Many green flag animals can attack, they are this way so that they can attack black flag animals to maintain a balance in predator population relative to prey populations. There are currently 9 green flag animals that are capable of attacking and with reckless animal option they attack more often than without reckless animals option.In my settings green flag animals never attack, only musk ox always attack.So its no big deal, hunters can handle this, but flag still wrong then for musk ox. Your choice to change the flag or change the musk ox. Okok... i begin to feel like we are in the movie The Flight of the Phoenix from 1965 here.
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Ok Toffer.
Ok my dog see a thief now in a city plot, but it sucks, i cant arrest or attack the thief, still have to wait for the thief to get unhidden by police unit before he can get catched or killed?
some fields have a grey point, what this means?
some fields have a grey point, what this means?
Yes. Thus why you now need to enhance your Investigative efforts. There's a thread in the Strategy and Tips section here: http://forums.civfanatics.com/showthread.php?t=561705 More information is given on fighting criminals in the city if you scroll down some posts from the first one.
Hardly a bug but a good reason that folks should think twice before putting hard numbers in the descriptive texts because if things change, it'll leave these relics of old values behind. Given that many buildings and such don't even have descriptive text I'm not really considering that an issue. What the code has interpreted directly from xml is all that you can rely on (the list of stuff.)Found a little bug... 10% down 20% upper text (Trade route bonus)... look screeni. Its fun now to game, i am closing turn 1000, will do a AI test then but the AI plays better so far and is able to survive.
When did you research Sed Life to enter Ancient Era? Did you bee line to Sed Life?
And I'm happy to see you post that it's now fun.
JosEPh
Hardly a bug but a good reason that folks should think twice before putting hard numbers in the descriptive texts because if things change, it'll leave these relics of old values behind. Given that many buildings and such don't even have descriptive text I'm not really considering that an issue. What the code has interpreted directly from xml is all that you can rely on (the list of stuff.)
Yes you did I had just forgotten it.
On the text issue, we really don't have anyone dedicated to doing these "text" clean ups right now. Tedious and time consuming when you have other Projects you are working on. And sometime they are just plain forgotten or overlooked. Our overall quality control atm is in disarray.
JosEPh
see image attached. Vikings have good fields to settle, but take such a stupid one w/o any recource and food. What is causind this?
This is a sample only for AI settlements that I don't understand and which predeterminate if a civ has any chance to grow well or not.
Tha AI builds directly up tp 5/6 citys fast when they reach tribalismus, so he may think he can build there and there is no mutch room for him in greenland and he will build the other citys fast next ..