I noticed something curious when attacking independent cities shortly after spawn: their units disappear. Could this have something to do with the "Our forces joined the [new civ]" being applied to the indies?
I want to add to this almost one-year-old post of mine that the tech penalty based on date make planning very hard and also frustrating. This should not happen:I think, you can already be relatively indifferent about researching technologies because of the harsh penalty of research for anachronistic technologies. In the current state of the game, it's not easy to get a huge techological lead. Also, it's not advisable to research technologies that are anachrostic because they are so expensive. Typically, you want to do this to get an economical or a military advantage, or you want to trade the tech with other civs.
No, that's an AI-related disband mechanic in the background.I noticed something curious when attacking independent cities shortly after spawn: their units disappear. Could this have something to do with the "Our forces joined the [new civ]" being applied to the indies?
Something similar. I tried to adjust commerce related AI disband options a couple times during the past few years, but I also noticed that it still happens in a couple cases.Similar thing sometimes happens to barb cities, although usually in places like Wales and Ireland when they can have 8+ units when England spawns.
I have always attributed it to some system which checks how many units an indie / barb city has compared to its commerce to ensure a city doesn't end up with an unrealistically massive garrison.
I agree actually.I want to add to this almost one-year-old post of mine that the tech penalty based on date make planning very hard and also frustrating. This should not happen: View attachment 489182
As you can see the tech should come next turn but it won't because the progress bar won't be full then. This sucks especially because I planned to switch to Bureaucracy while in the Golden Age.
All in all, I now think that the tech system is not in a good state right now. The tech penalties for large empires seem a little excessive. And the date penalty just makes the game more intransparent. If a form of that should stay I suggest making the penalty not date based but era based. For example if you are (date-wise) in the Early Middle Ages but resarching a tech of the High Middle Ages you get a +50 % modifier, for a Late Middle Ages tech it would be +100 %, Renaissance +200 %.
These numbers are of course just suggestions without any testing or reasoning.
Thanks, fixed!I found a bug with the 2nd German UHV: I'm not adopting Protestantism even though I clicked to do so.
Here is a safe of the turn before.
Yeah, there should be some limit.Also, shouldn't corporations be capped at some point? Not that I'm complaining...
Spoiler :
All of those are working as planned, apart from the plague icon remaining at your civ on the scoreboard.I suspect, there is a bug with plague: When you conquer a city that has the plague, while none of your other cities is infected, the plague icon will show up in front of your civ name. When you gift the conquered city away, while still not having the plague in other cities, you will be spared of further infections. The plague icon will stay quite long in front of your name but will vanish eventually. Sadly, I don't have a save.
No, I meant that I didn't get the plague in any city after gifting the newly acquired infected city away.All of those are working as planned, apart from the plague icon remaining at your civ on the scoreboard.
Yeah, but I thought you gifted it away on the very same turn you conquered it.No, I meant that I didn't get the plague in any city after gifting the newly acquired infected city away.
It should be possible to get the plague in the normal way in these situations.That would still be a bug when I wouldn't get the plague in any of my cities afterwards. Sorry that I forgot to attach a savegame.
Cool, thanks!That was the case. I will try to reproduce the situation via Worldbuilder.
—Is it historical that the decline of the Hanseatic League led to a big population fall in the regions where it had been? I guess it was exacerbated since I controlled a ton of Hanseatic resources and so I had like 10 food per turn before it vanished, but it made a massive difference suddenly when it vanished.