Population, and then spend gold based on that. I think it is 7 pop but don't quote me on that part.Does anybody know the requirements for turning a town into a city, I am looking on the internet for answers but can't seem to find one.
Population, and then spend gold based on that. I think it is 7 pop but don't quote me on that part.Does anybody know the requirements for turning a town into a city, I am looking on the internet for answers but can't seem to find one.
Hope they add that. Had a scout walk by the Torres del Paine and nothing to indicate the movement buff afterYes, that’s how iron should work. There’s no page or indication on the unit icon AFICT that you can look at to see the buffs, bizarrely (same if you get buffs on a commander - nothing). The only way you can see them that I know of is to select the unit and then hover over a hostile unit and look at the combat preview.
Not that I have found so far, other than digging first.Please excuse me if this has been answered earlier in this thread:
Is there a way to stop foreign explorers? I can occupy a spot and my museums with my own explorers, but that doesn’t really check out when you have many museums. I moved units on top of foreign explorers while at war, but I saw no button to attack or dissolve their unit.
The 7 pop is to choose a specialization for the Town. You can make it a City before that, but the less pop the more expensive.Population, and then spend gold based on that. I think it is 7 pop but don't quote me on that part.
They share the same adjacencies, so that's better than nothingIs there any benefit of having, for example, two science buildings on one urban tile or it doesn't matter? I know that some civs can form a unique quarter by building both of their unique buildings together, but does it matter for normal buildings?
Nope, nor foreign Missionaries neither.Is there a way to stop foreign explorers? I can occupy a spot and my museums with my own explorers, but that doesn’t really check out when you have many museums. I moved units on top of foreign explorers while at war, but I saw no button to attack or dissolve their unit.
Is there an enemt unit on that tile? Say a hostile IP unit for instance? Then you can't.
I believe you only need an urban tile of some sort on the sea tiles.
Towns cannot buy certain building types.
1. Unique improvements are placed on top of normal improvements. Put a farm down on that tile and you should be good to go.
2. Build Port-type buildings on the coast. Not sure which ones do this - Maybe just the Fishing Quay since that starts the treasure fleets going.
3. Towns can only have Warehouse, Religious, and Fortification buildings bought in them (unless you’re Rome, then you can get Culture buildings too)
4. I think so, someone said maybe 5 pop, but I haven’t tested it
In addition to what others said above: They each take up a full tile, so if you have a large city that might be an issue. The “connected” status for RRs seems kind of bugged: I had to get merchants to build roads first in a bunch of my settlements (which had been adjacent and connected by roads the whole game) in order for the RRs to work and unlock Factories.
never mind, looks like you can even in Antiquityanyone know if you can build over a Potkop in future ages? (Mississippi UI)
I think Unique Improvements are still rural districts, so they can always be replaced with an urban district, but a future Unique Improvement wouldn’t be able to override it.That's odd, I was under the impression all UI are inherently Ageless and therefore cannot be overbuilt. Or maybe it kicks in in later Ages when you can't actually place them again anymore. Did it refund 1 Pop or 2 Pop?
I think the slinger replacement is also an archer replacement. The UUs have 3 levels to themI have Bronze Working which indicates I should be able to train an Archer (presumably without a barracks or a sawmill). I can train a spearman or a Hul'Che (slinger). Why won't it show in the build list?