Whenever your unit spots a hostile unit, previously hidden in the fog of war, your units stops to let you reconsider your order, in light of the new information. This also apply to scout units spotting ancient ruins (in the alpha version).the movement commands don't carry over into the next turn
It's not the Mausoleum which is a problem ; any source of WLTKD does not tick down. The issue has already been reported, and is flagged as "fixed for the next version".The 60 turns (in Marathon) of WLTKD aren't ticking down
Something is seriously bugged because I notice on github I'm not the only one with CTD's reported.Is mausoleum of Halicarnassus maybe bugged? The 60 turns (in Marathon) of WLTKD aren't ticking down, they're stuck at 60.
good to know, thxWhenever your unit spots a hostile unit, previously hidden in the fog of war, your units stops to let you reconsider your order, in light of the new information. This also apply to scout units spotting ancient ruins (in the alpha version).
Completing the pyramid don't provide the golden age as for 5.0.a02.The pyramid giving a golden age is very strange, I am certain that its BNW effect is "+2 free workers, +25% improvement rate", and has nothing to do with golden ages...

I Second this. Never happened before on older version and pc!Opening the research screen would freeze the game for about a minute before opening and overall things were very choppy.
I can also confirm this! Although I did think it was my crappy pcI Second this. Never happened before on older version and pc!

I think the delay happens when opening the tech screen, but yeah time between turns seem the same as usualI am not seeing any significant differences in how long turns take vs. previous versions. I'm a Linux user playing via WINE in case that is relevant.
It's not floating point numbers, it's just an integer multiplied by 100 to get two decimals of precision. I would guess all rounding in the UI is rounded down, decimals were omitted in some cases to decrease UI clutter.Hey guys, now when floating point are implemented, there are many places where you get partial bonuses, like for example, case im looking at, is pantheon that gives 1 culture per 2 plains or grassland, but everytime you get 0.5 it is rounded down to full number, meaning, you dont see the difference in city yields screen, leading to confusion, "did i make mistake and count plains grass land wrong", when i hoover on culture, i see it increased from 1 to 1.5, but doing small investiogaton every time, gets boring after some time. But there are much more places when you get x for y, leading to decimals, so i guess, it would be now also very convenient to have 1 decimal on city yield screen.
Btw, im curions, so now we actually get a little more yelds than before? As im guessing before, everything rounded down was basically lost ?? Or that was just optics?
same hereOpening the research screen would freeze the game for about a minute before opening and overall things were very choppy.
Do you think EUI is now lighter than Vanilla UI ?Tech tree (and EUI as a whole) is supposed to be lighter in memory consumption now due to having fewer query results cached. Not that significant though since the huge tables are still being cached by other UI that we haven't rewritten.