McLMan
Afraid of the monkeys
Wow thanks. I never put it together that the numbers always added up to 10. That would have been the only possibility if only I'd noticed that.
Ginger_Ale said:You can always trade over coast tiles, provided you have a path (ie; no enemy/barb ships in your path or going through enemy territory).
You can trade over sea when you get Astronomy, provided you have a path (same requirements).
You can trade over all things when you have Magnetism/Navigation, provided you have a path (pretty hard not to at this point).
Just summarizing what Own said in a bit easier to understand format.
vmxa said:IIRC transports are the age after Magnetism and that means you have ocean travel.
So all water tiles are accessible. Now if your harbor is block, that would stop it. This is unlikely as you would have to have hostile ships in those tiles be they barbs or a civ you are at war with.
If that is not the case, then do you have a harbor on the mainland as well? Is the town in quesion in revolt? If none of these ideas expain it, then it could be a bad mod. Either way post a save.
Ginger_Ale said:Once you build the Military Academy, you can build armies in that city only. It appears like a unit (just like a worker or warrior) on your build queue in the city screen, named "Army". Just build it (it costs 400 shields), and you can load 3 units into it (4 if you have the Pentagon).
Rohirrim said:Wow. Thank you. So easy. Sometimes I feel like a real dummy. That was pretty obvious.![]()
Turner_727 said:And the worker must be in the capital at the time of trade.
AnsarKing101 said:Do you know why (if it has happened) why sometimes mods(scenarios) dissapear without notice about deleting?![]()
MeZa said:Sorry if my question was too rough...
I mean how can I buy a worker from other civ
and by Turner_727 answer, this mean if I wanna buy a worker from Greec, the Greec worker must be in its Capital otherwise I cannot buy worker right?
How can I know that when I can buy a worker as it has to be placed in other civ Capital?