Undercouncil resolutions not working?

Lord Yanaek

Emperor
Joined
Aug 15, 2003
Messages
1,664
I'm not sure it's a bug, maybe i simply misunderstood something, so i don't post in the bug thread. It looks like in my current game, most undercouncil resolutions are not working.

Currently, the resolutions that were voted (each time, all 3 members voted yes)
  • Enlist Nightwatch, and i got mine.
  • Gambling ring : the cost of gambling houses is still 200 while the text says the cost should drop by 75%
  • Slavers ring : i didn't have an opportunity to buy slaves anywhere, neither from event, nor from any screen i visited
  • Smugglers something : the smugglers port is not buildable in any coastal city, no matter whether they have a normal port or not.
Well, this religion has some funny HN units, but the undercouncil doesn't seem to work :confused:

Is there something special to do in order for those resolutions to work?
 
The slave ring was okay for me, did you check your units in cities?
They should have a new "spell" to buy slaves.
The gambling and smuggling ones seem to be broken for me to;)
 
Same here. And as i posted in the balance thread the slave ring thingy seems a bit exploitive.
 
<edit> REMOVED, OK i got it
 
Check the civilopedia, the Smugglers Port is not buildable (no hammer cost), instead it costs 25 gold, so I guess you should have a mission to build it with your Nightwatch in cities with Council of Esus, but I checked and there isn't.
 
Check the civilopedia, the Smugglers Port is not buildable (no hammer cost), instead it costs 25 gold, so I guess you should have a mission to build it with your Nightwatch in cities with Council of Esus, but I checked and there isn't.

It doesn't cost 25 gold, it adds 25 gold per turn to that city.

So i would guess its not buildable yet becuase it hasn't been balanced yet??

Becuase right now it would be really overpowered it would add 25 gold per turn to the city and a trade route with the only penalty being a small increase to the crime rate.
 
yeah, +25 gold per turn is definitely too much.
 
too bad it doesn't actually work :D
 
I think it would be nice if the price of slaves varied, based on how often people buy and sell. Of course, this is probebly too hard to implement for what its worth.
 
Or possibly a happiness penalty in your cities for every 10 or so slaves bought there (not thematically very proper...), or a penalty to relations with other civilizations for the number of slaves utilized beyond what they have used (If they use none: You sell people!, if they use far less: You abuse your slaves!)
 
I haven't played long enough to get into a game with the councils being founded so I have to ask - can a player push for a resolution to be voted upon or do I have to wait for the AI to do such a thing? What screen(s) can I find council information on other than the Civic screen saying which I belong to?
 
I haven't played long enough to get into a game with the councils being founded so I have to ask - can a player push for a resolution to be voted upon or do I have to wait for the AI to do such a thing? What screen(s) can I find council information on other than the Civic screen saying which I belong to?

Only the leader can choose which resolutions to vote on, so if you get voted in as leader then you would choose the resolutions,

Council info such as members and resolutions passed can be found on the victory screen (click on the little fist icon near the upper right corner), members will show you the members of each council adn resolutions will show you the possible resolutions and which ones have been built.
 
I never would have thought to look in the victory screen of all places. Thanks.

Edit - Okay, I founded the building that triggers a vote for Dark Magistrate and I won despite being only third in points with both of those ahead of me also on the Undercouncil. So now I go to that screen... and how do I trigger a vote on something?
 
Edit - Okay, I founded the building that triggers a vote for Dark Magistrate and I won despite being only third in points with both of those ahead of me also on the Undercouncil. So now I go to that screen... and how do I trigger a vote on something?

After a couple of turns you get a popup asking you what the next council should be about.
 
And that continues, every couple of turns it asks about a vote, you select what to vote on, then get to vote, and next turn find out the results. After 3 (or is it 5?) resolutions are put up to vote, you again will vote for a head of the Council.
 
Got it, thanks guys. I did get a pop up on slave trading shortly after posting this.

Of course, the resolution passed and the game decided for whatever reason that that meant I had declared war on two other civilizations and it nullified my defensive pact with a third.
 
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