Spring 2017 patch notes

It is kinda funny that land units can heal anywhere.

It's not really healing, it's supplies and reinforcing. The division is running out of ammo? Send them more! You're having loads of casualties? Take some men from the reserve!
 
you slowly reinforce them, I guess. Or more quickly in your territory.

It's not really healing, it's supplies and reinforcing. The division is running out of ammo? Send them more! You're having loads of casualties? Take some men from the reserve!

I get that the logistics of restocking an army even in enemy territory are probably more straight forward than doing the same to a ship...but. Hrrrrm. Most units in Civ tend to represent armies, and fleets (setting aside that we now have slightly different units under those names) rather than individual companies or ships. So technically it should work kinda the same....
Meh - I take the point you guys are making.
 
It'd be great if it worked that way with ships. It's kinda ironic that they can only heal in your waters (or allies waters?) when they -the ocean going ones at least- had carpenters etc on board.

I typically see it as healing from wounds for units, while ships can't heal their damage, so they need to get back to own lands in order to get repaired. There's also a difference in that for units it's called "Fortify until healed" while for ships it's "Rest and repair".
 
Religous units have 'Rest & Repair' options too.

Does anyone have any idea on what the difference is? i.e. religious units surely wouldn't have both options if they were the same thing? :lol:
 
In the first case the apostle builds some basic fortifications and waits for reinforcements. In the second he takes a nap or repairs his holy lightning summoner.
I find that fortify until healed does not work too well even with normal units. Instead of fortifying to get maximum defensive bonus they wake up if next to an enemy.
 
Yeah, fortify heal seems to work more like sentry. Has anyone noticed if sentry really works with the latest patch?
 
I suppose "Rest and Repair" means you can't just do it anywhere.
 
I suppose "Rest and Repair" means you can't just do it anywhere.

Given religious units only heal next to or on holy sites; were that the meaning you would still only have the one heal option for them.
I haven't paid too close attention when pressing either of them. I guess one may be a fortify for religious units and the other an alert for religious units.
 
Given religious units only heal next to or on holy sites; were that the meaning you would still only have the one heal option for them.
I haven't paid too close attention when pressing either of them. I guess one may be a fortify for religious units and the other an alert for religious units.

I don't know. They never wake up on religious units, so I still have to watch for those myself. Both options are active for religious units even when not next to a holy site, but nothing happens then (they'll just stand there). Unlike, for example, when you have a damaged ironclad (from the admiral), but no coal, both buttons are not active. I guess in case of religious units that's just a sort of an UI glitch. Like they just used the same code for religious units as for everything else.

Having said that, I don't see the difference between the two buttons at all.
 
It's probably just a bug. At release, they had none of those buttons, a Patch added both.
 
I guess in case of religious units that's just a sort of an UI glitch. Like they just used the same code for religious units as for everything else.

Having said that, I don't see the difference between the two buttons at all.

Neither do I. Possibly what you're saying is right, but no other units has two heal buttons other than religious ones right? I mean it sounds like you're saying the Ironclad has two; but from memory it is only the religious units that have two...so it's hard to see that it's just crossed UI wires.

It's probably just a bug. At release, they had none of those buttons, a Patch added both.

Yeah but the first heal till fixed for religious units came in by itself. It was a later patch that added the second. Harder to see how that happened....
 
Neither do I. Possibly what you're saying is right, but no other units has two heal buttons other than religious ones right? I mean it sounds like you're saying the Ironclad has two; but from memory it is only the religious units that have two...so it's hard to see that it's just crossed UI wires.

My ships have both buttons. I'll check later today, if needed.
 
Thanks to the update messing around with my warmonger penalties on a pre-patch game, everything was set to "None", I decided to go for a domination victory old style, and completely wiped out the other Civs, and a couple of City States. Finished off by taking the Spanish capital, leaving one broken and defenseless Roman city, taking the Roman city would have caused a culture victory. Clicked just one more turn, or more precisely, just let me finish the turn I was on, took the remaining Roman city, and the World was all mine, 73 Cities and city states I was suzerain of. Now that's what I call fun.
 
  • EXAMPLE: Macedon is at war with Persia. If India goes to war with Persia sometime in the middle of this Macedonian/Persian War and captures a Persian city, Macedon will reduce its warmonger penalty against India by 40%

I never understood most warmongering penalty game decisions. IMO, in that example, Macedon should be happy with India, not "less mad". The enemy of my enemy is my friend.

And yes, ffs, add the frikin restart game button.
 
Until they start taking cities you wanted... human mentality... when the enemy is no longer a threat the other person attacking it can be considered the largest threat.

I'd say thats the gamey way to see it. OFC I would hate the AI to take the cities I want. But I want the AI to act as real leaders. And real leaders in a war are happy about defeating the enemy, more if its others losing men. Im not saying its not possible to create tensions between allies about who occupies some key location. But thats the exception, not the rule. In real wars you want your allies to defeat your enemy.
 
@kaltorak I did say this was human nature... you may think its gamey but allies in real life does not mean they do not distrust each other or consider them a threat.
Sure they will defeat the enemy but you will always be keeping an eye on how much land they have taken. Look at the Russia/USA taking of german land in WW2, it became a strategy race to ensure the opposing allies did not get more land! All clearly documented historically
 
@Victoria But imagine a real leader in a war receiving a message about his allies defeating your common enemies army and capturing a city. What would you think, that its good or bad news? OFC you can come up with an example pf each. But the usual thing its that it is good news. And civ treats it as default bad news. Makes no sense at all to me. Your ally is defeating your enemy, and the default response is to get angry at him...-
 
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