New Beta Version - June 22nd (6/22)

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Just to clarify, are you talking about just CP (AI + bug fixes) or the whole VP (the whole game overhaul)?

If the whole VP, then I can confirm that I am seeing lots of wars.
Just CP. Wanted to just have improved AI first before trying out VP. It seems since an update in January, a few other people have complained about this. I downloaded the old 12-14 CP version and the AI was declaring wars.
 
I'm not sure what the cause is, but if you tell a unit to go somewhere far distance, it will ask you every turn or two again what your command is.
Pretty annoying to micromanage if you want to prepare for war.

Is this a know issue?

I've noticed it more often with this patch. Also, the unit doesn't go as far as the unit tracker indicates in one turn.
its a bug. I have it too :( however my civilian units and scouts seem to be fine..
 
I'm not sure what the cause is, but if you tell a unit to go somewhere far distance, it will ask you every turn or two again what your command is.
Pretty annoying to micromanage if you want to prepare for war.

Is this a know issue?

Same for me
It happened very early in the game. Only with a worker between the 2 first cities (v6-25)
It's reported on Ghitub. Ilteroi is on it and seems on the way to fix it at the next release
 
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Just CP. Wanted to just have improved AI first before trying out VP. It seems since an update in January, a few other people have complained about this. I downloaded the old 12-14 CP version and the AI was declaring wars.


I see the same thing with CP. All Civs are very friendly to each other and hardly no wars at all.
 
Why does Venice not have the option to raze a city if it no longer belongs to it's original owner? (eg if it was a Greek city conquered by America) When Venice takes these cities, it goes straight to Puppet status. There should be at least a raze or puppet option, and ideally should still be able to return to original owner.
 
This suggestion has come up already multiple times and its gotten support every time. Can barbarians not have bonus movement on tundra. Tundra is not rough terrain, they do not need to move 4 spaces, or 8 for horses. It makes starting on tundra even more impossible because as soon as 1 barb finds you, all the neighbors rush over. They move faster than your soldiers and the starting pathfinder is useless at fighting back

Also barbarians on camps are attacking, I don't know if that is on purpose or not
 
This suggestion has come up already multiple times and its gotten support every time. Can barbarians not have bonus movement on tundra. Tundra is not rough terrain, they do not need to move 4 spaces, or 8 for horses. It makes starting on tundra even more impossible because as soon as 1 barb finds you, all the neighbors rush over. They move faster than your soldiers and the starting pathfinder is useless at fighting back

Also barbarians on camps are attacking, I don't know if that is on purpose or not

This is another example of potentially gamebreaking rules. Double tundra moves doesn't make the game more challenging, because nothing can be done about it at the beginning, when it counts. There's no reason to have this.
 
Is it allowed to propose feature requests on Github? Or what would be the ideal place to do this?

Me and my husband often play civilization together with Vox Populi. As our empires grow it is sometimes hard to manage happiness.
To manage that we often put cities on avoid growth until that city has a low/no unhappiness due to building items.
It's easy to do this when your empire is small, as you can go through city screens and take a look.
However if your empire grows big that can become a task.

My husband and I believe that it would be beneficial if you had to option to select or deselect "avoid growth" on the economic overview. It would make managing happiness so much easier.

Any thoughts?
 
Is it allowed to propose feature requests on Github? Or what would be the ideal place to do this?

Me and my husband often play civilization together with Vox Populi. As our empires grow it is sometimes hard to manage happiness.
To manage that we often put cities on avoid growth until that city has a low/no unhappiness due to building items.
It's easy to do this when your empire is small, as you can go through city screens and take a look.
However if your empire grows big that can become a task.

My husband and I believe that it would be beneficial if you had to option to select or deselect "avoid growth" on the economic overview. It would make managing happiness so much easier.

Any thoughts?

A reasonable request... and this is the place to make it.
 
You might already know this, but if your population grows, you get bonus happiness from the same luxury resource. Just hover over the happiness icon and it'll tell you when your next happiness bonus will be.
 
Is it allowed to propose feature requests on Github? Or what would be the ideal place to do this?

Me and my husband often play civilization together with Vox Populi. As our empires grow it is sometimes hard to manage happiness.
To manage that we often put cities on avoid growth until that city has a low/no unhappiness due to building items.
It's easy to do this when your empire is small, as you can go through city screens and take a look.
However if your empire grows big that can become a task.

My husband and I believe that it would be beneficial if you had to option to select or deselect "avoid growth" on the economic overview. It would make managing happiness so much easier.

Any thoughts?
I almost never avoid growth. All happiness problems come down to player mistakes. The notable one is bad city placement. Sometimes just putting a city in a bad spot makes your city suck forever and be a huge happiness sink. (1 tile island cities are often like this.) These are the only cities it can make sense to halt growth, but I'll normally just burn them and never place them. I don't need happiness religious beliefs to do this either.

So while this is the place to ask, I doubt it will get added (being realistic, not mean) and I'd recommend you just figure out how to keep growing without going past -20 happiness for dozens of turns. (The only number that actually matters)
 
I see the same thing with CP. All Civs are very friendly to each other and hardly no wars at all.
How do I see about getting this fixed for CP? This seems to be an issue for others and the vanilla AI is not ideal.
 
Am I misunderstanding a corporation description? Firaxite Materials says that "trade units cannot be pillaged (except as a result of a declaration of war)", yet I keep getting my trade routes pillaged.
 
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