I don't think so, but do you mean which kind of units or which civ? Or if a civ or barbarians will spawn?Would it been possible to show which kind of rebels will spawn if a city revolts?
45°38'N-13°47'E;13770643 said:I don't think so, but do you mean which kind of units or which civ? Or if a civ or barbarians will spawn?
Oh, got it. Well, you usually get a warning for that. Before they cause real troubles you get the message and you can choose some options. Sometimes they want the city to join another empire, sometime they want a civic change, sometimes a different religion. You are always asked if you want to comply with their requests or if you want to defy them (or join and lead them).I mean, when the city is losing stability, what the revolutionaries want to fight for. If they want to join a great nation or form their own. Similar to Europa Universalis with a small button where you can hover over and read something like: "they want to fight for becoming a part of Russia if the city is going restless"
45°38'N-13°47'E;13770898 said:Oh, got it. Well, you usually get a warning for that. Before they cause real troubles you get the message and you can choose some options. Sometimes they want the city to join another empire, sometime they want a civic change, sometimes a different religion. You are always asked if you want to comply with their requests or if you want to defy them (or join and lead them).
Look at the revolt bar inside the city, it might help. Just like it does for your cities.Yes. But if I spy in a foreign city, I don't know why they may revolt. I think it's too niche to ever get implemented, but I would like to know if it would be helpful to support the rebels of another civ or not.![]()
So I made a Permanent Alliance with Arabia. Just recently, he's been adamant about gifting me a resource every single turn.
Fine, alright. That's kind of him...?
Turn 1 "We could see you can use some Oil Products!"
Uh, I already have two Oil Refineries myself, but okay.... I click accept.
Turn 2 "Would you like some Oil Products?"
You already gave me some... Clicks decline.
Turn 3 "How about some Oil Products!"
Fine, whatever. Clicks accept.
And it continues until he only has one unit of them left, which he keeps for himself. That was five oil products he ended up giving me, one per turn every turn until he ran out. It was more annoying for me because at this point in the game it took almost thirty seconds for his diplomacy screen to come up after a 1 ~ 2 minute turn processing before I could just say yes. And he did this EVERY turn.
Why, why do they do that? DX
I really hope he doesn't start doing it with his Steel Resources like that one time I teamed up with an AI.... Twenty Seven copies of steel, one per turn every turn... And they had more than 40 of them to give away *shudders* Finally gave in and told them to stop contacting me, which I *really* don't like doing with AI's that are Pleased/Friendly.
I wonder if it'd be possible to just have Teams pool their resources instead of having to trade them to each other, or have an AI check to see if they already OWN the resource in question. I'm pretty sure there's no real benefit to giving way 20+ units of Steel when every city in the game can painlessly build a Steel Mill (With no real downside to how powerful a building it is!). If they were Corporation resources, like giving me cattle when I own Burgerworld, sure that makes sense. But here, it doesn't really seem to make much sense.
Do AI see whether or not a player has a resource or not? If not, can AI calculate better turns delay before asking again? If yes, then better to code AI to use that info to not be pesky unless it is AI purpose to annoy a human.
So I made a Permanent Alliance with Arabia. Just recently, he's been adamant about gifting me a resource every single turn.
Fine, alright. That's kind of him...?
Turn 1 "We could see you can use some Oil Products!"
Uh, I already have two Oil Refineries myself, but okay.... I click accept.
Turn 2 "Would you like some Oil Products?"
You already gave me some... Clicks decline.
Turn 3 "How about some Oil Products!"
Fine, whatever. Clicks accept.
And it continues until he only has one unit of them left, which he keeps for himself. That was five oil products he ended up giving me, one per turn every turn until he ran out. It was more annoying for me because at this point in the game it took almost thirty seconds for his diplomacy screen to come up after a 1 ~ 2 minute turn processing before I could just say yes. And he did this EVERY turn.
Why, why do they do that? DX
I really hope he doesn't start doing it with his Steel Resources like that one time I teamed up with an AI.... Twenty Seven copies of steel, one per turn every turn... And they had more than 40 of them to give away *shudders* Finally gave in and told them to stop contacting me, which I *really* don't like doing with AI's that are Pleased/Friendly.
I wonder if it'd be possible to just have Teams pool their resources instead of having to trade them to each other, or have an AI check to see if they already OWN the resource in question. I'm pretty sure there's no real benefit to giving way 20+ units of Steel when every city in the game can painlessly build a Steel Mill (With no real downside to how powerful a building it is!). If they were Corporation resources, like giving me cattle when I own Burgerworld, sure that makes sense. But here, it doesn't really seem to make much sense.
It is probably not the reason, but if they had Ultimate solders and you do not then this would make sense, as it would reduce their maintenance payments without increasing yours?
Definitely a bug, it should be easy to fix.Right, moused over the Angry Citizen 'specialist' on one of the Barbarian cities....
-16alone from "We hate how large our nation is!"
Should Barbarians even be suffering from that? It's more or less ruined the game I had in mind though, since no barb city will *ever* reach the point where they will grow into a full civilization, and definitely not before me and Ethopia conquer or settle all the land.
45°38'N-13°47'E;13775372 said:Definitely a bug, it should be easy to fix.
Unhappiness caused by civ size was introduced only latelyI'll put this particular game on hold for the time being then, since it relies on the barbarians evolving into civilizations [emoji38]
I didn't even notice it at first, until I saw four cities in a row sitting at Size 1 for dozens of turns on end, including the former Size 5 city. That's when I thought something was wrong, and checking in Debug Mode confirmed that.
Wonder what caused it though?![]()
Yep, I've done it now but I'm checking something else before uploading the fix.@Rezca/45°: The recent change from 3 to 5 city size required at min for the barbarian to evole + the new unhappyness for large empire has generated this bug. We should add a simple conditional check and exclude barbarian from this malus.
I'll put this particular game on hold for the time being then, since it relies on the barbarians evolving into civilizations
I didn't even notice it at first, until I saw four cities in a row sitting at Size 1 for dozens of turns on end, including the former Size 5 city. That's when I thought something was wrong, and checking in Debug Mode confirmed that.
Wonder what caused it though?![]()
45°38'N-13°47'E;13775495 said:Fixed in rev962, see if it works.![]()