I just started a new game and here it is turn two and "an unknown player has entered the classical era" was just announced. On turn 2? This is the second game I've played where someone AI player did this in the first few turns. What's up with that?
I'm playing prince on regular speed, BTW.
You probably also know about this already but I noticed in my last game some buildings have the wrong icon eg. Tavern is a caravel and Docks has a picture of fish, I believe town hall has a science icon and there's a couple more.
Hello very good, my congratulations for the MOD I have been following it when I have been able xD.
In the last version I have a problem with the screens, so much that of the technological tree as that of culture do not open completely as if they were working on screen of 21 " and me in 17 ". I'm sorry for another post, you can eliminate it. Thks
I found a strange behaviour with a monastery in my capital: It seems that instead of granting +2 culture per worked wine resource it actually deducted 2 culture points no matter if or not the resources are worked on. Selling the building resulted then in an increase of the actual culture output.
I'm not sure however if the monastery works properly with civ 5 vanilla ...
I decided to gift a unit of swordsmen to two city-states because Germany was attacking them. Unfortunately I have no idea if they got there.
I do hope this is fixed because I love playing the indirect wars
It's a fun part of the game for sure. And it should be working, as I'm not currently modding anything to do with this mechanic.
The Circus Maximus requirement is for all cities to have a Granary. When you hover over the building in your list, it says that it still need "3 Coliseums" then lists the cities without them and doesn't even look at the Granaries.
Just realized, could be the fact that they stopped going to war?
They stopped going to war in your current game, or altogether in the mod?
Don't know if this has been up before. But in my latest game there still came new barbarian archers into play long after I got the Archery tech..
I found a strange behaviour with a monastery in my capital: It seems that instead of granting +2 culture per worked wine resource it actually deducted 2 culture points no matter if or not the resources are worked on. Selling the building resulted then in an increase of the actual culture output.
I'm not sure however if the monastery works properly with civ 5 vanilla ...
I have to correct myself a little: The culture added by a monastery is correct - it is just not displayed in the terrain but added as a building bonus instead (where it is not displayed as well). However destroying the monastery has some strange effects. I played around a little and got the following behaviour:
- the city had 4 sources of wine, a monastery and a total culture rating of 43 from buildings
- selling the monastery results in the city having a culture rating of 49 from
- I also had the free religion policy which worked as expected (the policy bonus got reduced by 1 when racing)buildings
- buying the monastery again in the same turn results in a culture rating of 59 for buildings in the city (+8 from tiles and +2 from the building itself)
That seems strange. But the Monastery is one of the buildings I don't currently alter from it's vanilla version, so I'm not sure what could be causing these results. Sometimes yields/values don't update until the end of the turn / start of the next turn. Did these yield values change at by the start of the next turn?
No the change is persistent.