These are the Bugs I've found so far, some maybe a game feature, and I apologise if I report them. (Like I did with the freedom from slavery, which I now see how it works.)
1. Hover doesn't give unit strength, it give the movement points, cost in hammers but no strength.
2. Adjust Espionage for walls, Bazar etc, been reported before by myself. State church is just too over powered, I was making 100K + Espionage / turn, at 0% espionage with just walls, etc and running the same religion as target. I bribed out the Capital from underneath them, as well as 3 other cites. Its been said, that the game engine reads a figure at 100K% if it can't read the number set for it. Great idea, needs to be refined more.
3. Bribe a city, the Garrison troops just leave the city if at peace, ok. But in war and bribe city, they just leave, I don't get any garrison troops, and they don't even try to retake that city from me. They just immediately beeline the nearest city of civilization.
4. I was able to spread irrigation, onto to Tundra, WITHOUT canal systems tech, and NO TILE BORDERING the river, city was 1 tile away from it. I.E. River, Tundra tile, city, Tundra tile. Both Tundra tiles could build farms. I'm the Tech leader as well, so NO civ has Canal Systems either.
5. Fixed Borders: This needs some work;
Take a city, burn it down, but retains all the Cultural tiles, out to limit pre destruction. I have Culture, but no city anywhere near it. Doesn't revert to neutral territory.
Take a city, I immediately gain access to 1st cross of culture, even though city is still in anarchy.
Nearest friendly city to previous owner is 15 tiles North, yet it retains the 2nd and 3rd and possibly the 4th ring of Culture. Haven't eliminated that final city as yet, should remove that culture once I do.
forts retain a BFC of 1 in culture as well, even when unmanned, you just man the fort, claim the cultural cross, and leave again. Even when the Civ is destroyed, the forts still retain the BFC of culture.
6. Still received slaves from ex-slavery civilization city taken in war, after I sold off the slave market. Reported previously, still received the 'bonus' slave.
Things that do work fine and grateful for (See I
as well as
)
- Claim tile: Simply brilliant feature, can now gain that tile in next ring of Culture, build improvements, if in 2nd ring, can gain all production bonuses, and once your culture expands and you gain 100% culture, you can move unit way.
-Great commander: I use my 1st Great General for this, as does the AI's. If used against you, it can make taking a city difficult.
-Surround and destroy: it improves the odds immensely. The AI's use this feature as well. Trouble is the AI's won't use garrison troops to break a siege ring. So I can just use 1 or 2 troops to surround a garrisoned city of 6 (max units per tile) or unlimited troops. They won't attack and break my ring of steel, really just a paper ring.
-Max Units per tile: I love this feature, max 6 units per tile (Current choice). Makes defence of your cities harder. Attacking the AI's, you have to use strategy and surround and destroy them. Using a Great commander, they need to be placed in the centre of a 5 pronged surround. I.E. Centre of compass point, groups of units at Centre, West, East, North East and North West, as an example.
Can still have stacks of Doom, its just they need to be thought out. Non military units don't count in totals, neither do Great Commanders.
-Sell building, Control-A: Get rid of those useless buildings I don't want, namely Slave markets, when never running slavery.
Notes of Game Play:
What's to say, just Brilliant.
On Revolutions mod;
I've NEVER had a big problem with this mod, I alway's play with Revolutions on. Oh I have the occasional revolution, I've lost 1 city, BRIBED OUT from beneath me by a rebel unit!!!!!! (So good) But I find just running certain civics and religious harmony, they are quickly brought down to ZERO rebellion. Really people, build some Cultural buildings, Monotheism in your empire (I play limited religions, and minor religions fade away) its quite easy.
Civics: Nicely done, limiting city spam in basic civics is great idea, you need to advance you civ's culture and ethics to expand your empire. Haven't fully played them out, so can't really comment fully. Notice that you gain certain penalties for running a civic in opposition to another civs Civics. Nice
And it details those penalties I.E.
Will gain -1 with Hyana Capic for running Monarchy
Just love this MOD. 4 Gigs or Ram is a must, REALLY people, 4 Gigs of Ram is a must for 32 bit systems, even if all not fully addressed. (Been down that road trying to amend) Ram is so Cheap compared to other hardware fixes to improve system, on a cost benefits analysis its easily the best fix you can get.
If mother board only have 2 Ram Dimms, well for a start, bad motherboard, but buy 2x2 Gig dimms, and throw away those 2x1 Gig Dimms, it hurts yes, but the benefit will quickly soothe away those aches and pains. Certainly helps when running a 128 Meg Graphics card Nvidia FX 5600 XT (need to tweak this up to 512 Meg if I can get a cheap one)
ME: I play Huge maps, marathon speed, Continents and get by fine. Slow on the turns, yes, but that's just video card. High detail, AA set to Umm 0 or 2 I think??
Got to go, get back to another 14 Hr session of play.
Thanks for maintaining this mod, more praise and bugs-irks to come as found.