Note not playing on latest biq so may be fixed on that version ... also may be design intent.
Many of the ships (SOL etc) have an upg path listed but the upg box is not checked.
Zepplin .. same issue (and have the airport).
When get to build workers they cost no pop to build.
Can bypass Nationalism in tech tree and thus the 1900 inf units and go to WW1 era inf. Would have thought that some of the other techs prior would have depended on Nationalsim.
Money is not an issue ... pulling in 5000 a turn so buy things on 1st turn without wait. Amassed 150K+, using it to avoid wars and build industrial base.
CCM unable to be opened in Steph's editor (at least for me). Can open other biq no problem.
One result of limits may be constant wars .. everyone but me is at war with one or 3 other AIs. Egypt was the 1st to go (4 AIs ganged up on her). Of course I took out my nearest neighbore early so wouldn't be bothered by slavers et al.
Fun game so far, imported the rules onto an earth map and having a blast ...
Many of the ships (SOL etc) have an upg path listed but the upg box is not checked.
Zepplin .. same issue (and have the airport).
When get to build workers they cost no pop to build.
Can bypass Nationalism in tech tree and thus the 1900 inf units and go to WW1 era inf. Would have thought that some of the other techs prior would have depended on Nationalsim.
Money is not an issue ... pulling in 5000 a turn so buy things on 1st turn without wait. Amassed 150K+, using it to avoid wars and build industrial base.
CCM unable to be opened in Steph's editor (at least for me). Can open other biq no problem.
One result of limits may be constant wars .. everyone but me is at war with one or 3 other AIs. Egypt was the 1st to go (4 AIs ganged up on her). Of course I took out my nearest neighbore early so wouldn't be bothered by slavers et al.
Fun game so far, imported the rules onto an earth map and having a blast ...