[1.0.12.9] Siege Tactics & Replaceable Parts Eurekas

I was going to report this same bug, but it seems you already did.

Once you get to Bombards, the Trebuchet is obsolete, so you have to build the 2x Trebuchet before you unlock Bombards. It seems a little odd, that you could unlock Cannons by building Trebuchet, as then you essentially skip the Bombard all together. Trebuchet does not require a Niter resource to make, and Cannon doesn't either, which helps if you get a starting spot with no Niter.

Babylon is a fun civ to play, but it still seems illogical, that you can skip certain technological steps all together. Imagine if we went straight from sailing ships to space ships and skipped the invention of conventional airplanes.
 
Babylon is a fun civ to play, but it still seems illogical, that you can skip certain technological steps all together. Imagine if we went straight from sailing ships to space ships and skipped the invention of conventional airplanes.

With random technology tree this is possible. I had tanks but not invented oil and sent moon landing without knowing aeroplanes. It was interesting game.
 
Does anyone know why I haven't received the Replaceable Parts boost? I have three Musketmen as evidenced on the map and in the unit list.
 

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Hi all, it has been 4 months and I am playing the latest version of CIV VI on Steam.
I think the bug is still there, in which having 3 Musketmen will not trigger Eureka on Replaceable Parts.
 
The "bug" is that the text was not updated when the game was. With the introduction of Line Infantry, it now takes 3 of those for the Eureka for Replaceable Parts. Ditto for 2 trebuchets replacing 2 bombards for the Eureka for Siege Tactics.

I use the "Siege Tactics and Replaceable Parts Boost Patch" (TechBoostPatch) mod to fix the text for both.

[All this was said earlier in this thread, but some people only look at the latest posts.]

Hi all, it has been 4 months and I am playing the latest version of CIV VI on Steam.
I think the bug is still there, in which having 3 Musketmen will not trigger Eureka on Replaceable Parts.
 
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This got fixed in a "silent" hotfix patch released with the Great Negotiators Pack and Julius Caesar.

Thanks Firaxis.

The LOC_BOOST_TRIGGER_LONGDESC_SIEGE_TACTICS did not change however, it still says "After creating bombards you realize that castles are not impregnable – you need a stauncher defense!.", but I guess that is not a big deal...
Similar with the LOC_BOOST_TRIGGER_LONGDESC_REPLACEABLE_PARTS - "Your armament makers are tired of having to hand craft so many muskets. Perhaps some standardization would help?"

These are visible on the eureka popup.

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