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Civ 6 patch notes june 2019
Civ 6 patch notes june 2019











civ 6 patch notes june 2019

What happens is that you hold off the AI the first time, and then they kill you on the second wave, because your HP can't recover fast enough to matter. Adding HP does not solve problems anymore because the HP regeneration rate has not kept up with the increase. but really the vast vast majority of changes are in the Diplomacy AI, Recursive's been tweaking it the entire time. Its easy to look at the list and go (that's it! Two months and that's all!).

CIV 6 PATCH NOTES JUNE 2019 CODE

Special thank you to and for their many updates to the code during my interim departure. Twokay is now a really good 'wide' corporation for those who want to go wide and still grow a lot) Twokay- Offices lose flat Distress/Poverty reduction gain 5% reduction for all needs modifiers (and empire modifier) in all cities per Office.

civ 6 patch notes june 2019

Shadow Networks - now 25% of science from CS (was 33%)īuffalo line - doubled % bonuses to 10% per (5%->10%)Īll civilian units now have a 5 turn purchase cooldown Statecraft - opener reduced to 1 per 20 (Was 1 per 15)

civ 6 patch notes june 2019

Orthodoxy - now 25% further, 15% faster (Was 20, 20) Reduced national wonder requirement for Oxford to 35, Grand Temple to 30 Removed defense from Lighthouse, changed Harbor from +5CS to +150HP Lots of smaller bugfixes and performance improvementsĬleanup of many github posts and other bugfix requests Massive adjustments to diplo AI (see Recursive's thread)įixed some missing scaling for gamespeed for certain items, such as handicap and XP for the AI Slight adjustments to AI policy preferences Improvements to city AI for citizens, build orders Improvements to tactical AI, specifically operational AI and some cleanup for safe pathing for risky unitsĬleaned up settler AI and some adjustments to 'homeland' AI for civilians













Civ 6 patch notes june 2019