Patch b: the Insane trait doesn't seem to work, that is my traits are always the same.
Barbarian civilizations can hire scorpion clan wolf riders from goblin forts with 4 str + 1 poison,
however if you hire a scorpion clan goblin and then kill a wolf with it, that goblin will upgrade into a normal wolf rider with just 4 str, somehow losing the + 1 poison strength. Shouldnt scorpion clan goblins upgrade into scorpion clan wolf riders?
or any suggestions?
is that really FFH .?? and not FF ...
I get really tired of Einon Logos being best friends with Alexis, Keelyn, Tebryn Arbandi and Auriv Ulvain.
The AI always likes another AI more than the player even if that other AI has gone to war with em.
If anything can be done to make friendship with an AI matter beyond whether they attack you or not as well that would be nice.
Is there any way to disable the spread of religion myself? Given the way that religion drives the armageddon count and sets up the good vs evil conflicts the game isn't much fun to play without it. It is even less fun when Falamar and his merry band come rolling out with dwarven religion heroes. Particularly when he builds them before the founder of the religion can. It seems to me that founding a religion should give you a bit of control over where it spreads. Manually spreading it with disciples might be a pain but it would be a hell of a lot better than this. The mod is effectively unplayable as is in my opinion.
do you mean they don't ever have fewer units showing when you select multiple units to appear per individual built unit?
that is a conflict between Firaxis's 3.19 tracking of number of units to show