Bug Reports and Technical Issues

Might be that it is impossible right now.
 
Besides fixing this, Leoreth, can you make it so that lumbermills and forest preserves give 1:commerce: when it's adjacent to a river, no matter the position? What I mean is that right now, only tiles with a side on a river (just like where watermills can be built) get this additional :commerce:, but there's no reason why tiles with river flowing through a corner shouldn't get it.
 
I don't know. Rivers work in weird ways.
 
You mean someone well versed in machinery drawing its energy from river currents?
 
Sorry, haven't had a lot of time to look at these things.
 
Sorry, haven't had a lot of time to look at these things.

Doesn't matter. When you find time and if you want to spend it, can you fix it or at least find a way to avoid it? Thanx!
 
I'll do my best.
 
Which goal, and which civics? Do you have a save to reproduce?
 
Because the Carthaginians have founded Carallis on Sardes, my Roman Empire do not have a fleet at start. And how do I can invade Carthago now? Where are my those wonderfull ships?...
 

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Because the Carthaginians have founded Carallis on Sardes, my Roman Empire do not have a fleet at start. And how do I can invade Carthago now? Where are my those wonderfull ships?...

You could probably just worldbuild it back in, but that is pretty odd. I thought it would just push your navy outside their culture at spawn, or at least push their culture back so you'd have a square around Rome's starting area.
 
You could probably just worldbuild it back in, but that is pretty odd. I thought it would just push your navy outside their culture at spawn, or at least push their culture back so you'd have a square around Rome's starting area.

There is no these ships. I tried to play a few turns, but my Romans still do not have any starting fleet. Maybe the reason is carthaginian cultural border in the fleet spawn tile?
 
If Bolivia is capitulated by Argentina is shouldn't be called "colony of Peru" but "province of Bolivia" or something like that.
 
Resources should be tradable only if the appropriate techs are available. For example, hit singles should tradable to a civ only if the civ knows radio.
 
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