I figured it was some kind of silly user-error, but I am new to the patch and wasn't sure what exactly it was. =)
Do I lose my saved game if I go back and delete the LUAs?
Not, you can continue
I figured it was some kind of silly user-error, but I am new to the patch and wasn't sure what exactly it was. =)
Do I lose my saved game if I go back and delete the LUAs?
How does exacly Marocco UA work? I tryed making trade route with CSs and with civs, I tried waiting untill caravan returns to city but I don't get any extra![]()
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There is a problem with the city manager. If I manually assign every plot (all locked), regardless of focus type or avoid growth checked/unchecked, it will always default to one farm plot (two, if you let the city in question grow).
Only savegame affecting mod apart from CP+CBP+CSD+C4DF+ML+EUI is Promotions - Ancient Ruins Choice
It is still 7-15v2 since 7-18 is not savegame compatible and I kinda wanted to finish a game for once.
To reproduce the bug, go to the southern-most city, Si Satchanalai, and try to assign plots other than the two 3 and 4-food farms. Exit the city screen and just hover over the city name, it will automatically change back and the farm plots are once again worked, even if using manually locked plots!
This have been present for the last 8 versions, it's been reported and it's not yet fixed.
Have same problem. Only noticed it in 17v2 and now 18....
Really annoying as I'm trying to make a city production focused and it keeps changing to more of a growth related...
EDIT: Seems to only happen if you have any plots that yield 4 or more food. If you don't have it as a selected tile, it will automatically select if you hover the mouse over city banner again (or when city population goes up by 1).
Following this suggestion, I tried starting a Hot Seat game with 21 civs instead of 22 and Barbarians spawned without issue, so that does seems to be related to the problem.I am having barbarian spawn issues. Playing hotseat, not sure if that is critical. Cleared the cache and removed all my custom civs and mods other than CP,CBP, CSD, C4D, JFD's Exploration, and Ethnic Units. Also in-game editor, for spotting barbarians.
On YNAEMP Giant Earth, it was for some reason defaulting to 21 civs and 41 CS, instead of 22 civs. Adding a 22nd civ resulted in no barbarians anywhere on the map upon starting. With 21 civs, there were barbarians again.
Also tested it with the Communitas map, same results. Not sure what any of that means, exactly, but I thought I'd share it.
Edit: Using 7/18
That should still be the case, unless you are Japan. If not, that sounds fishy. You sure this is the case (let's take this to a separate thread - I don't want to clutter this thread with a bug question).
G
Incidently is the same force even injured. Is this a CBP feature? I notice the UA of Japan being more than that.
Is here ok?
When I told you about the bonus against barbarians in Chieftain showing wrong, I post that. I was playing with Iroqueses. I checked a few other times, but since I didn't get an answer I thought it was a feature. Especially give the change in Japan UA.
Ah. That may have just been a UI bug. I'm not 100% sure, though.
G
Yeah, it didn't occur to me to check if the number dealt was consistent with the tooltip.
The healing of the khan is not UI though. It heals +15% instead of +15HP. Which results in the astonishing amount of 17hp, 2hp more than usual.
The Mongolian Khan is a significant improvement over the standard Great General. Besides normal combat bonuses, the Khan is able to move at the same rate as the Keshik (5 points per turn) and enables adjacent units, but not units on the same tile, to heal for an additional 2 HP per turn (15 in Gods & Kings and Brave New World). This beefed-up Great General ensures that his cavalry units will always be in a battle ready state.