Yes, but Civ 3 used 2D graphics and was a simpler game.This all sounds somewhat poor, when even in Civ 3 it is possible to have up to 31 civs and 76 Barbarian tribes on a map.
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Yes, but Civ 3 used 2D graphics and was a simpler game.This all sounds somewhat poor, when even in Civ 3 it is possible to have up to 31 civs and 76 Barbarian tribes on a map.
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I believe you're right, but in earlier games, new technologies increased movement speed for older units (e.g. in Civ 5, machinery improves movement along roads). I think Civ 7 needs something similar because (for example) treasure convoys take forever to get home on large maps.I don't think any civ game had unit speed scale with the map size.
Personally, i would like roads providing more movement. Urban districts not having a road by default unlike civ 6 was also very frustrating. I personally prefer the old way of movement costs too(5 and 6), rather than a tile eating up to 100% of movement no matter how many movement points you have left.I believe you're right, but in earlier games, new technologies increased movement speed for older units (e.g. in Civ 5, machinery improves movement along roads). I think Civ 7 needs something similar because (for example) treasure convoys take forever to get home on large maps.
Comparing the work for a civ to one from an early Civ is a very poor comparison. Today's Civs require way more time and effort to make. Same goes for leaders.
Personally, i would like roads providing more movement. Urban districts not having a road by default unlike civ 6 was also very frustrating. I personally prefer the old way of movement costs too(5 and 6), rather than a tile eating up to 100% of movement no matter how many movement points you have left.
No, I also have autosave every turn selected.So you're suggesting regular saves fixes it somewhat, or the opposite? Mine autosaves every turn, and the game still allows me to reload despite pausing.
On a large map i usually reduce the number of AI to 5 or 6 , i find it really helps with giving me time and room to expand early.It's probably only bad luck but I get the impression that the AI forward settles me a lot harder than before the patch. I can get a second and third settlement but never something like an "optimal placement".
Almost as if the AI can "smell" my map tacks...![]()
If you chose the farthest difficulty option, it is the new "Custom" which defaults to the neutral difficulty.Is there an issue with Deity AI in patch 1.2.2 not being properly scaled? I just started a deity game which should have +80% science/culture for the AI, but just met an AI civ on T13 with 10 each for science and culture. Also, later in same game I was the first to get to Mysticism, which I've never done in Deity pre-patch. I tried starting another game in custom with everything set to deity and had the same issue.
Tracking. I created two separate games - one deity and one custom (and then changed everything to deity in advanced settings) with the same results. Still ran into AI that showed only 10 (instead of at least 18) for science and culture.If you chose the farthest difficulty option, it is the new "Custom" which defaults to the neutral difficulty.
Definitely a bug (either in what the Deity AI gets* or how its being reported to you.)Tracking. I created two separate games - one deity and one custom (and then changed everything to deity in advanced settings) with the same results. Still ran into AI that showed only 10 (instead of at least 18) for science and culture.
Long ages help but i'd like them to be extended even further, possibly by instead of the rumoured 4th age they just extend the length of the existing ages.I will add if they are reading this thread for suggestions, a way to have a city build something other than science or culture. Like say gold, for example. Focusing on gold has been in civ since near the beginning iirc. At a certain point I want to slow down age progress, and not get future tech/civic.
I think the way to focus on gold is to not build cities. (Towns do that)I will add if they are reading this thread for suggestions, a way to have a city build something other than science or culture. Like say gold, for example. Focusing on gold has been in civ since near the beginning iirc. At a certain point I want to slow down age progress, and not get future tech/civic.
I think the way to focus on gold is to not build cities. (Towns do that)
If you want to slow down age progress… build units….If you are low on gold, delete them.
Maybe cities could build Migrants… randomly remove a specialist and get a Migrant. So they can go to the Town and settle a gold (production) tile.
Migrants becoming specialists might be too overpowered, as you can get migrants for a relatively cheap amount of food, but move them to a high population settlement for a more expensive population…and a city with specialists can get Very populated.I like your idea for migrant building, as long as the citizen to be removed could be selected. I would like to see migrants able to become specialists as well.
@sav:
(on my M2 Mac) I'm having a similar, but not identical problem: The game simply freezes without warning, and needs a forced quit, recovering into the Finder, and needing to restart Civ, obviously loosing all since the last save.
This has been ongoing for several months, and the updates have not changed anything obvious to me (maybe a bit less frequent??)
I have the subjective feeling that this becomes more likely the longer I wait with a "safety-save", which could suggest some kind of memory leak eventually leading to the freeze.