KingKongTR
Chieftain
Thank you for your feedback. Yes, I have the same problem with modern defense in cities. City bunkers and trenches change visually to the city walls of antiquity. So is the problem also known as a bug?
I hadn't noticed but now you mention it yes they look exactly the same.On the topic of not upgrading in Modern - anyone also sees that the Modern Age walls ("Defensive Fortifications") are using the model of Ancient Walls? And if not, don't they look straight up ancient/run down?
And they also use a different (wrong?) icon - ancient and medieval walls have square borders with rounded top corners, whereas defensive fortifications have a circular icon, in addition to showing wooden spikes.On the topic of not upgrading in Modern - anyone also sees that the Modern Age walls ("Defensive Fortifications") are using the model of Ancient Walls? And if not, don't they look straight up ancient/run down?
It's definately not the correct model, they just got lazy and reused an earlier one rather than designing a seperate one. Sounds similar to a generic response to something i contacted them about a while back.Then enjoy the reply I got from 2K support after a week of trying to get it on their known issues log:
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It is particularly egregious since the period of the Exploration Crisis period that leads into the 'modern' fortifications was the period when the old medieval 'curtain walls' (vertical fortifications) were replaced by the low and in-depth geometric 'Italian trace' (or Vauban Forts after the most famous fortification engineer) fortifications - which are utterly different in appearance, and also required a near-complete revision of State finances to pay for them! (There's a very good reason why the International Banking families like the Fuggers and Rothschilds became important during the same period: virtually every European state had to borrow money to pay for the new fortifications)It's definately not the correct model, they just got lazy and reused an earlier one rather than designing a seperate one. Sounds similar to a generic response to something i contacted them about a while back.
They need to be slotted.What does it mean "+1 Combat Strength for every Roman Tradition in the Government"? Do I just need to research the Civics? Or I need to slot in the tradition as policies?
To put it simply, the best way to connect your settlements is to have a fishing quay. I believe every city connection is also continent-specific. So like you said, once your hub town was in a different continent, the influence was reduced. You would need to settle the other continent more to get that number up. For your other example, I'm going to assume the one hub town gaining only 2 influence is land-locked with no fishing quay. Islands and coastals make great hub towns because they connect with every other settlement with a fishing quay (on the same continent, I think). When it comes to settlement connections that are land- locked..... your guess is as good as mine lolI was looking in this thread for any comments explaining hub towns, specifically how connected settlements are counted. But the thread has gotten too long, so I'm asking right at the end. It might also help newcomers here.I can't find anything in the Civilipedia beyond the in-game legend itself.
From what I see, when I put a settlement on my continent as a hub town, the influence it gives is high, while if it's on another continent (even if it's within, let's say, the old hemisphere) is low. Also, if it's on a coast or an island, it seems to give more points. I don't know, but for example, in my current game, I have one hub with 20 influence points and another with only 2 in the same continent (i.e., 10 and only one connected settlement with the current 1.2.1 version). How does this work?
Thanks! That makes sense. My hub town with just 2 influence points doesn't have a fishing quay. Two points, continent and fishing quay, to take into account for good settlement locations.To put it simply, the best way to connect your settlements is to have a fishing quay. I believe every city connection is also continent-specific. So like you said, once your hub town was in a different continent, the influence was reduced. You would need to settle the other continent more to get that number up. For your other example, I'm going to assume the one hub town gaining only 2 influence is land-locked with no fishing quay. Islands and coastals make great hub towns because they connect with every other settlement with a fishing quay (on the same continent, I think). When it comes to settlement connections that are land- locked..... your guess is as good as mine lol
I agree. The word "connection" has multiple connotations in Civ7. A fishing quay is necessary for most towns to be "on your trading network," even in distant lands. I remember taking some Distant Lands towns in a peace treaty (in Modern) only to be surprised when the Resources screen said they were not connected to my trade network. Roads appear when a town is settled in the Homelands, which usually works for the "Hub Town" connection. I've also generated roads when I send a trade route, or buy a merchant in a town then send it to a settlement.I don't know if that's in the unmodded game now, but the mod TCS Improved Plot Tooltip will show you how many connections (and to which other settlements) each settlement has, so you can use that information to try to create new connections with merchant roads or fishing quays, or at least pick the ones with the most connections for hub towns.
As far as I can tell, distant lands cities that are on another continent can send resources, but are not actually connected to your mainland even with a quay (distant lands islands that are on a continent shared with your mainland are ok).
Hubs towns are only available in the Exploration Age and the Modern Age.Hub Towns are settlements that are not "cities" and give you influence right ? So why couldn't I see them when I choose to specialize them ? (Ancient Era)