[R&F] Small things you have noticed on playing

the scroll bug has been triggering when I use the arrow keys on the keyboard. Hit them again to stop the infinite scroll. This is not a new bug but I don't remember if it was ever fixed or it reappeared.

No, it's been around for quite a while. I've had it where nothing will reverse it. At least you can scroll with the mouse in every direction now.

I suppose this could go here, though I don't think it's exclusive to R&F: did anyone else realize that antiquity sites count as districts for the purposes of special abilities (i.e.: Garrison)? I thought that was pretty cool.

That sounds like a bug to me.
 
alert is definitely broken again played 3 games watched the enemy come right to the tile next to the on alert units...they did NOTHING :undecide:
 
I'm going for religious victory, I didn't see a single Inquisitor so far. I'm pretty sure none of the Civs started an inquisition. I only saw two missionaries in early game and now it's like they don't even exist, aside from mine. The AI is also way too focused on converting CSs. If you see an Apostle, you can bet it's going in the direction of a CS unless there's cities without a religion nearby, they also love those. Religious Alliance is OP, my units combat strength is a bit ridiculous right now. I'm trying to kill one of my Apostles to get a Relic, it's taking an eternity. Moksha is also OP. Yerevan still OP and necessary to fix the Apostles promotion.
 
Moksha is also OP. Yerevan still OP and necessary to fix the Apostles promotion.

I've got Moksha upgraded to the double Apostle promotion level and suzerainty of Yereven in my first game of R&F. Admittedly I'm only playing this one at prince...but still geeez!
 
I'm doing the religious victory thing in my current game as Georgia. Don't have Moksha promoted up yet, his early promotions don't look all that great. But I prefer to flood holy cities with Apostles rather than rely on religious combat to convert. Only playing Prince which is enough challenge for me. Because even on Prince the AI will take Earth Goddess before me every time. I can never get it. Khmer is pumping out a lot of faith. I'm waiting for Hagia to finish, but I may go after them sooner, as I already have the religious golden age dedication.

Georgia is alright, but I can't see myself playing them again. Protectorate war hasn't came up yet, and I doubt I'll build the walls. I can't see playing a civ where I don't use 2 of their uniques, 3 if you include their uu which I doubt I'll use.
 
Almost read the whole thread... Have spent slightly more time on R&F itself and enjoying it so far.

In other news/observations (or lack of!)...

Do counterspies that are placed in districts adjacent to the city centre protect the city centre as well? Protecting the city centre is obviously more important now with the potential loss of a goveror for 13 turns and I've just had two enemy spies recruit 6 partisans in my capital even though my counterspy was in a district adjacent to it. I am, however, prone to bad luck!

Has anyone found a noticeble difference in the change in science per citizen from 0.7 to 0.5? I find beakers are harder to come by in the early eras now.
 
Do counterspies that are placed in districts adjacent to the city centre protect the city centre as well?
yep, city centre is just another district.

Has anyone found a noticeble difference in the change in science per citizen from 0.7 to 0.5?
yes although what you are seeing is a combination of
Less science per citizen as said
10% less eureka value
Science CS limitations in what they give science to
Nerf of the rationalisation card.
 
Noticed that if you move a governor who is in the middle of establishing themselves (say, established in 2 turns) then have second thoughts and move them back to the original city, they don't lose their establishment time (it will still be 2 turns). That's pretty sweet.
 
yep, city centre is just another district.

yes although what you are seeing is a combination of
Less science per citizen as said
10% less eureka value
Science CS limitations in what they give science to
Nerf of the rationalisation card.
At least at my level I really like how the slowdown works out. It makes other things also worth while to do.
 
I'm definitely seeing slower science. Pre-RF, on emperor, I barely built campuses if going for a cultural victory and still made computers at a decent pace. Now a number more are required.

Also, Divine Inspiration + Oracle + Pingala with his 100% great person points is pretty ridiculous. I literally got every single great writer having only one theater district for half the game. (To be fair, there was no Kongo/Greece/Russia in that game - it did have Korea and I didn't get all the great scientists).
 
Do counterspies that are placed in districts adjacent to the city centre protect the city centre as well? Protecting the city centre is obviously more important now with the potential loss of a goveror for 13 turns and I've just had two enemy spies recruit 6 partisans in my capital even though my counterspy was in a district adjacent to it. I am, however, prone to bad luck!

Yes, adjacent city centres are protected, but the Recruit Partisans mission occurs in the Neighbourhood district, so unless that was also adjacent to the tile your Spy was on, it wasn't just bad luck that led to those Partisans popping up.
 
Noticed that if you move a governor who is in the middle of establishing themselves (say, established in 2 turns) then have second thoughts and move them back to the original city, they don't lose their establishment time (it will still be 2 turns). That's pretty sweet.
Yes, based on the turns they have been away, a nice touch.
 
Do counterspies that are placed in districts adjacent to the city centre protect the city centre as well?

Yes, I actually had a spy in my campu district during my Netherlands game who was protecting my campus and the adjacent spaceport and industrial district. You know it works, because you get the message that so and so spy was killed during the sabotage space project mission (although to be fair, there's a chance they could have failed even without a spy, but I doubt it).
 
Oh just noticed Tamar gets double envoys for completing city state quests as well. That's kind of nice. Not that I need 9 envoys with Armagh, but it's good to have since they are deep in the middle of my empire, don't want to deal with them declaring war on me with a civ.
 
Also, Divine Inspiration + Oracle + Pingala with his 100% great person points is pretty ridiculous. I literally got every single great writer having only one theater district for half the game. (To be fair, there was no Kongo/Greece/Russia in that game - it did have Korea and I didn't get all the great scientists).

I think there's a few governor promotions that are going to have to be toned down a bit.
 
I'm definitely seeing slower science. Pre-RF, on emperor, I barely built campuses if going for a cultural victory and still made computers at a decent pace. Now a number more are required.

I'm also finding that the adjacency bonuses are even more important which IMHO is a good thing as it brings out the biggest change from Civ VI (unstacking cities) and encourages it further. I can get frustrated when a city doesn't have enough mountains/rainforest though, making the Rationalisation card then hardly worth it.

At least at my level I really like how the slowdown works out. It makes other things also worth while to do.

I agree. I think the overall nerf to science generation gives the player time to get on with other things. That said, can be nail biting when going for a science victory! :shifty:

Yes, adjacent city centres are protected, but the Recruit Partisans mission occurs in the Neighbourhood district, so unless that was also adjacent to the tile your Spy was on, it wasn't just bad luck that led to those Partisans popping up.

That would explain what happened in my game. The neighbourhood was separate to the cluster of districts and the city centre. Maybe the AI got wise...
 
I just got a Religious Emergency where the members split a pot of -2,000 gold. That's right, they will split a debit lol.

Edit: It was fixed in the next turn, 10,000
 
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Anyone got any idea what this symbol for the Spec Op's is? From a distance it looks like something a gondolier would wear as they guide you down a canal in Venice!

Spec Ops.PNG
 
Anyone got any idea what this symbol for the Spec Op's is? From a distance it looks like something a gondolier would wear as they guide you down a canal in Venice!

View attachment 488925
Yes, it’s a floppy hat, worn by various special services personnel when not wearing a helmet.
 
6 has the worst civilopedia ever. Bad hints, terrible historical contexts and still......... no back button. Ugh.
 
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