For the people who asked here are the full listings of all bias types for all leaders as of the newest patch. Ordered by civilization. BiasType and BiasType_Category aren't real fields in the database, they are just names I used in order to match up results from the 4 various tables that control biases.
By the way, thank you @Eagle Pursuit for predicting the patch release date correctly! It seems like Firaxis try hard to finish the patch for when you predict)
I had to change the setting and take the settings down from what they have been since the first day the game was out (and it was installed) -- and the rest of the game was still fine, just not the blur on the leader screens, which was awful.
This is on a 60hz monitor btw (nothing fancy, but it works great otherwise).
Trying to change the leader settings in options doesn't seem to do much -- it's almost like all or nothing. Of course, it's one single selection which is part of the problem -- they need to have more options specifically for those graphics after adding the blur.
Does anyone have a clue as to why someone would intentionally blur the graphics? Maybe it is just not working as intended.
saying shift+enter forces an end turn and that DOES work. The envoy prompt did not come back next turn, but it does when you meet another new CS and I have to force end the turn again.
I severely dislike Firaxis' unspoken stance that modders should have to fix the UI on its game. And it really hurts me when I point out when Paradox does anything better than Firaxis when it comes to UI.
The Kaupang is probably the best unique improvement of the game now. It doesn't compete with any other improvement, and improves coastal tiles from bad yields to good ones and it also allows you to ignore Neighbourhoods. With Auckland they are even more broken than the Outback Stations.
Need to get used to religious units having their own layer now - which is definitely a good thing - didn't realize on a few occasions that change. Things can sometimes be visually a little challenging on the map with religious units now adding an extra layer of icons, but that's a small price to pay.
I thought I saw a bit more ships, which I suppose is a good thing. Didn't have any warfare yet, though. Will have to see if the AI can use their ships efficiently and together now, instead of usually having just solitary ships here and there to deal with.
By the way, did we use to have suzerain city-states' units' visibility granted to us, as if they were allies? I really cannot remember. I had a city-state galley sail half the length of the map and reveal its path to me. I don't seem to remember that happening before, but I'm really not sure.
Somehow I also thought that AI was more active at settling cities than before, but really have to play more games to tell if there's any change there.
Finally, I've been complaining about how late-game founded cities take forever to get up and running, so I welcome the new pantheon of 25% boost to first district. Will have to see how much of a difference that actually makes and whether it's worth having as your pantheon.
Ok, other annoying bug: Based on the food output of my city it should be +3 per turn. Bug is it shows as negative growth and actually kills a citizen after "growth".
Khmer RD culture bomb doesn't work on tiles further than 3 tiles away from city centre. Is this intended behavior?
The civlopedia says "extra production, housing, and tourism as you go through the tech and civics trees". In the kampung's page it specifices +1 more production with civil engineering. But what about the housing and tourism? Which techs/civics give those? I quickly looked through the ones with stars on them but I didn't notice any.
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