Some units also need some minor tweaks in their stats, imho.I'm going to make a new thread to talk about late game unit requirements, as I think its a great topic to discuss and worthy of its own place.
Some units also need some minor tweaks in their stats, imho.I'm going to make a new thread to talk about late game unit requirements, as I think its a great topic to discuss and worthy of its own place.
Do you use any other mods?does anyone has similar problem to me with events? its annoying have from +2 CPT bonus -2 and game counting culture yild bad in that city.
So I have played with brazil these last two days (I hadn't played them at all since the change) and I have to say two things about the Bandeirantes:
1) It's REALLY weird to see a gunpowder unit in the medieval era. Forgiving theme for mechanics is one thing but this is completely immersion-shattering, it looks borderline silly.
2) I don't think it needs to come that early anyway. Why? Because at that point of the game, the piece of land you're in will most likely be explored anyway, and sailing through ocean takes a long time to get, since from Chivalry to Astronomy it takes a while. Which means your bandeirantes will end up landlock and you will end up using them exclusively as a mobile combat unit (which is weird since it comes around at the same tech as Knight which fills basically the same role).
Either way it's too early for them. I think having bandeirantes at the same time as Astronomy (either gunpowder or astronomy itself) comes along would be much better both from a mechanics and theme point of view.
Seems absurdly early to have that unit, I was thinking of going to war but now I'm not so sure.
It seems a bug. It has only scout promotions. EDIT: Or a bad install, more probably.
That's what I was thinking, but I've played into the Renaissance without a single issue except this one, which would be pretty odd/unlikely for a bad install. I'm thinking mod conflict except that I don't use any gameplay mods. Maybe a bad event?
Edit: Also looks like that scout promotion isn't weird, Pracinhas apparently come equipped with Survivalism 1.
You shouldn't have Pracinhas. The brazilian UU is the Bandeirante now.
Do you use any other mods?
Well I figured out what that Pracinha issue was (typo in the event), but something else is completely puzzling me. The Leaning Tower requires 13 policies to build, yet...
Yes, he went down Statecraft, but the reduced policy requirements don't come until the finisher. Even if he had it (he didn't), I don't think he would have had the required CS alliances to build it already.
The possibility also remains that he dabbled into other policy trees, but he would have had to take 2 openers by themselves to have the requisite policies. Again, doubtful.
Any ideas? He beat me by 1 turn
EDIT: Reloaded the save to investigate, he definitely had 11 policies. At a loss here.
Also, an amusing oddity I learned from reloading the save:
Spoiler :![]()
Yes, I had just barely reached the hammer requirement but the wonder did not get built. Between this and Monty having 11 policies, I got robbed here...
I'm guessing the reason the wonder did not get built is because the excess hammers came from a CS construction quest. It must apply after your turn starts, so make sure you get everything built 2 turns before you want to have your wonder completed!
The Founder Belief Holy Law also reduces wonder policy cost.
Is this the right place to post about bugs or questions on the new version? I'm unable to see and manage my great works or culture or tourism output, so I'm unable to make building bonuses and its killing my tourism. Any input?