I wouldn't consider that to be a bug. It is nicely exploitable by other civs though. You can gift 3 island cities to Indonesia and conquer them back to have Indonesia's UA in your own cities without the need for puppeting or courthouses.
wow,that is one good strategy, but indonesia's trait is " Spice Islanders; The first 3 cities founded on continents other than where Indonesia started each provide 2 unique Luxury Resources"
is conquered city could still be considered founded?? just asking.
Can anyone confirm that the new denouncement counter is working as intended (Global Politics tab)? I see it bugged: shows always 49 turns left for ALL denouncements, and does not decrease from that number.
wow,that is one good strategy, but indonesia's trait is " Spice Islanders; The first 3 cities founded on continents other than where Indonesia started each provide 2 unique Luxury Resources"
is conquered city could still be considered founded?? just asking.
The Luxuries will appear in the first three island cities that Indonesia gets, regardless of how they are gotten or who has founded them. They will appear in cities that have been conquered, gifted, traded, founded, or flipped.
And I am 100% certain of this, as I have tested the strategy. Found 3 island cities, sell them to Indonesia, conquer them back. And they are unrazable, so Indonesia can't thwart you by razing the cities.
The Diplomacy Overview window needs to be widened. I have notifications for turns remaining with a civ that has a laundry list of World Wonders and the two lists overlap.
The Diplomacy Overview window needs to be widened. I have notifications for turns remaining with a civ that has a laundry list of World Wonders and the two lists overlap.
that is also true... but do you see the counters working as expected? The DoF counter seems to work, but the denouncement counter is stuck at 49 turns left for ALL denouncements in the world... can you confirm, so we can report this as a bug?
that is also true... but do you see the counters working as expected? The DoF counter seems to work, but the denouncement counter is stuck at 49 turns left for ALL denouncements in the world... can you confirm, so we can report this as a bug?
I didn'y pay much attention to it last night while I was playing. I'm currently at work, so I'll have to check tonight when I fire up the game after my wife goes to bed.
that is also true... but do you see the counters working as expected? The DoF counter seems to work, but the denouncement counter is stuck at 49 turns left for ALL denouncements in the world... can you confirm, so we can report this as a bug?
Could it be from an older savegame where the denouncement was not registered by the new patch and cannot decide how long it is? Or do you experience it with new games too? I've seen it too with my current game, but haven't looked at it in more detail to confirm this.
Could it be from an older savegame where the denouncement was not registered by the new patch and cannot decide how long it is? Or do you experience it with new games too? I've seen it too with my current game, but haven't looked at it in more detail to confirm this.
Yes, new games also. In fact, it is easier to confirm in new games. Just start, denounce the first civ you meet and watch the counter: it goes from 50 to 49, and then it stays there. Reported already.
Yes, new games also. In fact, it is easier to confirm in new games. Just start, denounce the first civ you meet and watch the counter: it goes from 50 to 49, and then it stays there. Reported already.
This has happened to me since BNW was released, and the patch didn't mitigate it. Does anyone else have cities whose health goes "backwards"? As in, at the beginning of the turn (when a city is being attacked), its health bar drops to where it would be at the end of the turn, then after 1 attack it resets to where it should be after 1 attack and decreases appropriately.
Is it just me? I haven't noticed anyone else bring it up, and it's a decently "large" bug.
This has happened to me since BNW was released, and the patch didn't mitigate it. Does anyone else have cities whose health goes "backwards"? As in, at the beginning of the turn (when a city is being attacked), its health bar drops to where it would be at the end of the turn, then after 1 attack it resets to where it should be after 1 attack and decreases appropriately.
Is it just me? I haven't noticed anyone else bring it up, and it's a decently "large" bug.
I have noticed this and I believe I know the cause.
Its just a graphical glitch. I believe all of the damage is calculated before the damage is ever done to the city on the animation. So for example you will see the city at 50% health because it will be at 50% health at the end of its turn and then it will jump to 75% which is the amount that it actually has after the attack.
I noticed a city jump from no health to full health and it was attacked by multiple units. At the end of all of the attacks the city was taken. So this is why I believe its just showing the damage "before it happens". It should be an easy fix for them, it kind of ruins the immersion knowing what will happen to the city before it happens.
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