You don't repair things you build via the city with builders: you repair them with your city.Had a lighthouse pillaged by barbarians and sent a builder to repair but once on the hex no option to repair. Wa'ss'up???
You don't repair things you build via the city with builders: you repair them with your city.Had a lighthouse pillaged by barbarians and sent a builder to repair but once on the hex no option to repair. Wa'ss'up???
It's something firaxis needs to fix when it comes false "next turn".Unanswered questions:
Why does it say "next turn" when not all players (like my scouts) have moved?
How can I toggle through my units?
Why can't I change the resolution of the game?
Kinda baffled by a few things, are there in-depth guides to districts, amenities, food, trade-routes etc.?
I'm totally confused about how to get a Tourism (culture) victory, as descriptions in the 'pedia are very short. Since it says I can get Tourism through culture and Great Works, I focused on that. A lot (running over 155 culture a turn). But I'm at a very low 70 Tourism in the mid-ADs, and it only goes up very slowly with Great Works. Japan, who doesn't have much culture and never even recruited someone for a Great Work, is ahead of me with over a 100 Tourism a turn. Is it all about religion? What's the connection between religion and tourism? I have no idea at all.
Are the effects of overlapping district benefits cumulative? Say you're a city within 6 tiles of multiple factories...
I'm not sure your question is clear. The bonus should reduce the number of turns it takes to produce a builder, (assuming that 30% x number of turns required is more than 1) and should be unrelated to how many builders you have.Please if anyone knows about this - it's riding my ocd - are bonus cards like production towards builders +30% bugged or i don't understand how it works? I have 6 hammers working on the map and 30% of that should add 1.8 hammers into building worker but it doesn't show any bonus (just say 6 working the map) when i hoover over the little cog - on any turn of building my worker. If this doesn't work it makes no sense to use this card - or did i miss understood how these mechanics work?
Ah. Makes sense. When you order the production of a district, the map highlights tiles where it can be placed and shows adjacency bonuses there. It also shows stars, obviously representing something military, but I don't know what they mean exactly.Those show if you have specialist citizens working district tiles (eg 2 production per specialist working the industrial zone), not adjacency bonuses.
Since nobody was answering i tested a little myself - what i realized is that UI doesn't show added production for some things and for some things it shows. Sometimes if you have card it will show +1 hammer from that, but sometimes even if you have card it won't show any bonus but behind the scene the bonus is actually applied, and i'm sure of that because it changes the number of turns to finish build if you add or remove card. That was what i was asking.I'm not sure your question is clear. The bonus should reduce the number of turns it takes to produce a builder, (assuming that 30% x number of turns required is more than 1) and should be unrelated to how many builders you have.
What I don't know is: 1. Does the bonus card need to be active before you begin production? 2. Is any bonus progress made while the card is active kept or lost if you remove the policy before a builder has been completed?
Can somebody explain how districts work? Does every city have to have industrial district, and entertainment disctrict etc?