If the unit gained an ability, there is a little asterisk on the banner at its right side. A mouse-over will reveal, which bonus the unit enjoys.
Are you sure, you don't have FearSunn's Unit Flag Abilities mod enabled? That's the exact same thing it does.Another random - and quite blissful - observation I just made:
Firaxis finally added a “natural wonder perk notification” to the units!
If the unit gained an ability, there is a little asterisk on the banner at its right side. A mouse-over will reveal, which bonus the unit enjoys.
(Sorry, no picture ad hands. Also, I hope, it’s not old news. But it’s quit subtle, so maybe many might have overlooked it - and I haven’t read anything about it so far.)
You think they get a boast like Russia for tundra, but nope.Random observations...
Canada: Can be stupidly greedy with your opener, not sure how to rate it though. Tundra farms almost exactly as bad as advertised.
Are you sure, you don't have FearSunn's Unit Flag Abilities mod enabled? That's the exact same thing it does.
I got a chuckle out of seeing an Era score that said something like:
"Despite the overwhelming odds stacked against it, the Giant Death Robot won the day!" +1
I like the change. Once the AI launches, there's no stopping it save eliminating the civ. Can I beat them to a science victory? Yeah, probably. But if I play very large modded maps (like ludicrous 222x100), and try to win via domination, there is some excitement to be had in the worry. Previously I could just send armies to the civs area and pillage the spaceports to prevent the final phase of the launch.Agreed, it feels like a pointless drag-out. I would say "it gives other civs the opportunity to kill you before you go to space", but even in human vs human games if you are that far ahead in tech, it'll be quite hard to do that.
By default, all mods were disabled post-GS because of the new compatibility check. Whether they actually are compatible or not, simply adding a line, "<CompatibleVersions>2.0</CompatibleVersions>" (2.0 for GS, 1.2 for R&F & earlier), to the mod's modinfo file instantly enables the mod.Which might lead to one of the two following conclusions:
a) Firaxis, you are awesome! Your game even runs with out-of-date mods ... or ....
b) Firaxis, what the hell? Why do deliberately disabled mods enable themselves, if they are updated by the mod owner?
(Honestly, I tend to option b) because all my not-updated, disabled mods are still disabled while all updated mods were shown as 'enabled'.)
i've been wondering the same thing, I still place them just in case lol.A simple question that may have been answered somewhere in 69 pages . . . is it still advantageous to place districts as soon as possible to freeze costs, then build them out later?
It would be pointless to try to exploit a corrected exploit!
I've been doing the same, I just wondered if I'm wasting my time and my land.i've been wondering the same thing, I still place them just in case lol.