Changes the patch makes which are NOT mentioned in the Readme

Regarding the option to raze / keep cities, a Firaxian stated on Apolyton that the patch added a new feature -- if a city has no culture, it will automatically be razed. If there is even one point of culture, you will be given the option to capture the city.
 
Originally posted by dannyevilcat
Okay, that's weird... I've just finished a war with France in which I took two (not just one, but two) size 1 cities. Both times I got the option to raze it or keep it! Unless I'm missing something here? Each was size one when I launched my attacks, I took the city, was given the option.
Why is my experience different from everybody elses? Yes the patch is installed correctly, all the other changes exist in my game now.
Is it only in pre-patch saved games that size one cities die automatically?:confused:

I had the same experience.
In a post-patch started game I could conquer several (more than 2) towns with pop 1 .
Maybe it depends on how much food is stored in the city, so if there would be enough to grow in the next turn there may be some survivers to conquer.
But this is only a guess.

Lakon
 
Maybe any new patch will mention the changes in the readme file.
I'm hoping I can change the years/turn somehow.
 
Regarding the option to raze / keep cities, a Firaxian stated on Apolyton that the patch added a new feature -- if a city has no culture, it will automatically be razed. If there is even one point of culture, you will be given the option to capture the city.


I'm not sure I agree with this - I would like the option to keep the city, regardless of how much culture it has. Are Firaxis saying that all the buildings in a city disappear after being captured just because there is no temple etc. Not realistic. Hopefully they will reverse this decision in the next patch.
 
Originally posted by pompeynunn
Are Firaxis saying that all the buildings in a city disappear after being captured just because there is no temple etc. Not realistic. Hopefully they will reverse this decision in the next patch.


I think what they mean is that the people are not strongly tied to the town, so the town dissipates. The surviving civilians just move on to greener pastures. If the city fathers had built a temple, and made proper sacrifice, then maybe the town would not have been destroyed. Hopefully, the new rulers will not make that mistake.
 
strik - i don't think its possible to upgrade any unit into a specialist unit (eg. horseman into rider, cavalry into panzer, fighter into F15) due to how the game works - each unit can only upgrade to one unit - and if you dont have that unit - tough.

konda - go and whine on another thread. if you want a game that doesn't need patching, go and get the original space invaders.

Plutark - thanks for dspending time on this!
 
Regarding the option to raze / keep cities, a Firaxian stated on Apolyton that the patch added a new feature -- if a city has no culture, it will automatically be razed. If there is even one point of culture, you will be given the option to capture the city.
Doesn't that mean, that as conquered cities have and produce no culture, then recapturing any cities you lose would rase them automatically?
 
but that would only happen if the city was size 1 when you recaptured it. I just get along with the notion that if its size 1 don't expect to keep it, if its size 1 and you keep it, its a bonus, that way youi dont get dissapointed:goodjob:
 
What I mean is when you take a city, it is always reset to 0 culture and none of its buildings produce culture (as they where constructed by a foreign power) so unless the invaders build a cultural building then recapturing the city would destroy it, even if it contained 4 wonders or something like that.
 
With regards to the cities of 1 being eliminated automatically now, is not 100% correct. I have managed to keep a few cities that I have conquerred that are only 1 in size. However, this is only a few times compared to the number that were wiped from the face of the earth! :)

With regards to the automated workers, only the fully automation works. I found all my auto-anti-pollution workers finished their task once the pollution is over, or if there are two other workers on all the remaining pollution squares. But, with the fully automated workers, they sit in a city enjoying the easy life, then race out the next turn when the pollution appears, or when new territory appears in your empire from expansion of culture.

Regards,

Gary
 
Just some info:

A city that has produced no culture prior to capture will automatically be razed. Otherwise, you have the option of keeping it. All cultural buildings will be destroyed when you capture it, of course.

You cannot upgrade units to UU's. You can, of course, upgrade UU's to the next unit up (Riders can become Cavalry, in other words). Neither Cavalry nor Cossacks can be upgraded to Tanks, as there is a break in the upgrade path there. You have to build the Tanks from scratch. I usually disband my Cavalry, excepting any elites, to help build things in corrupt fringe towns.

-Arrian
 
Originally posted by The_Newbie
What I mean is when you take a city, it is always reset to 0 culture and none of its buildings produce culture (as they where constructed by a foreign power) so unless the invaders build a cultural building then recapturing the city would destroy it, even if it contained 4 wonders or something like that.

Just b/c there seems to be some confusion on this matter, i am 99% sure this is how the whole auto city razing works. Only size 1 cities get razed, if it's size 2 or more you get the option. It doesn't matter WHO generated the culture, as long as it once had culture you get the option. you may have noticed that your cities 'remember' their culture, even if you re-conquer a city you lost in 400bc in 1900ad your culture level is right where it was in 400bc so the game has to preserve that culture for you throught the game.
As an example say france built a city and a temple, then the zulu conqured it, but didn't get to build culture in it. A few years down the line you invade and would get the choice (assuming it's still size 1) to raze or keep even though the city has no zulu culture because it still has french.

I've verified that there is one exception to that however, if the city's culture belonged to a civ that has been completely eliminated (say the zulu completly wiped the french) the old french city will be auto razed if conqured again at size 1.
 
Before the patch if you demand a city from the AI during a peace negotiation, you will get an empty city with no units.

After the patch, the new city you get comes with a free unit (the best defensive unit you can have, just like flipped cities). This is way better as you cannot sell cities to the AI and walk in immediately next turn and also do not have to worry about leaving a city undefend when you demand for a far off colony somewhere from the AI :goodjob:
 
Originally posted by Dark Sheer
Before the patch if you demand a city from the AI during a peace negotiation, you will get an empty city with no units.

After the patch, the new city you get comes with a free unit (the best defensive unit you can have, just like flipped cities). This is way better as you cannot sell cities to the AI and walk in immediately next turn and also do not have to worry about leaving a city undefend when you demand for a far off colony somewhere from the AI :goodjob:

On the negative side, for some reason the AI no longer values cities when negotiating. So you can give cities away but no longer sell them. And even when you do give them away, it doesn't seem to earn you any browny points :(
 
Yea, no matter how good a deal you offer, if you throw in a city you wish to GIVE AWAY you get a "they'll never accept such a deal" notice!! I once offered a civ three techs, two resources, and four small towns. I asked for one gold. NO DEAL!! :crazyeyes

Why is it that if a civ has 0 extra of a resource they will NEVER trade you the one they have no matter how many techs, other resources, or gold you offer?? They (the AI) would have to be an IDIOT to turn down some deals I offered just because they had "no extra".

But the AI IS an idiot.



If Firaxis reads these threads the next patch will have to be so big it might need its own CD! :mad:
 
Originally posted by Cerberus
If Firaxis reads these threads the next patch will have to be so big it might need its own CD! :mad:

Don't be :mad: .
Isn't that the point. Newer games work at the edge of technology for what a standard home PC is capable of. In other words, how many CD's does it take to model intelligence to a certain level of complexity.
 
Three things that seriously aggravate me about the game

1) Losing a city to another culture

When you lose a city to another culture, more preciceley when your governor is deposed and your people defect to the other culture, they take every unit in the town with them. The enemy doesnt keep the units, they just dissappear, even if these units were not built in this city. During a prolonged war with the russians, I had (many, many times) about a dozen units staged in one city before thrusting onwards. Suddenly, the town converts to Russian, and I lose ALL those units..very frustrating

2) Further to losing a city to another culture

My enemy only had 1 city left, on the other side of the globe. I still kept losing cities until I went and smashed the whole civilzation to rubble.

3) Lopsided battles

Tell me..how the heck can a stone-aged spearman attack a mounted cavalry unit and win? over and over again? I found that cavalry units are great on offense, but get wiped out by puny units when defending...this is bad. Bows and arrow went out of style for a reason.


Anyway, I liked the changes the patch made to many aspects, but I though it would address those points above. This game is wors than crack for addiction...
 
Originally posted by DrEvil
Three things that seriously aggravate me about the game

1) Losing a city to another culture

When you lose a city to another culture, more preciceley when your governor is deposed and your people defect to the other culture, they take every unit in the town with them. The enemy doesnt keep the units, they just dissappear, even if these units were not built in this city. During a prolonged war with the russians, I had (many, many times) about a dozen units staged in one city before thrusting onwards. Suddenly, the town converts to Russian, and I lose ALL those units..very frustrating

2) Further to losing a city to another culture

My enemy only had 1 city left, on the other side of the globe. I still kept losing cities until I went and smashed the whole civilzation to rubble.

3) Lopsided battles

Tell me..how the heck can a stone-aged spearman attack a mounted cavalry unit and win? over and over again? I found that cavalry units are great on offense, but get wiped out by puny units when defending...this is bad. Bows and arrow went out of style for a reason.


Anyway, I liked the changes the patch made to many aspects, but I though it would address those points above. This game is wors than crack for addiction...


Yes! It is the challenge that makes the game addictive. Sounds like you found at least one solution to the culture problem - total destruction.

As far as spearmen attacking, don't be on defense with cavalry. If your men and horses are overextended, exhausted and exposed, of course your enemy will attempt to take advantage of the situation. Here is an example of a Cavalry attack, but with proper support:
http://www.crowncity.net/civ3/attack.htm
 
Originally posted by DrEvil
Tell me..how the heck can a stone-aged spearman attack a mounted cavalry unit and win? over and over again? I found that cavalry units are great on offense, but get wiped out by puny units when defending...this is bad. Bows and arrow went out of style for a reason.

Could be that those stone-aged-pointy-sticks are impaling the horses causing the riders to go flying, tumbing to the ground. Or maybe the cavalry keep on dismounting to take a whiz, and keep on getting stabbed in the back. Or maybe 1 attack vs 3 defense aren't as bad odds as you think they are?

If you don't like those numbers, don't defend with cavalry or mod them to your liking. I don't think that's going to change even if you offered Spectator selected cases of whine.

On the other hand, it seems more people have been complaining about culture flipping than pre-patch corruption, so I wouldn't be suprised to see this addressed.
 
One thing that I hate is that when you're at war with your neighbor, you conquer a couple of cities, you quelled the resitors, but the population is unhappy saying "Stop the agression against our mother country!"
Even though I'm not attacking anymore. I'm actually trying to make peace, but the stupid Alexander won't reveive me.

!@#$@#@
 
Back
Top Bottom