JosEPh_II
TBS WarLord
@irishhombre you are in the Information Era(Don't have game up atm )?
And what Game speed are you using please?
And what Game speed are you using please?
Marathon@irishhombre you are in the Information Era(Don't have game up atm )?
And what Game speed are you using please?
Upload saveMarathon
Found severe error:Here, save plus my custom asset files. And before you ask never touched mountain mine assets.
An issue that's been known since H&S was introduced. It's a minor bug so no one-s looked into fixing it.Found severe error:
@Toffer90 or @Thunderbrd enemy units shouldn't prevent city from working on plot.
Enemy units are supposed to prevent a city from working on a plot. That said, it would be good if unseen enemy units don't. That shouldn't be too hard to fix but I'm not in a mode to fix it right now if you want to log it into the bug list @raxo2222.An issue that's been known since H&S was introduced. It's a minor bug so no one-s looked into fixing it.
In that case unit was visible.Enemy units are supposed to prevent a city from working on a plot. That said, it would be good if unseen enemy units don't. That shouldn't be too hard to fix but I'm not in a mode to fix it right now if you want to log it into the bug list @raxo2222.
I wasn't as aware of this being a problem personally - that or forgot about it long ago.
I'm EXTREMELY surprised you thought it WASN'T.In that case unit was visible.
So you can prevent city from working on land huh.
Sieges could be much more realistic if food income was determinated mostly by LAND yields.
That's why vanilla food income mostly IS determined by land yields - it still is tbh, and to some extent I have some ideas to get us back to that without destroying some of the building ideas in place.So you can prevent city from working on land huh.
Sieges could be much more realistic if food income was determinated mostly by LAND yields.
Yeah that's what I meant - food from land becomes less important too quickly.I
Though in C2C you have so many buildings for EVERYTHING (production, food, resources), that this becomes nearly unimportant more often than not, lol.
Lesson number siege: Never approach a developed city without a siege army capable of at least "-100% defense reduction per turn", or BETTER.Well, most buildings have some resource/trade network requirement, if you completely surround a city, cutting it off the trade network, most of its buildings will be temporarily disabled. If you strategically destroy certain suppliy chains like grains, the whole bread production chain is disabled. I like this side of C2C, very lifelike strategies come into play. The issue with laying proper siege is how effectively city defenses decimate whole armieshit and run with overwhelming forces is almost mandatory.
Maybe we need some unit that can provide stack protection against city defenses, like siege engineers or something like that.
More realistic siege would starve and cause disease. With Outbreaks and Afflictions plans in the works, the disease factor will become more possible to introduce. The idea is to get them to feel like they simply have to attack to have any chance at all or their units will die to weakening without a fight.All fair points, I guess deep down there isn't really a point to "lay siege" to a city for a long time in Civ, other than role playing I guess, normally you want to capture cities as soon as possible and either take them or raze them. And if you're in a war where you can't take a city with your army stack, you probably have bigger things to worry about...
In other strategy games, wars of attrition, land occupation, razing towns or farmlands may be things that have a deep strategic impact... in civ not so much, and if you really want to do it spies or criminals are a better way to go about it.