AI knows which unit to train to counter your units.
I recently have a war with neighboring AI civ and the AI knows I have more chariots. It made more spearmen. When I trained some archers it made chariots.
AI knows which unit to train to counter your units.
I recently have a war with neighboring AI civ and the AI knows I have more chariots. It made more spearmen. When I trained some archers it made chariots.
Economic CS's bonus (+1 gold to gold buildings per CS) seems to be bugged with bridges.
When I had a single bridge, it didn't benefit from CS bonus. But when I added more bridges, those bridge's yield kept going up.
I have 8 CS for now. 7 + (7-1)*8=55
A city with 3 bridges, for comparison. 7+(3-1)*8 = 23
Infantry level 1 is Warrior, level 2 is Spearman, level 3 is Phalanx. Greek UU is Hoplite. It makes sense from a historical perspective, but my brain goes to civ 6 thinking a lot when playing too.
Siam is bugged beyond the unlock. I was finally able to choose it. And not only did the EXP not register for finishing the culture legacy path nor building Doi Suthep, the City State ability is also not working in my case. I clicked it, and then the CS showed this for the rest of the game: every action is greyed out because it has a cost of -1 influence. On the map, the borders of the CS remained, but the city itself was excluded from its own borders. Fun times!
Siam is bugged beyond the unlock. I was finally able to choose it. And not only did the EXP not register for finishing the culture legacy path nor building Doi Suthep, the City State ability is also not working in my case. I clicked it, and then the CS showed this for the rest of the game: every action is greyed out because it has a cost of -1 influence. On the map, the borders of the CS remained, but the city itself was excluded from its own borders. Fun times!
This happens all the time. This UI is shown for both city-states which are already dead and for those which you didn't discover yet (but I assume saw their units).
This happens all the time. This UI is shown for both city-states which are already dead and for those which you didn't discover yet (but I assume saw their units).
But… neither is the case. I saw the IP and used Siam‘s ability. It should have made me suzerain instantly. But instead it killed the CS in a way and I got nothing.
But… neither is the case. I saw the IP and used Siam‘s ability. It should have made me suzerain instantly. But instead it killed the CS in a way and I got nothing.
I suspect there's some bug with CS dying, I think I saw this in my games and I haven't played Siam yet. I believe it happened in exploration as well (need confirmation, though), so it's unlikely caused by AI playing Siam. But it's possible.
Does anyone know what the difference between infantry and cavalry is? From what i have observed:
Cavalry usually have higher CS for similar tier.
Cavalry get upgraded by horses and oil to do bonus damage to infantry.
Cavalry have an extra point of movement range.
As far as I can tell, infantry have no advantage to attacking into or out of fortifications or walled districts.
Does anyone know what the difference between infantry and cavalry is? From what i have observed:
Cavalry usually have higher CS for similar tier.
Cavalry get upgraded by horses and oil to do bonus damage to infantry.
Cavalry have an extra point of movement range.
As far as I can tell, infantry have no advantage to attacking into or out of fortifications or walled districts.
It looks like you can't just camp a scout on the base of an IP you like in order to prevent other players from dispersing it. If you do that, either the game deletes the IP or the other player gets to disperse it from an adjacent tile. I suspect it's the latter.
It looks like you can't just camp a scout on the base of an IP you like in order to prevent other players from dispersing it. If you do that, either the game deletes the IP or the other player gets to disperse it from an adjacent tile. I suspect it's the latter.
Or maybe the former. In my games, they have disappeared when they had no unit left, the turn when they should have popped a new unit (tested with and without killing that last unit, in two distinct instances, with nobody else nearby who could have interfered).
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