v.152, Slavery and other

LulThyme

King
Joined
Sep 15, 2004
Messages
622
Two things which I'm not sure have been mentionned and not sure how "bug" they are :
-If you are building something that is a requirement for something else (Aqueduct and Hanging Garden for example), it will let you change your build to the other thing and when the build is finished nothing happens (meaning all the hammers are lost).
This is not exploitable but could confound new players. A warning or just not letting change to the build would be better I think.
ON second tought it may even be exploitable.
I havnt tested this though. Say you are missing a temple to build a cathedral.
You could maybe (not tested) prebuild the cathedral by building temple then switching to cathedral and finishing the temple in another city before cathedral is done.
I will test this later.
-This has probably been pointed out but the rushing option under slavery is very messed up under different game speeds.See this thread
http://forums.civfanatics.com/showthread.php?t=145687
They corrected an earlier bug and now the number of ppl needed is correct (20-30-45) but the number of hammers actually added is wrong.
For example to rush a build with one person available in quick you need 20 hammers or less missing but the person will actually add 30.
Further testing is needed but most likely explanation is given by DaviddesJ :
"It's plausible, though, that it's effectively using the code from Normal speed to decide how many hammers to add. So, the number of pop used to rush is computed differently at different speeds, but the number of hammers added is always the smallest multiple of 30 that is sufficient to bring the total up to the target cost. That would mean that in Quick games, rushing with 1 pop would add +30 hammers, when it should only add +20. I did a quick test, and that seems to be true."

EDIT : seems this last one was in the stickied thread, sorry.
 
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