Hi, @brsoft. Do you have a save for the turn when this issue happens? If so, would you please report the issue on GitHub?Hello and thanks to everyone involved in community patch project. In v1.2.1, barbarian hordes seem to have disappeared (CS alerts for barbarian horde, but there's no barbarians at all).
Have a nice day everybody
Could it be possible to prevent the AI to create melee naval unit in "lake cities" ? Makes me feel bad for them.
Yeah asking other civs for a trade peace on a city state is almost impossible in my current game. That said, this the best version of VP ever.
Where should be the criteria for building melee ships?
10-tile lake - no?
11-tile inland sea - yes?
1-tile lake with a canal out to the ocean?
1-tile lake with a potential canal that hasn't been built?
4-tile lake with a reachable enemy city?
The smallest possible lake with multiple cities is 3 tiles large. So maybe the logic should be, instead of depending on number of tiles, to check if there is a city of a different civ, and only then build ships there. Otherwise, those ships are negligible and production spent on that could probably be better used. If AI happens to create a canal, then maybe it shouldn't treat it as a single lake anymore.If the lake is large enough to have several cities (including rivals) attached to it then a navy is completely a viable option imo.
@ridjack can tell you all about AI canals.Does the AI even build canals, or that is to say canals that are longer then one tile that is. I am not even sure those, or the once that are just one tile long, are not just built by accident cause they don't seem to always put one down even when they can. Or even if having a few canal fortresses wouldn't be a significant shortcut for them. AI canal constructions seem very iffy and hit and miss.
AI canal constructions seem very iffy and hit and miss.