Auto exploring with city states

Howitzer

Chieftain
Joined
Jan 5, 2006
Messages
95
Location
Greek Empire
Since the first couple Civ 5 vanilla tries I decided that cs game is not my style, so never had them on maps since then.

Today I decided to go Venice for a change and so enabled cs on maps.

Why is it that what I try to build with diplomacy is ruined by auto exploring units?

Why was it so hard for devs to programm auto exploring units not to enter or better yet not to end movement in cs territory like they did with AI civs??

How many extra line of code would that demanded?

I hate to see that after soooo many patches and so many years since deployment civ 5 still has lazy bugs!
 
To add to my frustration and make me seriously think of quiting and restarting I found a new bug...

Got a panntheon and chose the one that gives +2 faith for each quarry...

Then a couple of turns later, I build my first quarry...


guess how much faith I have !!:wallbash:
 
I started a new game...:(

In my previous experience, it did work when I already had a querry and then founded the pantheon. But in this case when I first had the pantheon and then the querry.....you konw what happened :crazyeye:
 
I don't worry much about the influence penalties from exploring. It wears off fairly quickly, and once you're regularly finishing quests and buying influence, it doesn't matter any more.
 
Your pantheons for tile yields will not work under a few circumstances:

1. If you don't have that pantheon in that city
2. If you have the pantheon but a religion has spread into the city as well, the effects of the pantheon are disabled. This happens with your own religion as well. If you have a pantheon and found a religion and the passive influence "half-converts" a city to the point where it is neither majority pantheon or majority religion you don't get the positive effects of either. This annoys me a lot since both the pantheon and your own religion have the same effect...but comes from the fact that you need the majority to have the effect work.


However: if your city has your own lightning-bolt pantheon symbol in the religious spot then it should be working and always has for me. I've picked that particular one several times and only lost the effect in the in-between times as religions were spreading. Once it has fully spread the religion will convey the same pantheon effects.
 
Your pantheons for tile yields will not work under a few circumstances:

1. If you don't have that pantheon in that city
2. If you have the pantheon but a religion has spread into the city as well, the effects of the pantheon are disabled. This happens with your own religion as well. If you have a pantheon and found a religion and the passive influence "half-converts" a city to the point where it is neither majority pantheon or majority religion you don't get the positive effects of either. This annoys me a lot since both the pantheon and your own religion have the same effect...but comes from the fact that you need the majority to have the effect work.


However: if your city has your own lightning-bolt pantheon symbol in the religious spot then it should be working and always has for me. I've picked that particular one several times and only lost the effect in the in-between times as religions were spreading. Once it has fully spread the religion will convey the same pantheon effects.

also
3. You aren't actually working the tile
 
4. Or the quarry (or other improvement) is only half finished, showing the graphic but not giving the benefits.
 
More annoying that entering CS area is "walking in place". Every turn scout is ending on the same tile. Oh, another cool feature of scout is "attack barb camp, when embarked". You should not worry about penalty with CS... it is not problem at all.
 
I get more ticked off when I'm trying to fulfill a CS request and my units are in their territory. I'm killing off the barb camp but I'm getting a penalty for being in their territory while I'm doing it.
 
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