Crusader2010
Chieftain
- Joined
- Aug 17, 2014
- Messages
- 62
Ok, so i've noticed something interesting. In the current game (haven't reached tribalism yet), after subduing an animal there is the option to make them fight each other in the arena - providing culture, gold and research to the city for 5 turns (i think).
After clicking on this, the button disappears from *most* of the other animals until the 5 turns are up. I've tested a bit and even if I choose a bird for example, the button doesn't appear even on monkeys or reptiles. BUT, for example tigers still have it! Apparently every subdued animal that can "auto-upgrade" to something (i.e. having that button on the bar) still has its "arena fight" button enabled.
1. So, is this right? Also, the bonuses seem to stack (at least that's what the interface is showing).
2. Queuing orders for any unit is a bit "off" in my opinion. If they already spent all of their movement, the next turn they still appear in the "available units" list (i.e. can cycle through them with Enter). They also don't seem to retain those orders unless I set them again (i.e. while the unit has movement points). So how can I make units properly memorize/queue orders given no matter the movement points remaining?
3. Gatherers seem to sometimes stop right before the last tile when issuing the order to create trail paths with the "route to" button. It's not consistent but it does happen. This might also be true for workers and/or other road types, but i'm not sure. Any ideas?
4. Is there any way to "force" a worker unit to keep building something even when there are enemies around him? right now I have to reissue the order every turn until completion. (PS: for point 3. above, there were no enemies around the gatherer).
After clicking on this, the button disappears from *most* of the other animals until the 5 turns are up. I've tested a bit and even if I choose a bird for example, the button doesn't appear even on monkeys or reptiles. BUT, for example tigers still have it! Apparently every subdued animal that can "auto-upgrade" to something (i.e. having that button on the bar) still has its "arena fight" button enabled.
1. So, is this right? Also, the bonuses seem to stack (at least that's what the interface is showing).
2. Queuing orders for any unit is a bit "off" in my opinion. If they already spent all of their movement, the next turn they still appear in the "available units" list (i.e. can cycle through them with Enter). They also don't seem to retain those orders unless I set them again (i.e. while the unit has movement points). So how can I make units properly memorize/queue orders given no matter the movement points remaining?
3. Gatherers seem to sometimes stop right before the last tile when issuing the order to create trail paths with the "route to" button. It's not consistent but it does happen. This might also be true for workers and/or other road types, but i'm not sure. Any ideas?
4. Is there any way to "force" a worker unit to keep building something even when there are enemies around him? right now I have to reissue the order every turn until completion. (PS: for point 3. above, there were no enemies around the gatherer).