Intentional, criminal units are not available to neanderthal civs.Also there is no neanderthal thief unit btw.
A cheap army that is large compared to the population of the nation is believable for low tech nations, while the same is not true for a high tech army, it would either have to be smaller or more expensive.My point is if you change it to a flat static amount of gold per 'free unit' then it's not going to adapt to the growing costs of individual units.
Yeah, I intend to have the exact unit upkeep cost displayed in the unit tooltip so players get a sense of the numbers in play there.Being able to directly change a particular unit's cost would be nice as well for numerous reasons.
Intentional, criminal units are not available to neanderthal civs.
This is intentional, neanderthal civs should not have ANY criminal units until reaching ancient era. It's the downside of going neanderthal.Well than there is a bug, having neanderthal culture will not allow me to build a thief unit, should be fixed. Neanderthal culture blocks the building of thief's.
This is intentional, neanderthal civs should not have ANY criminal units until reaching ancient era. It's the downside of going neanderthal.
Homo sapiens gotta have one more edge than just cheaper units on their neanderthal neighbours, that being better at deception.
We want it to be so that if you have access to neanderthal units, then you won't have access to ANY non-neanderthal units.
It's an either-or setup.
Ah, I see the problem, in the city screen it applies the size matter specific quality unitcombat modifier to unit upkeep, but you're not playing with size matter.@Toffer90 @raxo2222 @Thunderbrd - But looks like unit upkeep cost still not be calculated correctly, if i build a neanderthal watcher it says unit upkeep 3.80 but if build it will only ad +2.00 upgrade cost to the treasure chest complete calculation.
Adding test savegame 1 turn before watcher is build.
1. There is no distance limit where it cap out.2 Points i need to know for my ongoing game now... @Toffer90 @raxo2222 @Thunderbrd or others...
1. Is there a limit now on the distance to palace city maintenance cost? Letz say max cost is same after 20 plots or will it still increase endless with distance?
2. What is the XP normal limit level before you need animal hunter promotion to still get XP from animal combat for units currently?
1. There is no distance limit where it cap out.
2. 20 XP, and 40 XP if you have the "more XP to level" game-option on.
I think the "dynamic XP" BUG option allows XP above that, but you still get much less when hitting that limit.
Gonna disagree. I don't think there should be a limit.Maybe there should be build in such a distance limit cap, so a more strategic gameplay with outposts, colonys and bases far away will be more easy possible in bit later game. Letz say a cap on 20 plots distance from palace, will limit civs to stay close early but if game goes on then also far citys will be possible.
Gonna disagree. I don't think there should be a limit.
It's also interesting that we're going to have to figure out something complicated to express that distance between different maps...
It does.Distance from palace cost decrease/increase by mapsize
That's possible, isn't it?or letz flag a city as colony with new button so it will be limited then to 2 or 3 pops but has a reduced maintenance cost. If you want to build a super power you need far away bases.![]()
It does.
That's possible, isn't it?
You have to do this with the frequently available wonders C2C provides that create secondary palaces.If you want to build a super power you need far away bases.To react to world conflicts in time.