C2C - UEM - Ultimate-Earth-Map 100% MOD and SVN update compatible by Pit2015

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.

As I understand, a dog or other unit with police ability sees the crime 1-3 fields before its position and can fight it then. But a crime being in city it can't attack, but If I remember right, I found a workaround past time (not yet tried it again):
If you see a crime in your city, remove all units off it. The cimes are the remaining, and then attack the city by police (or a sniper or another special unit?), and the cimes are dead. (maybe little different and not possible with all units, but something like that I believe to remember)
 
not in this case. This civ did not build a 3rd city within next 100 or more turns. (and there had been no barbarian city or unit before)

compared with other civs having similar issue it looks like there is a routine in game that any civ tries to build first a city as near as possible to the human's civ, independent what the result is. If that is not possible (because distance, other civ, water, whatever), that first settler runs around and takes the next free field beside a rare animal-related resource. The game's strategy overall is, not optimitze the own civ but most obstruction against the human player's civ, independent how stupid and unfavorable this is for the own (AI) civ.
There must be a string of priorities that is causing this.

Another stupidity: AI civ builds ancient working boat(s) althought there is no resource within the city range to work.

I dont see that on deity difficulty level, so maybe dont try a lamer difficulty level, so the AI will not play so good maybe.
 
AI plays the same on all Difficulty levels, Noble level.

Unless you put the AI On Changing Difficulty or what ever it's called thru BUG settings. And that is not recommended. Because as the difficulty level increases for the AI it will not perform as well.

JosEPh
 
I dont see that on deity difficulty level, so maybe dont try a lamer difficulty level, so the AI will not play so good maybe.

I play on same level as the AI, as this is a test run only to become familar with the specialities and possible problems.
 
The question is will it give me more gold or not. ;) Otherwise no need for traderoutes if they are not caluclated correctly. So i will look into if the bonus buildings increase my income when i build something that increase the trade routes output.
Of course it gives more gold. The benefits from making choices that enhance the effectiveness of trade can get extremely profound. But it really is a more fuzzy math system for the player than most other game structures and trying to audit it will drive you nuts. Just know that if you can find ways to improve # of trade routes and the effectiveness of trade routes, those can be VERY valuable, even though at first trade can seem fairly trivial.

not in this case. This civ did not build a 3rd city within next 100 or more turns. (and there had been no barbarian city or unit before)

compared with other civs having similar issue it looks like there is a routine in game that any civ tries to build first a city as near as possible to the human's civ, independent what the result is. If that is not possible (because distance, other civ, water, whatever), that first settler runs around and takes the next free field beside a rare animal-related resource. The game's strategy overall is, not optimitze the own civ but most obstruction against the human player's civ, independent how stupid and unfavorable this is for the own (AI) civ.
There must be a string of priorities that is causing this.
Indeed, squeezing other players access to territory is a consideration factored into a very complex string of priorities to consider for where to plant the next city. Not just the human either... any other players. Koshling was a fan of this consideration and to see how he and joseph play as players in the MP games, I can see why. It's sometimes not as optimal as it could be and sometimes extremely beneficial and trying to narrow that down to a smarter choice would be very difficult.

Another stupidity: AI civ builds ancient working boat(s) althought there is no resource within the city range to work.
They use them to scout. Yeah, kinda stupid imo. Possibly a fairly easy fix by taking the scout AI off of the valid AI list for workboat units. It's an old hangover from when the waters weren't so dangerous as they are now with all the aquatic animals. Back then it was a good idea for them.

As I understand, a dog or other unit with police ability sees the crime 1-3 fields before its position and can fight it then. But a crime being in city it can't attack, but If I remember right, I found a workaround past time (not yet tried it again):
If you see a crime in your city, remove all units off it. The cimes are the remaining, and then attack the city by police (or a sniper or another special unit?), and the cimes are dead. (maybe little different and not possible with all units, but something like that I believe to remember)
Um... if that works there may be a bug in it that should have been fixed already. Read the link or the posts under it to get the official line on how to address emerging Barb criminals.

AI plays the same on all Difficulty levels, Noble level.

Unless you put the AI On Changing Difficulty or what ever it's called thru BUG settings. And that is not recommended. Because as the difficulty level increases for the AI it will not perform as well.

JosEPh
Furthermore, the difficulty level of neither the human nor the AI is never a direct factor in how the AI plays. AI is not programmed with any difficulty contingencies.
 
short question: how I change the capital city?

I assume it is April 1st. were you are. :confused::crazyeye:

If not, build a palace in another city (not sure, but may not apply if it has a secondary palace.) :)
 
I assume it is April 1st. were you are. :confused::crazyeye:

If not, build a palace in another city (not sure, but may not apply if it has a secondary palace.) :)

don't have palast as building option in a city. Because that my question.
Background: at beginning I started with wrong place, and read that I need to have 3 (?) cities before I can change the capital city.
When I had the amount required, I changed the capital. But now I want to change it again, and don't have that option anymore.
 
don't have palast as building option in a city. Because that my question.
Background: at beginning I started with wrong place, and read that I need to have 3 (?) cities before I can change the capital city.
When I had the amount required, I changed the capital. But now I want to change it again, and don't have that option anymore.

Very old reported bug. Hasn't been serious enough to get bandwidth. Sorry.
 
see screenshot
what happened?
The Carthage civ lost Utica and Hadrumentum to the Egypt civ, and after that it had the city Karthago as last city.

Then Carthage civ joint me, and by this this the Carthage civ was dead.

Some turns later in Utica was a revolution against Egypt and the city foundet a new civ: Carthage
:lol:
 

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see screenshot
what happened?
The Carthage civ lost Utica and Hadrumentum to the Egypt civ, and after that it had the city Karthago as last city.

Then Carthage civ joint me, and by this this the Carthage civ was dead.

Some turns later in Utica was a revolution against Egypt and the city foundet a new civ: Carthage
:lol:

The Rev system assumes the old leaders or old factions are still out there trying to reestablish their empires so looks for recently vanquished civs when it figures out what new civ has just staged a successful revolution.
 
they refer to pollution, but what they mean exactly? in pedia is no explanation (there are more such symbols)
or is somewhere a list of all these symbols and their meaning?
 

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they refer to pollution, but what they mean exactly? in pedia is no explanation (there are more such symbols)
or is somewhere a list of all these symbols and their meaning?

Do you play with an older version? Because in the latest version these symbols are explained in the city screen.

To answer your question; from top to bottom: Tourism, disease, air pollution, water pollution, flameability.

What is missing is education and crime, which signifies that you are playing C2C version 35 or earlier.
 
Do you play with an older version? Because in the latest version these symbols are explained in the city screen.

To answer your question; from top to bottom: Tourism, disease, air pollution, water pollution, flameability.

What is missing is education and crime, which signifies that you are playing C2C version 35 or earlier.

no, I play the last svn. You men the properties in city screen? I forgot that.
The images I put together as I found them in pedia.
 

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My nation is growing. ;) Btw still the global warming effect in game? So when to mutch forest are chopped down will the oceans raise and flood the land?
 
Yes. I think it is. But if I'm not mistaken it is now mostly handled by Air Pollution factors. It MIGHT have been disabled (at the time intended to be temporary) pending some restructuring that's been long forgotten. Haven't gotten into a game that far in a long time so I can't say for absolutely sure.
 
as I noticed, the mininum distance between cities of same civ is 2 only, X--X--X
for this super huge map that looks for me not optimal.
Is there a way to change it to 4? X----X----X
 

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as I noticed, the mininum distance between cities of same civ is 2 only, X--X--X
for this super huge map that looks for me not optimal.
Is there a way to change it to 4? X----X----X

It's not map specific. It should be a global value in one of the globals.xml files in the Assets/XML folder.
 
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