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

Also, Mongol capture cavalry units bonus is really unfortunate - every captured unit has very little health - So, if you happen to capture a unit close to enemy walls or other units - they will instantly kill it next turn - which is very bad for war weariness.

I hear you, but you can be tactically smart about which units you capture. If you capture a unit close to enemy walls or other units, and then capture that city and kill or capture those other units, there's a not a problem. And while I hear you on war weariness, consider that this means each city or unit attack on this captured wounded unit is not directed toward your original units. Finally, there is very good historical basis for this. The Mongols had a strategy of putting captured people (including civilians) from previous battles in the front lines with minimal armor or equipment, to soak up the first wave of counter attacks from defenders.
 
They fixed edge scrolling, it seems. Now it works exactly as it is supposed to.

Hallelujah!! Praise God & pass the gunpowder! :ar15:

You can apparently identify an unmet civ if they've sent out the diplomat governor to a city state and you hover your mouse over it (see right side of screen):

And you still get notifications saying that Civ X -who you have met- has said "blah" to Civ Y - who you haven't met; but now have the frustration of knowing is in the game; when you'd rather find out how you're supposed to.

another problem exclusive to the R&F related to this is that the loyalty mechanic makes it nearly impossible to expand without your cities revolting since it requires you to basically expand into other players (or kill them)

Well, the idea is that you have to expand smarter. That and forward settling -esp on a capital- will be punished. What's the problem again?

Greece has been changed. Acropolis no longer gives envoys upon being built.

Acropolis now: +1 culture for adjacent city center and +1 culture for each adjacent wonder and district. only built on hills. edit: In addition of granting an envoy upon being built.

I miss the envoy, but those culture yields are quite good.

edited.

Did it ever give envoys? I missed something lol.

Magnus has +25 vs nuke strikes though.

Where is that noted?

They fixed the bug with the slider at the bottom of the tech and civic trees. For at least the last patch, the mouse-over would only work if done outside the brackets. Now it works all the time.

:love: This was annoying the hell outta me! It's been an issue for longer than just the last patch though. It was 2 or 3 ago.

The AI however seems to not know how loyalty pressure works at all. I’ve seen Gandhi settle his city on the other side of the continent, among 3 Norwegian cities. Few turns later the city revolted and flopped to Norway. It didn’t even grew to 2 pop, was still at 1 pop...

You can settle a city in amongst your cities and give it to them to remove the -18 ... and it will soon flip back
.. even with a lighthouse?

The AI def needs to be given some more boundaries around loyalty. As in if they aren't able to comprehend it in a more nuanced way, give them a firmer distance from other cities that they settle (or are willing to gain cities in a trade) with, say, a 10% chance they'll do something risky.

It appears to be so. As a naval player I can say with a fair amount of certainty that where I kill, thar be wrecks. Have you ever considered this may be the case for land battles?

I wish they were all like that. I was soooo disappointed when V came out, as they had made it sound like all the artifacts were going to be in places were things had actually happened. And then they weren't. I guess if there's not enough battles etc, then they do still need to invent some for balance. :undecide:

Conquistadors no longer convert cities upon conquest if adjacent or making the final attack. It's probably a bug since the ability of the unit has not been modified. Pretty annoying considering they are the main strength of the Spanish civ.

Have you reported it as a bug?

I doubt that's one of the things they intended to fix. They seem to deliberately obscure most information about timed actions like that - for instance there's no way of identifying when you made a promise to someone and so when it will expire, and duration isn't shown for alliances, friendships or denunciations.

Friendships are supposed to show a time limit on them now. Trade routes def should!

This constitutes a circumnavigation:

K18UJtY.jpg

Circumnavigation does not have to join...
View attachment 487849

Nor does it have to be done by you. I got the era scores because my allied city states circumnavigated the globe. Didn't have a single ship in the water at the time.

It actually hasn't had to [join] in the past either...but I'd prefer if at least it was navel units that had to do it, esp in VI where the oceans are more like seas at best.

I'd also rather than Allied City State visibility was just that, and didn't give you something like circumnavigation.

I can build most wonders in 1 turn if needed with Magnus.

He's gotta get tuned down! :gripe:

Like most things, archers shooting out of your territory do not get this... like Victor is not crap enough anyway
View attachment 487928

The Castellean isn't crap...or more to the point the other six may all need a little toning down as they are OP I think. And the Steward a lot of toning down. But you certainly wouldn't want archers getting that bonus for ranged.

Was this possible before?
View attachment 488039

Ooooooo I like :D
 
Can someone explain the point of the +4 GP points? Is this solely for those who might be chasing the last Religion...cos it seems to me like you'll almost never get them!

GP Points Dedication.PNG
 
On the question of governors, I've already had one game in which I didn't care which governor I was adding (it was the Castellan), I just needed to calm down the enemy city I had just captured during a dark age, which the governor did beautifully. That allowed me to complete Rome's conquest of Russia, triggering a heroic age, and capturing one last opponent's capital (Pasagardae) early in that age to get the Domination victory. I never needed to defend a city from attackers. But the ability of a governor to restore loyalty can sometimes make all the difference.
 
it was like that before

Was it? I didn't think so...
I'm just stoked that I can continue to build warriors when I don't have iron for swordsmen etc.
 
Can someone explain the point of the +4 GP points? Is this solely for those who might be chasing the last Religion...cos it seems to me like you'll almost never get them!

View attachment 488207

Yeah, when I grabbed it I was still chasing down the last religion, so the +4 just made it safer for me to get, and to spawn them a couple turns earlier. Not a huge bonus, but a nice little boost.
 
Well, the idea is that you have to expand smarter. That and forward settling -esp on a capital- will be punished. What's the problem again?
did you perhaps read the post? expanding "smarter" is not possible when four different AI you meet within the first 10 turns are swallowing up land in every direction. at that point every city you place may as well be a forward settle

thanks for the well thought-out response
 
Can someone explain the point of the +4 GP points? Is this solely for those who might be chasing the last Religion...cos it seems to me like you'll almost never get them!

View attachment 488207

I took this in the cree game I just finished. Hadn't built a holy site at all by classical era and wasn't going to but I took this then got political philosophy a few turns later and ran the Gp card. I blew past the people who had actually built HS to claim the 2nd to last prophet. But I play on king so maybe it wouldn't work as well at high levels. I found it very useful tho to basically get a religion for almost no investment.
 
did you perhaps read the post? expanding "smarter" is not possible when four different AI you meet within the first 10 turns are swallowing up land in every direction. at that point every city you place may as well be a forward settle

thanks for the well thought-out response

Lol, okay sorry - to be fair I do play on huge maps cos I like having space. And it is a bit rough on people playing on average size maps if they are totally surrounded early on. I think it sounds like the only solution is that all maps must get larger! :beer:

I took this in the cree game I just finished. Hadn't built a holy site at all by classical era and wasn't going to but I took this then got political philosophy a few turns later and ran the Gp card. I blew past the people who had actually built HS to claim the 2nd to last prophet. But I play on king so maybe it wouldn't work as well at high levels. I found it very useful tho to basically get a religion for almost no investment.

Well that might be a little too OP seeing as you hadn't built any HS... But good to know that it's relevant!
 
Can someone explain the point of the +4 GP points? Is this solely for those who might be chasing the last Religion...cos it seems to me like you'll almost never get them![]
It is useless later, but in fact I got the last religion purely thanks to this. I had ZERO holy sites and the 4 points were enough. (And the great prophet had to wait quite a lot of turns to be even able to create the religion :) )
 
It is useless later, but in fact I got the last religion purely thanks to this. I had ZERO holy sites and the 4 points were enough. (And the great prophet had to wait quite a lot of turns to be even able to create the religion :) )

Def a bit rough on those who have invested in HS etc as I said above. But good to know it works!

Can someone explain the point of the +4 GP points? Is this solely for those who might be chasing the last Religion...cos it seems to me like you'll almost never get them!

I should clarify what I meant in case there's any confusion. By "them" I mean the 4 GP points, not the last religion. I guess I'm often wanting a religion, and I figure that anyone who does will have made sure they were well on the way long before you can do your first dedication.
 
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I should clarify what I meant in case there's any confusion. By "them" I mean the 4 GP points, not the last religion. I guess I'm often wanting a religion, and I figure that anyone who does will have made sure they were well on the way long before you can do your first dedication.
Yea, it comes a bit late. In my case when I got a golden classical age in my game as Zulu (I had no plans to get a religion at all) and looked at the available dedications, I said "omg I don't want any of those". Then I checked the great prophet points of other AIs and I decided to pick this dedication and at least get a religion which could potentially help me with my militaristic future :)
 
Yea, it comes a bit late. In my case when I got a golden classical age in my game as Zulu (I had no plans to get a religion at all) and looked at the available dedications, I said "omg I don't want any of those". Then I checked the great prophet points of other AIs and I decided to pick this dedication and at least get a religion which could potentially help me with my militaristic future :)

I keep forgetting to check out warrior monks with the Zulu, but that religious perk is often picked early in R&F.

They only have 6 less combat str then Impi, but have a much better promotion line then anti-cav.
 
Lol, okay sorry - to be fair I do play on huge maps cos I like having space. And it is a bit rough on people playing on average size maps if they are totally surrounded early on. I think it sounds like the only solution is that all maps must get larger! :beer:
i agree that maps should be larger, or that civs should be more evenly dispersed around landmasses, sorry for the abrasiveness

the maps i play on are supposedly large but it feels more like i'm playing on a standard size map with 10 players
 
I'm not sure oil is very healthy for polders

Spoiler :
ARo3x9b.jpg
 
After my second game on Prince , Huge , Marathon , default no. of civs + 1 , 24 CS :

1. Getting a Friendship is impossible if you go warring early on. This has to be adressed somehow or stated somewhere . Early wars means no alliances.. ever.
2. Game overall is easier . You have even more options to dominate.
3. The cards that augment cities on other continents are overpowered. I had most of my cities on „non-home” continents so all of them had extra loyalty, growth, gold and production.
4. The GP that gives culture bomb effect to IZs should come earlier, removed or come with charges. Also CSs shouldnt just sit there and let you chip away their land with things like that, vassals or not.
5. Poundmakers trade route ability can create very cool/strange looking cities where the initial city hexes are not connected with those tagged by trade routes passing by but still inside the 3 hexes away from the city rule.
6 This game the artifacts went back at being all from the ancient era (all 12 of them).
7. With Magnus and Limes I had walls of all sizes in most of my cities. :D Also a lot of galleys and quads.
 
After my second game on Prince , Huge , Marathon , default no. of civs + 1 , 24 CS :

1. Getting a Friendship is impossible if you go warring early on. This has to be adressed somehow or stated somewhere . Early wars means no alliances.. ever.
.

Except Cyrus
 
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