This is another item on my list of UI improvements needed, because I had no idea that the palace gets those adjacency bonuses from quarters, even though I'm partway through my second game. The reason I didn't know is because the game simply doesn't tell you--like, at all, anywhere. When a...
Yeah, it's kind of crazy. I'd expect it to overwrite them, one at a time, but it actually goes the extra mile and just nukes them all. If you move to a new age, you will only have one autosave, from turn 1 of the new age.
I think it's improved over Civ VI in that it's simpler and less fiddly, and you only have to actively manage religion for 1/3 of the game. On the other hand, the Missionary mechanic in the Exploration age is the same sort of conversion Wack-A-Mole system that they had in Civ VI (minus the...
The game does a terrible job of explaining how all of these bonuses work. The Potkop basically is an upgraded Farm, but it has some advantages that may not seem immediately obvious. Because it generates both food and gold, the game considers it to be both a food and a gold building, and it picks...
That seems plausible, but Pagan is connected to Uraiyuir even though they are on different continents. My capital is on one continent in the old world, that cluster of islands is its own new world continent, and then Uraiyuir and the rest of that large landmass is a second new world continent...
I'm really struggling to understand why some settlements connect and some just... don't. Even putting aside the issue of roads and how impossible it is to get them where you want them, just the connections (or lack thereof) themselves make no sense sometimes. I installed the TCS Improved Plot...
There are some random little things in the age progression/reset that might make sense from a gameplay perspective but are kind of nonsensical thematically. Like, why do I have to rediscover how to build bridges in each age, or rediscover how to recruit Merchants? OTOH, at least those things...
This is what I mean by "People haven't wrapped their heads around how towns work yet." You generally want to build as few urban districts in a town as possible. A farming town might want a couple of food warehouses and maybe a fishing Quay if it has enough coastal tiles to make it worthwhile...
Farms can be boosted by more things than Fishing Boats, though, so their potential is much higher. In the game I just finished, the highest yield on Fishing Boats that I had was 5, and my Farm tiles were mostly more in the 5-8 range. It balances out a bit, though, because Fishing Boats are a...
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