Changes the patch makes which are NOT mentioned in the Readme

On the Civilizations tab, the button for adding a civilization has been removed. I guess this is because if you added a civilization using just the editor alone it didn't work. I never could figure out how to add one and still can't find an easy tutorial. :(
 
I've noticed the Cavalry now have a shooting sound when they attack or defend (as opposed to the grunting they did before),...but it also seems the riflemen happily fire their weapons in the same manner while they're moving now also. Perhaps they are just excited or something,...hehe.:crazyeyes
 
Well, first, Firaxis gave capitalization a kick in the jimmy by making it 4 to one and calling it 'ironically' WEALTH. But it was a fair trade because you didn't have to wait until the corporation to get it. Well, apparently, 4 to one shields to commerce WHICH CAN STILL BE CORRUPTED was too bloody cool (AS IF) and Firaxis went ahead and CASTRATED wealth by making it TEN SHIELDS TO ONE!
 
After installing the patch I couldn´t upgrade some units (esp. pikemen)
Has anybody else encountered this?
 
I have tested the new automated workers stay automated feature more throughly now and it does work but in a somewhat unusual / annoying way. When using Shift - A and there is nothing for your workers to do they automatically wait in the nearest city for the next pile of pollution to clean, which is good...

BUT, when there is pollution only 2 workers are sent out to clean it up, with the rest just sitting around smoking cigarettes and showing their bum clevage to passing women, just like in the real world. This means that your gonna have to manually send out more of the lazy bstards to clean those messy mountain pollution tiles, and this also leads onto another problem..

When there are 2 workers sorting out some pollution, Shift - P does not seem to work anymore as I guess the puter now thinks that it's being sorted out and no more workers are needed - Bugger...

I guess that this new change was partly designed after looking at the work rate / efficency of road construction in the UK... :smoke:

Can anyone else confirm this as I checked around and all the other forums seem packed with people either talking about new patches or complaining about this one without actually playing / testing it... :crazyeyes
 
Dont You All Think.....
......This is a little bit ridiculous? I was scowering this thread looking for ways to fix my game and quickly came to the conclusion this simply isn't worth my precious game-playing time. Firaxis can get back to me when they

a) have a patch that works on all platforms
b) have a patch that actually fixes all the bugs
c)have a patch that easily finds the software loaded and installs the update

Essentially, I feel that I've already lost money because I can't play this game as the designers intended and as game players desire it to be. Now with all of these miscues I feel I am wasting precious time trying to install and fix THEIR game. Isn't that what I pay the $40 + dollars for? I didn't know this was Civ III: How to Troubleshoot Games Released Before They're Tested Training Scenario.

Hey Thunderfall, please just let me know when Firaxis finally gets it act together.
 
Another change to automated workers is that they favor irrigation over mines now. Previously an automated worker would produce a lot of mines and comparitively few irrigations tiles, now they tend to produce almost no mines and a lot of irrigation. Which I think is a bad thing, given that for the first 2/3rds of the game food isn't nearly so cruicial to your cities as is sheild production.

It would be nice if contacting the governor and emphasizing production or growth in this way would also effect automated workers working within that cities radius. It dosn't seem to work this way but maybe it should?

Other than that I have no complaints with the patch. Had one crash in about 14 hours of play.
 
Originally posted by Meglomania
BUT, when there is pollution only 2 workers are sent out to clean it up, with the rest just sitting around smoking cigarettes and showing their bum clevage to passing women, just like in the real world. This means that your gonna have to manually send out more of the lazy bstards to clean those messy mountain pollution tiles, and this also leads onto another problem..

When there are 2 workers sorting out some pollution, Shift - P does not seem to work anymore as I guess the puter now thinks that it's being sorted out and no more workers are needed - Bugger...

Can anyone else confirm this [...]


I'll confirm both behaviors. Very annoying, when running a heavily industrious civ and you haven't discovered the pollution cleaning techs yet.

One more annoying behavior (that I think existed both pre- and post-patch) is that when pollution hits a tile, your city automatically stops working it. For size 20+ cities, this means another citizen becomes an entertainer/taxman/scientist. But when the pollution is cleaned up, you have to go back and manually reassign someone to that square. The end result is that you can often have cities that are starving by one or 2 food instead of growing by one or 2 food, because pollution hit a food tile and your worker stopped working it.

I'd prefer if the worker on a polluted tile looks for another tile to work; and if there isn't another tile to work (20+ pop) then just keep working that tile. I'm going to clean it up within a turn or two--trust me. I'd rather not have to go into half my cities every turn just to reassign citizens to tiles.
 
One more annoying behavior (that I think existed both pre- and post-patch) is that when pollution hits a tile, your city automatically stops working it. For size 20+ cities, this means another citizen becomes an entertainer/taxman/scientist. But when the pollution is cleaned up, you have to go back and manually reassign someone to that square. The end result is that you can often have cities that are starving by one or 2 food instead of growing by one or 2 food, because pollution hit a food tile and your worker stopped working it.

I'd prefer if the worker on a polluted tile looks for another tile to work; and if there isn't another tile to work (20+ pop) then just keep working that tile. I'm going to clean it up within a turn or two--trust me. I'd rather not have to go into half my cities every turn just to reassign citizens to tiles.


I'll second that! Firaxis went to a great deal of effort to get rid of events that disrupt gameplay... such as having to go into your city to reassign build orders. It's a pain in the a$$ that we have to reset workers after pollution hits.
 
maybe ive just missed this, but ive not read anywhwere what i reckon is the best change.... you can now change projects on great wonders.

so when those pesky indians beat you to the great library (not that im bitter) you can now switch and build another wonder.
 
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:
 
What I think happens is that whenever you attack a city there's a random chance of killing a population point. Sometimes when I take a size 2 city it shrinks to size 1. So if it's a 1 and the chance comes up it's gone. Perhaps the patch increased this chance since more people seem to have noticed it.
 
Originally posted by HisDivineShadow
I don't think this is in the readme:

When you click the headings in the City Advisor Screen, it now STAYS SORTED! This may seem like a minor thing, but it means a lot to me... ;)
I'm with you on this. The old way was REALLY annoying.
 
benjy: maybe ive just missed this, but ive not read anywhwere what i reckon is the best change.... you can now change projects on great wonders.

so when those pesky indians beat you to the great library (not that im bitter) you can now switch and build another wonder. benjy maybe ive just missed this, but ive not read anywhwere what i reckon is the best change.... you can now change projects on great wonders.


You could do that before. You could also change from a palace to a wonder or vice versa. No rushing allowed except with great leaders.
 
sydhe:

for real?!? jesus, dont i feel stupid. guess ive gotta cut back on the funny stuff while im playing.....:crazyeyes
 
Originally posted by WonderPup

One more annoying behavior (that I think existed both pre- and post-patch) is that when pollution hits a tile, your city automatically stops working it. For size 20+ cities, this means another citizen becomes an entertainer/taxman/scientist. But when the pollution is cleaned up, you have to go back and manually reassign someone to that square. The end result is that you can often have cities that are starving by one or 2 food instead of growing by one or 2 food, because pollution hit a food tile and your worker stopped working it.
I had the same problem, and found that the solution (again, not properly documented) is to set your City Governor to manage food and then the sleazy civil servant will make sure that all available food tiles are being worked after the pollution is cleaned up. :D
 
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