That can also depend on the belief that you choose when you first make your religion.I think it is because many of the Relics are only awarded the first time you convert a settlement... so if it is red, you can't reconvert it for Relics.
And a question do great people bonuses on ageless buildings last through the Age transition?
Do you get a "famine" notification in the form of a red shaded corn above the next turn button? I had this in one game some time ago, and posed a similar question here. I found no way out of the negative food spiral, not with resources nor with settling a town nearby that is connected. As no one could help me, and famine as a concept was nowhere to be found in the civillopedia and wiki, I assumed it is an artifact from a mechanic that was planned at some point but not included or part of a scratched crises, and I somehow found a way to trigger it nonetheless. Seem like you are having the same problem now. It's really stupid, as you have no way to reduce the food consumption (specialists cannot be removed), and increasing the food income somehow is blocked.
As negative as this inescapable situation is right now, I still think famine crises or mechanics are absolutely necessary for the game.
Anyone know if this also works for a Squad commander with the transport infantry upgrade? Teleporting an entire group of land units (including tanks & arty) would be cool!fleet commander will pick up an army commander (which can be full!) in addition to ships. Then you can take the entire stack to the same place at once.
I also can't always see it because a unit is in the way. Is there a way to see past unit without moving him?I just hate that red religion indicator because it's so hard to see with my old eyes. I try to choose a religion based on an icon that isn't like other religion icons. Because sometimes it's hard to tell if a city is following my religion or an AI religion when it's red. Just get rid of the red entirely, it hurts my eyes.
I also can't always see it because a unit is in the way. Is there a way to see past unit without moving him?
Any fortified district is harder to conquer than a district without fortifications. Ancient Walls will not slow down Tanks very much, but they are better than nothing.What do outdated fortification do? I find myself always building them at the end if an era when I have nothing else to do and they seem to provide some benefit but I assume it isn't full one?
Any fortified district is harder to conquer than a district without fortifications. Ancient Walls will not slow down Tanks very much, but they are better than nothing.
I have habits from earlier civ games that I don't like having zero fortifications in a city. The better way to analyze would be: is this settlement in any danger? Probably not, from most AI players. I have sometimes had the crisis (Exploration -> Modern? can't remember) where a whole bunch of hostile IP show up, attacking multiple settlements at once. Having one set of walls, even old ones, is better than nothing.
The defensive strength and hp of fortifications one era out of date are halved. Fortifications two eras out of date become completely useless.My question is, are they adding a base amount? Does it expire? Etc.
They addstruggling to understand exactly what a specialist does. like at the minute ive a city growth in Benbecula. One of the options for a specialist is a square who's resources read 9 14 3 3 3 12, and its got a city hall and rail yard, what will adding a specialist to that do? how do I know what tile will give me the best benefit, one thats already the most powerful, or one thats the least powerful? The square next to it has just a steel mill and only 6 production. Or am I over thinking it and they just add one science one culture no matter where you put them?
They add
2 science
2 culture
50% of all adjacencies in the tile
and any other effects from leader/civ/policies, etc.
So for that tile it depends on how much are the base yields and how much are adjacencies
Naval units use range attacks against land targets and melee attacks against naval targets. So, those are melee and ranged attacks.what's the difference between the two different attacking options I have from a Fleet Commander. their icons are the same but the text different.
Coordinated Naval Attack. Order all naval units within command radius to attack a specified target. All unites have +2 combat strength for this attack.
Barrage land target. Order all naval units within command radius to fire upon a specified target. All unites have +2 combat strength for this attack.
The icons really need to be revised.Naval units use ranger attacks against land targets and melee attacks against naval targets. So, those are melee and ranged attacks.
There's a weird thing, though. Land attack from commander could be used against naval targets. It's probably bug, since without commander order naval units can't do it. But if it's a bug, it's unclear why distinguish those 2 attack types since they should differ by their target (unlike land commanders, for which ranged/melee distinguish is needed). Using the same icon clearly adds to the mess.
It shows you what the specialist will add to the tile before placement. In general, add them to the tiles they give you the best benefit to keep it simple.struggling to understand exactly what a specialist does. like at the minute ive a city growth in Benbecula. One of the options for a specialist is a square who's resources read 9 14 3 3 3 12, and its got a city hall and rail yard, what will adding a specialist to that do? how do I know what tile will give me the best benefit, one thats already the most powerful, or one thats the least powerful? The square next to it has just a steel mill and only 6 production. Or am I over thinking it and they just add one science one culture no matter where you put them?
The icons really need to be revised.
In my experience, using this attack on naval units allows the enemy naval unit to fire back at the attacker.