WildWeazel
Going Dutch
Do you have v1.22?
Spacer One said:my only real problem is the Swamps??
Is it possible that the AI civ is agricultural? Honestly, nomads require 3 population whoever is building them.Supa said:Why do I have the impression that AI doesn't need 3 pop. to build a nomad ?
I and another AI start on an island, me with grasslands, he with deserts. I haven't build my first nomad yet (I made a mistake and forgot to research Irrigation first so I'm stuck at pop.3) and the AI spit out 2 nomads out of its starting city. I checked, he doesn't have irrigation. :-?
R8XFT said:The horsemen and zebra raiders aren't meant to require horses. This is due to flavouring - there's camel riders and elephant riders. At some point in the beta testing, it was decided that only the horse units that every civ built required horses - ie the chariots and knight units.
Re. civ crashing when you click on improvements in the city screen. This happened to Hrafnkell in the beta testing and it turned out to be his set-up of C3C; reinstalling it did the trick. No-one else suffered this problem during beta testing.
I'll check out the resource civilopedia entry.
I can't explain what's happening with the AI civs being super-efficent with their building of nomads; they honestly cost the same for all civs.
The terrain is the European terrain. The beta-testing team decided upon that terrain from the outset. If you prefer a different terrain, fine - change it.
Ah, ok. That makes sense. I don't have most of the PTW extras so I'm still discovering alternate graphics.R8XFT said:The terrain is the European terrain. The beta-testing team decided upon that terrain from the outset. If you prefer a different terrain, fine - change it.