OmegaDestroyer
King
- Joined
- Feb 16, 2018
- Messages
- 725
Nope. Only mods I have running are extra religions, one that adds an extra unit to every civ, and more barbarian XP.
I wonder if for some reason it is accidentally registering your Great Admiral as a Great General? That could be a plausible bug.Am I a noob? Why can my bombard move 4? I have no generals nearby and am England. These landed the turn before... but even the level 5 infantry below the city can move 4.
EDIT:. It seems every unit thinks it is near a GG for some reason... no general present. Not every unit on the board gets this
View attachment 534603
are you using Logistics policy ?Am I a noob? Why can my bombard move 4? I have no generals nearby and am England. These landed the turn before... but even the level 5 infantry below the city can move 4.
EDIT:. It seems every unit thinks it is near a GG for some reason... no general present. Not every unit on the board gets this
View attachment 534603
I thought that but some troops had it that were not in range of a GAI wonder if for some reason it is accidentally registering your Great Admiral as a Great General? That could be a plausible bug.
I am not in my own territory, I do use that card but did not have it slotted at this time.are you using Logistics policy ?
That is odd. Maybe a good game to post in the bugforums?I thought that but some troops had it that were not in range of a GA
I am not in my own territory, I do use that card but did not have it slotted at this time.
I was thinking it was something to do with sea movement as I had the great lighthouse and also had just got +1 mp for embarked units but the fact it said +5 for GG when I attacked was the giveaway. What I think happened is I had a ghost GG , it did seem to disappear on my travels over the sea but it was an early one that did not affect muskets.
Two tested games completed... interestingly I've yet to have a game where all civs survive until the end (< 200 turns).
One game 6 civs left, the other one 7 civs left--and would've been 6 if I had not intervened with cultural alliance and surrounding her last city with my units (out of 8)
Seems AI less worried about grievances/emergencies and no longer hesitates to completely eliminate another civ. As if diplo/favor/grievances wasn't already worthless to begin with... (bring back BNW diplo please...).
Suggested fix: palace guard +20 combat strength. OR bring back BNW's system where AI's REALLY pile up on the warmonger.
Then they should really scale cultural victory such that the tourists of the eliminated civ is retained (and/or tourism required for each tourist drops according to the number of players left).I don't think it's a problem. The civ that wins the conquest spree becomes better competition for the human player.
Two tested games completed... interestingly I've yet to have a game where all civs survive until the end (< 200 turns).
One game 6 civs left, the other one 7 civs left--and would've been 6 if I had not intervened with cultural alliance and surrounding her last city with my units (out of 8)
Seems AI less worried about grievances/emergencies and no longer hesitates to completely eliminate another civ. As if diplo/favor/grievances wasn't already worthless to begin with... (bring back BNW diplo please...).
Suggested fix: palace guard +20 combat strength. OR bring back BNW's system where AI's REALLY pile up on the warmonger.
Not really, I have seen 4 adjacent geothermals along a coast. The starts you are mentioning do occasionally happen and do seem to come in groups.Has anyone noticed weird changes to the distribution of resources since the patch or is it just my skewed perception? I play Emperor, standard continent maps, no mods. Started a game as Peter and found no food or other resource in my starting realm. No tundra either after making a circle with my Warrior. So I restarted ... 3 times with the same dismal result. Then tried Mathias and got a start with only one single mountain visible after initial loop with my scout. Tried Germany next and now have two salt, two sheep and three diamond mines within my first two adjacent cities and two more diamonds just outside my border. The other civs visible seem to be similarly blessed with resources.
Was there an announced change to resource allocation, perhaps associated with the new maps?
Thank you very much, it was the gossip messages. I wish there was an option to turn that sound off, it's a little annoying.It seems the gossip messages, that appear top right, have been given that click sound, when they disappear.
Has anyone noticed weird changes to the distribution of resources since the patch or is it just my skewed perception? I play Emperor, standard continent maps, no mods. Started a game as Peter and found no food or other resource in my starting realm. No tundra either after making a circle with my Warrior. So I restarted ... 3 times with the same dismal result. Then tried Mathias and got a start with only one single mountain visible after initial loop with my scout. Tried Germany next and now have two salt, two sheep and three diamond mines within my first two adjacent cities and two more diamonds just outside my border. The other civs visible seem to be similarly blessed with resources.
Was there an announced change to resource allocation, perhaps associated with the new maps?
it's in the patch notes so it's real even if they din't update the text in civilipedia.Is it for real the Georgia buff +50% Production towards defensive buildings? I see no bonus when constructing my ancient walls and is also not documented in the civilopedia.
Also noticed a bug, the eurekas are not updated in the tech tree unless you select a new tech.
Is it for real the Georgia buff +50% Production towards defensive buildings? I see no bonus when constructing my ancient walls and is also not documented in the civilopedia.
Also noticed a bug, the eurekas are not updated in the tech tree unless you select a new tech.
No, they were city defense buildings, it's a buff to let georgia get their unique walls more quicklyWhat count as defensive buildings? I was under the impression they're the buildings in the encampment district, but I could be totally off. Haven't tried Georgia post-patch yet.
What count as defensive buildings? I was under the impression they're the buildings in the encampment district, but I could be totally off. Haven't tried Georgia post-patch yet.