New Version - 2.5 (July 14, 2022)

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Anyone still able to 'connect' cities with lighthouses ?? Pretty sure we can't
What do you mean? Having city connections between cities on another continent?

Because my current game im playing has tons of island colonies off of my main continent. And indeed they are conected once i build lighthouses on both my mainland and island cities.

Keep in mind. I believe there has to be no fog of war blocking an actual route to the two cities. Likewise I believe barbs and units of other nations you are at war with can sever these conections if their units are at choke points.
 
What do you mean? Having city connections between cities on another continent?

Because my current game im playing has tons of island colonies off of my main continent. And indeed they are conected once i build lighthouses on both my mainland and island cities.

Keep in mind. I believe there has to be no fog of war blocking an actual route to the two cities. Likewise I believe barbs and units of other nations you are at war with can sever these conections if their units are at choke points.
You were right, I did not know about the fog of war to have connections between cities, thx
 
I mean, a melee unit attacking a same tier fortified melee unit in forest is going to have a rough time...
True. So a specific example which pretty much matches what you explain. Enemy swordsman in forest not!! fortified. He is in the red (almost dead) after previous combat and hit with 3 comp bows. My full health spearman attacks to finish him off and kills him but ends up being in the red after a single attack on an almost dead unit.
I have never seen behavior like this before. The AI units were very hard to kill.
 
Locking tiles is bugged in this version. It had always been flawless before this version for me (haven't played for some months recently) and was able to always lock tiles at any moment. Now when locking, some tiles will not be locked but have ordinary citizen icon. It only works properly after reseting and assigning all citizens again. If you micro, you have to do it every citizen birth and some constructions.
 
Wow, city healing.
Atm hammering a city with triple Field Gun and the city heals like CRAZY, now the AI could have gotten smart and use the city repair thingie but geez it heals fast.
And no, no surround, I cant afford to throw away 5 units/turn.
Anyone else seen examples of this?
 
True. So a specific example which pretty much matches what you explain. Enemy swordsman in forest not!! fortified. He is in the red (almost dead) after previous combat and hit with 3 comp bows. My full health spearman attacks to finish him off and kills him but ends up being in the red after a single attack on an almost dead unit.
I have never seen behavior like this before. The AI units were very hard to kill.
Is said enemy unit Japanese, or otherwise have a "gets stronger when damaged" promotion?
 
Anyone still able to 'connect' cities with lighthouses ?? Pretty sure we can't
work for me:
Screenshot 2022-07-23 133509.png
Screenshot 2022-07-23 134021.png

There needs to be a complete water path from your capital (with a lighthouse) or a connected city (with a lighthouse) to the new city (with a lighthouse) in order for a connection to occur.
 
Wow, city healing.
Atm hammering a city with triple Field Gun and the city heals like CRAZY, now the AI could have gotten smart and use the city repair thingie but geez it heals fast.
And no, no surround, I cant afford to throw away 5 units/turn.
Anyone else seen examples of this?
No actually. Im in the same era and conducting numerous naval assaults on coastal cities. Those cities are not blockaded and do fall within a few turns. And these are major cities with massive infrastructure.
 
No actually. Im in the same era and conducting numerous naval assaults on coastal cities. Those cities are not blockaded and do fall within a few turns. And these are major cities with massive infrastructure.
Yes I did conquer two AI's and is was mostly fine, something happened in late industrial.
City heals like 200 hps /turn.
 
Unlike Strategic Resources, extra luxuries confer some benefit to the AI.
They get some benefit (literally just happiness = GAP and a bit of growth) but more harm, since their cities/CS may now ask for an unobtainable resource instead.
 
They get some benefit (literally just happiness = GAP and a bit of growth) but more harm, since their cities/CS may now ask for an unobtainable resource instead.
I don't understand. There's already lots of things that reset the resources needed for the WLTKD, plus admirals.
 
No actually. Im in the same era and conducting numerous naval assaults on coastal cities. Those cities are not blockaded and do fall within a few turns. And these are major cities with massive infrastructure.
Ok taking notes:
949 -> 1119 = 170 hp healed
972 -> 1130 (fully healed)
962 -> 1130 (fully healed)
Atilla doing something right....
 
New version 2.5 breaks randomness of the rewards from RUINS. Before in version 2.3 as i remember with every load of the game there could be different reward from RUINS, but now it looks like its prefixed no matter what how many reloads you do.

It only changes if you go pick other RUIN, and then you pick the first one. So its like predefined for all ruins on the map rewards by pickup order?!?
 
Wow, city healing.
Atm hammering a city with triple Field Gun and the city heals like CRAZY, now the AI could have gotten smart and use the city repair thingie but geez it heals fast.
And no, no surround, I cant afford to throw away 5 units/turn.
Anyone else seen examples of this?
City healing will be reduced for next version, I set it too high.

However, you don't need to surround the city to negate the rapid healing, you just need to blockade one of the tiles surrounding it.
 
City healing will be reduced for next version, I set it too high.

However, you don't need to surround the city to negate the rapid healing, you just need to blockade one of the tiles surrounding it.
Are you saying cities wont heal if there is a single hostile unit next to the city, or at the least a single hostile unit next to a empty tile that is next to the city?

Because if this is the case it should be fairly easy to prevent a city from healing.
 
Are you saying cities wont heal if there is a single hostile unit next to the city, or at the least a single hostile unit next to a empty tile that is next to the city?

Because if this is the case it should be fairly easy to prevent a city from healing.
There are three speeds of city healing:
1: high speed when no enemy units are nearby;
2: normal speed when one adjacent tile is blocked by an enemy unit;
3: no healing at all if all 6 adjacent tiles are blocked by enemy units.
 
I don't understand. There's already lots of things that reset the resources needed for the WLTKD, plus admirals.
You have Circus, Church and Great Merchant missions. That's it.
From AI only games it's easy to see that most AI cities are stuck requesting resources they can't easily obtain, since they always buy out easy resources ASAP.
 
There are three speeds of city healing:
1: high speed when no enemy units are nearby;
2: normal speed when one adjacent tile is blocked by an enemy unit;
3: no healing at all if all 6 adjacent tiles are blocked by enemy units.
Gotcha. Thanks.
 
City healing will be reduced for next version, I set it too high.

However, you don't need to surround the city to negate the rapid healing, you just need to blockade one of the tiles surrounding it.
Its mostly been fine, just this city at this point where it was extreme, I had to wait for artillery/riflemen to break through.
Edit: oh I didnt know one tile block was enough to reduce it, yes this was with zero tiles blocked.
 
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