Independent settlement just disappeared on me -- guess it's still a bug

99-percent-sure

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Jun 26, 2021
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Well, they said it was fixed, and I hadn't seen it since the update... until just now. A one-hex independent settlement (hostile) disappeared spontaneously. It happened after I wiped out all of its units because they were attacking me relentlessly. But I didn't disperse the settlement, because I was a couple turns away from befriending it. I reloaded the autosave after it disappeared and sent a unit over to stand guard and make sure an AI hadn't wandered in and cleared it, but nope, it just vanished on its own, leaving behind an empty plains tile.

Maybe I'll go back and replay it and leave one unit alive to see if that makes a difference.

(PLAYED GAME, EDITED POST)

Yep, that made the difference... I spared a unit, which enabled the settlement to regenerate a second unit (slinger), and it didn't vanish.
 
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But I didn't disperse the settlement, because I was a couple turns away from befriending it.
I've heard that they were in some way trying to avert the ability to grind XP from independent powers (though would imply some sort of restrictions on unit production, hmm...), in that case it does seem like it's an oversight if they auto-disperse while a significant amount of influence has already been vested into them.
 
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Settlements can also be cleared by adjacent ships now.
I am aware of this. I have cleared a few myself, including ones with units standing in them, which doesn't make tons of sense.

The settlement that disappeared on me was inland. Not coastal. No boat involved. No other AI units around, period. Once it was down to zero units, it disappeared with me standing nearby, and then with me standing directly on it to protect it when I tried again. The third time I replayed it, when I spared one of the village's units (costing me a unit, naturally -- it's kill or be killed), the independent settlement persisted and then spawned a new unit a few turns before becoming friendly. That's what made the difference.
 
I've heard that they were in some way trying to avert the ability to grind XP from independent powers (though would imply some sort of restrictions on unit production, hmm...), in that case it does seem like it's an oversight if they auto-disperse while a significant amount of influence has already been vested into them.

...they already know how to stop people from grinding XP from independent powers. In Civ VI, units that already have a promotion only get 1 XP from fighting barbarians.
 
I've heard that they were in some way trying to avert the ability to grind XP from independent powers (though would imply some sort of restrictions on unit production, hmm...), in that case it does seem like it's an oversight if they auto-disperse while a significant amount of influence has already been vested into them.
If they want to avoid IPs being an XP grinder, then they need the IPs to act like it

If a civ has been using an IP as an XP source (High IP units lost v. Low civ tiles pillaged and civ units lost…and does that civ have commanders) then the IP should build up a sizable Army (?with their own commander?) before attacking

If there is a civ army parked right outside a hostile IP and killing the units, then the IP should “surrender” and either become not hostile or relocate (turn into an army of combat settlers)


*Now if someone has invested Influence into an IP, then it shouldn’t be hostile towards you anymore.
 
*Now if someone has invested Influence into an IP, then it shouldn’t be hostile towards you anymore.
Good point of discussion regarding if 'Befriend Independent' should really be a 30 turn process with the exact way you sink influence into it.

I've heard that they were in some way trying to avert the ability to grind XP from independent powers (though would imply some sort of restrictions on unit production, hmm...)
probably was just someone having a paranoid mindset assuming more mechanics exist where 'the game doesn't tell you this'
 
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