It does not really ruin them. For me the main power is to be able to gain and hold a tile with a unit on it. This is very powerful in war, especially with the influence D.... war option (not sure of the name, causes borders to change with combat). It is also very useful for early cities allowing access to a powerful tile in the outer ring without waiting for border expansion.Yeah, but it does ruin the civics that give Fixed Borders. What is good about them now when they can be easily negated? At least tell me where to disable this. It ruins gameplay for me.
But you can put a single cheap unit on every tile you may lose, and then you keep it. All I am saying that as is it is very powerful, in answer to "What is good about them now when they can be easily negated?". It is the most important feature I want from any civic when I am in or preparing for war.But imagine yourself in a defensive position. Your neigbour have better culture, you want to ensure your borders will not move, so you change to, say, Nationalism. But if your neigbour have Monarchy, that negates it and he still can get your tiles. For me, it is not fair.
The computer player does do the "gain cultural control of a tile before my culture expands to cover it", and seems to prioritize tiles that others (such as the human) would get as well. I am a bit impressed by the AI in this area. However you are correct that it does not exploit it in wartime as the human can, and this is a big advantage to the human.Fair enough, but computer player does not use this and looses tiles all the time. I'd prefer to turn it off in an option at the start.
Hmm, my last game computer AI did not get too much attention to his massive tile loose due to my cultural advantage. I seriously felt a little sorry for him at this point, as he had monarchy on and lost extreme amount of territory. He did counter by building some wonders in nearby cities, but he did not put any units on the tiles he was loosing.
Edit. I'll try to find it myself in the code and disable it.
My experience is that it doesn't always work properly right from the start. I had to check and than un-check Terrain Damage (or the other way) and then it worked fine.Still in Ancient era and met an enemy scout. I checked with the world builder and the AI's closest city is way more distant than movement limit should allow. This is a new game after the new build but it was working properly in my last game.
My experience is that it doesn't always work properly right from the start. I had to check and than un-check Terrain Damage (or the other way) and then it worked fine.
Also, there is a way to exploit this feature - at least with Terrain Damage ON. Some terrain features (flood plains and oasis) make it safe to travel through regardless of distance. Last time I played I really enjoyed it moving from one safe haven to the next one. Gave me some nice micro-management for the early game
...but I doubt that the AI can do the same with intention. Maybe with a lot of luck.
You should post a save game, imo.
Pedia says that v1, cruise and smart missiles can destroy improvements and bomb city defence.
That option (<bDCMAirBomb1>0</bDCMAirBomb1>) is not on in xml so units dont have that ability in game.
Edit: I play enhanced air bombardment on