Alexanders' Conquests Testing thread

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:santa2: Merry Christmas, Keroro!
Good News! DLed about an hour ago. Installed in the path ..\AC v 1 00\Art\Units\Swordsman and it works. Proof:

Bad News (Minor): You've Got Typos!

I'm using Complete, version shows as 1.22 on title screen.

I notice that you've got ampitheater and theater for identical costs, but there's a bit of a difference in the strength of their effects.

Right now my playing is exploratory only - trying to learn the strengths and weaknesses of the units, how to recognize the companions, what the resources are, etc. Look forward to hearing from you any specific goals you have for us.
Typos corrected. Cheers. :) I'm very glad that patch worked.

There are several improvements that duplicate the effects of others, the theatres/ampitheatres are one example. I am still open to changing that, but I'm not sure what change to make ATM.

I like the AI's use of navy in this scenario!
I'm glad they're acting in a sensible way. I'm planning on making navies very important towards the end of the scenario (the Hellenistic era was when the successors to Alexander started producing colossal galleys and vast navies), and you'll need a good navy if you ever want to take Carthage. Did you get hit by an amphibious raid from Memnon?
 
The long awaited post on what I want you to actually do. ;)

If you have time an patience to sit around while the AI takes it's moves then play on debug mode - you can keep an eye on what the stupid computers are doing and building then. If you don't have too much time then play without debug mode on, you just need to go into the .biq, and in the scenarios menu deselect 'debug mode'. This will make things a little quicker for you IBT.

Play as Alexander, and start research on 'Battle of Granacus' on the second turn. It doesn't matter what you research in the first turn. This will be tidied up in the next .biq I release so that you can start on the Macedonian tech tree straight away. Every 26 turns you should get two free techs, one from the Mediteranean tree and one from the timer tree (named '335 BCE' etc). You should aim to research one tech from the Macedonian tree every 8 turns. If you are not able to keep up that tech rate then please tell me. I need to balance the tech costs, and trial and error seems to be the only way to do that.

Your army is very powerful, but you will not get that many reinforcements in the early part of the game. Use your troops, especially your armies, with care. Note that several of the infantry units in the game have two moves, so cavalry cannot retreat from them (cavalry will have stealth attack in the next version I release, but it takes ages to set up so it's not done yet).The AI will normally not attack your armies with ordinary units, but they can and will attack a damaged army. The AI also gets some super powered units of it's own, that will cause damage if not defeated. To stop Memnon from terrorising you, take Halicarnassus. To stop Darius from spawning, take Babylon.

Most AI cities will have a 'Fort' improvement. This gives a 1000% defence bonus - you cannot take these cities while they have a Fort. The forts are placed by Great Wonders that will become obsolete through time. E.g. the Phoenician cities will lose their Forts on the research of 'Phoenician Resistance' - a Persian flavour tech that should be completed on turn 26. Let me know if the Forts do not disappear at the correct time.

During my personal playtesting I had one occasion where the game stopped responding during the AI turn. I believe that I have dealt with that problem. If the game seems to be slowing down to an unplayable speed IBT then tell me.

Anything else you notice - let me know. I'm open to feedback on historical and gameplay issues. If you think that there are certain overpowered civs or units then I can balance them a bit.

I may add to this later, if anything occurs to me. To everyone helping me out on this - :goodjob::goodjob:.
 
I'm glad they're acting in a sensible way. I'm planning on making navies very important towards the end of the scenario (the Hellenistic era was when the successors to Alexander started producing colossal galleys and vast navies), and you'll need a good navy if you ever want to up against Carthage. Did you get hit by an amphibious raid from Memnon?

Not yet, but that could possibly be because I'm racing towards him ATM ;)
 
Quick update - this civilopedia.txt should replace the existing one in 'AC V 1 00/Text'. It is far more up to date. It shouldn't disrupt a game you are already playing.
 

Attachments

Opening Remarks
If you have time an patience to sit around while the AI takes it's moves then play on debug mode - you can keep an eye on what the stupid computers are doing and building then.
I’m playing with Debug off for now. As you can see from the screen shot, debug mode puts a lot of extraneous messages that are too distracting for me right now. Once I’m comfortable with my understanding of the mod I may turn it back on to keep an eye on the AI.


It makes sense to me to divide my remarks into the categories of game mechanics, game aesthetics, and historical elements. If you want me to organize my posts differently, let me know.


Game Mechanics
Item One: Unhappiness is a major problem. Abdera in particular has no choice but to have almost half its citizens entertaining the other half. Only one item can be built in Abdera that would directly ease the unhappiness, and to rush it would use up the entire treasury.


Item Two: The point I was trying to make about Ampitheater vs. Theater is that they have identical costs but very different levels of benefit: Theater only adds 1 culture; but ampitheater affects 2 content faces. I know from studying history of theater that the Theater was used by the Hellenes as a major propaganda tool as well as a cultural influence. I would recommend either reducing the theater cost or adjusting its effects.

Item Three: I like what you’re doing with the various temples. However, why would temples not add to culture?

Item Four:
Play as Alexander, and start research on 'Battle of Granacus' on the second turn. ... This will be tidied up in the next .biq I release so that you can start on the Macedonian tech tree straight away. ... You should aim to research one tech from the Macedonian tree every 8 turns. If you are not able to keep up that tech rate then please tell me. I need to balance the tech costs, and trial and error seems to be the only way to do that.
That tech rate is impossible at the start because of the unhappiness issue. Even given a slower research rate I cannot research “Battle of Granacus”. I’ve got only one option: “Standing Military”. I can click over to the next era, but can’t select anything.


Item Five:
Use your troops, especially your armies, with care.
It would be really helpful to know what you have in mind for some of these special units - Alexander and the named companions for example.

Guessing that they were “armies” I loaded a couple up with Phalangites. I then proceeded to attack with them and see them slaughtered at the first blow. At first, because I was throwing them against Memnon’s Army, I shuddered but didn’t flinch, if you know what I mean. After a couple of restarts, I finally noticed that these units don’t behave like armies. The units inside them do not participate in or affect the outcome of combat. Are they “helicopters”? And why can only Phalangites be loaded into the various holder units?

You will eliminate a lot of wasted effort on our part if you let us know how you are expecting these and other special units to be used. At this point I’ve probably put half a dozen hours into play. And I don’t have a good grasp of the mechanics of your mod, let alone start thinking about strategies for success.

Item Six:
To stop Memnon from terrorising you, take Halicarnassus. To stop Darius from spawning, take Babylon.
Speaking of Memnon’s Army, is it intentional to have multiple iterations of it wreaking havoc simultaneously?


Item Seven: Could you also give us a word or two about why Alexander is a separate civ from the Macedonians?

Game Aesthetics
Item One: Some of your nomenclature choices have crowded the InfoBox:

Doesn’t need an immediate fix; but may need rethinking long-term.

Item Two: Some of the civ color choices may need rethinking. With caps-lock on I was watching a naval battle between 2 slightly different shades of brown and had no idea who was fighting who. I also saw purple units running around that clearly weren’t mine.

Historical Notes
Item One: At a first glance I like the Indian cities. Where’d you find them?

Item Two: What’s up with the border guard glut?


Closing Remarks
Anything else you notice - let me know. I'm open to feedback on historical and gameplay issues.
To me the whole point of play-testing is to give you detailed, even nit-picky feedback. Hence my dry-cracker approach. What you do with it is up to you. You should also know that I’m truly having a good time and enjoying a lot of what I’m seeing.:goodjob:
 
Quick update - this civilopedia.txt should replace the existing one in 'AC V 1 00/Text'. It is far more up to date. It shouldn't disrupt a game you are already playing.
Thanks. Works fine, even in a previous SAV.:scan:
 
:cry: :suicide: :badcomp:

JUST WHEN THINGS WERE GETTING FUN
I'm happy that things were getting fun, :) and they can continue getting fun if you copy this .ini into your Art/Units/Triarii folder. Sorry, should have tested the unit out more thoroughly. It is a beautiful unit once it works though.
 

Attachments

Opening Remarks

I’m playing with Debug off for now. As you can see from the screen shot, debug mode puts a lot of extraneous messages that are too distracting for me right now. Once I’m comfortable with my understanding of the mod I may turn it back on to keep an eye on the AI.


It makes sense to me to divide my remarks into the categories of game mechanics, game aesthetics, and historical elements. If you want me to organize my posts differently, let me know.


Game Mechanics
Item One: Unhappiness is a major problem. Abdera in particular has no choice but to have almost half its citizens entertaining the other half. Only one item can be built in Abdera that would directly ease the unhappiness, and to rush it would use up the entire treasury.


Item Two: The point I was trying to make about Ampitheater vs. Theater is that they have identical costs but very different levels of benefit: Theater only adds 1 culture; but ampitheater affects 2 content faces. I know from studying history of theater that the Theater was used by the Hellenes as a major propaganda tool as well as a cultural influence. I would recommend either reducing the theater cost or adjusting its effects.

Item Three: I like what you’re doing with the various temples. However, why would temples not add to culture?

Item Four:

That tech rate is impossible at the start because of the unhappiness issue. Even given a slower research rate I cannot research “Battle of Granacus”. I’ve got only one option: “Standing Military”. I can click over to the next era, but can’t select anything.


Item Five:
It would be really helpful to know what you have in mind for some of these special units - Alexander and the named companions for example.

Guessing that they were “armies” I loaded a couple up with Phalangites. I then proceeded to attack with them and see them slaughtered at the first blow. At first, because I was throwing them against Memnon’s Army, I shuddered but didn’t flinch, if you know what I mean. After a couple of restarts, I finally noticed that these units don’t behave like armies. The units inside them do not participate in or affect the outcome of combat. Are they “helicopters”? And why can only Phalangites be loaded into the various holder units?

You will eliminate a lot of wasted effort on our part if you let us know how you are expecting these and other special units to be used. At this point I’ve probably put half a dozen hours into play. And I don’t have a good grasp of the mechanics of your mod, let alone start thinking about strategies for success.

Item Six:
Speaking of Memnon’s Army, is it intentional to have multiple iterations of it wreaking havoc simultaneously?


Item Seven: Could you also give us a word or two about why Alexander is a separate civ from the Macedonians?

Game Aesthetics
Item One: Some of your nomenclature choices have crowded the InfoBox:

Doesn’t need an immediate fix; but may need rethinking long-term.

Item Two: Some of the civ color choices may need rethinking. With caps-lock on I was watching a naval battle between 2 slightly different shades of brown and had no idea who was fighting who. I also saw purple units running around that clearly weren’t mine.

Historical Notes
Item One: At a first glance I like the Indian cities. Where’d you find them?

Item Two: What’s up with the border guard glut?


Closing Remarks
To me the whole point of play-testing is to give you detailed, even nit-picky feedback. Hence my dry-cracker approach. What you do with it is up to you. You should also know that I’m truly having a good time and enjoying a lot of what I’m seeing.:goodjob:

Sorry for the triple post, but I just have to say - Multiple Memnon's Armies are going to come in very handy now that I control "Harlicarnassus".

Thanks for the Christmas present!
:snowlaugh:
Quite some post, thanks for taking the time to try this out. I'll answer your well constructed and organised critique in a random and haphazard way. :mischief:

Memnon - Oops. That wonder willl now require Persian Satrapy government to function. I'm happy for more than one Memnon's army to be wandering around (as long as they're owned by Eastern Greece). If the player goes straight for Sardis then Ha(r)licarnassus (typo - now corrected) then you should get attacked on about the third turn by the first Memnon, and the second will spawn in the fifth turn as you besiege Halicarnassus.

The Special units/named characters - I had the transport capacity for the Royal Companions enabled for an obscure reason lost in the midst of my memory - it's not needed now, the next .biq will get rid of it. I'll let you keep the Memnons since you lost the Companions. :D I can't take all the responsibility for that though - the civilopedia states that they should be used like artillery to soften up tough opponents. :p

General Tactics - I've tried to design the game so that a headlong rush is successful. You should aim to go forward at some pace. I will add a note in the civilopedia, and make it bold and clear in this post that The Phalanx armies ignore most terrain costs to represent the incredible speed with which Alexander fell upon his foes. I found in my playtesting that you could take Zelea in the 1st turn, Sardis in the second, Dascylium and Ephesus in the third, Miletus in the fourth and Halicarnassus in the fifth or sixth. After you get these under control things start to look a little better in terms of research and happiness due to the new resources and luxuries brought under your control. Many of the useful temples require one or two resources. I'll look into making happiness less of an early problem though - the Greeks should be happy to be freed from the Persian yoke. What difficulty level are you playing this on BTW?

Tech choices - There may have been another mess up with the tech tree, I will fix the damn thing for the next biq. Promise. :)

Civ Colours / Name lengths - Will work this out later, but you're right, it needs to be addressed. The two brown nations would have been Phoenicia and Epirus BTW, and the other purple civ must have been Western Greece I think.

EDIT - and a quick word about why Macedonia and Alexandria are seperate in the game - because the two together would make the game too easy - I want this to be a major challenge for the player, especially at the beginning. There is also the historical issue that Macedonia under Antipater was run almost as a seperate entity from Alexander's growning Asian Empire. Alex could count on support from Antipater, (thus a locked alliance in the game) but he did not exercise direct control over Macedonia. So much so that when the thing splintered after Alex's death Macedonia was left with none of the provinces that Alex had actually conquered. Yeah, but mainly, it's to stop it being too easy.

Closing remarks - I want you to nit-pick as much as you can, pick the thing apart and make me put it back together until it's as perfect as the Civ 3 engine can make it. :goodjob: I'm very happy that you're managing to find enjoyment in a buggy and rather incomplete version of my scenario though.
 
I'm playing on "Monarch" difficulty level (as it's the "middle" level). Turn 4, currently

So, Here's what the AI are building:

-Sparta is building Perioikoi's, when there's a turns difference between that and the Spartan :/
-Athens is building the "Barbary Corsair" is this right?
-Egypt is soley building "Egyptain Archers"
-Phoenicia is soley building "Creten Mercs"
-Persia is mostly building "Persian Bowmen".
-Epirus is just building "Toxitis".
-Norsemen are just building "Cretan Mercs". A strange thing for them to have access to, no? ;)

And here's a few things they are doing:

-Thrace are moving a column of Peltasts around the Dacian mountains
-Phoenicia are about to toke Rhodes
-Thrace captured Heraclea, thus ruining my "epic plan" :p
-Corinth also seem to be moving a huge army towards Dacia, although they too will probably move around it...
-Come to think of, EVERYONE (including DACIA) are moving around the outside of Dacia, with seemingly now goal...
-Those are some nice naval skirmishes :cool: . I feel lucky that my navy are making sure that they end each turn inside a city :p

Other things:

-Memnon seems REALLY powerful... Defeatable, but powerful...
-When do we get the ability to conduct espionage?
-I like the map ;)
-Do we have to research all the "Not required" techs? Because that's what I'm guessing...

That's all, so far...
 
Thanks for responding directly. That lets me know my efforts are appreciated even if you choose differently than my suggestions. And, yes, this is a lot of fun.
If the player goes straight for Sardis then Ha(r)licarnassus (typo - now corrected) then you should get attacked on about the third turn by the first Memnon, and the second will spawn in the fifth turn as you besiege Halicarnassus. ...The Phalanx armies ignore most terrain costs to represent the incredible speed with which Alexander fell upon his foes. I found in my playtesting that you could take Zelea in the 1st turn, Sardis in the second, Dascylium and Ephesus in the third, Miletus in the fourth and Halicarnassus in the fifth or sixth.
After your advice in an earlier post on my next restart I made a beeline for Halicarnassus with my main forces, ignoring the other cities. Memnon never left the city, and I stomped him in a couple of turns. Thus my joy at seeing him wear the purple livery two turns later. The downside of that was that Dascylium fell to the Corinthian League and Thrace took Chalcedon, leaving me in a precarious position viz. my land bridge. Next time around I know I can divert enough of my force from the Halicarnassus beeline to secure those two cities.

...I had the transport capacity for the Royal Companions enabled for an obscure reason lost in the midst of my memory - it's not needed now, the next .biq will get rid of it. ... - the civilopedia states that they should be used like artillery to soften up tough opponents.
I’m learning. I’ll now use them more like you intended - wandering around on Alexander’s coattails, throwing things at strangers’ property and persons in a drunken stupor :p. Is there a reason for Alex’s being a transport or will he change also? I already found out he can’t give a Potential Bride a ride. :mischief:


...After you get these under control things start to look a little better in terms of research and happiness due to the new resources and luxuries brought under your control. ... I'll look into making happiness less of an early problem though - the Greeks should be happy to be freed from the Persian yoke.
The captured cities actually straighten out pretty fast. Abdera was my main concern, since it is Alexandrian at the start, and a potential production center. Maybe you missed putting a happiness inducing improvement there?

...What difficulty level are you playing this on BTW?
I’ve started on Warlord, so I could play pretty fast and loose while I learn the ropes; once I settle down to a “real” game I’ll play on Regent (my most frequent level with new mods) then eventually I’ll try Monarch. I’m not a very skilled player in terms of grabbing a game by the throat right off. I usually tend to expand via settlement, culture-flips, and later espionage - attacking only after provoked. But you’ve given me a personal motivation to play aggressively - The Battle of the Hydaspes River ...and beyond!

Tech choices - There may have been another mess up with the tech tree, I will fix the damn thing for the next biq. Promise.
No matter where I set the science slider “turns to research” didn’t change, and since I was basically ignoring this aspect of the game I accidentally left it to research “335 BC”. The instant I “learned” that “tech” I entered a new age and could research “Battle of G-”. So the problem seems to lie with your trigger for that branch of the tech tree.

Research is now at about the "9 turns" level, but would be better if I had built the related improvements like Apollo's Temple and had not had the happiness issues to deal with.

... The two brown nations would have been Phoenicia and Epirus BTW,
-Those are some nice naval skirmishes . I feel lucky that my navy are making sure that they end each turn inside a city
Yeah, I’ve been using the same strategy and enjoying the same show. My remark about the two browns came about because one side was clearly trouncing the other, but I couldn’t tell who.


One last thing - I built one worker. Now I don’t seem to be able to produce one anywhere and haven’t a clue why.

EDIT: One more last thing: What improvement designates a city capable to be a "rebase mission" site.
 
Sorry for not posting for a bit, I've been busy with my mod and some other stuff. Unfortunately, I cannot help beta test this seems to be wonderful mod, so take my name off the list :(
 
Sorry for not posting for a bit, I've been busy with my mod and some other stuff. Unfortunately, I cannot help beta test this seems to be wonderful mod, so take my name off the list :(
Sorry to hear that D.Highland. So many people around these forums are finding that it is so demanding to make their own mods that they don't have time to test or play other people's. I understand your trouble. Good luck with the nomads. :)
 
I'm playing on "Monarch" difficulty level (as it's the "middle" level). Turn 4, currently

So, Here's what the AI are building:

-Sparta is building Perioikoi's, when there's a turns difference between that and the Spartan :/
-Athens is building the "Barbary Corsair" is this right?
-Egypt is soley building "Egyptain Archers"
-Phoenicia is soley building "Creten Mercs"
-Persia is mostly building "Persian Bowmen".
-Epirus is just building "Toxitis".
-Norsemen are just building "Cretan Mercs". A strange thing for them to have access to, no? ;)
Seems like the AI is really loving the archers. I might up their cost a bit to limit their use. I'll change the AI flags in the next version so that Spartans are 'Attack' and Perioikoi are defend and explore - that might do the trick. They get wonders that auto-produce both types of their UU though, so no big deal. ;) Everyone has access to the Barbary Corsair, but I thought it would be too expensive to be used in any numbers. How many are they building compared to how many Dieres / Trieres they have? I may stop some nations from being able to build certain mercs to solve the problem with the Northerners. They certainly shouldn't be getting Cretans.

And here's a few things they are doing:

-Thrace are moving a column of Peltasts around the Dacian mountains
-Phoenicia are about to toke Rhodes
-Thrace captured Heraclea, thus ruining my "epic plan" :p
-Corinth also seem to be moving a huge army towards Dacia, although they too will probably move around it...
-Come to think of, EVERYONE (including DACIA) are moving around the outside of Dacia, with seemingly now goal...
-Those are some nice naval skirmishes :cool: . I feel lucky that my navy are making sure that they end each turn inside a city :p
In case no-one's mentioned it before - the AI can be pretty dumb. :mad:

This reminds me of Blue Monkey's previous question about why there were so many AI border guards - in order to stop the AI moving their entire armies the long way round to get to where the action is. I might need some more border guards in Europe it seems.

Other things:
-Memnon seems REALLY powerful... Defeatable, but powerful...
-When do we get the ability to conduct espionage?
-I like the map ;)
-Do we have to research all the "Not required" techs? Because that's what I'm guessing...

That's all, so far...
Memnon is one of the most capable generals of the day, and Alex would hardly have gotten outside of Macedonia if Darius and his Satraps had taken his advice. I really like Memnon, and the fact that Alex never managed to directly defeat him (he died of an illness while beseiging Mytilene IIRC) provides an interesting 'what if' to the story. He will remain powerful. I'm not as sadistic as Pinktilapia was with Hannibal in RFRE - defence of 30 with 20 HP when your best units have attack 7?

Damn, I was meant to sort the espionage out before I released this. :mischief: The correct answer would be from the beginning, you should be able to bribe most of the Egyptian cities, and maybe a few of the Eastern Greek cities. I need to work out the details in the development thread...

The map - Thanks. :D It's based on an old Greek map of the world I found, hence the peculiarities.

You shouldn't need to research the timer techs or the techs in the second age. You have a Great Library type wonder that should let you get these as soon as a few other civs have them. Notice I say should. :mischief:

Thanks for responding directly. That lets me know my efforts are appreciated even if you choose differently than my suggestions. And, yes, this is a lot of fun.

After your advice in an earlier post on my next restart I made a beeline for Halicarnassus with my main forces, ignoring the other cities. Memnon never left the city, and I stomped him in a couple of turns. Thus my joy at seeing him wear the purple livery two turns later. The downside of that was that Dascylium fell to the Corinthian League and Thrace took Chalcedon, leaving me in a precarious position viz. my land bridge. Next time around I know I can divert enough of my force from the Halicarnassus beeline to secure those two cities.
I'm going to place one of the Phalanx armies near Byzantium in the next .biq, to encourage the player to be aggressive up there. Note that Zelea and Dascylium are very lightly defended. I guess with the forced alliance if Thrace or the League capture those cities then you're stuck, there's no way to take them back. :eek: At least your trade routes through that area would remain intact.
I’m learning. I’ll now use them more like you intended - wandering around on Alexander’s coattails, throwing things at strangers’ property and persons in a drunken stupor :p. Is there a reason for Alex’s being a transport or will he change also? I already found out he can’t give a Potential Bride a ride. :mischief:
:D The original plan was for the Companions and Alex to act as transports for the Princesses, but that idea is out the window for the moment.
No matter where I set the science slider “turns to research” didn’t change, and since I was basically ignoring this aspect of the game I accidentally left it to research “335 BC”. The instant I “learned” that “tech” I entered a new age and could research “Battle of G-”. So the problem seems to lie with your trigger for that branch of the tech tree.

Research is now at about the "9 turns" level, but would be better if I had built the related improvements like Apollo's Temple and had not had the happiness issues to deal with.
Most of the techs are set to the maximum research cost (10,000 beakers IIRC) so that's why the slider made no difference. The Alexandrian techs should be much easier, especially once you've captured a few cities.
Yeah, I’ve been using the same strategy and enjoying the same show. My remark about the two browns came about because one side was clearly trouncing the other, but I couldn’t tell who.
I would guess the Phoenicians were winning - they start with a colossal navy. They still seem to lose it pretty quickly though. :mad:
One last thing - I built one worker. Now I don’t seem to be able to produce one anywhere and haven’t a clue why.
Because I set the upgrade paths stupidly. The Worker upgrades to Engineer, which upgrades to Siege Engineer, and as the SE is available early the worker disappears from the build queue as soon as you have the resources for the SE available. Will fix that for next version, thanks for that pointer.
EDIT: One more last thing: What improvement designates a city capable to be a "rebase mission" site.
None - you can rebase from any tile to any city in range. I've tried to limit the range as much as possible, but due to the size of the map you have an effective range of about 8 tiles IIRC. Useful, but hopefully not enough to break the tactical aspect of the game. I think that you're confusing rebase with airlift. The airlift improvements are the Port and River Port.

One question - has anyone had problems with the ghost resource bug? I think I got rid of it, but I'm not 100% certain.
 
This reminds me of Blue Monkey's previous question about why there were so many AI border guards - in order to stop the AI moving their entire armies the long way round to get to where the action is. I might need some more border guards in Europe it seems.
Enemy border guards can still provoke senseless attacks by the AI, I believe. Have you considered using LM terrain (graphics can be identical to standard) with extreme movement costs to replace at least some of them?
None - you can rebase from any tile to any city in range. I've tried to limit the range as much as possible, but due to the size of the map you have an effective range of about 8 tiles IIRC. Useful, but hopefully not enough to break the tactical aspect of the game. I think that you're confusing rebase with airlift. The airlift improvements are the Port and River Port.
No, I'm learning to use rebase. Wanted siege engineers to catch back up with the Armies; I was just trying to send them beyond the range limit (Zelea to Side in one case).

One question - has anyone had problems with the ghost resource bug? I think I got rid of it, but I'm not 100% certain.
I don't remember what the bug is, but haven't noticed anything untoward viz. resources so far.
 
Another couple of things:

1. Both of you keep talking about Memnon in Halicarnassus, howeverm I only see him in Miletus.
2. I think there is a case of the "Ghost Resource Bug" in Sardis- whenever I take that, I seem to be able to build Scythian Mercs, without being able to find the resource anywhere around there...
3. Are you sure that we arn't supposed to be researching the "non-required" techs? They're the ones without the dates...
 
Another couple of things:

1. Both of you keep talking about Memnon in Halicarnassus, howeverm I only see him in Miletus.
2. I think there is a case of the "Ghost Resource Bug" in Sardis- whenever I take that, I seem to be able to build Scythian Mercs, without being able to find the resource anywhere around there...
3. Are you sure that we arn't supposed to be researching the "non-required" techs? They're the ones without the dates...
1 - He must have moved, he starts in Halicarnassus.
2 - Ah, that's going to be trouble. To clarify for Blue Monkey - ghost resources are where you have some cities not connected to your capital and the game puts 'ghost' resources in your unconnected cities. It only happens when you have a certain arrangement in your resources. It really messes up scenarios where you are trying to use many resources.
3 - The techs to research are the ones in the third age that begin with 'Battle of Granacus'. No others should be needed.
 
1 - I'm SURE he starts in Miletus (I thought this was strange...) Also, I've never seen him come out to attack me...
2 - I'm sure it won't matter too much- the Scythian Merc is too expensive for Sardis when you have just taken it, TBH
3 - Ah. Thanks. I think I will just let the AI research the 1st era techs next time, then...
 
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