Not to invalidate any of the points you made, just to give some context: that is 171 turns on 'quick' pace.
But yea, still ... on the other hand, would it be fun if you had a peaceful game all around for the AI to declare the moment you start building the mindflower like you have become Stalin...
Why oh why ... I understand that it is useful to have an option to change your trade routes in fixed invervals, but why does it have to be a whack-a-mole minigame to just 'continue' with the same old :crazyeye:
I want a BIG RED BUTTON!
I'd almost say it works a bit to well. What got me thinking is this: It is either garbage or a no-brainer.
In my 2nd G&K game, I rolled Maya in the middle of the desert. A river & floodplains right through it. 4 incense & 1 marble. Even on Emperor, the game was decided after 100 turns...
No, they don't. That is, if you behave nicely all the time and pick your friends carefully. Only Napoleon went from friendly to hostile after I took his crown of social policy leadership. But no DOW, even though we were in the industrial age and my army consisted of one spearman and a frigate...
That is the wrong screenshot (or more the wrong city) - the topic is about Orleans, see the screen in the first post. The second post was just to show more weird behavior (The City center looks like it can be worked from this adjacent city, but can't)
Load the save, you'll see ;)
as proven further up, the food part is not just a display bug. Well at least in the OPs game it wasn't.
Could you make two screen shots like those in my first post? That could be quite a mind boggle if its just sometimes just display stuff and sometimes the real numbers.
There is allready a thread about this. In short, the penalty from India is added after all modifiers. That means with FP (-50%) and PE (-50%) you get:
n (- 50% n -50% n) + 100% n = 100% n (NORMAL)
Resulting in 100% normal unhappyness, where normaly India would have 200%.
Thanks for the hint...
You said it yourself: If someone (in this case Darius) outbid someone, the city state screen normally states that you are friends, even if if (and this is shown in the bar) you have more than the normal 60 point need to be an ally.
The screen shows that he is ally, which means it is...
Ok, then this part is another confirmation of a known bug. But it was just another weirdness I thought could explain the core problem.
No, there was no liberation. That is the whole problem. In short:
Iroquois and me wipe out Siam (with me serving the final blow).
I raze the last city...
Yes it was me, as described above. Why should it not be allowed to defeat and then liberate a civ?
I know that, it didn't happen, as I described in my first post. That is the BUG that I am complaining about ;)
Could someone please load the saves and confirm this behavior?
After a little more experience, I would say there is a turn counter involved at some point. I noticed that the first few turns of a war, even if they are totally outgunned, they refuse everything. Then, there comes the point where they allow peace, but only as a fair deal (anything else, as...
Might be, but I am pretty sure, the desert tile in the topmost left corner of the screen was claimed by the city of the screen shot. In The_Js screenshot it could be that those tiles were at some point blockaded like the lower left ones and didn't get their yield icons back when the units moved...
Could you explain that, Do you have a link?
And should i report this as 2 bugs, Japan attacking a ghost civ and liberating broken or is it ok like this?
jep, it does. It seems that the "civ bonus" sad faces are added after all other calculations. I build the Forgotten Palace in my game with India and went from 12 to 9 (were 6 to 3 would be the value for a normal civ).
I think I am going down the communism lane later, then I can verify, but as...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.