They should not be getting any combat bonuses (except extra experience). I actually also suspected they were healing even after moving units, but it was a couple of versions ago, but I was unable to confirm it and it could have come from the March promotion, so I did not report it.What combat bonuses do the AI get on Immortal difficulty? Can they heal even when they moved/took action on the previous turn?
What combat bonuses do the AI get on Immortal difficulty? Can they heal even when they moved/took action on the previous turn?
They should not be getting any combat bonuses (except extra experience). I actually also suspected they were healing even after moving units, but it was a couple of versions ago, but I was unable to confirm it and it could have come from the March promotion, so I did not report it.
For each unit:
+1 sight, 25 free XP, 175% of normal XP from combat
Do AI owned tiles also get the extra sight or just the units? I notice barbarians invading AIs pretty regularly, a bit of extra radius might let them get it under control better.
Hi I'm new to civfanatics and VP, so sorry if this has been discussed to death already and I just can't find it.
The happiness system was a bit daunting at first but I quickly got the hang of it with the help of the wiki. I feel like it is a monumental improvement over what different vanilla versions of civ have in its place. What I don't understand though is why needs only update when the city grows.
I did not even explicitly block the growth in any of my cities yet but seeing different need targets in my city made it much harder to figure out the system and is kind of a letdown once I read about it.
In this older bug report about the issue, the counter-argument was basically that halting growth is not a winning long-term strategy and that it was just an academic problem. But for someone learning the system it is an additional obstacle to get an intuitive understanding. Is there a gameplay or technical reason for it being this way? Would the game be worse in some way if the needs updated each turn?
Yeah spying is out of wonk this version, should be fixed next version.hello, i believe this mod makes espionage too op. Indeed, my spy level 3 stops enemy spies constantly. Is there a way to decrease the chance of counterintelligence? ( I just play with community patch without all vox populi stuff)
Just look at this picture, all other players spies are killed...
View attachment 594754
I feel like vassals should have at least *some* cost, they already give you a lot of yields and protection.I had Poland voluntarily vassal to me, only to have noticed my gold plummet because of "vassal maintenance". I don't remember this being a thing.
In order to be kind, I specifically didn't charge any taxes seeing as it was voluntary, but now it's a big detriment on my economy... I don't like the idea of just having to max taxes to offset these imaginary maintenance funds stemming from voluntary vassalage.
I agree, but this was voluntary, so their was a cost, and a pricey one at that: 1000 gold + 15 gpt in Medieval is not cheap. The maintenance was a significant amount, so it just felt bad to be double-dipping into my gold pool.I feel like vassals should have at least *some* cost, they already give you a lot of yields and protection.
What decides which tile a city expands to when borders grow due to culture? Often see 2F tiles being chosen over other more interesting tiles (e.g. hills with sheep) even though they're in the same ring.
Yeah, I know someone that gets so frustrated that he/she use IGE to change the selected tileCity Governor AI. Sadly sometimes is a bit quirky. More than often I prefer to buy the tile and lock it.
What decides which tile a city expands to when borders grow due to culture? Often see 2F tiles being chosen over other more interesting tiles (e.g. hills with sheep) even though they're in the same ring.
Yeah spying is out of wonk this version, should be fixed next version.
I think I found an exploit, if I say my units are merely passing through to civ A, but then one turn later I DW on civ B, who has a Defensive Pact with civ A, do I get the diplo penalty for backstabbing?
AgreeI think it likes flat over rough a bit too much. I saw a CS fail to get its lux once because it was on a hill over a river which was a bit silly