v95

OK, I found a bug. It really complicates combat if you must move a unit in a hostile location before you can use a promotion. I lost a Hoplite and will likely lose the one seen in the save. I don't encounter this when I don't have an enemy nearby, but if I am in someone's zone of control, the promotions aren't accessible until you move out of that ZOC.
 

Attachments

OK, I found a bug. It really complicates combat if you must move a unit in a hostile location before you can use a promotion. I lost a Hoplite and will likely lose the one seen in the save. I don't encounter this when I don't have an enemy nearby, but if I am in someone's zone of control, the promotions aren't accessible until you move out of that ZOC.
Do you reproduce this in the base game?
 
Do you reproduce this in the base game?
No, but the upgrades do get saved. After a long siege of Tlaxcala I was able to upgrade my Archer twice. However, there is a small bug for Tenochtitlan; since it is on a Lake, Caravans don't recognize it as a City. This really hurts the Aztecs' ability to catch up on technology through international trade...
 
Mmmmh and there's no canal in Civ 5, that's in 6. Even forts that use to allow passage for boats in Civ 4, do not allow this in 5, iirc. I'm not sure how to solve this.
 
I noticed that the solution to the roads exploit makes it harder to complete the city-state quest to build a road to their city. You can use road-to, but their units might get in the way.

1725190986489.png

I'm trying to road down to Sarapion. I'm allied with both city-states.

For me, having the road exploit fixed is not very important.

Update: I realized that you can place your own military units all along the route you want to build a road on, so that foreign units can't block the route. (Civilian units can still block it, I think.)
 
Last edited:
I tried v95 Japan, just 3 Godzilla cities that reached pop 51, 38, and 35. I planned to build a spaceship but didn't realize that since that VC is disabled, you can't build the Apollo Project. What I expected would happen is that I could build and launch the ship, but wouldn't get the victory screen. But the way it is makes more sense, given how Civ is designed. You wouldn't want the AIs building something that doesn't help them win.

I wasn't paying attention to the "no foreigners" VPs. I think it reached 182, dropped to 177, and then stayed there. I'm not sure what caused the points to increase or decrease.

I was very entertained that conquerors events seemed to be triggered unexpectedly (randomly) against European civs by my auto-exploring caravels long after I had first met the civs and scouted them with a scout. I got England (with my troops appearing in Iceland!), Sweden I think, and Portugal.

I passed 1001 VP on turn 568, 1898 AD.
1725969909677.png


Two turns later I finished Future Tech and every building and wonder I could except the Manhattan project, bringing VP to 1021.

The game can become pretty boring when it reaches the Industrial Era, especially if you're just teching. You're limited in how much you expand. The AIs expand anyway, and then usually collapse. The long turn times make it a grind.

The endgame gives you some things to do besides press enter, like maintain research agreements, influence city-states, participate in the world congress, and (if it matters) help or hinder other civs. Somehow, it's not really enough - not enough to make those turn times worth playing through, at least. However, it would be nice to see the things that give victories in the unmodded game - tourism influence, space race, world leader election - grant RFC VP. The game is designed for those things to be pursued.

I think occupying foreign capitals would be a good one, too - a certain number of VP per capital.

On the other hand, for civs that have RP points implemented, the game can usually end earlier, late renaissance / early industrial. It's not the worst thing in the world to leave the modern era as an afterthought, although it is unsatisfying, and I prefer long games that go all the way.

I have found that the early and mid game is the most fun for any civ, and military-oriented games like Vikingland and Germany were some of the most fun overall. Barb events make things interesting and generally seem well designed, like in the case of Greece where the events tell a story, and for other civs too.

I'm hoping to make another post where I review the late game buildings. Some of them come too late to make much difference, it seems.
 
I think removing the ability for workers to build roads in foreign territory also had the effect of removing the ability of Portuguese workers to build Feitorias. The button to build them just doesn't appear. This save is from v94.
 

Attachments

Last edited:
Top Bottom