Probably not a new feature or related to this patch (and almost certainly not even a feature). But this was the closest thread to post it in.
Apparently you can nuke your allies without any consequence. I just did it to my Ally Alexander and the result was a continued alliance. No war declaration or change in diplo modifiers.
One thing I noticed is that the barbarians now take and destroy your cities. The first game I started after the patch I sent a settler far away as I wanted to claim a wonder. I neglected to have a unit at this city and the barbarians later on came at it from all directions and razed it. Has it always been this way and I have just been lucky until now? It seems like previously they would take your city down to zero health and just circle it, but never capture it.
I had a unit (warrior) heal much faster than I was expecting yesterday. I figured I just wasn't paying attention, but this makes me wonder if something else is going on. I had killed a couple of barbs and moved to a hill and was manually skipping the warrior's turn. No other units were nearby.
Probably not a new feature or related to this patch (and almost certainly not even a feature). But this was the closest thread to post it in.
Apparently you can nuke your allies without any consequence. I just did it to my Ally Alexander and the result was a continued alliance. No war declaration or change in diplo modifiers.
Probably not a new feature or related to this patch (and almost certainly not even a feature). But this was the closest thread to post it in.
Apparently you can nuke your allies without any consequence. I just did it to my Ally Alexander and the result was a continued alliance. No war declaration or change in diplo modifiers.
Oh my, it is still around?... This 'feature' has been present since forever. It was reported as a bug long ago and with every patch I expect it to be fixed, but no luck so far. It's pretty low there on their priority list, if at all noted...
OK so too close to a CS, how about too close to a wonder? I think I'm gonna play this one for laughs... I mean a free settler on turn one as well... anyone want the sav?
Probably not a new feature or related to this patch (and almost certainly not even a feature). But this was the closest thread to post it in.
Apparently you can nuke your allies without any consequence. I just did it to my Ally Alexander and the result was a continued alliance. No war declaration or change in diplo modifiers.
Oh my, it is still around?... This 'feature' has been present since forever. It was reported as a bug long ago and with every patch I expect it to be fixed, but no luck so far. It's pretty low there on their priority list, if at all noted...
So with the religious screen changes you can now see when a city will convert with passive pressure. This text will pulse when 6 turns or below (may be higher, needs to test more)
The trouble is it does not always show which is rather annoying. It seems to be on turns when active pressure has been applie, maybe bacause it may then be inaccurate.
So with the religious screen changes you can now see when a city will convert with passive pressure View attachment 479493
The trouble is it does not always show which is rather annoying. It seems to be on turns when active pressure has been applie, maybe bacause it may then be inaccurate. View attachment 479494
I'm guessing the counter gets reset during the off-turns, and if you apply pressure (missionary/apostle charge), then it simply waits until next turn to recalculate. Which is not a bad thing - otherwise it might tell you too much, if you use a missionary charge and it told you 1 turn, then you know the rest of your units can move elsewhere and not waste another charge on that city.
The trouble is it does not always show which is rather annoying. It seems to be on turns when active pressure has been applie, maybe bacause it may then be inaccurate.
I'm guessing the counter gets reset during the off-turns, and if you apply pressure (missionary/apostle charge), then it simply waits until next turn to recalculate. Which is not a bad thing - otherwise it might tell you too much, if you use a missionary charge and it told you 1 turn, then you know the rest of your units can move elsewhere and not waste another charge on that city.
I have noticed btw, that (I think) Mosques also give Gurus one conversion charge. Although I have no idea if it uses up the Guru when you use that one charge and he still has healing charges, didn't try.
Not sure if this happened to anyone yet but in my last game, I had Teddy lead the tech race and he kept on threatening me for demands. I checked his Military strength and it was 0. Prior to that it was at 200ish and he was in the information age! For about 100 turns he produced NO UNITS. I finally got fed up and invaded him and he had NO UNITS! This guy had an insane tech lead and at one point had some air units (P-51). What the heck was the deal with that? Has that happened before the patch or to anyone else? Everyone else had massive armies btw.
Not sure if this happened to anyone yet but in my last game, I had Teddy lead the tech race and he kept on threatening me for demands. I checked his Military strength and it was 0. Prior to that it was at 200ish and he was in the information age! For about 100 turns he produced NO UNITS. I finally got fed up and invaded him and he had NO UNITS! This guy had an insane tech lead and at one point had some air units (P-51). What the heck was the deal with that? Has that happened before the patch or to anyone else? Everyone else had massive armies btw.
Could you tell what his money situation was? Once you run out of gold, you start losing units. It could be that a combination of high maintenance, buying resources, bad policies, and espionage killed his gold supply and he had all his units deleted.
I have noticed btw, that (I think) Mosques also give Gurus one conversion charge. Although I have no idea if it uses up the Guru when you use that one charge and he still has healing charges, didn't try.
I had a game where I purchased a Guru in a city with a Mosque, as well as having had the Hagia Shophia built. It gave me a Guru with 2 spread charges and 3 healing charges. The Guru disappears after I used up its 2 spread charges, even though it still had all 3 healing charges left. Conversely, they also disappear after using up its 3 healing charges, even when it had 1 spread charge left. Therefore, I think the game triggers the disappearance of religious units when either one of those healing/spread charges gets used up. It would have been nice to have Gurus remained on the map when they have at least 1 spread or healing charges left though; it would have meant that the Mosque and the Hagia Sophia got an indirect buff!
It converts at a pressure of 180. So basically, that game I had Gurus that could spread religion once, then just healed other religious units 3 times.
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