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Snotty
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The Great Wall now provides walls in every city on the continent, in the same way Sun Tzu does with barracks. It used to double the defensive value of walls, but has now lost this ability.
I always liked the cheap useful GW, but this change interests me as well. Instant walls in freshly captured cities for one. Also, does anyone know if the walls can be knocked down by arty? When do they get rebuilt? Arty has been tweaked to hit only walls first, so even if they are rebuilt at the start of your turn the enemy has to waste arty fire every time to knock them down.
Safe cheeky border pushing and easily defendable cities that can be placed in enemy land are two other benefits. Bring a settler along with your stack and drop a city when they need to heal. You can always abandon it if your army needs to move on.
The price has gone up by a whopping 50%, but this is definetly a wonder that needs to be looked at again.
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CerberusIV
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I modded PTW to work this way a long time ago. Much more useful than the way it was.
Apart from the bug about targeting walls first, the other thing that worries me is the number of bugs patched in PTW that seem to have crept back. For a long time there was still a benefit from walls for cities over size 6 in PTW. Does anyone know if that one is back?
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smellymummy
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its a nice wonder, too bad the walls don't remain there after metalurgy.
does the temple of artemis behave the same way? (free temples dissapear once obsolete)
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Tacit_Exit
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quote: Originally posted by MrWhereItsAt Erm, this was fixed in the v1.21f patch for PtW, the second-to-last patch. This really shouldn't be in C3C if it was fixed way back then. |
Actually 'fixed' in PTW1.27f, at least according to readme.
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patcon
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There is one thing I don't understand about obsolete Wonders. If the Temple of Artemis puts a temple in every city and the Great Wall puts a wall aroiund every city, then why do those temples and walls suddenly disappear when ToA and GW become obsolete?
Problem:
(1) The game acts as if the actual physical temple exists in those cities that didn't have actual physical temples before ToA, except that I can't sell temples. So why do these virtual temples cease to exist later? Do the people become so disillusioned by losing their faith that they tear down these virtual temples (but not ones they built on their own, or the Temple of Artemis)? The same situation applies to city walls provided by the Great Wall. I could understand if metallurgy made all walls built before it ineffectual, so that all walls disappeared and had to be replaced by stronger ones, but the only ones that disappear are the ones provided by the GW.
(2) I can't build actual temples or walls in cities that didn't have them before while ToA or GW are active to protect myself from losing them later, so when the new tech which makes them obsolete comes along I have to run around building lost temples and walls instead of concentrating on new improvements.
(3) While ToA is active I can build cathedrals (which require temples) when the city has only the virtual temple provided by ToA, so when ToA expires I have a city with a cathedral but no temple, and if I'm in the middle of building a temple I can finish it (?).
Possible solution:
Is it feasible (or even currently possible) to flag a Wonder so that any city improvements it generates become permanent, but once it becomes obsolete it no longer generates these improvements in newly-acquired cities? I know I can change the Wonder flag to have it never expire, but that's not what I mean, it makes sense for certain wonders to lose their effect on new development after certain advances.
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patcon
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quote: Originally posted by Niessuh
Well, I think that the idea with the construction of the Great Wall or Artemis is that they create the "effect" in your empire as if walls or temples were constructed in all your cities, but they does not construct physically one of them in every city. So once it becomes obsolete the effect is lost |
I understand the concept of "effect". But since the improvement isn't really there, why can't I build the real improvement in anticipation of losing the virtual one. If I'm in a war it would be nice to be able to build walls in my frontline cities, knowing that the about-to-be-discovered metallurgy is going to leave these cities without walls in 3 turns.
Side note: I understand that if my enemies discover metallurgy and have more potent means of destroying walls I should lose the effect of the GW, but if I am the one with that knowledge, why do I lose the benefit? Am I going to destroy my own walls?
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Tacit_Exit
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quote: Originally posted by MrWhereItsAt Are you sure? |
Here is the bug report I posted at Civfanatics in the (now archived) PTW 1.21f bug forum, and here is the test I did to discover the bug, using 1.21f.
I have no idea why your readme has 1.21f indicated as the version where the fix was made, as I clearly remember checking the 1.27f readme to determine if the bug had been fixed, which it had.
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Tacit_Exit
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Just had a thought. . .
Wasn't the Euro-English 1.21f delayed somewhat? (I have an Australian PTW so used the US patch). If so, perhaps some of the fixes of the US 1.27f were incorporated into the Euro-English 1.21f, hence 'your' 1.21 may well have had the wall fix, where 'mine' didn't.
Just checked the US and Euro-Non English 1.27f fixes list at civfanatics, and it indicates the fix for walls not obseleting (3rd last entry).
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Tacit_Exit
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I can't check my 1.21f readme as I don't have it anymore; did a hd format before I installed Conquests and I don't know where to get it now.
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Tacit_Exit
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Ok, I just downloaded and applied PTW 1.27f to get access to the readme, and it has the wall fix indicated under Fixes in v1.21f!?
But there are 2 sections of 'Fixes in v1.21f', and the fixes/changes list posted at Civfanatics here when 1.27f was released indicates it was a 1.27f change!?
I think its a readme typo.
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