Normally an enemy or a barbarian blocks a tile they are on, now (atleast barbarians no war yet) also blocks me from working adjacent tiles, is this intended?
edit: Maybe the new blockade thingie, but my own unit doesnt prevent the block and I cant work the tiles until the barb is killed or moved away.
Haven't tested this, but this could be the case indeed. I'm not sure what do to about it though, I'd like to keep the ruleset simpleAlso, this means we will potentially be able to blockade a city with zero units up against the city (ie all melee units 1 tile away).
It seems moving a unit doesnt unblock, it needs to stand there a turn also.Preventing adjacent tiles from working is intended, but that shouldn't happen if you have a unit on that tile, I'll take a look.
Ideally, the point would be to put your own military on the tiles you wish to work.It seems moving a unit doesnt unblock, it needs to stand there a turn also.
A garrison does not prevent a barb two tiles away from blocking the two tiles next to the city.
This means a barb blocks tiles even before they are able to enter the area.
Not a huge deal but its a bit annoying.
And what I mean is that blocked tiles are not workable by the city.
So you have to play cat and mouse with barbs NOT attacking to be able to work your best early tiles.
The city doesn't update the tiles upon movement then, I thought that happened every time you open the city screen, apparently not. Shouldn't be too hard to fix.It seems moving a unit doesnt unblock, it needs to stand there a turn also.
Not a huge deal but its a bit annoying.
A garrison does not prevent a barb two tiles away from blocking the two tiles next to the city.
This means a barb blocks tiles even before they are able to enter the area.
It also needs to update when the AI goes to check what tiles to work (and now it should check what tiles it wants to work after its finished all of its combats if it it's not doing so already).The city doesn't update the tiles upon movement then, I thought that happened every time you open the city screen, apparently not. Shouldn't be too hard to fix.
Get the update working so at least a player can move their unit on top of a tile and immediately start working it again. Then we can see what it's like as intended. Likely, the AI will need to be told how to do this, too.Hm, so would it be better if zone of controls cancel each other? So an enemy unit would block the adjacent unoccupied tile if only you don't have a unit adjacent to that tile? @Rekk what do you think, would that be too lenient on the defender?
I can't believe this. My life has been a lie.+20% bonus for blockading a city now actually applies (it didn't for years now even though it was in the UI)
This bullet point is talking about which unique unit the City-State chooses at the beginning of the game. Before this patch, City-States were choosing from about 10 different unique units. They should now choose from the entire spectrum of unique units from all civs.Sounds good, but
"Militaristic City-States now give their City-State-exclusive units less frequently, naval units more frequently"
is quite lame. Getting a special unit gifted is so much fund, and happens only once or twice per game (if you are lucky). No real need to reduce that even further.
oof yeah this tile blockade thing is definitely buggy. I killed a barbarian, and the 6 tiles it was blocking stayed unselectable until the next turn
maybe it's just EUI, though, which I wasn't using before this update
note: I killed it by using a city rather than a unit
- AI is now more willing to use nukes
- Fixed a bug causing the AI to be too pacifistic