The carrier has a movement of 3 according to the stats, but it moves much further. Is that an error?
This is not, I think, a problem with CCM per se.For instance, a starving city which produces a building has 2 civil engineers (which means 4 extra shields). The next turn only 1 shield (of the city center) is added to the building.
Thanks for the explanation, Civinator. One other thing, I noticed than when a city is starving specialists are useless. For instance, a starving city which produces a building has 2 civil engineers (which means 4 extra shields). The next turn only 1 shield (of the city center) is added to the building. Is that also intentional?
Hi
Something odd happened.
Playing CCM2 as Australia, about 1962 in capital city Canberra there suddenly appeared a unit called Smoke-Monkey. It doesn't appear to do anything and is not mentioned in Civilopedia. Smoke-Jaguar is mentioned for the Maya in Short game, but I wasn't playing a Short game.
Is this a dead unit left in by mistake?
I thought weird animals was normal for Australia?![]()
What confused me was that the 'hurry production' or 'increase scientific output' button did not appear. Probably because of resource shortage or lack of available Great Wonders.
According to the Civilopedia a Battleship can be upgraded to a Guided Missile Cruiser. But the stats of that Cruiser are worse than that Battleship. Why that upgrade path?
And second question, I have that Battleship in a city with a harbor, I have oil and much gold in my balance but the upgrade option doesn't appear. Why?
I'd almost finished writing an answer to this myself (while thinking in my best Neo-voice, "Whoa — déjà vu!") when @Civinator posted much more brieflyAnd second question, I have that Battleship in a city with a harbor, I have oil and much gold in my balance but the upgrade option doesn't appear. Why?
Thanks for the oneanswer, Civinator. But here is another question. My destroyers can't attack enemy ships. Is that correct? Or can they only attack submarines?
Ok, so they only can REact on an attack
Is this behaviour produced by an Editor-setting for destroyer-type ships themselves, or by setting destroyer-type ships as the submarines' 'Stealth Attack' targets (i.e. forcing subs to attack/sink destroyers in a mixed stack first, before they can go after any other class of ships)?here the ASW-level of the destroyers force submarines to deal with those escort ships first