Yudishtira
Spiritual/Creative
It would slow turns down.
I don't get the joke. We are talking pre-Astronomy, so turn times are not a problem. And a dozen civs with two or three exploratory vessels each won't take any time at all to process.
It would slow turns down.
So don't use the event system. Check every ship (and even canoes and rafts can try it) every ocean tile. There is a flat 20% chance for a galley/war galley to sink without trace, 35/40% for war canoes and canoes, and 50% for rafts.
Even better would be a random amount of damage per turn, but not a percentage. The average amount would be 1 point of damage, but zero damage would be a distinct possibility, as would 6 points of damage - enough to sink a trireme(/quinquereme/decareme etc.).
Personally I like the randomness of the above, but you could also use the existing game mechanics of terrain damage, storms, and giant squids. They are, however, blunter instruments and don't work as well...
Cut down on the amount of Ambushers that each non-player civ and build. Some of them seem to concentrate just on building those. You should not have to escort every single worker.
Glad you took out the pirates in the modern era. You should not have to station a battleship with every fishing boat.
Sorry but I've gotta disagree on both points.
@SO: looks like they're finally building all the ambushers and rogues you were hoping they would!
Stupid question, and I'm not sure which thread is the right one to post stupid questions so I'll just post it here. But how do you delete a building from your city? I can't remember how and I looked in civopedia and couldn't find the answer either. Even google let me down, kept giving me pages about surround and destroy LOL.
My complaint is not there are a few, it's that building those types of units is the only thing some civs concentrate on, rather than building necessary buildings. I have seen a minor civ with only three cities devote one city to building nothing but rogues and ambushers.
In the city screen pres ctrl-A. However there is a bug in it that I only fixed this morning so if you are using the download it should work but you need to update from the SVN if you are using that.
Which might make sense. in my current game I lost quite alot of workers and a few huners to those, since I lacked the funds to support enough dogs to find them. Hit my economyquite hard for a while since it took me a while to get enough units to potect the workers( and those units of course made a dent in my coinpurse). So from the AIs perspective it was quite usefull in weakening a neighbour.
Which might make sense. in my current game I lost quite alot of workers and a few huners to those, since I lacked the funds to support enough dogs to find them. Hit my economyquite hard for a while since it took me a while to get enough units to potect the workers( and those units of course made a dent in my coinpurse). So from the AIs perspective it was quite usefull in weakening a neighbour.
I think the cheapest most spammable anti-Ambusher unit...is the Ambusher...
I think the cheapest most spammable anti-Ambusher unit...is the Ambusher...
Ah yes, I see now that that info is actually given in the Sevopedia; not sure how I overlooked that earlier. Anyway, thanks!If i remember correctly, realistic corporations require 3 different civs to be able to normally found the corp (for example, Mining inc can be auto founded if at least 3 civs have researched corporation and railroad); I don't know if the number is scaled with map size
A stack of dogs and horses also works quite well. They both have the same movement, so the dogs find the ambushers and the horses kill them.
Thank you! I did have that option enabled, got it working after unchecking.there's a sort of "bug" with sea tunnels
you have to go in the bug menu (Ctrl-Alt-O) and look at the option Hide obsolete worker options; if it is checked, you don't get the icon to build sea tunnels. uncheck it and you can build them, if you have all prerequisites