I often rename units back to their proper name after upgrading. Once they are called the right thing their name will change automatically with future upgrades.
For example, your elite horseman produces a leader and you rename it. When you upgrade to knight the name doesn't change automatically, but if you rename it now to 'Knight' the name will change automatically to 'Cavalry' when next upgraded.
Hope I didn't confuse what is essentially a simple issue.
I've got a Chinese Rider that made a leader. . . I called him First Rider. . . (Not original, I know ). He got promoted to Calvary, and is again elite. I'm hoping that he'll spawn another leader, so I can call him my Seventh Cavalry First Rider. . .
Can you imagine a Spearman like that? I wonder if that would fit. . . .
1) MPPs--you will autodeclare on the civ that attacks first.
2) You will not get a rep hit if someone declares war on you while in their territory--UNLESS they are declaring as a result of you refusing to leave their territory.
small add-on to the first point:
MPP is triggered when a foe does some "action" in enemy territory. These actions include attacking, pillaging, bombarding, capturing enemy units and ending up a unit's turn on the foe's turf (that unit must not get killed by a third party before the turf owner's turn begins).
Say you have MPPs with civ A and civ B, civ A declares war on civ B. In most cases, you will auto-declare war on the civ that makes the first move (i.e. somewhat dependent on the playing order), as Bam-Bam said. The turn order can make predictions on your future foe easy, especially on pangaea maps with a ton of ROPs signed.
Any skirmish between civ A and civ B on "neutral" territory (includes any not directly involved civ's territory) will not trigger MPP. So if civ A attacks civ B on (neutral) civ C's territory or civ B attacks civ A's battleship on an ocean tile, no auto-war-declaration from your side takes place.
Originally posted by Bam-Bam
2) You will not get a rep hit if someone declares war on you while in their territory--UNLESS they are declaring as a result of you refusing to leave their territory.
2) You will not get a rep hit if someone declares war on you while in their territory--UNLESS they are declaring as a result of you refusing to leave their territory.
The answer to this is no. You will only get a rep hit if you declare war on them whilst inside their territory (in this instance they are declaring war on you)
The Civilopedia claims that fortresses give pieces zone of control, but no matter what I seem to put it mine, it dosent attack passing units. There a trick here?
Units have to be fortified in a fortress to get ZOC. Note that ZOC only counts if an enemy unit moves from one of the surrounding 8 tiles to another one of those tiles. Often they can go past and just move next to you and away - in that case you don't get ZOC effects.
Am I missing something?
Whenever I turn down the research ratio so that the treasury is getting a higher percentage than the limit for the government type, it works for that end-of-turn but then auto-reverts so that I have to remember to do it every turn. For example, in despotism I turn research down to 30% leaving 70% for the treasury, but the limit in despotism is 60%; next turn research gets automatically set back to 40%.
Is there a way to lock my setting? or
Is it a bug that it lets me do it? or
Is it a bug that causes it to revert? or
Is this just a fact of life?
Just in case it is relevant, I'm doing all this in the Middle Ages Mod because that is all I'm playing at the moment. So:
should I repost in the mod thread? - I don't see how it can be mod related, but these things are awfully clever nowadays.
When you limit how much research you can do for a given gov't, you can for one turn exceed that limit, but only for gpt coming in. You can't max the science slider or lux slider like this, just the tax slider. When your next turn comes around, the computer notices that the tax is too high, and adjusts it accordingly.
Haven't played the MAM, but this sounds like it could be the problem. I know DyP does this.
Thanks for that. I guess I had better stop cheating then and manage my resources better.
By the way it is MEM. I always get things wrong because it is actually called Mediaeval European Mod - sorry about that. some day I'll have the courage to take on DyP.
I am wanting to cancel a passage agreement that is well past the 20 day mark. I can't find anywhere to do it. I have read the faq and don't get the options listted. I have the latest patches and nothing else. Anyone give me step by step instructions on how to do this?
Via either F4 or the 'D' button or by clicking on a unit, get to the diplomacy screen with the country you wish to cancel the deal with.
At the bottom there should be a "new deal" button and an "active deals" button. Select 'active'. That shows all the deals you have with them now. If it has been less than 20 turns there will be a number in brackets, showing the time to go.
If the deal items have no bracket, click on the deal. It should then show up as it was originally agreed (less any one-off payments) and you can then renegotiate the deal. Add and remove things as you would any new deal.
If you just remove EVERYTHING and then close the window, (using the 'never mind' option) then the deal is cancelled. Confirm by checking the active deals.
Whenever I play with more than 7 other civs and I destroy one listed on the advisor screen it shows a blank space. Shoudn't one of the unlisted civs take its place?
It's not that clever. You have to load up an undisplayed leader manually, by shift/right click on the vacant space in F4 and selecting the one you want to fill it from the menu. In my limited experience this can even happen as you first meet civs. If you don't meet them in some internally-defined order you may have to manually bring a new one into the eight-leader display in F4.
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