Wikipera
Chieftain
Do you have Multiply Religion Spread ON?
On or off, there's no difference (in that game I believe it is off).
Do you have Multiply Religion Spread ON?
Religions are not spreading naturally with time, with only a few of them moving outside the holy city (when the AIs use missionaries).
Build 1043, after 2 clean installs, holds true for any game I start with any option set. I'll include my longest run game for reference.
I actually have the same problem as Wikipera; no religion spread seems to occur at all.. And as of rev 1043 I also can't raze cities anymore. As I understand it, with the "raze city mod", I should be able to pillage a recently captured city to reduce its population, but there's no "pillage" option. Does anyone have the same problem? Both things worked fine in the previous version I played (rev 1038).
Okay, well, in that case, can you increase the religion spread speed again? In my current game none of my cities have any religion at all (except the ones I conquered that already had one), and Christianity has already been founded, which I think is maybe overdoing the slowing down a bit.
And about the pillaging thing: even on the very same turn I capture the city, there's no pillage button, and the city is still in revolt. I'll see if I can post a savegame tomorrow. Is it maybe linked to a maximum culture percentage, like razing used to be?
Okay, well, in that case, can you increase the religion spread speed again? In my current game none of my cities have any religion at all (except the ones I conquered that already had one), and Christianity has already been founded, which I think is maybe overdoing the slowing down a bit.
Well, you'll hear no disagreement from me that the problem can be solved by employing other strategies. I was just wondering what the reason was that the religion spread was made to be so much slower. As it appeared to me there would be no reason to change it, I just assumed it was a bug, rather than a feature. Apparently it was a conscious decision to slow the spread, which is fine, but leaves me wondering why. What's the reason to slow it down? As far as I'm concerned, it was fine before and didn't require any fixing. Looking at the world today, almost every religion has a following in basically every medium sized city in the world, be it Christianity, Islam, Buddhism, etc.Train some missionaries. Well... that may need some adjustments in your play style but this is a strategy game: make strategic decisions to reach your goals.
Well, you'll hear no disagreement from me that the problem can be solved by employing other strategies. I was just wondering what the reason was that the religion spread was made to be so much slower. As it appeared to me there would be no reason to change it, I just assumed it was a bug, rather than a feature. Apparently it was a conscious decision to slow the spread, which is fine, but leaves me wondering why. What's the reason to slow it down? As far as I'm concerned, it was fine before and didn't require any fixing. Looking at the world today, almost every religion has a following in basically every medium sized city in the world, be it Christianity, Islam, Buddhism, etc.
So in my eyes making the religion spread slower is not fixing any gameplay problem, because there wasn't any to begin with, and is only making the game less realistic. I basically just don't see the point of slowing it down, but if there is a reason I'm unaware of, then it's fine with me.
Also, I've attached a save game just before conquering a city (you can easily move any unit into the city to destroy the last defender), where after moving into the city I don't see an option to pillage, even though the city is in revolt.
Unable to Pillage - Solved
Problem is you have an option in ticked in the "A New Dawn" tab of Bug
No friendly pillaging is checked on.
I had it off, could pillage, I checked this option, selected a new unit, and NO PILLAGING. Unchecked this option, select a new unit, and PILLAGING.
On Pillaging, I was able to pillage a size 1 city to zero, then -1, then -2, I assume ad nausem till I run out of active units. Seems a HUGE cheat to me. I assumed going from 0, would provide a city ruin, ie no population I torch the town.
Read above posting +1
rtt4a post: 14514287 said:uhm.doesn'tanyone else noticed anything weird with resources after last revison 1043? Or at least I havent seen these before..
Once my enemy razed my city with ivory resource and I didint loose acces to ivory. Another game I actually has one marble but city screen says two.
Both cases mouse hover is correct but city screen tells otherwise and I tried to build war elephant so I really had acces to that ivory.
And third strange thing is this, build city via WB and erase it. Go back to game and you still have research of that erased city. I tested and its possible to researh techs without single city this way
Using WorldBuilder is cheating so as long as this doesn't happen in real game, I'm not really worried. As for resources, yes, it happens and I'm still investigating. It usually happens when updating revision mid-game. Sometimes it's solved with a recalc, ctrl shift T