Some possible bugs ... please confirm

r_rolo1

King of myself
Joined
May 19, 2006
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Location
Lisbon, Portugal
1) While warring against England I got a notification from both Alex and Julius saying that I was amassing troops near their borders. The issue is that they are quite far away ... especially Alex, that was maybe 20 tiles away and with other civ in the middle ;) ( first save ( persia 2 ), start war with England , proceed for some turns ). This is a PITA because it will lead to war against both in maybe 30/40 turns because they are pissed with me for massing troops in the other side of the continent regarding them :p

2) Not sure if posted so far, but you can't order your workers to go to tiles occupied by foreign military, even if in your land, even if you are in peace with the civ in question, even if you have OB with them ( check save 2 ( persia4 ) and try to move the worker in York to the tile ocupied by the roman scout. Buy the tile to test for ownership of tile ... we have OB with the Romans at this point ). It might be intended ( doubtful, as it could lead to major exploits, like you parking a scout on top of iron to disallow workers of improving it or to disrupt trade route linking by road building ...just put a scout or two in critical tiles ), but it is never stated elsewhere.

BTW i also observed some similar behaviour regarding workers and GP ( i'vr had so far been unable to order GP to go to tiles ocupied by workers in some situations ), but i have no save to check and no WB to recreate it :(
 

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2) Not sure if posted so far, but you can't order your workers to go to tiles occupied by foreign military, even if in your land, even if you are in peace with the civ in question, even if you have OB with them ( check save 2 ( persia4 ) and try to move the worker in York to the tile ocupied by the roman scout. Buy the tile to test for ownership of tile ... we have OB with the Romans at this point ). It might be intended ( doubtful, as it could lead to major exploits, like you parking a scout on top of iron to disallow workers of improving it or to disrupt trade route linking by road building ...just put a scout or two in critical tiles ), but it is never stated elsewhere.

BTW i also observed some similar behaviour regarding workers and GP ( i'vr had so far been unable to order GP to go to tiles ocupied by workers in some situations ), but i have no save to check and no WB to recreate it :(

You can only have one non-combat unit on a tile, so that means 2 workers can't occupy the same tile, nor can a worker and a great person together. It also explcitly says somewhere (manual, civpedia, advisor? don't remember) that a non-combat unit of one civ can't share a tile with a combat unit of another civ. So yes, it is entirely possible to go the cheesy route of signing an open borders agreement and plonking a scout down on their iron.
 
You can only have one non-combat unit on a tile, so that means 2 workers can't occupy the same tile, nor can a worker and a great person together. It also explcitly says somewhere (manual, civpedia, advisor? don't remember) that a non-combat unit of one civ can't share a tile with a combat unit of another civ. So yes, it is entirely possible to go the cheesy route of signing an open borders agreement and plonking a scout down on their iron.
Ok, fair enough ...it is intended, so it is not a bug. But it is exploitable to the bone :D It reminds me the good ol'and never solved "scout bumps whole army out of neutral tile at war dec" in civ IV, just in a couple of magnitude degrees higher ( or even worse stuff from civ III )... firaxis should definitely rethink that rule :p

That leaves us with #1 ;)
 
In your own territory you can close borders and force the unit out, I suppose. My favorite is when a city-state asks for a road and then leaves its units in the way of possibly constructing said road. And of course it's related to the fact that you can prevent one civ from attacking another by littering the territory in between with your own troops so he has no valid paths to get to his target. To solve pretty much all these problems I feel like players and AIs should be able to ask each other to move specific units. AI goes to war, your troops are in the way, he says "move 'em, or I will assume you are militarily defending my foe and treat you accordingly!" AI leaves a warrior parked in a spot where I want to build a road, I say "hey, would you mind your army having its little picnic a few miles over?" Not sure exact implementation details but this kind of blockage is such a HUGELY exploitable thing that there needs to be some way to deal with it.

As for #1, that sure sounds like a bug. :)
 
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