Small fixes suggestions not worth their own thread

Does anyone know if it is WAD to populate my "heir" with some rando (not my child, someone else I assume from the family) within a few turns of starting if I do not have a child yet? Primogeniture law. This has happened in two games where I have used random leaders, not sure if WAD or a bug.

There is probably a line from the founder to the child through a different branch. Open the inheritance screen and see if you can trace a path from the founder to the child. If so, and you have no eligible heirs on your branch, then yes it's WAD.
 
There is probably a line from the founder to the child through a different branch. Open the inheritance screen and see if you can trace a path from the founder to the child. If so, and you have no eligible heirs on your branch, then yes it's WAD.
In both games this occured, this happened within the first few turns where my leader was:

-Unmarried
-Had no children

Within a few turns, someone random (usually older) was the new heir. In both games, my leader never ended up having kids and I was worried that perhaps the fact that someone randomly filled the heir spot (and their entire line became the 2nd, 3rd etc. in line) that it "blocked" my leader from having kids. But I could be totally wrong!

On the inheritance screen there was a line from my leader directly to the new heir, as though it was my child, but they were not.
 
Interesting one here. I had a governer in Waset who turned this turn, which is also the turn the city reached strong culture. The strong culture event "valuable experience" is referring to a totally different character as governer, when they are actually a general of a chariot unit. In the picture below you can clearly see Waset doesn't have a governer and the event is referring to an unrelated general unit.

gen.jpg

Kind regards,
Ita Bear
 
Do you have a save for that one? I gave it a try but couldn't reproduce the issue, and can't immediately see why the game would choose the wrong character there...
 
So much information? :o
It's the 2nd time in multi since the patch.

Brodie (Mohawk too) said on discord this will probably happen for the first turn of each cloud game. Notifications weren't previously working so they queued up. This is the queue flushing.
 
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Hello folks,

can someone explain why my Ambassador's stats don't seem to make sense? In particular, where is the -1 wisdom, +1 courage and -4 discipline coming from? I only see 2 discipline, and can't see the others at all...


Spoiler :
stats.jpg

Kind regards,
Ita Bear
 
can someone explain why my Ambassador's stats don't seem to make sense? In particular, where is the -1 wisdom, +1 courage and -4 discipline coming from? I only see 2 discipline, and can't see the others at all...
I think those are what she has "naturally", acquired by experience, but then the rest comes with Traits and Job.
 
I think those are what she has "naturally", acquired by experience, but then the rest comes with Traits and Job.
That would make sense. Perhaps a small UI adjustment showing "natural" stats and those acquired from jobs/skills could be useful?

For a further query, this event is forcing my heir to get married to a family or tribe. I have no option to back out of the marriage. Apparently I made an "informal" agreement with a family (I didn't) and they'll be upset if I marry a Scythian. Is this normal? I actually wanted to marry Alexander to a foreign power, but now I can't...

Spoiler :
force.jpg


Kind regards,
Ita Bear
 
When going through your court to check available missions:

a courtier can tutor

BUT a mission is already active

upload_2022-1-20_23-16-47.png


this is displayed, so you immediately know you don't have to check into that menu



but if the courtier is governor, you cannot know that the mission is unavailable until you go all the way into the menu:

upload_2022-1-20_23-18-3.png
 
When a city is damaged, we have a "repair until complete" option. Can we have the same option for units so we don't have to press heal every turn?

Kind regards,
Ita Bear
 
Tribal Alliance

I like the idea but it isn't practical when you get to use their troops to bolster your army and they only move ONCE a turn. By the time I can get them to most engagements the war is over. Can someone explain why this is or, hopefully, give them 3 moves or at least 2; something.
 
Tribal Alliance

I like the idea but it isn't practical when you get to use their troops to bolster your army and they only move ONCE a turn. By the time I can get them to most engagements the war is over. Can someone explain why this is or, hopefully, give them 3 moves or at least 2; something.

Barbs and tribal units have 1 fatigue (1 move) per turn up to "normal" tribes level. At "strong" and "raging" barb level, they have 2 moves per turn. If you recruit them as mercenaries (because you're Carthage or because you're an orator) they always get two moves, regardless of the "tribes" level in the game. mercenaries, just like any other units you own, get a bonus fatigues point if your leader is "swift", if your leader is a zealot, or if you're Rome. Yes it adds up, so if you're Rome led by a swift zealot, that's +3 fatigue for everyone (and your opponent will probably feel quite fatigued too).

these bonuses of course only apply to your units, not when your nation is simply giving orders to allied tribe units through an alliance.
 
When a city is damaged, we have a "repair until complete" option. Can we have the same option for units so we don't have to press heal every turn?

Kind regards,
Ita Bear
This would spend orders and face the same pitfall as other unit automation features in this game. automation doesn't really fit with the order system. It could work but from experience the result is often confusing to the players who use these features.
 
Speaking of city damage...

To insert a city's build or project order at the front of the queue it's CTRL+ except to repair the city it's SHIFT+ ???
 
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