[GS] cant capture settler in ocean

KaptainK714

Warlord
Joined
Oct 19, 2005
Messages
219
captured Kupe capital and there is a settler in the ocean. when i try to capture the settler it disappears. can this be from being a war with Brussels ( i has to start the war before Brussels captured capital and removed it)
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I suspect you may be trying to capture the Settler with a Military Unit linked to something like a Great Admiral.

When you capture a civilian unit with a military unit linked to another civilian unit, they can't both occupy the same tile, so the Settler just gets deleted.

If you reload the turn and unlink the civilian, the military unit alone can capture the new one.
 
Ok, this happened to me also. Barbarian settler alone on a coastal tile. I bought a galley in a neighboring city specifically to capture the settler. The next turn the galley (with no other linked or attached unit) moved onto the tile of the settler and, instead of capturing it, the settler just disappeared. This has never happened before.

What gives? Had something changed with a recent update or something?
 
Barb settlers disappear if you've destroyed the original owning Civ, same with builders?

They're like "ghosts" which kind of makes sense...!
 
like ezzlar said: You must also have the tech for letting units embark/crossing ocean squares.

so a boat AND the tech needed to get the settler. that is only way it works. for capturing builders you only need sailing (and a boat). because with sailing a builder can move on water...

land units cannot capture land units at sea..

so has nothing to do with destroyed original Civ's, ghosts, linked generals to a unit or upgrades..

Mc.
 
When you capture a civilian unit with a military unit linked to another civilian unit, they can't both occupy the same tile, so the Settler just gets deleted.
Another argument against the late Civ iterations' ridiculous mechanic, 1UPT.
 
Another argument against the late Civ iterations' ridiculous mechanic, 1UPT.
I want to point out that this isn’t inherently a flaw of 1UPT, not the deleting the setter bit, anyway. It could be done in a way where it prevents the unit from moving onto the tile, giving them a notification that they’d have to unlink the existing civilian unit.

Would that still be annoying to some? Yes. But it’s a lot better than deleting the settler.

This is less a fault of 1UPT specifically and more a fault of niche game rules not being communicated to the player.
 
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