultat que 100 vs 50).

Chaque point de différence représente +4,1% de Puissance d'écart. C'est pour ça que lorsqu'on forme un Régiment et une Armée, la Puissance de Combat gagnée n'est pas doublée/triplée mais est de +10 et +17.
+10 : 1.041^10 = 1.49, soit +49% en Attaque et Défense, donc +98% plus puissante.
+17 : 1.041^17 = 1.98, soit +98% en Attaque et Défense, soit +196% plus puissante.

De ce point de vue :
Or : 1.041^65 = 13.62, soit 1262%
Cléopatre #1 : 1.041^60 = 11.14, soit 1014%
Cléopatre #2 : 1.041^50 = 7.46, soit 646%
Dernier : 1.041^20 = 2.23, soit 123%

Je suppose qu'il faut égaler au moins 75% du Score de l'Or pour être considéré comme Argent, soit 1262 × 0.75 = 946. Donc tu devrais choper l'Argent avec 60 normalement, vu que 1014 > 946. A moins qu'il y ait un bug (par exemple : tu sacrifies au dernier tour, le jeu calcule les vainqueurs avant de mettre à jour et t'accord le Bronze car il te voyait toujours avec 50 ?).
La technique des Grands Bains est géniale : je me suis retrouvé avec 5 cases générant plus de 100 Foi à la fin de la partie. Il suffit d'avoir l'Or aux compétitions "Apaiser les Dieux" à chaque fois, ce qui donne 1 Devin gratuit et une promotion. La promotion donne 1 charge supplémentaire (une promotion en donne 2), et elle s'applique même aux Devins déjà existant. Du coup, il suffit de garder les Devins en vie avec 1 charge, les recharger avec les promotions, inonder pour de la Foi, laisser à 1 charge, et attendre la prochaine promotion.

Malheureusement, il n'y a que 5 promotions. Si vous gagnez l'Or à la sixième compétition, vos Devins n'auront pas une sixième promotion. Je n'ai même pas acheté tant de Devin que ça : seulement 3 ou 4 en début de partie et c'est tout.

Cliquez ce bouton ou survolez le contenu pour afficher le spoiler
sbi8.png
Je trouve votre manque de foi... perturbant.
Répondre

Connectés sur ce fil

 
1 connecté (0 membre et 1 invité) Afficher la liste détaillée des connectés