What is considered "open terrain" and "rough terrain"?
Autoproduction seems bugged, it keeps building Public Works even though it's a tiny city with barely other buildings, and the public works takes 18+ turns and everything else is way less.Go to the ingame menu > Save Game > Save Map. Then select that map again in Advanced Settings for the new game. Units and starting position won't be saved, but the map will be.
You can turn on autoproduction in cities (gear icon). L. Vern has a Squads modmod for moving groups of units.
It's basically building what the AI would build (if they were in your seat).Autoproduction seems bugged, it keeps building Public Works even though it's a tiny city with barely other buildings, and the public works takes 18+ turns and everything else is way less.
Formation's Terrain Bonus only works on defense.Ok, got it. So Formation counts the terrain my unit is on, not where I'm attacking?
What mapscript did you use? Communitu mapscript seems to do a decent job of placing civilizations in a fair manner.Snowball problem on a different continent
I spent over 8 hours on my last game, and all that was for nothing because 2 ai's spawned on another continent, while we sat with us 5 on ours, and 1 of the 2 ai's was a huge warmonger (Askia) and easily conquered the entire island while there was nothing I could do. The earliest I could do was get to navigation and invade him, but he already had over 5 frigates next to my remote city before I even had fertilizer :/
What should I do?
It's the promotion they have. Called Logistics iirc. Those two curved arrows. Allows to strike twice, or strike and move.I saw AI Korean cannons move after firing; more than once. How can that happen? No mods loaded but IGE, RED and some JFD's civs; I'm playing as Victoria JFD's English mod.
Someone had experienced something like that?
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Generally speaking CS tend to spawned in less interesting areas, as to avoid hampering player development, and reduce likelihood of being captured due to being, in fact, interesting to be taken.When I set maximum number of city states roughly half of them spawned in the poles. There's a lot of land available in the middle of the map which makes it more interesting if those city states spawned there. Anybody knows how to reduce the number of city states spawned in the poles? Map setting is huge map btw
They run out of places to spawn. You'll have to increase the map size.Yea, I know. It's just that personally I kinda prefer them to not always occupy the poles. Some amount is okay but most of the times many of them are always there. Even if you increases the number of resources or land tiles or even reducing the number of civs, significant number of city states always occupy the poles rather than taking other part of the map rich in resources and also quite far from other potential civilization development region
I play at huge map and even increasing the land percentage. There's still like six city states spawned in the southern map and another bunch in the northern map out of 41 city states (max number of city states like I said), spawned next to the land besides ice or besides two ocean tile inside their territory. I am using communitu_79 map and tried using just 11 civ in play. If you or anybody else know how to make adjustments of the game file about city state placement I would love to know and learn it.They run out of places to spawn. You'll have to increase the map size.
Not huge enough. The huge size is only intended for 12 civs and 24 city states.I play at huge map and even increasing the land percentage. There's still like six city states spawned in the southern map and another bunch in the northern map out of 41 city states (max number of city states like I said), spawned next to the land besides ice or besides two ocean tile inside their territory. I am using communitu_79 map and tried using just 11 civ in play. If you or anybody else know how to make adjustments of the game file about city state placement I would love to know and learn it.