PhilBowles
Deity
- Joined
- Nov 20, 2011
- Messages
- 5,333
Dust storms from the Sahara fertilize the Amazon rainforest.
Strangely enough, it wasn't forest tiles on another continent that were being fertilised...
Dust storms from the Sahara fertilize the Amazon rainforest.
Okay. Done with Montezuma in SV. That final step to SV is so tedious. You need to have lots of aluminum or lots of power-generating buildings/improvements. Otherwise 1 light year per turn for 50 turns is a snoozefest.
I did the same thing and achieved a favorable outcome on 2 of 4 measures @ the WC with the other 2 times being neutral for me.World Congress, whatever... I sold most of my votes for 75% of the game.
I was afraid this would be the case. Adding 50 turns to the victory is just an unnecessary elongation, particularly if you've got a comfortable lead.
The laser beam nonsense is a neat idea for those cases where you have two evenly-matched players duking it out for space supremacy. Unfortunately these cases are zero with the AI, and still quite rare in multiplayer (unless you've got an unofficial truce going on in a peaceful builder game). It's a complete waste of development effort, and seems only to have made the endgame more tedious.
Natual disaster setting of 2 does pretty much nothing. Kinda boring.
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AI Netherlands spawned in Polder heaven![]()
Watch it fill those with Fisheries instead![]()
AI Netherlands spawned in Polder heaven![]()

I feel that the tech tree needs to be tweaked to handle oil. Oil is locked behind the refining tech, while infantry are still on replaceable parts. You will almost certainly unlock infantry (and submarines for that matter) well before oil if you go for the top of the tree. Is that a gameplay issue? well, its a bit jarring esp if you tried to go for industrialization/electricity/steam power, that the lower half of the tree is still so disconnected. Whereas military engineering (unlocks niter) is much more "in front of" the niter units of the next two eras.
But it leads to things like, free cities spawn infantry even though you can't make them. Also, flipping a captured CS to you via loyalty still doesn't give you a liberate option- you have to refuse it, take it, then liberate it to restore it.
(I strongly believe infantry shouldn't need oil, btw, but thats for another thread...)
Is anybody else finding the production queue frustrating? I like that it's there, but the lack of a drag facility, the auto-close after adding some items, not being able to queue successive builds (e.g. Campus -> library -> university) and auto-overwriting the current build rather than adding to the queue makes it almost as cumbersome as not having it![]()
Is anybody else finding the production queue frustrating? I like that it's there, but the lack of a drag facility, the auto-close after adding some items, not being able to queue successive builds (e.g. Campus -> library -> university) and auto-overwriting the current build rather than adding to the queue makes it almost as cumbersome as not having it![]()
I'm still playing my first game (marathon speed). And while I had about 7 disasters in my first two hour session (comprising most of the ancient era), I had none during my second two hour session (running into the medieval era). I had kind of forgotten they happen.