IP disbanded itself in middle of age?

MIS

Prince
Joined
Dec 19, 2013
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556
Location
Philly,
Googled, couldn't find (disappearing between ages is a known bug). I killed IP units, but a spearman on it, but wait to disband it until I can get a settler there (so no-one else grabs it first). A few turns later, it disbands itself. Is this meant to happen? Is it a known bug?
 
Perhaps an AI dispersed them?
 
Perhaps an AI dispersed them?
Correct me if I'm wrong; I thought they couldn't do that if I had a unit inside, because the AI unit would have to go on top of my unit and end it's turn there.

EDIT: Just checked, there were no AI units close enough to do this.

EDIT: Watched again, and nothing happened, it just dispersed itself. Maybe because I had my spearman in there for so long.
 
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I think I read somewhere that if an IP has no units, after a while it disbands itself. Your unit standing on the ip center tile would stop it from creating a new unit, so that might be it ?
Yep, that would be me testing it, it has happened quite consistently when the IP has no Units left, on the turn when a new Unit should pop.
Which are turns 13-21-29-37-45 (and every 8 turns after that I presume) on Standard speed.
Having your own Unit on the Village itself is not a problem, the new IP Unit happily spawns on one adjacent tile, as long as it has its Scout still alive somewhere.
 
I was also curious about this. I can confirm the same thing happened in my most recent game -- I had multiple boats taking out all the IP units and unit spawns for about 20 turns while I waited to get land units deep ocean travel to disperse it... then out of nowhere the thing just de-spawned and I was able to settle immediately.
 
Yep, that would be me testing it, it has happened quite consistently when the IP has no Units left, on the turn when a new Unit should pop.
Which are turns 13-21-29-37-45 (and every 8 turns after that I presume) on Standard speed.
Having your own Unit on the Village itself is not a problem, the new IP Unit happily spawns on one adjacent tile, as long as it has its Scout still alive somewhere.

Interesting, that tracks. I basically had a hostile independent on my doorstep, I put influence into converting, then killed all the units and camped one of my units in it to wait til it was no longer hostile - and yeah it just disappeared.
 
So on the “unit spawn turns”
if the IP has a unit it spawns one more
if the IP does not have a unit it disbands?

(or maybe it requires something like 2 or 3 times of not having any units before it disbands instead of making a new one.
 
I've seen the Village disappear the turn (which was a "spawn turn") after I killed its last Unit, so... no timer beside the turn it should have a new Unit. From my experience at least.
 
Googled, couldn't find (disappearing between ages is a known bug). I killed IP units, but a spearman on it, but wait to disband it until I can get a settler there (so no-one else grabs it first). A few turns later, it disbands itself. Is this meant to happen? Is it a known bug?
It's a well-known bug that they say they're working on. There are a couple of different entries on the Civilization Issues site pertaining to this, both in terms of the villages vanishing spontaneously (the "no units left" theory actually makes sense) and the persisting boundaries that often survive the disappearance of the village until the next Age begins.
 
In my game, after I killed everything, after a couple of turns they spawned a unit. After that, it just disappeared.
 
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