@dblblk: can it be tackled by setting up a new gamespeed option, same as whichever one you're using but tinker with number of years per turn? Either just for personal use or to be included in a future rev.
Would the fact of the flag for the English civ being wrong be considered a bug? That's a union flag circa 1801; the English flag is a red + on a white background.
@dblblk Despite being an Englander, I couldn't care less from a sort-of nationalistic perspective; however if for example Scotland is to exist as a civ - either in vanilla or in the civs pack - having the union flag for England throws up a bit of an inconsistency.
From a purely accuracy-based view, "England" having the flag of the Union is strictly in error, but then one could say that it's its name that's in error, seeing as its two leaders are both British, rather than English. The Union flag is more instantly recognisable, but St George's Cross does have the advantage of being much simpler and matching the colour of its civ.
Do you mean "tech" instead of "Civ"? And why should that be a problem? I always play with it and I've never come close to getting flintlock so early, not in autoplay nor by real play, so it must be something else.
Do you mean "tech" instead of "Civ"? And why should that be a problem? I always play with it and I've never come close to getting flintlock so early, not in autoplay nor by real play, so it must be something else.
Yes, sorry, that was a typo. I'm talking about the option where you can trade techs you have bargained. It is a problem to me because once one AI has discovered something, by 3 next turns, all the AI have it and can focus on something else. I always disable it as it forces AI to make research.
And I'm telling you there's something else. I always play with tech trading and brokering on and I've never ever seen even gunpowder discovered so early. It must be some other option.
Hmm.. I've had a bit of a suspicion for a while that something isn't quite right with combat odds sooo...
In this saved game I got a stack of 3 elephants, one of which has superpowers thanks to my great general, and a spearman. Just to the north is a barbarian city defended by a single archer. I could easily capture it with the 2nd elephant, but if I use the 3rd, combat odds shows 68.26% chance of victory. A dozen defeats and reloads later, I beg to differ...
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