So, to let everyone know, I'm probably going to do 3.5 release in roughly a couple of months from now, if it comes down to doing it alone (and it feels like it does). The basic reason for that is that Imperator is coming out in less than a month, and since it shares the engine and overall detail level with EU4, I foresee there'll be a lot of flavor art stuff I can borrow for RI, which I really want to do before I release.
Kinda weird how native city names get renamed to actual European names if conquered though, while seeing kostantinyye in central Asia
Well, that's a different system at work, the dynamic city naming and leader-specific city names. Has nothing to do with any particular map.
There may be an issue with the collateral damage, I'm being limited in my bombardment on enemy cities and stacks, I can shell them till some of their units are a few points below max with a 30% max collateral damage, while other units remain untouched, then the bombard square goes grey and my remaining artillery or Aircraft sit on their hands, all the while there are untouched units in the enemy stack, and the damage that I have done is way below the 30%.
However the AI on the other hand are decimating my units, affecting all the units in my stacks, and reducing 20 strength units down to 6 strength, while having a max 40% collateral damage, and no promotions, playing on noble if that makes any difference.
I thought that particular issue was already addressed in SVN. If it isn't, I can unfortunately say that it stays - I have no real way of fixing it myself.
Anyway, I have two minor bugs from the latest stable/packaged release. Apologies if they've already been addressed elsewhere.
1 - In a recent game, Turkic workers were unable to build windmills. I thought perhaps there was a missing tech but this lasted up through Future Tech.
2 - In the last five or so random map generations, sheep have never spawned anywhere on the huge map. All other resources, including the RI specific ones, seem fine but I cant get any sheep. Very odd.
1 - Timar is supposed to be a flavor windmill replacement. Might reconsider that though.
2 - I never found the code that controls the actual placement of resources, so its inner working are a mystery to me.
Just in case it's easy to fit, I encountered a very small bug in svn5218 : At the first encounter with Stalin on a large random RI_planet_generator map his diplomatic text didn't show up but the variable. All worked fine with him in later messages.
Will check that one out.
In my latest 3.5 game I've found out that AI is dealing pretty much ok with revolutions (game now is even more fun and challenging
).
It isn't dealing with revolutions because it basically is completely unaware they exist. I just did the next best thing, and tied the stuff that avoids revolutions to stuff that one just does naturally when playing well. I can't modify AI, so AI will not really be aware of the revolutions and hence will not actually be "dealing" with them at any point in time.
Hello guys,
I'm trying this mod and I want to say, even only played a few turns, I'm liking it a lot
However I'm having some issues with the terrain textures sometimes it appears to be black lines along the terrain..
No idea what could be causing that. You're not the first one to report it, but I've never been able to reproduce this issue at my side, so its causes are unknown.
Hey Walter
My son and I started a multiplayer game on Civ 6 yesterday, and after things got a bit busy, we started getting desyncs, My son was hosting (Win7) and I was Client (Win10), it was my system that was desyncing.
So today I created a partition on my system and setup a dual boot Win10/Win7, Installed Civ 6 onto the Win 7 install and played for a marathon 9 hours, a continuation of the multiplayer game we started yesterday, which was desyncing every 20 minutes, and it did not desync once when running Windows 7.
As soon as we are done with this campaign we are going to give Invictus another go, as it seems our problem may have been windows 10, will let you know the results.
Great to hear you had some progress! I am really interested to hear if it solves your RI issues.
I look at civ buildings as symbols. Factory represent whole industrial district, Market is commercial district, Stadium represents whole sport infrastructure. Not one object but many objects many sports, from small gym, to local team stadium. In that case it make sens that +1 health comes from physical exercises of population.
Yeah, that's the general outlook I have towards buildings. Building a "stadium" is a general investment in sports and healthy lifestyle infrastructure. It's still nowhere near a hospital of course when it comes to health.
As for Christian temples, the basic concept is indeed tied to mass gatherings - and mass gatherings in earlier eras were actually much more dangerous than nowadays, since the crowd would be actively "trading" a myriad of parasitic insects, very effectively spreading certain diseases. One could also look at this unhealth not in a medical sense, but rather as an indirect indication of the church appropriating certain amounts of agricultural produce as tithes - as "unhealth" in Civ 4 terms translates to "less food". But yeah, generally speaking Christianity just needed to have
some drawback from a gameplay point of view, and none other came to mind.