PolyCast Episode 270 Topics List

By | November 24, 2016

polycast_logoThis Saturday, November 26th, 2016 is to see the [url=https://www.youtube.com/user/thepolycast/live]twenty-fourth recording[/url] of [i]Civilization[/i] strategy podcast [url=http://thepolycast.net/polycast]PolyCast[/url]’s tenth season. Beginning at 12PM ET North America ([url=www.timeanddate.com/worldclock/fixedtime.html?msg=PolyCast+270+Recording&iso=20161126T12&p1=188&ah=2]timezone converter[/url]), Episode 270’s topics list is set as follows:

[b]News[/b]
– 2K Says [i]Pre-Civilization[/i] Games Infringe on “Civilization” Trademark (Link 1  | Link 2)
– First [i]Civilization VI[/i] Patch Has Arrived (Link 1 | Link 2)

[b]Forum Talk[/b]
– Reviewing [i]Civilization VI[/i] (Link 1 | Link 2)

[b]Intro/Outro[/b]
– [i]CivVI[/i] City With 2+ Billion People (Link 1 | Link 2)

– [i]CivVI[/i] Discount Was Too Good to Be True (Link)

[url=http://thepolycast.net/polycast]PolyCast[/url] is a bi-weekly audio production in an ongoing effort to give the [i]Civ[/i] community an interactive voice on game strategy; listeners are encouraged to [url=https://twitter.com/thepolycast]follow the show[/url] on Twitter and [url=http://www.youtube.com/user/thepolycast]subscribe to[/url] its YouTube channel. Episode topics list is subject to change. Sibling show [url=http://thepolycast.net/modcast][u]ModCast[/u][/url] focuses on [i]Civ[/i] modding, [url=http://thepolycast.net/turncast][u]TurnCast[/u][/url] on [i]Civ[/i] multiplay.

One More Turn Episode 508: “In the Know”

By | November 23, 2016

omt_logoFamilial angst gives way to associative strife. The eighth episode of dramedy podcast [u]One More Turn[/u]’s ([u]OMT[/u]) fifth season [url=http://onemoreturn.net/episodes5.php#episode508]is now available[/url]. Entitled “In the Know”, it has a runtime of 08m33s. A story set in the near future, [u]OMT[/u] features geeks deal with non-geeky problems. One can [url=https://twitter.com/onemoreturnshow]follow the show[/url] on Twitter and [url=http://www.youtube.com/user/onemoreturnshow]check out[/url] its YouTube channel for caption capability.

[u]OMT[/u] features the voice talents of [i]Civilization[/i] strategy-centric podcast [url=http://thepolycast.net]PolyCast[/url] regular co-hosts [url=http://apolyton.net/forums/member.php?action=getinfo&userid=2]Daniel “DanQ” Quick[/url] and [url=http://apolyton.net/forums/member.php?action=getinfo&userid=22677]Stephanie “Makahlua”[/url] among others; Quick is also the show’s writer and creator. Selections of American music and soundtrack composer [url=http://www.imdb.com/name/nm2228215]Kevin MacLeod[/url]’s work is included throughout the series. Episode 509 is scheduled for release on [i]November 30th, 2016[/i].

PolyCast Episode 269: “That’s Our Number”

By | November 19, 2016

polycast_logoCounted. The two-hundred-and-sixty-ninth episode of [url=http://thepolycast.net/polycast]PolyCast[/url], “[url=http://thepolycast.net/polycast/season10.php#episode269]That’s Our Number[/url]”, features regular co-hosts [url=http://apolyton.net/member.php/2-DanQ]Daniel “DanQ” Quick[/url], [url=http://apolyton.net/member.php/22677-Makahlua]Stephanie “Makahlua”[/url], [url=http://forums.civfanatics.com/member.php?u=136315]Philip “TheMeInTeam” Bellew[/url] and [url=https://www.youtube.com/user/SBFMadDjinn]”MadDjinn”[/url] with returning guest co-hosts [url=http://forums.civfanatics.com/member.php?u=145352]Scott “AlphaShard” Dirk[/url] and [url=http://forums.2kgames.com/member.php?84564-MegaBearsFan]Jason “MegaBaersFan” Grade[/url]. It carries a runtime of 59m59s.

The summary of topics is as follows:

– [i]01m18s[/i] | [b]News[/b]
The number of [i]Civilization VI[/i] [url=https://www.facebook.com/civ/photos/a.349831890358.197044.117631940358/10154540390300359/?type=3]tops[/url] [url=https://www.vg247.com/2016/11/07/civilization-6-hits-1m-players-in-just-two-weeks-is-the-most-popular-third-party-game-on-steam]one million[/url] and the game’s Mac port [url=https://twitter.com/aspyrmedia/status/790712736963584001]has[/url] [url=http://forums.civfanatics.com/threads/civilization-vi-for-mac-now-available-on-steam.601761]arrived[/url] and on the Linux [url=http://www.infoworld.com/article/3135647/linux/will-aspyr-release-civilization-vi-for-linux.html]possibility[/url] (06m47s); then, [i]CivVI[/i] [url=https://www.teamliquidpro.com/news/2016/10/21/discovering-new-land-with-mrgametheory]entering the[/url] [url=http://forums.civfanatics.com/threads/liquid-civilization.600699]realm[/url] of eSports (10m53s) and game developer [b]Firaxis Games[/b] [url=https://www.youtube.com/watch?v=hYzLFaBzfTM]plays[/url] multiplayer and [url=https://www.youtube.com/watch?v=l9oGTVER1rY]shows[/url] [url=https://www.facebook.com/civ/posts/10154540764420359]off[/url] its Artificial Intelligence as it fights itself (27m02s).
– [i]39m13s[/i] | [b]Miscellaneous[/b]
Sid Meier is [url=https://www.youtube.com/watch?v=Q1d08T8_wI4]interviewed[/url] [url=https://www.facebook.com/civ/posts/10154543192465359]marking[/url] 25 years for the [i]Civilization[/i] gaming franchise and listening to [i]CivVI[/i]’s all-but-complete soundtrack for free… [url=https://www.youtube.com/watch?v=eqJFVg05b8Q]legally[/url] (49m37s).

– [i]Intro/Outro[/i] | [b]Miscellaneous[/b]
Scripting scriptless and ‘back in the day’.

[url=http://thepolycast.net/polycast]PolyCast[/url] is a bi-weekly audio production recording [url=https://www.youtube.com/user/thepolycast/live]live every other Saturday[/url] throughout the year, in an ongoing effort to give the [i]Civilization[/i] community an interactive voice; sibling show [url=http://thepolycast.net/modcast][u]ModCast[/u][/url] focuses on [i]Civ[/i] modding, [url=http://thepolycast.net/turncast][u]TurnCast[/u][/url] on [i]Civ[/i] multiplay.

Faerun for BNW now updated to v15

By | November 18, 2016

FramedArchitect’s Faerun for BNW v15 Beta is now available!

faerunheader

Faerun is set in the fantasy world of the Forgotten Realms on the European-inspired continent of Faerun and has the following features:

  • Choose from 25 Civilizations reflecting Faerun’s major kingdoms.
  • Load Faerun with any map or map script with any settings.
  • Play on four Faerun Scenario Maps with true start locations.
  • Recruit powerful Heroes, including Bards, Rangers, Druids, Wizards, Assassins and Paladins.
  • Over 50 Spells that can be cast at will by Arcanists, Clerics and Heroes.
  • 10 unit races, including drow, dragons, dwarves, orcs and gnomes, each with special abilities.
  • Follow the path of Good, Neutral, or Evil by choosing an alignment, each with unique strengths and weaknesses.
  • Send your heroes on pilgrimages to Cult Centers to entice up to 15 Deity Pantheons into your cities.
  • Over 100 new buildings and wonders, organized on a new technology tree.
  • 4 new and challenging Victory types: Good, Neutral, Evil and Magic.

Download Faerun, immerse yourself in the Forgotten Realms and let FramedArchitect know your thoughts on his fantastic creation!

Civ6 “Fall 2016 Update” Patch Release

By | November 17, 2016

civilizationvi_day30_heroFiraxis and 2K Games have released the first patch for Civilization VI. The “Fall 2016 Update” will automatically install when starting the Steam client; if it doesn’t install automatically, try restarting Steam.

Check out the full patch notes below and discuss the patch on the forums.

[NEW]

  • Maps
    • Added a balanced six player map.
    • Added a balanced four player map.
  • ‘Cavalry and Cannonades’ Scenario Added
    • Combat scenario with reduced unit maintenance costs and no strategic resource requirement for units.
    • Larger starting army and additional starting techs.
    • Time limit: 50 turns.
    • Goal: Possess the largest territory.
  • DX12 Support
  • Complete Logitech ARX Support

[GAMEPLAY UPDATES]

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

[BALANCE CHANGES]

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

[AI TUNING]

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

[BUG FIXES]

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

[VISUALS]

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

[MULTIPLAYER]

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

[UI]

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

[AUDIO]

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

[MISC]

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

HOF Civ5 Update

By | November 17, 2016

hof_biglogoThe Civilization V Hall of Fame has been updated. 68 games were accepted since the previous update.

Congratulations to [b]AusCG[/b] for the highest Firaxis score of the update with a Settler, Domination, Epic, Duel, Great Plains, Shoshone (Pocatello) [BNW] game for 12220 points.

[b]zenmaster[/b] was the most active player during this update, submitting 13 games.

Only 4 players were brave enough to take on Deity this update
[b]AusCG[/b] – 1920 BC, Turn 52, 5240 points, Deity, Domination, Standard, Duel, Great Plains Plus, Huns (Attila) [BNW]
[b]blatc[/b] – 1410 AD, Turn 201, 4015 points, Deity, Science, Standard, Standard, Great Plains, Korea (Sejong) [BNW]
[b]vadalaz[/b] – 425 AD, Turn 132, 4484 points, Deity, Domination, Standard, Standard, Pangaea, Byzantium (Theodora) [BNW]
[b]zenmaster[/b] – 2050 AD, Turn 1500, 12022 points, Deity, Time, Marathon, Huge, Tiny Islands, Indonesia (Gajah Mada) [BNW]

[COLOR=”Blue”][B]Gauntlet Results:[/B][/COLOR]
[b][url=http://hof.civfanatics.net/civ5/gauntlet.php?show=major&gauntlet=206]G-Major LXXVII[/url] – Science, Emperor, Standard, Continents, Epic, Babylon (Nebuchadnezzar II)[/b]
gold1st [B]zenmaster[/B] – 1716 AD T-368
silver2nd [B]sexten[/B] – 1718 AD T-369
bronze3rd [B]ViperWE[/B] – 1734 AD T-377

[b][url=http://hof.civfanatics.net/civ5/gauntlet.php?show=minor&gauntlet=208]G-Minor CXXXII[/url] – Science, Prince, Small, Continents, Epic, Assyria (Ashurbanipal)[/b]
silver1st [B]zenmaster[/B] – 1732 AD T-376
bronze2nd [B]qoxf[/B] – 1742 AD T-381
3rd [B]dinanipedro[/B] – 1778 AD T-399

>> [url=http://hof.civfanatics.net/civ5/index.php]Civ V HOF[/url]
>> [url=https://forums.civfanatics.com/threads/hof-civ5-update-discussion.605378]Discussion Thread[/url]

One More Turn Episode 507: “Front and Centre”

By | November 16, 2016

omt_logoThe agitator of an agitator is agitating. The seventh episode of dramedy podcast [u]One More Turn[/u]’s ([u]OMT[/u]) fifth season [url=http://onemoreturn.net/episodes5.php#episode507]is now available[/url]. Entitled “Front and Centre”, it has a runtime of 07m50s. A story set in the near future, [u]OMT[/u] features geeks deal with non-geeky problems. One can [url=https://twitter.com/onemoreturnshow]follow the show[/url] on Twitter and [url=http://www.youtube.com/user/onemoreturnshow]check out[/url] its YouTube channel for caption capability.

[u]OMT[/u] features the voice talents of [i]Civilization[/i] strategy-centric podcast [url=http://thepolycast.net]PolyCast[/url] regular co-hosts [url=http://apolyton.net/forums/member.php?action=getinfo&userid=2]Daniel “DanQ” Quick[/url] and [url=http://apolyton.net/forums/member.php?action=getinfo&userid=22677]Stephanie “Makahlua”[/url] among others; Quick is also the show’s writer and creator. Selections of American music and soundtrack composer [url=http://www.imdb.com/name/nm2228215]Kevin MacLeod[/url]’s work is included throughout the series. Episode 508 is scheduled for release on [i]November 23rd, 2016[/i].