But they didn't go extinct, they interbred. Most modern humans have Neanderthal and/or Denisovan ancestry.
Edit: also, you have plenty of alternate history stuff in the game already.
If I may suggest? On the timescale that we're dealing with, it seems entirely reasonable to allow "sidegrading" of normal units into Neanderthal versions, as no individual person in the unit is going to be alive from one turn to the next.
Oh hell. THAT was my upgrade problem all along!
Edit: the second game, the one where the upgrade worked? I'd skipped Neanderthal until well after I did the chaser upgrade. I'll check the original game in a while, but so far it fits.
Okay, I have a final report in case it helps anyone else. My above statement about the setup differences was grossly in error, and I apologize for forgetting the details.
See, I am a filthy, filthy casual. In my entire history of Civ games back to 1 I have never gone above Chieftain, and in 4...
Followup to my previous post: ...this is obnoxious and probably can't be resolved by you guys.
In my main game, which has new random seed on reload implemented because I hate not having it, wanderers don't upgrade.
In a test game with NRS completely disabled, they work just fine. :undecide:
New v39 game, my units are changing appearances (from slightly advanced to primitive) when selected and then changing back after a while of being unselected.
(I assume starting with a bunch of wanderers, gatherers, and throwers is the new normal?)
My freshwater-lake-only-adjacent city can build canoes, war canoes, and outriggers, but nothing else that its buildings should allow it to. Does this mean that some relevant differentiation already exists? (Edit: posted without refreshing the page to see Hoskuld's reply.)
Currently, work boats can't be constructed in cities that only border freshwater lakes -- and yet, work boats can be moved into freshwater lakes (through "canal" cities etc.) and there's even tiles they can work.
Why not just allow lake cities to make work boats?
So this was still working with v38, but 38.1 seems to have disabled it somehow? (Is CIV4GameOptionInfos.xml the new version of that file? Changing <bDefault>0</bDefault> to <bDefault>1</bDefault> doesn't seem to do anything.)
Do capturing human units and subduing animals use separate mechanics? I ask because I noticed "-15 to capture" on the Poison Tips promotion and panicked a little about getting it on my corps of animal-abducting hunters.
(I want to thank you, in any case, for the revision that lets units gain...
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