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when will there be an update?

or at least maybe someone will make and send a correction, at least so that the cities of the state build walls...
 
Does the lack of walls also make CS weaker which in turn makes it easier to tribute?
 
Does the lack of walls also make CS weaker which in turn makes it easier to tribute?
Yes, it makes it much weaker... because you can capture cities of the state with 1-3 archers... this is especially noticeable at the initial stage of the game...
 
Yes, it makes it much weaker... because you can capture cities of the state with 1-3 archers... this is especially noticeable at the initial stage of the game...
Yes I know when trying to capture but I meant in the sense of tribute resistance.
 
Quick question.
I have "automated workers do not remove features", and they didn't improve my coal under jungle, is this always behaved that way?
I don't recall i had similar problems earlier
 
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I'm not sure whether this is a bug related to recent changes to the Specialist/governor logic or an intended change (hence why I'm posting here not on github), but the tile and specialist selection logic has been really bad for me recently. I really only started to notice it in the later portions in my last few games when I had a lot of cities and got behind on locking tiles/specialists, but I just started a Venice game and now its like glaringly obvious. I have cities working bare coastal tiles even when there are multiple 1f3p tiles available to work and I have plenty of excess food.

I also noticed in my earlier games that I would have multiple 20+ pop cities (set to normal citizen allocation and unlocked specialists) that would work no specialist slots even when I had plenty of excess food and instead would work laborers, sometimes even when the laborer yields were less than tiles they could be working instead. And even when the decreased needs from working specialists outweighed the urbanization, the cities still would often just not work any specialists. This wasn't too big of a problem when I owned every city and could lock everything, but with puppeted cities it just seems like a massive chafe.
 
I'm not sure whether this is a bug related to recent changes to the Specialist/governor logic or an intended change (hence why I'm posting here not on github), but the tile and specialist selection logic has been really bad for me recently. I really only started to notice it in the later portions in my last few games when I had a lot of cities and got behind on locking tiles/specialists, but I just started a Venice game and now its like glaringly obvious. I have cities working bare coastal tiles even when there are multiple 1f3p tiles available to work and I have plenty of excess food.

I also noticed in my earlier games that I would have multiple 20+ pop cities (set to normal citizen allocation and unlocked specialists) that would work no specialist slots even when I had plenty of excess food and instead would work laborers, sometimes even when the laborer yields were less than tiles they could be working instead. And even when the decreased needs from working specialists outweighed the urbanization, the cities still would often just not work any specialists. This wasn't too big of a problem when I owned every city and could lock everything, but with puppeted cities it just seems like a massive chafe.
I'm back to playing 3.10.14 for now. No City State defenses built and no naval attacks is a bad 1-2 punch.
 
The computer countries are still not expanding enough, it needs to be tweaked a little more. Thank you for all you do fellas
 
I have a question regarding city siege. In a war with Germany, I blockaded a city, and have reduced a city HP by 40% and killed a garrison. Next turn they bought a landsknecht, and it was at full health.
I remember that in previous versions, produced or bought units in a damaged cities they appeared with partial HP. Is it a bug or change?
 
I have a question regarding city siege. In a war with Germany, I blockaded a city, and have reduced a city HP by 40% and killed a garrison. Next turn they bought a landsknecht, and it was at full health.
I remember that in previous versions, produced or bought units in a damaged cities they appeared with partial HP. Is it a bug or change?
its supposed to have less hp, are your units affected?
come to think of it I forget if AI actually got hit by this or not (been waiting for new version and not played for a week or two)
 
Can landsknecht move after buy ? I think I heard of a bug where such unit are always at full health despite being meant to be damaged.
I'm gonna propose next congress that blockaded cities can no longer produce/buy military units.
 
Can landsknecht move after buy ? I think I heard of a bug where such unit are always at full health despite being meant to be damaged.
I'm gonna propose next congress that blockaded cities can no longer produce/buy military units.
Landsknecht used to be the authority purchase unit which is now called free company.
Landsknecht is now the German UU (a few versions back) replacing tercio for Germany.
Look at the UU description and special promotions, its possible that move after purchase was included (I dont remember).
Free company can and should be able to move after purchase.
 
Yes, it's able to move after purchase. I saw that Germany bought several of them, and all were at full health, despite damaged cities.
Also just got new bug, after conquest of German city, manufacturing was researched. So coal was revealed and some of it was on tiles were I already placed mines. I see, where and how many coal owned by my cities, but total coal amount shown is 0.
 

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Yes, it's able to move after purchase. I saw that Germany bought several of them, and all were at full health, despite damaged cities.
Also just got new bug, after conquest of German city, manufacturing was researched. So coal was revealed and some of it was on tiles were I already placed mines. I see, where and how many coal owned by my cities, but total coal amount shown is 0.
I see other mods, probably mods that arent updated for latest vp.
Try no extra mods or go check their pages for updates.
 
I'm gonna propose next congress that blockaded cities can no longer produce/buy military units.
I thought the whole point of units bought being damaged proportionally to city damage was to punish sieged cities.
I'm not sure this is such a good idea, since cities without garrison will just fall too quickly, but then again, defenders should not allow to blockade any way..
Can landsknecht move after buy ?
Landsknecht is now replacement of Tercio as unique unit for Germany, it was before same line as Pikeman, which is now called Free Company,
but both Free Company and Landsknecht have in their description, that they can move immediatelly after purchase.
I think I heard of a bug where such unit are always at full health despite being meant to be damaged.
I did quick test, and Free Company correctly spawn with lower Health, bought three, just in case many spawning outside city changes something.
If the Landsknecht spawn with full health, most likely its a bug.
1700057126466.png
 
I thought the whole point of units bought being damaged proportionally to city damage was to punish sieged cities.
You can have a city in the front-line actually taking damages, without it being sieged. Sieged cities occur when they are either fully surrounded, or sufficiently without any enemy unit nearby.
Nothing forbid you from purchasing/producing units in the first case.
 
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