Stuie
Laudir Agus Mir
I would much rather they spend their time teaching the AI combat than making rivers prettier
Agree 100%. Could not care less about the river graphics.
I would much rather they spend their time teaching the AI combat than making rivers prettier
Agree 100%. Could not care less about the river graphics.
I would much rather they spend their time teaching the AI combat than making rivers prettier
Is this official or just speculation? If official, I'd be really amazed.
If you notice the pic, there are no proper river graphs, just the ocean continuing inside land tiles where suposedely rivers were meant to beThis is my speculation.
There must be a reason why the rivers have changed. We know that the game really is demanding in terms of resources.
And I think, to have quite some rivers bending through the landscape makes the engine have to calculate all the reflections over and over again.
The same reason, as I assume, why they skipped the animated forests, jungles and tile improvements.
Prince or prince level AI (and in many cases AI all the way down to chieftain) in all the Civ games always have had some advantages, a lot of it are hidden modifiers that helped out AI costs here and there or gave AI slight discounts when trading with each other. There are just some things AI needs more help on.
So yeah, it wasn't exactly true until now either, but that's no reason to make it worse.Jon Shafer @ quartertothree forums said:Just to clear some things up - on Prince the AI plays by almost the exact same rules as the human. It receives a marginal discount to unit gold and supply costs, but that's pretty much it. There's no cheating with construction, gold production, happiness, puppet rules, research agreements, visibility, combat odds or whatever else. It has basic insight into the total military strength of other players, but no more so than what's available to the human via the demographics screen.
Did they fix research overflow?
No. To my knowledge, they haven't even acknowledged it as a bug yet.
Why should they acknowledge it as a bug? Wasn't it the same way in Civ3?
I'm just glad that we don't have to finish all techs in a certain era before being allowed to proceed to the next era.
Well, I have a small fear they don't consider it a bug, but I think it's unlikely. If they leave it as is, I'll just have to use a mod that fixes it. It is right up there on the list of tedious micromanagement issues.
OK I hope I'm missing something, how do you annex a city after puppeting it? The option appears to be gone after the patch.
On the world view it says "click to annex city" except clicking it allows you to view the city. Where the annex city button used to be I have the option to buy tiles but it is not operational????
I have mentioned this before, but until the GS gets nerfed, this is at least some semblance of a balancing act towards research. I don't lose remotely as many beakers through overflow as the GS can make up with instant discoveries and slingshotting ages.
Hey, what do you expect if people are happy that the sliders are gone... I'm honestly not sure what goes on in mind of some folks. I mean to actually prefer swapping money for science city by city, only to do the same s*** but with the oppposite direction a turn or two later is just to me.I agree, but when you can save hundreds of beakers on techs every now and then just by fiddling around with some specialists, it really ought to be fixed. It's particularly a problem at the Quick gamespeed which is the most playable at the moment.
There's really no excuse for it. Justifying by saying it's small in comparison to some other powerful strat doesn't change the fact.
Hey, what do you expect if people are happy that the sliders are gone... I'm honestly not sure what goes on in mind of some folks. I mean to actually prefer swapping money for science city by city, only to do the same s*** but with the oppposite direction a turn or two later is just to me.
Beaker overflow and global slider are different issues.