You get the rewards of "vanilla allied city-state."
So no CSD building bonus from them or getting a vote or Embassy vote.
So no CSD building bonus from them or getting a vote or Embassy vote.
Dont really know if it needs a clarification, how it works is sort of what I expected.Maybe change "rewards" to "yields and units" ?
Full sentence : Conquered city states provide yields and units as if they were allies.
For some reason Rome breaks all my games, like around half of medieval age, they usually have twice the amount of cities then the other civs, its always snowballs from that..New Rome feels a lot better balanced
They used to be OP before the recent fixes. How many games did you play with them with the current patch? I think I had them once recently and they were strong, but not that OP.For some reason Rome breaks all my games, like around half of medieval age, they usually have twice the amount of cities then the other civs, its always snowballs from that..
Last game i tried Huge Communitas map, and before industrial they had 27 cities, while Brazil had 6, and they had plenty room for expand.. I don't understand it completely..
And it was only Emperor difficulty..
As in the subject of Rome, anybody knows how it interacts with unique city states? Do they get all the extra unique city state bonuses?
AI Rome was extreme because the bonuses they get from a new/conquered cities it could force annex very early, it was seriously op, in human hands less so because happiness.They used to be OP before the recent fixes. How many games did you play with them with the current patch? I think I had them once recently and they were strong, but not that OP.
You get the raw yields as you would if allied and you get the special lux (you get the lux when normally conquer cs also).For some reason Rome breaks all my games, like around half of medieval age, they usually have twice the amount of cities then the other civs, its always snowballs from that..
Last game i tried Huge Communitas map, and before industrial they had 27 cities, while Brazil had 6, and they had plenty room for expand.. I don't understand it completely..
And it was only Emperor difficulty..
As in the subject of Rome, anybody knows how it interacts with unique city states? Do they get all the extra unique city state bonuses?
Your continent is less than 1/4 of the total landmass, therefore the RNG misfortune of having zero coal there seems pretty normal. I'm pretty confident you are/will be having other strategics on your land that other players will be lacking.Perfect Example of what I'm talking about when I see the lack of coal on communitas
Spoiler :
I control my entire starting continent..... not a single drop of coal.
So when we talk about there is "X amount of coal per player", its not getting distributed to the starting areas. This is a common occurrence for me.
I might buy that except also notice I took the entire large island (2 cities) to my left as well. How much land am I expected to take before I get even 1 coal?Your continent is less than 1/4 of the total landmass, therefore the RNG misfortune of having zero coal there seems pretty normal. I'm pretty confident you are/will be having other strategics on your land that other players will be lacking.
Maybe coal and other strategic resources should be influenced by strategic balance option?I might buy that except also notice I took the entire large island (2 cities) to my left as well. How much land am I expected to take before I get even 1 coal?
If this was a one off then sure, RNG happens. But I continue to notice this on communitas near every time I play. Aluminum is as common as candy, Coal is a more a myth than a real substance.
- Fixed some tactical AI bugs with safety & healing moves
- Fixed CalculateBullyScore() changes from VP applying in Community Patch only
- Fixed Zulus not actually receiving their full 50% bonus to military strength modifiers for tribute
- Fixed Total War tenet applying a massive bonus to military strength modifiers for tribute
- Influence decay for City-States now increases gradually instead of suddenly jumping at every 100 points (100, 200, 300, 400, 500, etc. Influence)
< 100 Influence above resting point: Influence decays by an extra -0.01 per point of Influence above resting point
>= 100 Influence above resting point: Influence decays by (Influence above resting point/100)^1.5, as it does now, but without the sudden jumps
German AI will. All AIs will do so instead of scrapping a unit if they're over supply or budget. Possibly a bug here.Since the 'give military unit to CS' quest, CS have a lot of units coming from AI. Actually most of CS units are gifts from AI. So I wonder if AI gives units too easily at a time when they should keep them for themselves especially if their military power is low.
Also, considering the high amount of gifted units I wonder if AI just gives them even if the quest is not active.
- Fixed longstanding bug causing AI not to include air units in its diplo AI strength estimates of other players
- Fixed multiplayer bugs related to trade deals
- Fixed UI not displaying Faith generation from Trade Routes in Trade Overview
- For now, AI will no longer revoke Pledges of Protection it has made, as there's virtually no benefit to doing so in most circumstances
Currently working on better AI logic for this and other City-State interactions