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Changes not documented (or obvious) in patch notes

Early emergencies still happen but they do not show, they sit there waiting until the first congress in medi times... so first emergency is an old emergency.

So for example in the classical age I get this alert box I cannot open
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I think they improved the UI for boats - the blue line showing where the boat can go with its current movement points now includes tiles on the other side of embarked units of other civs. It used to look like the embarked unit was blocking movement of your ship.

That appears to be the case (thus far - knock on wood) with all units.

The AI asks me about my units around his border.

There is no longer an option to ignore. I must either delcare (on his turn, so he gets first strike, and I wind up declaring a surprise war), or I have to say my troops were "merely passing by", so I'm set up to generate a grievance if I do declare war.

MEANWHILE,

I have to spend diplomatic favor to ask for a promise, such as "please stop forward settling".

Hmm....Advantage, AI.

That is a pain in the ass with AI that can't really tell the difference between your units heading one way, and then coming back; or just forever streaming past. I have broken promises where I had units passing by a Civ to get to another. The Civ asking was never a target; but after a while I figured it was best just to ignore the request to avoid their inability to see what any human player could.
Dammit :wallbash:

Edit: At the very least they better have worked out the bugs with Civ's you have open borders with wanting to know what your units are doing!

If battering rams & siege towers were only effective with ancient walls, but had ZERO effect if medieval walls were present, that would work. As it stands, I just have to refrain from building rams/towers and walls get built only for the esthetics (i.e. tourism later in the game).

It would make more thematic sense for their ability to lessen against medieval walls - not disappear all together.

Am I crazy or do Dido's builders also get +2 movement and +2 sight while embarked?

2 games and I still can't tell. :crazyeye:

That's my experience. The movement bit anyway.

Early emergencies still happen but they do not show, they sit there waiting until the first congress in medi times... so first emergency is an old emergency.

I could see that being a bit of a fail...
 
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Am I crazy or did you need to complete the relevant tech to get the resource yield from a tile you settled your cap on before? I settled on tea and I already have a copy of tea to trade on turn 2. No irrigation. Can confirm from a second test I got a copy of Mercury from settling on it with no mining too. Is this changed?
At one point, there was a bug where, if you settled on a lux without the tech for the improvement, you would never get access even after you got the right tech. I think they fixed it by making it available from the start.

When loading the game, there is the screen with the copyright info where you need to click the button (before the main menu). For GS, it looks like after the first time it remembers you've clicked it so don't have to do it each game.
Yes, I noticed that, too. Convenient.
 
It would make more thematic sense for their ability to lessen against medieval walls - not disappear all together
I take it from the perspective that newer levels of walls replace (not augment) older walls.
 
Am I crazy or do Dido's builders also get +2 movement and +2 sight while embarked?

2 games and I still can't tell. :crazyeye:

I think there might be a bug, since I swear I've seen the same thing in games I've played too, although as Canada. I moved my builder onto the water and suddenly he had 4 moves
 
Not sure if changed, or a bug, but adjacency bonus seem changed:

CH used to be per river tile now it's just the river itself (ouch)
IZ sea resources don't count, OIL WELL doesn't count. Only mines. Hansa though...

Going to have to check that. (Germany seems to get more adjacency bonus for Hansa than Canda does for IZ. hmm)
 
CH used to be per river tile now it's just the river itself (ouch)
I'm pretty sure this has been true for a while now. I've had a near fully surrounded by rivers tile, and still only got the Standard +2 as a result since before GS
 
Not sure if changed, or a bug, but adjacency bonus seem changed:

CH used to be per river tile now it's just the river itself (ouch)
IZ sea resources don't count, OIL WELL doesn't count. Only mines. Hansa though...

Going to have to check that. (Germany seems to get more adjacency bonus for Hansa than Canda does for IZ. hmm)

Neither changed nor a bug. Been that way since vanilla was released. The previews of the game had the Commercial Hub gain gold per river edge, which I would've much preferred. Unfortunately they seem to have left it out of the code so it is not moddable.
 
Nah, I think that vanilla released with gold per river tile and it later got changed.
 
There was something I noticed that seemed significant early-ish on in my Mali game, but I'll be honest that by the time I stopped playing I couldn't recall what it was.
 
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