N.Core
1st Class of Neoa
Yes, to prevent Barbarians became unavailable when almost all lands are occupied or visible.Barbarian encampments are spawning in plain sight. I remember that they used to spawn in fog of war. Is this a new feature?
Yes, to prevent Barbarians became unavailable when almost all lands are occupied or visible.Barbarian encampments are spawning in plain sight. I remember that they used to spawn in fog of war. Is this a new feature?
wow that is a huge buff to authority.Yes, to prevent Barbarians became unavailable when almost all lands are occupied or visible.
Isn't there another option that also similiarly Ignores Starting preferences (or however it is framed).Assignstartingplots means the specific terrain each Civ is meant to start the game close to. For instance, Incan start near mountains, Polynesian near the sea, Iroquois near a forest etc.
Override Assignstartingplots means that Civs can start anywhere, regardless of their preferences ; it is completely ignored.
If reloading doesn't work and you have a save from past turn, and you can reliably replicate this bug, you can feed a bug report.I'm experiencing the following with spies:
I perform a mission on a foreign city. On the next turn I move the spy to my city.
As the spy recently completed a mission, I can't make a choice on my city.
I'm stuck on the current turn, is there any way to bypass the choice and force a next turn?
/
(scaling with era) per luxury they either import or export. The red check mark is a memo of any luxury your UA already benefit from. You should focus on selling and buying luxuries that does *not* have a red check mark.Cheers. That's kinda what I figured, but I wasn't entirely sure. <3Netherlands' UA now gives them +3/
(scaling with era) per luxury they either import or export. The red check mark is a memo of any luxury your UA already benefit from. You should focus on selling and buying luxuries that does *not* have a red check mark.
I honestly really doubt it. In terms of balancing, it's obviously intended for the medieval policies to be not necessarily stronger, but more geared towards the medieval game-state. Having authority+progress synergize so well, even into the lategame, is not necessarily an oversight imo, but probably not something the AI would be programmed to consider in its choices.Will the AI ever go Progress + Authority, or is it locked into picking one of the 3 era policy trees each time?
Its so strong for aggressive wide playstyle, feels like the AI should at least consider it.