<Nexus>
Traveler of the Multiverse
Well... I couldn't load your save, probably because you are using Lock modified Assets option.Maybe. At least I managed to get it to stop CTDing by lowering the graphics settings.
Well... I couldn't load your save, probably because you are using Lock modified Assets option.Maybe. At least I managed to get it to stop CTDing by lowering the graphics settings.
I agree we can't have arrows running under technologies or crossing over everything, but then from my perspective the tech tree has a different bug, which is where the heck do I learn that Stargazing or Trade has anything to do with Math? Not from looking at the tech tree.
Any suggestions on offer would have to bring in the possibility of mechanically altering the tree in at least some respect. Are you willing to hear those suggestions?
I have branched this discussion into the Tech Tree Revisions thread.
I have noticed another bug though. Patronage definitely requires Guilds, which implies Feudalism which implies Politics which implies Currency, yet also shows the Currency Icon.
I do to avoid being temted to cheat using the World Builder. You think it's causing problems?Well... I couldn't load your save, probably because you are using Lock modified Assets option.
Interesting observations:
3) A Independence Hall wonder made all Rule civics accessible. As a result, even the Virtual one is eligible! . Though it is useless for the obvious reason that I cannot build the buildings it offers ahahah.
Interesting observations:
1) I managed to obtain another 0-size city by attacking a barbarian city that the barbs actually captured from a civ. When a resistance emerged, it went by one to 0!
2) The barbarians managed to found a Goldsmith guild! Being my empire the best and the largest of the world!!! Ok, there is another cool huge civ, but what the heck with the barbarians? Is this a bug or a feature that the barbs are able to found guilds?
3) A Independence Hall wonder made all Rule civics accessible. As a result, even the Virtual one is eligible! . Though it is useless for the obvious reason that I cannot build the buildings it offers ahahah.
Savegame (to find all the mentioned situations) :
https://drive.google.com/open?id=0B7-m1fqxZ3RRNk9sRVhRYUtVVms
I thought I should ask, whether there are plans to include some promotions that wear off, like in FFH? That might be interesting. Imagine veteran units that are stationed for centuries with no battle engagement, going almost green again. As well as the great generals. These guys are a truly owerpowering feature in my opinion. May be these should die at some age?
More action-dependant promotions might be really welcomed. For example, razing cities... The units that raze too much might gain some special promotion?
Actually, at the moment my principal workaround to raze cities is making my ships enter the city to raze. The ships have many movement points, so they are useful for the task. On the other hand it does not feel too realistic that 4 galleons are able to raze a city faster than an army group! XD
Are there plans to develop migration? With automatically generated wandering (like "crazed" promotion in FFH that wears off) Migrant units in the cities that are under attack or being razed? When the Migrant finally stops wandering automatically, it might have Join city button that adds +1 pop, +1 and +1 temporarily? And the player might suffer penalties for each Migrant unit destroyed with foreign AI leaders? And that the Migrant unit's nation assignation might depend on the actual city culture percentage?
Sorry, these are more ideas than bugs... but this is the active thread... Salute!
On the other hand, wouldn't that make the Manor less appealing to build? I rarely build either the Manor or Villa anyway though.If I remember correctly, decreasing hurrying anger also affects draft anger and anger from negative random events. However, Manor is the only building that has that effect still, so it could easily be cut.
No, but others cannot help then.I do to avoid being temted to cheat using the World Builder. You think it's causing problems?
On the other hand, wouldn't that make the Manor less appealing to build? I rarely build either the Manor or Villa anyway though.
If the anger reduction applies to those other things as well, shouldn't the effect possibly be spread to a few other buildings as well? Unless it really wouldn't fit anywhere else, in which case yeah might just be better off cutting it.
Why do enemy submarines become visible near (2 tiles range) my cities without having inside any units that can see subs?I've the suspicion that it also happens with enemy cities in which my state religion is spread but I haven't confirmed it yet.
We know there's a game feature that allows "visibility" around cities with your state religion in but should that reveal subs?
I believe it's a bug.