Yes it is now there) But when I posted and made some edit, I didn't see it just after multiple refreshness of the pageNo? It's the third on the front page
I think not, as I know, the hammers always carry from preupgrade unit to actual. May be I am wrong? But also settlers had been swept from the queue. And this is I don't know is a bug or how it always was.Sorry, isn't this how it should work? It's the same with any other unit if I remember correctly. If you start building a horseman, research Chivalry, the city will switch over to a knight. The production invested into the horseman will be lost, no?
I would make some experiments and will report)Afair production is kept from one unit to its upgrade. Maybe the fact that is was at end of queue is the bug that made you loose production, you might have to be producing the unit (head of queue) when the upgrade comes.
Honest question, why is repairing improvements specifically considered tactical, compared to other things like, unit production? I wasn't around when the proposal was passed, so I'm not fully aware of the discussion around it, but the only argument I've found for repair speed to be considered tactical is that it'd break interactions with espionage otherwise, but that sounds like an argument to make espionage scale with gamespeed, not the other way around.Pillage/repair improvements are tactical actions like moving units, so they don't scale with game speed.
Never understood why this have been added in VP it's a trap for new/forgetful players, penalize moving your first prophet, the AI problably doesn't take it into account and instant faith yield from ruins have a chance to get wasted. I suppose this one doesn't have a flag in a config file, right ?It's intentional. When founding a religion, your faith stockpile is reset.
AI never moves their first prophet.Never understood why this have been added in VP it's a trap for new/forgetful players, penalize moving your first prophet, the AI problably doesn't take it into account and instant faith yield from ruins have a chance to get wasted. I suppose this one doesn't have a flag in a config file, right ?
I would assume there is a check with whos spy is stronger but that is just pure guess from me.i quite don't understand how rigging elections work. who has the upper hand in rigging? i didn't pay enough atttention to that, but it seemed to me that it works like " who comes first - rig" , but in my current game i sit with my spy in one cs - uncontested until previous rigging , in which he failed to russian spy.
so.... how this one works - is it once again about who is technology leader? like everything is subordinate to tech?
Last time, i remember, you get fixed amount of points every fixed amount of turns, the one who has more points, become ally..i quite don't understand how rigging elections work
Spy strength/ranks have been removed, iirc?I would assume there is a check with whos spy is stronger but that is just pure guess from me.
And I have no idea how equal strength is handled.
I'm also not 100% sure, but if I remember correctly you gain a point every turn your spy is in the city. Whoever has the most points rigs the election, but in doing so you "use" all those points and reset to zero.i quite don't understand how rigging elections work. who has the upper hand in rigging? i didn't pay enough atttention to that, but it seemed to me that it works like " who comes first - rig" , but in my current game i sit with my spy in one cs - uncontested until previous rigging , in which he failed to russian spy.
so.... how this one works - is it once again about who is technology leader? like everything is subordinate to tech?
i would need to pay more attention to it, because that would mean with 2 spies in a city one of them would make a rigging every 2nd session of rigging. but i am pretty sure i have been beaten to single civs spy.I'm also not 100% sure, but if I remember correctly you gain a point every turn your spy is in the city. Whoever has the most points rigs the election, but in doing so you "use" all those points and reset to zero.
This seems to be the closest answer looking at the 2UC code. Spies stationed in a city grants points each turn, and then the winner is decided a weighted draw between players based on the number of points they have.I'm also not 100% sure, but if I remember correctly you gain a point every turn your spy is in the city. Whoever has the most points rigs the election, but in doing so you "use" all those points and reset to zero.
Exactly. It's random who wins the election: The spy owner gets one point for each turn of the election period in which their spy is in the CS. The chance of winning is (their points)/(sum of the points collected by all players). After the election, the numbers are reset to zero.This seems to be the closest answer looking at the 2UC code. Spies stationed in a city grants points each turn, and then the winner is decided a weighted draw between players based on the number of points they have.
From what I'm remembering Benevolence doesn't affect the unit itself but only those adjacent.also other quuestion - is it intended that medic is mutualy exclusive with benevolence? and possibly with other promos of some purpose? if so, why? because it diddn't worked in my japan game together